z Baldur's Gate 3

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Tekrom0
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Re: z Baldur's Gate 3

Post by Tekrom0 »

NukeZen wrote:
Tue Aug 29, 2023 4:37 pm
If i may ask guys, is there any way to adding skills to a character using the table? By what i see, the only option in the table is to add more origins, piking up the ones with tha associated relative skills. Is there any other way to do this? Whitout adding more origins i mean? Also, is there any way to add the "expertise" feat to any skill with the table?
I know there is an option on the table that lets you add passives/feats.
If you want to add JUST "expertise", try finding the option that says
[Add "Tough"], but change the script to add "Expertise" instead.
I can't look at the table right now since I'm currently stuck on mobile, but if you double click "Script", it will open a window that lets you edit the script. In this particular case, delete "Tough" inside the script, and replace it with "Expertise", and see if activating it works.
I don't know if that's the actual tag for it, because I might just be blind to an existing passive ID list for passives specifically, but if you edit the script the way I said to, and your game doesn't crash, then check your character sheet to see if you have it.

How to use this cheat table?
  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1

bearyPanda
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Re: z Baldur's Gate 3

Post by bearyPanda »

bearyPanda wrote:
Tue Aug 29, 2023 3:15 pm
EvenLess wrote:
Tue Aug 29, 2023 2:55 pm
Base_N wrote:
Tue Aug 29, 2023 2:27 pm


Thanks for looking into it. I had already noticed the link to the same named status and that was the first thing I tried. Both removing just the status and removing the status and passive at the same time. It has no effect whatsoever. Perhaps it's tied to something else? I was looking at flags but nothing strikes me as related so far. I was thinking of reverse engineering how the passives get removed when using tadpoles or ceremorphosis according to Patch 1 changelog but I'm not that far in the game yet so I can not trigger it and examine how it works.
Have you tried dumping all flags for the character and see if one stands out?
I posted a script recently to do just this and going through those I found flags that I wouldn't have thought to look for in the complete list of flags.

I'm posting from phone so you'll have to find it yourself in my previous posts 😁 it was within the last couple of days.
Currently looking for a solution as well.
I've dumped a save file of mine with LSLib and found there entries in the database.txt

Code: Select all

Database 'DB_CRE_GithInfirmary_FlagToStatus' (FLAG, STRING):
	(CRE_GithInfirmary_Event_DamageBrainINT_75d34f4d-9c2b-4a24-ae37-1f97ed7e3c5f, 'CRE_BRAINDAMAGE_INT')
	(CRE_GithInfirmary_Event_DamageBrainWIS_af9dce87-4534-413d-9b54-2e8db6857216, 'CRE_BRAINDAMAGE_WIS')
	(CRE_GithInfirmary_Event_DamageBrainCON_bf6318b5-50eb-44b6-80ae-4e451440df6e, 'CRE_BRAINDAMAGE_CON')
EDIT: Also found two status entries in the Global.lsx which correspond to my character, because it only has the CON and WIS debuff:

Under Character > children> StatusManager

Code: Select all

<node id="StatusManager">
	<children>
		<node id="StatusMeta">
			<attribute id="ID" type="FixedString" value="CRE_BRAINDAMAGE_WIS" />
			<attribute id="Handle" type="guid" value="8e641720-8685-1960-436a-8e7e741689bc" />
		</node>
		<node id="StatusMeta">
			<attribute id="ID" type="FixedString" value="CRE_BRAINDAMAGE_CON" />
			<attribute id="Handle" type="guid" value="7b0d0720-dd5a-3d1e-d9ec-520186c022fa" />
		</node>
		<node id="STATUS">
			<attribute id="ID" type="FixedString" value="CRE_BRAINDAMAGE_WIS" />
			<attribute id="LifeTime" type="float" value="-1" />
			<attribute id="CurrentLifeTime" type="float" value="-1" />
			<attribute id="TurnTimer" type="float" value="0.1791532" />
			<attribute id="CauseType" type="int8" value="0" />
			<attribute id="OriginCauseType" type="int8" value="0" />
			<attribute id="IsRecoverable" type="bool" value="False" />
			<attribute id="StoryActionID" type="uint32" value="4294967295" />
			<attribute id="ForceStatus" type="bool" value="True" />
			<attribute id="Started" type="bool" value="True" />
			<attribute id="IsLifeTimeSet" type="bool" value="True" />
			<attribute id="HasTriedEntering" type="bool" value="True" />
			<attribute id="SpellCastingAbility" type="uint8" value="0" />
			<attribute id="EffectTime" type="float" value="0" />
			<attribute id="SourceDirection" type="fvec3" value="0 1 0" />
			<attribute id="LoseControl" type="bool" value="False" />
			<children>
				<node id="ActionOriginator">
					<attribute id="ActionGuid" type="guid" value="bd99f827-916a-ba5f-2317-fabb825985d4" />
					<attribute id="CanApplyConcentration" type="bool" value="True" />
				</node>
				<node id="SourceSpell">
					<attribute id="SourceType" type="uint8" value="23" />
				</node>
			</children>
		</node>
		<node id="STATUS">
			<attribute id="ID" type="FixedString" value="CRE_BRAINDAMAGE_CON" />
			<attribute id="LifeTime" type="float" value="-1" />
			<attribute id="CurrentLifeTime" type="float" value="-1" />
			<attribute id="TurnTimer" type="float" value="0.1791532" />
			<attribute id="CauseType" type="int8" value="0" />
			<attribute id="OriginCauseType" type="int8" value="0" />
			<attribute id="IsRecoverable" type="bool" value="False" />
			<attribute id="StoryActionID" type="uint32" value="4294967295" />
			<attribute id="ForceStatus" type="bool" value="True" />
			<attribute id="Started" type="bool" value="True" />
			<attribute id="IsLifeTimeSet" type="bool" value="True" />
			<attribute id="HasTriedEntering" type="bool" value="True" />
			<attribute id="SpellCastingAbility" type="uint8" value="0" />
			<attribute id="EffectTime" type="float" value="0" />
			<attribute id="SourceDirection" type="fvec3" value="0 1 0" />
			<attribute id="LoseControl" type="bool" value="False" />
			<children>
				<node id="ActionOriginator">                           
					<attribute id="ActionGuid" type="guid" value="fdb44b2d-85ed-753c-a74f-bec4ba7cd348" />
					<attribute id="CanApplyConcentration" type="bool" value="True" />
				</node>
				<node id="SourceSpell">
					<attribute id="SourceType" type="uint8" value="23" />
				</node>
			</children>
		</node>
	</children>
</node>
Maybe there's a way to alter the LifeTime or the CurrentLifeTime, so that it disappears after a few seconds or a way to remove the nodes entirely, but that would probably involve editing the save file.
For future reference:
I managed to remove the debuff by unpacking my save file with LSLib.
  • extract the save under PAK/LSV Tools -> Extract Package
  • switch to LSX / LSB / LSF LSJ Tools and convert Global.lsf to Global.lsx
  • open the Global.lsx and remove the above mentioned StatusMeta and STATUS nodes under the affected character
  • convert the Global.lsx back to Global.lsf
  • switch back to PAK/LSV Tools and under Create Package you can package your save again
How ever, if I unpack and repack a save, even without editing, I get the following warning:

Code: Select all

Warning! The savegame has detected tampering or corruption.
Maybe this can help someone to figure stuff out.

Letstalk804
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Re: z Baldur's Gate 3

Post by Letstalk804 »

Is there somehow I can permanently increase my sleight of hand to a really high number? I did the dice roll bonuses but those are not permanent unless I did something wrong.

Alarion9
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Re: z Baldur's Gate 3

Post by Alarion9 »

Please help the working version from Lua or any other, where there is a complete list of adding FEATS) Please)

tisktask23
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Re: z Baldur's Gate 3

Post by tisktask23 »

I don't suppose anyone might be able to help me but I've been having a devil of a time keeping the game stable with the latest of z's cheat tables. By stability I mean that either Cheat Engine and/or the game have a tendency to crash when using the tables. I've waited for the commands to register as was recommended, I'm running everything in administrator mode, I have no mods, booting the game up in Vulkan as opposed to DirectX 11 provides marginally more stability. I am in act 3, which I've heard is relevant.

If anyone knows of something else I might be missing please chime in. If not I'll just have to wait to for the next version of either the tables or the game and hope everything works better than, in case the problem is just something on my end. Not that it's a huge inconvenience, updated tables are being released rather regularly from what I've seen. Thank you for that Zanzer.

Addendum: I just noticed when right clicking over the console commands portion of the table that I see the following error: "<<Error while scanning for AOB's: console Error: Not all results found>>" This error typically only shows up when the console commands won't drop down at all, so the messages meaning seems a little obvious but maybe it's a piece of the puzzle anyway?

niki_mob
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Re: z Baldur's Gate 3

Post by niki_mob »

Image
Template: WPN_HUM_Shield_E_2_89792dc1-221b-462e-adcb-026f2cafbb95

I have a +4 Shield.
When I try to spawn it, the rarity and AC are different.

Help me understand this <3

Base_N
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Re: z Baldur's Gate 3

Post by Base_N »

bearyPanda wrote:
Tue Aug 29, 2023 5:38 pm
bearyPanda wrote:
Tue Aug 29, 2023 3:15 pm
EvenLess wrote:
Tue Aug 29, 2023 2:55 pm


Have you tried dumping all flags for the character and see if one stands out?
I posted a script recently to do just this and going through those I found flags that I wouldn't have thought to look for in the complete list of flags.

I'm posting from phone so you'll have to find it yourself in my previous posts 😁 it was within the last couple of days.
Currently looking for a solution as well.
I've dumped a save file of mine with LSLib and found there entries in the database.txt

Code: Select all

Database 'DB_CRE_GithInfirmary_FlagToStatus' (FLAG, STRING):
	(CRE_GithInfirmary_Event_DamageBrainINT_75d34f4d-9c2b-4a24-ae37-1f97ed7e3c5f, 'CRE_BRAINDAMAGE_INT')
	(CRE_GithInfirmary_Event_DamageBrainWIS_af9dce87-4534-413d-9b54-2e8db6857216, 'CRE_BRAINDAMAGE_WIS')
	(CRE_GithInfirmary_Event_DamageBrainCON_bf6318b5-50eb-44b6-80ae-4e451440df6e, 'CRE_BRAINDAMAGE_CON')
Maybe this can help someone to figure stuff out.
Actually it did heh. So it is tied to a flag as I suspected after all. So here's the BrainDamage cleaner :)

Code: Select all

{$lua}
if syntaxcheck then return end
passive = {
"CRE_BRAINDAMAGE_INT",
"CRE_BRAINDAMAGE_WIS",
"CRE_BRAINDAMAGE_CON"
}
flag = {
"75d34f4d-9c2b-4a24-ae37-1f97ed7e3c5f",
"af9dce87-4534-413d-9b54-2e8db6857216",
"bf6318b5-50eb-44b6-80ae-4e451440df6e"
}
[ENABLE]
ClearFlagOnPlayer(flag)
RemoveStatusFromPlayer(passive)
RemovePassiveFromPlayer(passive)
[DISABLE]
My initial hypothesis seems to also be correct (as in that we're probably not adding some passives properly). It's possible that a lot of other passives are like that and when we just add them without their flags, there could be consequences if checks in the engine depend on the flag. Some reports of added passives appearing on the char sheet but not working properly could be exactly this. We should probably build a db of dependencies but it sounds no easy task as we would probably have to pull these from savegame files.

PS. Also repacking with LSLib as you found out triggers the anti-tampering check. There's a checksum hash involved somewhere that needs to be adjusted.

gring2236
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Re: z Baldur's Gate 3

Post by gring2236 »

Sorry if that has already been asked a million times but anything from the AddBoosts command list isn't permanent..? I've tried to add Immunity to fire to one of my characters but it doesn't seem to stick. Is there any passive or any other alternative way I can add fire immunity to a character and I'm not talking about resistance(50%) I'm talking about immunity like it does 0 damage.
The only monster I've noticed with an immunity to fire is the lava elemental in sorcerers sundries but that doesn't seem to be tied to any passive so I'm wondering if there is any.

timv777
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Re: z Baldur's Gate 3

Post by timv777 »

It keeps asking me to load a save even though I already did? It was working fine with table version 5

It says its enabled after editing the script but then nothing works.
Last edited by timv777 on Tue Aug 29, 2023 8:22 pm, edited 2 times in total.

rhoen
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Re: z Baldur's Gate 3

Post by rhoen »

which command on the newest table do I use to add spells or if I need to make my own how do I add spells?

PeDaGaNG
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Re: z Baldur's Gate 3

Post by PeDaGaNG »

**Delete due non perma solutions, will add back once i found perma solutions
Last edited by PeDaGaNG on Tue Aug 29, 2023 8:23 pm, edited 1 time in total.

PeDaGaNG
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Re: z Baldur's Gate 3

Post by PeDaGaNG »

rhoen wrote:
Tue Aug 29, 2023 8:09 pm
which command on the newest table do I use to add spells or if I need to make my own how do I add spells?
Lua to add Spelling Bees

Code: Select all

[ENABLE]
{$lua}
if syntaxcheck then return end

local uuid = "Insert Your Spell Here"

local cmdCall = getAddress("cmdCall")
local cmdArgs = getAddress("cmdArgs")
local cmdStr1 = getAddress("cmdStr1")
PrepareCall("GetHostCharacter")
executeCodeEx(0, nil, cmdCall)
PrepareCall("AddSpell")
writePointer(cmdArgs + 0x18, cmdStr1)
writeQword(cmdArgs + 0x28, 0)
writeQword(cmdArgs + 0x38, 0)
writeString(cmdStr1, uuid)
writeBytes(cmdStr1 + #uuid, 0)
local result = executeCodeEx(0, nil, cmdCall)
print(result == 1 and "success" or "failure")
{$asm}
[DISABLE]
List of Spell:
Spoiler
"Projectile_AcidArrow",
"Projectile_AcidSplash",
"Projectile_C ...",
"Projectile_ChainLightning",
"Projectile_ChromaticOrb",
"Projectile_DisarmingAttack",
"Projectile_Disintegrate",
"Projectile_EldritchBlast",
"Projectile_EnsnaringStrike_Container",
"Projectile_FireBolt",
"Projectile_Fireball",
"Projectile_GuidingBolt",
"Projectile_HailOfThorns",
"Projectile_HordeBreaker",
"Projectile_IceKnife",
"Projectile_LightningArrow",
"Projectile_MagicMissile",
"Projectile_MenacingAttack",
"Projectile_PoisonSpray",
"Projectile_PushingAttack",
"Projectile_RayOfEnfeeblement",
"Projectile_RayOfFrost",
"Projectile_RayOfSickness",
"Projectile_ScorchingRay",
"Projectile_SneakAttack",
"Projectile_TripAttack",
"Projectile_WitchBolt",
"Shout_ActionSurge",
"Shout_Aid",
"Shout_ArcaneRecovery",
"Shout_ArmorOfAgathys",
"Shout_ArmsOfHadar",
"Shout_AuraOfVitality",
"Shout_BeaconOfHope",
"Shout_BladeWard",
"Shout_Blink",
"Shout_Blur",
"Shout_CreateSorceryPoints",
"Shout_CreateSpellSlot",
"Shout_CrusadersMantle",
"Shout_Dash_CunningAction",
"Shout_DestructiveWave",
"Shout_DetectThoughts",
"Shout_Disengage_CunningAction",
"Shout_DisguiseSelf",
"Shout_DispelEvilAndGood",
"Shout_DivineFavor",
"Shout_DivineSense",
"Shout_Dreadful_Aspect",
"Shout_ExpeditiousRetreat",
"Shout_FalseLife",
"Shout_FeatherFall",
"Shout_FireShield",
"Shout_FlameBlade",
"Shout_FlameBlade_MephistophelesTiefling",
"Shout_HealingRadiance",
"Shout_HealingWord_Mass",
"Shout_HellishRebuke",
"Shout_HellishRebuke_AsmodeusTiefling",
"Shout_HellishRebuke_WarlockMI",
"Shout_HeroesFeast",
"Shout_Hide_BonusAction",
"Shout_MirrorImage",
"Shout_NaturalRecovery",
"Shout_PassWithoutTrace",
"Shout_PrayerOfHealing",
"Shout_ProduceFlame",
"Shout_RadianceOfTheDawn",
"Shout_SacredWeapon",
"Shout_SecondWind",
"Shout_SeeInvisibility",
"Shout_Shield_Sorcerer",
"Shout_Shield_Wizard",
"Shout_Shillelagh",
"Shout_SongOfRest",
"Shout_SpeakWithAnimals",
"Shout_SpeakWithAnimals_Barbarian",
"Shout_SpeakWithAnimals_ForestGnome",
"Shout_SpiritGuardians",
"Shout_Thaumaturgy",
"Shout_TurnTheFaithless",
"Shout_TurnTheUnholy",
"Shout_TurnUndead",
"Shout_WildShape",
"Shout_WildShape_Badger",
"Shout_WildShape_Cat",
"Shout_WildShape_Combat",
"Shout_WildShape_Combat_Badger",
"Shout_WildShape_Combat_Bear_Polar",
"Shout_WildShape_Combat_Cat",
"Shout_WildShape_Combat_DeepRothe",
"Shout_WildShape_Combat_Raven",
"Shout_WildShape_Combat_Spider",
"Shout_WildShape_Combat_Wolf_Dire",
"Shout_WildShape_DeepRothe",
"Shout_WildShape_Spider",
"Shout_WildShape_Wolf_Dire",
"Shout_WindWalk",
"Target_AnimalFriendship",
"Target_AnimateDead",
"Target_ArcaneEye",
"Target_ArcaneLock",
"Target_Bane",
"Target_Banishment",
"Target_Barkskin",
"Target_BestowCurse",
"Target_BlackTentacles",
"Target_Bless",
"Target_BlessingOfTheTrickster",
"Target_Blight",
"Target_Blindness",
"Target_CallLightning",
"Target_CalmEmotions",
"Target_CharmPerson",
"Target_ChillTouch",
"Target_CircleOfDeath",
"Target_CloudOfDaggers",
"Target_Cloudkill",
"Target_Command_Container",
"Target_CompelledDuel",
"Target_Confusion",
"Target_ConjureElemental_Container",
"Target_ConjureElementals_Minor_Container",
"Target_ConjureWoodlandBeings",
"Target_Contagion",
"Target_ControlUndead",
"Target_Counterspell",
"Target_CreateDestroyWater",
"Target_CreateUndead",
"Target_CrownOfMadness",
"Target_CureWounds",
"Target_CureWounds",
"Target_CureWounds_Mass",
"Target_CuttingWords",
"Target_DancingLights",
"Target_Darkness",
"Target_Darkness_DrowMagic",
"Target_Darkvision",
"Target_Daylight_Container",
"Target_DeathWard",
"Target_DisarmingAttack",
"Target_DissonantWhispers",
"Target_DominateBeast",
"Target_DominatePerson",
"Target_ElementalWeapon",
"Target_EnhanceAbility",
"Target_EnlargeReduce",
"Target_Entangle",
"Target_Enthrall",
"Target_Eyebite",
"Target_FaerieFire",
"Target_FaerieFire_DrowMagic",
"Target_FeignDeath",
"Target_FindFamiliar",
"Target_FlameStrike",
"Target_FlamingSphere",
"Target_FleshToStone",
"Target_Fly",
"Target_FogCloud",
"Target_FreedomOfMovement",
"Target_FrenziedStrike",
"Target_Friends",
"Target_GaseousForm",
"Target_GlobeOfInvulnerability",
"Target_GlyphOfWarding",
"Target_Goodberry",
"Target_GraspingVine",
"Target_Grease",
"Target_GreaterRestoration",
"Target_GuardianOfFaith",
"Target_Guidance",
"Target_Harm",
"Target_Haste",
"Target_Heal",
"Target_HealingWord",
"Target_HeatMetal",
"Target_Heroism",
"Target_Hex",
"Target_HideousLaughter",
"Target_HoldMonster",
"Target_HoldPerson",
"Target_HolyRebuke",
"Target_HordeBreaker",
"Target_HungerOfHadar",
"Target_HuntersMark",
"Target_HypnoticGaze",
"Target_HypnoticPattern",
"Target_IceStorm",
"Target_InflictWounds",
"Target_InsectPlague",
"Target_Invisibility",
"Target_Invisibility_Greater",
"Target_InvokeDuplicity",
"Target_IrresistibleDance",
"Target_Jump",
"Target_Jump_Githyanki",
"Target_Knock",
"Target_LayOnHands",
"Target_LesserRestoration",
"Target_Light",
"Target_Longstrider",
"Target_MageArmor",
"Target_MageHand",
"Target_MageHand_GithyankiPsionics",
"Target_MagicWeapon",
"Target_MenacingAttack",
"Target_MinorIllusion",
"Target_MistyStep",
"Target_MistyStep_Githyanki",
"Target_Moonbeam",
"Target_NaturesWrath",
"Target_PhantasmalForce",
"Target_PhantasmalKiller",
"Target_PlanarBinding",
"Target_PlantGrowth",
"Target_Polymorph",
"Target_ProtectionFromEnergy",
"Target_ProtectionFromEvilAndGood",
"Target_ProtectionFromPoison",
"Target_PushingAttack",
"Target_Rally",
"Target_RangersCompanion",
"Target_RecklessAttack",
"Target_RemoveCurse",
"Target_ResilientSphere",
"Target_Resistance",
"Target_SacredFlame",
"Target_Sanctuary",
"Target_Seeming",
"Target_Shatter",
"Target_ShieldOfFaith",
"Target_ShockingGrasp",
"Target_Silence",
"Target_Sleep",
"Target_SleetStorm",
"Target_Slow",
"Target_Smite_Blinding",
"Target_Smite_Branding_Container",
"Target_Smite_Branding_ZarielTiefling_Container",
"Target_Smite_Divine",
"Target_Smite_Divine_Critical_Unlock",
"Target_Smite_Divine_Unlock",
"Target_Smite_Searing",
"Target_Smite_Searing_ZarielTiefling",
"Target_Smite_Thunderous",
"Target_Smite_Wrathful",
"Target_SneakAttack",
"Target_SpeakWithDead",
"Target_SpikeGrowth",
"Target_SpiritualWeapon",
"Target_SpitefulSuffering",
"Target_StinkingCloud",
"Target_Stoneskin",
"Target_ThornWhip",
"Target_TripAttack",
"Target_TrueStrike",
"Target_VampiricTouch",
"Target_ViciousMockery",
"Target_WardingBond",
"Target_Web",
"Teleportation_ArcaneGate",
"Teleportation_DimensionDoor",
"Teleportation_Revivify",
"Throw_FrenziedThrow",
"Throw_Telekinesis",
"Wall_WallOfFire",
"Wall_WallOfStone",
"Zone_BurningHands",
"Zone_BurningHands_MephistophelesTiefling",
"Zone_ColorSpray",
"Zone_ConeOfCold",
"Zone_ConjureBarrage",
"Zone_Fear",
"Zone_GustOfWind",
"Zone_LightningBolt",
"Zone_Sunbeam",
"Zone_Thunderwave",

Zanzer
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Re: z Baldur's Gate 3

Post by Zanzer »

gring2236 wrote:
Tue Aug 29, 2023 7:55 pm
Sorry if that has already been asked a million times but anything from the AddBoosts command list isn't permanent..? I've tried to add Immunity to fire to one of my characters but it doesn't seem to stick. Is there any passive or any other alternative way I can add fire immunity to a character and I'm not talking about resistance(50%) I'm talking about immunity like it does 0 damage.
The only monster I've noticed with an immunity to fire is the lava elemental in sorcerers sundries but that doesn't seem to be tied to any passive so I'm wondering if there is any.
Looks like these spells let you buff yourself with fire immunity (among other things)?
Shout_WildShape_Myrmidon_Fire
Shout_WildShape_Combat_Myrmidon_Fire_NPC

Statuses usually at least last until long rest.

Code: Select all

ApplyStatusToPlayer("TRIALFIRE")
ApplyStatusToPlayer("MYRMIDON_WILDSHAPE_FIRE")
ApplyStatusToPlayer("SCL_SHADOWFELL_AURA")
ApplyStatusToPlayer("LOW_SORRCEROUSSUNDRIES_INVULNERABLE")
Last edited by Zanzer on Tue Aug 29, 2023 9:12 pm, edited 1 time in total.

CritWolf534232
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Posts: 3
Joined: Mon Aug 28, 2023 8:51 pm
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Re: z Baldur's Gate 3

Post by CritWolf534232 »

PeDaGaNG wrote:
Tue Aug 29, 2023 8:18 pm
rhoen wrote:
Tue Aug 29, 2023 8:09 pm
which command on the newest table do I use to add spells or if I need to make my own how do I add spells?
Lua to add Spelling Bees

Code: Select all

[ENABLE]
{$lua}
if syntaxcheck then return end

local uuid = "Insert Your Spell Here"

local cmdCall = getAddress("cmdCall")
local cmdArgs = getAddress("cmdArgs")
local cmdStr1 = getAddress("cmdStr1")
PrepareCall("GetHostCharacter")
executeCodeEx(0, nil, cmdCall)
PrepareCall("AddSpell")
writePointer(cmdArgs + 0x18, cmdStr1)
writeQword(cmdArgs + 0x28, 0)
writeQword(cmdArgs + 0x38, 0)
writeString(cmdStr1, uuid)
writeBytes(cmdStr1 + #uuid, 0)
local result = executeCodeEx(0, nil, cmdCall)
print(result == 1 and "success" or "failure")
{$asm}
[DISABLE]
List of Spell:
Spoiler
"Projectile_AcidArrow",
"Projectile_AcidSplash",
"Projectile_C ...",
"Projectile_ChainLightning",
"Projectile_ChromaticOrb",
"Projectile_DisarmingAttack",
"Projectile_Disintegrate",
"Projectile_EldritchBlast",
"Projectile_EnsnaringStrike_Container",
"Projectile_FireBolt",
"Projectile_Fireball",
"Projectile_GuidingBolt",
"Projectile_HailOfThorns",
"Projectile_HordeBreaker",
"Projectile_IceKnife",
"Projectile_LightningArrow",
"Projectile_MagicMissile",
"Projectile_MenacingAttack",
"Projectile_PoisonSpray",
"Projectile_PushingAttack",
"Projectile_RayOfEnfeeblement",
"Projectile_RayOfFrost",
"Projectile_RayOfSickness",
"Projectile_ScorchingRay",
"Projectile_SneakAttack",
"Projectile_TripAttack",
"Projectile_WitchBolt",
"Shout_ActionSurge",
"Shout_Aid",
"Shout_ArcaneRecovery",
"Shout_ArmorOfAgathys",
"Shout_ArmsOfHadar",
"Shout_AuraOfVitality",
"Shout_BeaconOfHope",
"Shout_BladeWard",
"Shout_Blink",
"Shout_Blur",
"Shout_CreateSorceryPoints",
"Shout_CreateSpellSlot",
"Shout_CrusadersMantle",
"Shout_Dash_CunningAction",
"Shout_DestructiveWave",
"Shout_DetectThoughts",
"Shout_Disengage_CunningAction",
"Shout_DisguiseSelf",
"Shout_DispelEvilAndGood",
"Shout_DivineFavor",
"Shout_DivineSense",
"Shout_Dreadful_Aspect",
"Shout_ExpeditiousRetreat",
"Shout_FalseLife",
"Shout_FeatherFall",
"Shout_FireShield",
"Shout_FlameBlade",
"Shout_FlameBlade_MephistophelesTiefling",
"Shout_HealingRadiance",
"Shout_HealingWord_Mass",
"Shout_HellishRebuke",
"Shout_HellishRebuke_AsmodeusTiefling",
"Shout_HellishRebuke_WarlockMI",
"Shout_HeroesFeast",
"Shout_Hide_BonusAction",
"Shout_MirrorImage",
"Shout_NaturalRecovery",
"Shout_PassWithoutTrace",
"Shout_PrayerOfHealing",
"Shout_ProduceFlame",
"Shout_RadianceOfTheDawn",
"Shout_SacredWeapon",
"Shout_SecondWind",
"Shout_SeeInvisibility",
"Shout_Shield_Sorcerer",
"Shout_Shield_Wizard",
"Shout_Shillelagh",
"Shout_SongOfRest",
"Shout_SpeakWithAnimals",
"Shout_SpeakWithAnimals_Barbarian",
"Shout_SpeakWithAnimals_ForestGnome",
"Shout_SpiritGuardians",
"Shout_Thaumaturgy",
"Shout_TurnTheFaithless",
"Shout_TurnTheUnholy",
"Shout_TurnUndead",
"Shout_WildShape",
"Shout_WildShape_Badger",
"Shout_WildShape_Cat",
"Shout_WildShape_Combat",
"Shout_WildShape_Combat_Badger",
"Shout_WildShape_Combat_Bear_Polar",
"Shout_WildShape_Combat_Cat",
"Shout_WildShape_Combat_DeepRothe",
"Shout_WildShape_Combat_Raven",
"Shout_WildShape_Combat_Spider",
"Shout_WildShape_Combat_Wolf_Dire",
"Shout_WildShape_DeepRothe",
"Shout_WildShape_Spider",
"Shout_WildShape_Wolf_Dire",
"Shout_WindWalk",
"Target_AnimalFriendship",
"Target_AnimateDead",
"Target_ArcaneEye",
"Target_ArcaneLock",
"Target_Bane",
"Target_Banishment",
"Target_Barkskin",
"Target_BestowCurse",
"Target_BlackTentacles",
"Target_Bless",
"Target_BlessingOfTheTrickster",
"Target_Blight",
"Target_Blindness",
"Target_CallLightning",
"Target_CalmEmotions",
"Target_CharmPerson",
"Target_ChillTouch",
"Target_CircleOfDeath",
"Target_CloudOfDaggers",
"Target_Cloudkill",
"Target_Command_Container",
"Target_CompelledDuel",
"Target_Confusion",
"Target_ConjureElemental_Container",
"Target_ConjureElementals_Minor_Container",
"Target_ConjureWoodlandBeings",
"Target_Contagion",
"Target_ControlUndead",
"Target_Counterspell",
"Target_CreateDestroyWater",
"Target_CreateUndead",
"Target_CrownOfMadness",
"Target_CureWounds",
"Target_CureWounds",
"Target_CureWounds_Mass",
"Target_CuttingWords",
"Target_DancingLights",
"Target_Darkness",
"Target_Darkness_DrowMagic",
"Target_Darkvision",
"Target_Daylight_Container",
"Target_DeathWard",
"Target_DisarmingAttack",
"Target_DissonantWhispers",
"Target_DominateBeast",
"Target_DominatePerson",
"Target_ElementalWeapon",
"Target_EnhanceAbility",
"Target_EnlargeReduce",
"Target_Entangle",
"Target_Enthrall",
"Target_Eyebite",
"Target_FaerieFire",
"Target_FaerieFire_DrowMagic",
"Target_FeignDeath",
"Target_FindFamiliar",
"Target_FlameStrike",
"Target_FlamingSphere",
"Target_FleshToStone",
"Target_Fly",
"Target_FogCloud",
"Target_FreedomOfMovement",
"Target_FrenziedStrike",
"Target_Friends",
"Target_GaseousForm",
"Target_GlobeOfInvulnerability",
"Target_GlyphOfWarding",
"Target_Goodberry",
"Target_GraspingVine",
"Target_Grease",
"Target_GreaterRestoration",
"Target_GuardianOfFaith",
"Target_Guidance",
"Target_Harm",
"Target_Haste",
"Target_Heal",
"Target_HealingWord",
"Target_HeatMetal",
"Target_Heroism",
"Target_Hex",
"Target_HideousLaughter",
"Target_HoldMonster",
"Target_HoldPerson",
"Target_HolyRebuke",
"Target_HordeBreaker",
"Target_HungerOfHadar",
"Target_HuntersMark",
"Target_HypnoticGaze",
"Target_HypnoticPattern",
"Target_IceStorm",
"Target_InflictWounds",
"Target_InsectPlague",
"Target_Invisibility",
"Target_Invisibility_Greater",
"Target_InvokeDuplicity",
"Target_IrresistibleDance",
"Target_Jump",
"Target_Jump_Githyanki",
"Target_Knock",
"Target_LayOnHands",
"Target_LesserRestoration",
"Target_Light",
"Target_Longstrider",
"Target_MageArmor",
"Target_MageHand",
"Target_MageHand_GithyankiPsionics",
"Target_MagicWeapon",
"Target_MenacingAttack",
"Target_MinorIllusion",
"Target_MistyStep",
"Target_MistyStep_Githyanki",
"Target_Moonbeam",
"Target_NaturesWrath",
"Target_PhantasmalForce",
"Target_PhantasmalKiller",
"Target_PlanarBinding",
"Target_PlantGrowth",
"Target_Polymorph",
"Target_ProtectionFromEnergy",
"Target_ProtectionFromEvilAndGood",
"Target_ProtectionFromPoison",
"Target_PushingAttack",
"Target_Rally",
"Target_RangersCompanion",
"Target_RecklessAttack",
"Target_RemoveCurse",
"Target_ResilientSphere",
"Target_Resistance",
"Target_SacredFlame",
"Target_Sanctuary",
"Target_Seeming",
"Target_Shatter",
"Target_ShieldOfFaith",
"Target_ShockingGrasp",
"Target_Silence",
"Target_Sleep",
"Target_SleetStorm",
"Target_Slow",
"Target_Smite_Blinding",
"Target_Smite_Branding_Container",
"Target_Smite_Branding_ZarielTiefling_Container",
"Target_Smite_Divine",
"Target_Smite_Divine_Critical_Unlock",
"Target_Smite_Divine_Unlock",
"Target_Smite_Searing",
"Target_Smite_Searing_ZarielTiefling",
"Target_Smite_Thunderous",
"Target_Smite_Wrathful",
"Target_SneakAttack",
"Target_SpeakWithDead",
"Target_SpikeGrowth",
"Target_SpiritualWeapon",
"Target_SpitefulSuffering",
"Target_StinkingCloud",
"Target_Stoneskin",
"Target_ThornWhip",
"Target_TripAttack",
"Target_TrueStrike",
"Target_VampiricTouch",
"Target_ViciousMockery",
"Target_WardingBond",
"Target_Web",
"Teleportation_ArcaneGate",
"Teleportation_DimensionDoor",
"Teleportation_Revivify",
"Throw_FrenziedThrow",
"Throw_Telekinesis",
"Wall_WallOfFire",
"Wall_WallOfStone",
"Zone_BurningHands",
"Zone_BurningHands_MephistophelesTiefling",
"Zone_ColorSpray",
"Zone_ConeOfCold",
"Zone_ConjureBarrage",
"Zone_Fear",
"Zone_GustOfWind",
"Zone_LightningBolt",
"Zone_Sunbeam",
"Zone_Thunderwave",
I tried to do this by going to the Table tab, selecting "Show Cheat Table Lua Script" and pasting the code to execute, but I kept getting an error saying "[string "[ENABLE] ..."]:1: unexpected symbol near '['". Am I doing this right, or am I supposed to paste the code somewhere else? Thanks!

SillyPyro
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What is cheating?
Posts: 3
Joined: Tue Aug 29, 2023 12:51 am
Reputation: 1

Re: z Baldur's Gate 3

Post by SillyPyro »

bearyPanda wrote:
Tue Aug 29, 2023 3:15 pm
EvenLess wrote:
Tue Aug 29, 2023 2:55 pm
Base_N wrote:
Tue Aug 29, 2023 2:27 pm


Thanks for looking into it. I had already noticed the link to the same named status and that was the first thing I tried. Both removing just the status and removing the status and passive at the same time. It has no effect whatsoever. Perhaps it's tied to something else? I was looking at flags but nothing strikes me as related so far. I was thinking of reverse engineering how the passives get removed when using tadpoles or ceremorphosis according to Patch 1 changelog but I'm not that far in the game yet so I can not trigger it and examine how it works.
Have you tried dumping all flags for the character and see if one stands out?
I posted a script recently to do just this and going through those I found flags that I wouldn't have thought to look for in the complete list of flags.

I'm posting from phone so you'll have to find it yourself in my previous posts 😁 it was within the last couple of days.
Currently looking for a solution as well.
I've dumped a save file of mine with LSLib and found there entries in the database.txt

Code: Select all

Database 'DB_CRE_GithInfirmary_FlagToStatus' (FLAG, STRING):
	(CRE_GithInfirmary_Event_DamageBrainINT_75d34f4d-9c2b-4a24-ae37-1f97ed7e3c5f, 'CRE_BRAINDAMAGE_INT')
	(CRE_GithInfirmary_Event_DamageBrainWIS_af9dce87-4534-413d-9b54-2e8db6857216, 'CRE_BRAINDAMAGE_WIS')
	(CRE_GithInfirmary_Event_DamageBrainCON_bf6318b5-50eb-44b6-80ae-4e451440df6e, 'CRE_BRAINDAMAGE_CON')
EDIT: Also found two status entries in the Global.lsx which correspond to my character, because it only has the CON and WIS debuff:

Under Character > children> StatusManager

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<node id="StatusManager">
	<children>
		<node id="StatusMeta">
			<attribute id="ID" type="FixedString" value="CRE_BRAINDAMAGE_WIS" />
			<attribute id="Handle" type="guid" value="8e641720-8685-1960-436a-8e7e741689bc" />
		</node>
		<node id="StatusMeta">
			<attribute id="ID" type="FixedString" value="CRE_BRAINDAMAGE_CON" />
			<attribute id="Handle" type="guid" value="7b0d0720-dd5a-3d1e-d9ec-520186c022fa" />
		</node>
		<node id="STATUS">
			<attribute id="ID" type="FixedString" value="CRE_BRAINDAMAGE_WIS" />
			<attribute id="LifeTime" type="float" value="-1" />
			<attribute id="CurrentLifeTime" type="float" value="-1" />
			<attribute id="TurnTimer" type="float" value="0.1791532" />
			<attribute id="CauseType" type="int8" value="0" />
			<attribute id="OriginCauseType" type="int8" value="0" />
			<attribute id="IsRecoverable" type="bool" value="False" />
			<attribute id="StoryActionID" type="uint32" value="4294967295" />
			<attribute id="ForceStatus" type="bool" value="True" />
			<attribute id="Started" type="bool" value="True" />
			<attribute id="IsLifeTimeSet" type="bool" value="True" />
			<attribute id="HasTriedEntering" type="bool" value="True" />
			<attribute id="SpellCastingAbility" type="uint8" value="0" />
			<attribute id="EffectTime" type="float" value="0" />
			<attribute id="SourceDirection" type="fvec3" value="0 1 0" />
			<attribute id="LoseControl" type="bool" value="False" />
			<children>
				<node id="ActionOriginator">
					<attribute id="ActionGuid" type="guid" value="bd99f827-916a-ba5f-2317-fabb825985d4" />
					<attribute id="CanApplyConcentration" type="bool" value="True" />
				</node>
				<node id="SourceSpell">
					<attribute id="SourceType" type="uint8" value="23" />
				</node>
			</children>
		</node>
		<node id="STATUS">
			<attribute id="ID" type="FixedString" value="CRE_BRAINDAMAGE_CON" />
			<attribute id="LifeTime" type="float" value="-1" />
			<attribute id="CurrentLifeTime" type="float" value="-1" />
			<attribute id="TurnTimer" type="float" value="0.1791532" />
			<attribute id="CauseType" type="int8" value="0" />
			<attribute id="OriginCauseType" type="int8" value="0" />
			<attribute id="IsRecoverable" type="bool" value="False" />
			<attribute id="StoryActionID" type="uint32" value="4294967295" />
			<attribute id="ForceStatus" type="bool" value="True" />
			<attribute id="Started" type="bool" value="True" />
			<attribute id="IsLifeTimeSet" type="bool" value="True" />
			<attribute id="HasTriedEntering" type="bool" value="True" />
			<attribute id="SpellCastingAbility" type="uint8" value="0" />
			<attribute id="EffectTime" type="float" value="0" />
			<attribute id="SourceDirection" type="fvec3" value="0 1 0" />
			<attribute id="LoseControl" type="bool" value="False" />
			<children>
				<node id="ActionOriginator">
					<attribute id="ActionGuid" type="guid" value="fdb44b2d-85ed-753c-a74f-bec4ba7cd348" />
					<attribute id="CanApplyConcentration" type="bool" value="True" />
				</node>
				<node id="SourceSpell">
					<attribute id="SourceType" type="uint8" value="23" />
				</node>
			</children>
		</node>
	</children>
</node>
Maybe there's a way to alter the LifeTime or the CurrentLifeTime, so that it disappears after a few seconds or a way to remove the nodes entirely, but that would probably involve editing the save file.
Can you share where you found that database.txt? Trying to find the Hag hair flag since it looks like Base_N figured out a removal script

Edit: figured it out, just digging for the relevant info now.
Last edited by SillyPyro on Tue Aug 29, 2023 9:27 pm, edited 1 time in total.

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