Re: z Baldur's Gate 3
Posted: Thu Aug 17, 2023 10:48 pm
Did Someone Know how to remove Status?
I know ApplyStatus
but RemoveStatus will crash the game
I know ApplyStatus
but RemoveStatus will crash the game
Community Cheat Tables of Cheat Engine
https://fearlessrevolution.com/
8f6b0c08-d1b1-4ae7-ade2-da3c679ce323sauhaumjau wrote: ↑Fri Aug 18, 2023 12:03 amAnybody knows how to add auntie ethel's hair? Seems like you lose the effect if you respec.
The complicated way would be to remove the bound status from the artifact. If it's already bound to Tav this is likely the only option
Wow thanks for the detailed reply. Was able to do it. Now i dont have to re-pick a class to get greatsword proficiency!JayBee222 wrote: ↑Thu Aug 17, 2023 6:46 pmYeah, I got you. So open up the latest table from page 1 (with the game running and everything obviously). Go to Console Commands > Register Commands > Passive/Feat Cheats. You can pick most of the options to do this, but I'll recommend picking "Add Mask of Many Faces". Double click on the <script> to open it and change "MaskOfManyFaces" to "Gith_MartialProdigy" (or any other trait you want, really, and yes the quotes are necessary). Now, when the script is activated, it won't give Mask of Many Faces, it'll give whatever you changed it to. (When you reload the table later, it'll still be MaskOfManyFaces, though.)
Be aware, that the script, by default will REMOVE that feat/passive when the box is unchecked. You can prevent it from doing this by either a) switching to a different active character who doesn't have that feat in the first place before unchecking the box or b) removing the last line of code from the script that says "RemovePassiveFromPlayer(passive)" (It's also saved into the table, so it'll come back when you re-open the table later)
how are y'all adding items? When I use the cheat table it only gives me the option to toggle commands but not register them & even then the commands won't toggle on.knightjedi wrote: ↑Fri Aug 18, 2023 12:23 am8f6b0c08-d1b1-4ae7-ade2-da3c679ce323sauhaumjau wrote: ↑Fri Aug 18, 2023 12:03 amAnybody knows how to add auntie ethel's hair? Seems like you lose the effect if you respec.
7e3afbf6-4e1a-444e-826d-f8e0e0a8308f
d16922ba-a36b-4015-8072-27610821fb53
9abbab89-d29f-47c0-9ffe-f12018dd83d9
de2c9582-fab5-4d5e-9a81-44d67af6a681
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eat whatever you want
Unfortunate. Do you know how to remove the effect from it? Am more than 12 hours in and just now reached the Goblin Camp.
Oh, that's really cool! I'll definitely use this for my next playthroughs. Thank you so much!chaos915 wrote: ↑Fri Aug 18, 2023 12:43 amThere's a small window when Shadowheart first joins(on the beach) where the artifact isn't bound. I just put it in a sack(0.2 Wt) during this time.
It binds to exact slot you place it in the sack(any container will do, but the lighter the better), but you can then freely transfer the sack between characters and even see them all try to investigate/open/drop the artifact. You can even get the camp scenes with Shadowheart and the artifact if it's not acvtuall in her inventory.
The only way to get it out of the sack is to give it to Shadowheart and dismiss her, the artifact transfers to Tav without the sack(this only works once.)
To prevent the transfer just give the sack to Tav before dismissing Shadowheart.
An alternative is to throw the artifact in camp storage before it's bound(only place it won't bind to), then pull it out with shadowheart when the story actually calls for it
Yeah, but I found another way. You can resurrect her with the help of [Link] console using these two commands:Dark.6083 wrote: ↑Thu Aug 17, 2023 7:10 amDidn't work. She's not at the Inn in Act 2.Evil_Crab wrote: ↑Thu Aug 10, 2023 11:29 pmI was not able to confirm it yet because I'm still in Act 1, but after some digging through the game files I think that if you're playing as the Dark Urge andyou canSpoiler
you want to keep Alfira aliveby clearing the 99e83ea4-4b03-2e22-0fb0-8cbbcd68e665 flag before Act 2Spoiler
"resurrect" her in the following acts
Verified with GetFlagName that 99e83ea4-4b03-2e22-0fb0-8cbbcd68e665 is "DEN_TieflingBard_State_Unavailable".
Verified with GetFlag that I do not have that flag.
Her survival is not determined by that flag. Looks like the only way to keep her alive for Act 2 is to knock her unconscious in Act 1 before she shows up at your camp.
Code: Select all
Osi.PROC_HAV_TieflingSurvivors_DebugResurrect();
Osi.PROC_HAV_TieflingSurvivors_Init();