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Re: z Baldur's Gate 3

Posted: Sat Oct 14, 2023 8:56 pm
by Noway3
Aliysium wrote:
Fri Oct 13, 2023 3:30 am
Where do I go to search for the UUID for specific NPCs? I need to respawn Oliver so I can "fix" my bugged quest
adamg11 wrote:
Fri Oct 13, 2023 6:37 am
dd3dd wrote:
Mon Oct 09, 2023 9:06 pm
adamg11 wrote:
Sun Oct 08, 2023 7:04 pm
Does anyone have ct with npc spawn ? searching 365 sites is a bit beyond my patience
So there are two posts I have bookmarked:

Spawn NPC by Daz
and
Spawn NPC Creatures by Noway3
thanks, but I've already checked the one from Daz.
there aren't many npcs to choose from.
Before, there was some ct for npc connected to the regular ct, but it was removed when the system was reinstalled.
I think this ct was called bg3edit or something like that
Have a look at my file named "Merged_Characters_dict.json" , or the excel workbook "Merged.xlsx" / sheet "Characters" in my main post (viewtopic.php?p=311868#p311868):
There are 4140 characters to choose from :) . Search the DisplayNameEnglish column for a specific NPC name: the whole "Oliver" family is there too.

Re: z Baldur's Gate 3

Posted: Sat Oct 14, 2023 9:43 pm
by Gray0ne
Is it possible to permanently give your self a buff like Alcohol?

Re: z Baldur's Gate 3

Posted: Sat Oct 14, 2023 9:59 pm
by The Red Prince
how about this, can a god modder somehow add a new option to the cheat engine that adds resistances that permanently stay, more importantly, immunities? and once they add that option, send a link that I can download to the cheat engine, is this even possible? I feel like it should be, being fire immune is a base game thing, cause vanilla enemies have it, like merrigans and Raphael.

Re: z Baldur's Gate 3

Posted: Sat Oct 14, 2023 11:30 pm
by RandomPersonIGuess
Is there a guide or tutorial on how to change your characters background with this?

Re: z Baldur's Gate 3

Posted: Sat Oct 14, 2023 11:36 pm
by Hans13q
Hi guys! Is there any command to give spells(for example invisability or animating spores) to my summon(zombie, skeleton, quasit, elemental)?

Re: z Baldur's Gate 3

Posted: Sat Oct 14, 2023 11:37 pm
by nuclearhavoc
Codcat wrote:
Sat Oct 14, 2023 11:42 am
Nothing changed from the latest zanzer upload:

Code: Select all

{$lua}
if syntaxcheck then return end
[ENABLE]
AddBoostsToPlayer("MinimumRollResult(RawAbility,20);MinimumRollResult(SkillCheck,20);MinimumRollResult(SavingThrow,20)")
[DISABLE]
Interesting, well, something must be wrong with my game. I'm still getting sub-20s.

Re: z Baldur's Gate 3

Posted: Sun Oct 15, 2023 1:02 am
by AkimboDK
Noway3 wrote:
Sat Oct 14, 2023 8:27 pm
PrinceRevivalDK wrote:
Tue Oct 10, 2023 12:01 pm
Is there any reason why I can't use the Item Spawner to spawn myself the "Curious Book" ?
It is a book that is actually a container, which can hold anything, but I like to put scrolls inside it since it is a book.

I know it can be found in hidden hole behind a wall near the windmill at Blighted Village, but, when I have the book, and try to drop it to get the UIID, and use it, it just spawns a normal book.

If anyone figured the ID please share. I wanna add it to my spawn item list.
I think that this is one of those really unique items that can be moved around but not duplicated: the uuid you get ("S_FOR_HoleBook"- "da2a1502-399f-440d-93be-db6930231525") when you drop it, is not a "template" that can be replicated but an "item" UUID.

I may be wrong but we already have seen that behavior with some other unique items. For example, the "Noblestalk": while there is a common version of it (a template) that you can spawn at will, the quest version ("orange" text) is truly unique in the whole game.

As always, have fun and long live!
There must be some way to spawn in an Item like that which changes the apperance of the spawned item or something.
where both the codes are used, template, and item id, I was really hoping someone knew haha xD, I created my save file where I gave myself everything that I needed from the start of the game, calling it, my new game plus save lmao, I just need this holebook so I can start putting stuff in the right containers from the start XD.

Re: Umbral gem UUID

Posted: Sun Oct 15, 2023 2:36 am
by Xiiviiniity
Noway3 wrote:
Sat Oct 14, 2023 8:35 pm
Xiiviiniity wrote:
Fri Oct 13, 2023 1:01 am
Does anyone have the updated uuid of the Umbral Gem [Quest_Sha"---"]

Code: Select all

{
  "MapKey": "fd3fd8a9-a5fc-4726-9b6e-77f5ecf54cea",
  "Name": "QUEST_SHA_TrialOrb",
  "Type": "item",
  "DisplayNameEnglish": "Umbral Gem",
  "DescriptionEnglish": "Deep and dark, like a starless night.",
}
Thanks for this......

Re: z Baldur's Gate 3

Posted: Sun Oct 15, 2023 3:41 am
by kaka
this might be a stupid question (or at least has been asked already), but exactly happens, say, you spawn a legendary weapon early in the game? does it duplicate the material completely seprate/hacked into the game ? (ie it wont break any questline, or break the "game checks" if the player have it or not, nor lock out some dialogues if that said legendary was tied to an npc / area / conversation).

i swear some crpg does this where it somehow bugs the game out resulting to some weird questlines lol.

Re: z Baldur's Gate 3

Posted: Sun Oct 15, 2023 10:46 am
by weird032
kaka wrote:
Sun Oct 15, 2023 3:41 am
this might be a stupid question (or at least has been asked already), but exactly happens, say, you spawn a legendary weapon early in the game? does it duplicate the material completely seprate/hacked into the game ? (ie it wont break any questline, or break the "game checks" if the player have it or not, nor lock out some dialogues if that said legendary was tied to an npc / area / conversation).

i swear some crpg does this where it somehow bugs the game out resulting to some weird questlines lol.
I spawned 4 blood of lathanders in act 1, I got a blood of lathander (now i have 5) and did not get any bugs (dont know the other ones)

Re: z Baldur's Gate 3

Posted: Sun Oct 15, 2023 11:58 am
by Gray0ne
Is there a way to despawn objects you've spawned?

Re: z Baldur's Gate 3

Posted: Sun Oct 15, 2023 1:48 pm
by Zak1727z
hi I wanted to ask you all if there is the possibility of adding murderous strikes by orin for my dark urge character

Re: z Baldur's Gate 3

Posted: Sun Oct 15, 2023 1:50 pm
by EyeOfTheMind86
Does anyone know if it is possible to apply monk animations to other classes through cheat engine?
I mean if the current table allows it.

Re: z Baldur's Gate 3

Posted: Sun Oct 15, 2023 1:54 pm
by EvenLess
The Red Prince wrote:
Sat Oct 14, 2023 6:26 pm
EvenLess wrote:
Sat Oct 14, 2023 3:43 pm
PrinceRevivalDK wrote:
Sat Oct 14, 2023 2:46 pm


Add the dragonic ancestry resistance, they are permanent.
The only persistent immunity I know of is poison, which comes from the monk passive Purity of Body. Beyond those, all the Aspect of the Beast / TotemSpirit rage passives give you resistance to everything except psychic, but you just use the Thought Shield passives to get that resistance as well.

You could probably use a timer function (see the Table Lua Script in mine or TheMaoci tables, or the cheat engine tutorial for auto enable for reference) to continously re-apply the boosts you want. I don't know how that would affect the game (stability wise).
interesting, so what your saying is, I could add a code that keeps applying a certain buff? like for instance the fire myrmidon siphoning buff that gives me fire immunity? it turns off after death or long rest, if I could have that buff reapply, that would be great, its a messy long way to go about it, but if that's what must be done to be immune to fire, I will have to try.
Yes. But if it's just fire immunity, you could just add it as a boost, then it's only when the game is (re)loaded that it disappears, rather then also at long rests and death.

Code: Select all

AddBoostsToPlayer('Resistance(Fire, Immune);')
Here's 4 cheat entries (Full/Partial Resistance/Immunity) you can just copy/paste into your table, that you can use and/or edit to your liking. They are just variants of each other to show how the Resistance boost are put together.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>1111</ID>
      <Description>"Partial Resistance"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript Async="1">{$lua}
if syntaxcheck then return end
local DamageType = { -- All available damage types.
  --"Bludgeoning",
  --"Piercing",
  --"Slashing",
  --"Acid",
  --"Cold",
  "Fire",
  --"Force",
  --"Lightning",
  --"Necrotic",
  --"Poison",
  --"Psychic",
  --"Radiant",
  --"Thunder",
}
local Boost = ''
for i = 1, #DamageType do
  Boost = Boost .. string.format("Resistance(%s, Resistant);", DamageType[i])
end
[ENABLE]
AddBoostsToPlayer(Boost)
[DISABLE]
RemoveBoostsFromPlayer(Boost)
</AssemblerScript>
    </CheatEntry>
    <CheatEntry>
      <ID>1112</ID>
      <Description>"Full Resistance"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript Async="1">{$lua}
if syntaxcheck then return end
local Boost = "Resistance(All, Resistant);"
[ENABLE]
AddBoostsToPlayer(Boost)
[DISABLE]
RemoveBoostsFromPlayer(Boost)
</AssemblerScript>
    </CheatEntry>
    <CheatEntry>
      <ID>1113</ID>
      <Description>"Partial Immunity"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript Async="1">{$lua}
if syntaxcheck then return end
local DamageType = { -- All available damage types.
  --"Bludgeoning",
  --"Piercing",
  --"Slashing",
  --"Acid",
  --"Cold",
  "Fire",
  --"Force",
  --"Lightning",
  --"Necrotic",
  --"Poison",
  --"Psychic",
  --"Radiant",
  --"Thunder",
}
local Boost = ''
for i = 1, #DamageType do
  Boost = Boost .. string.format("Resistance(%s, Immune);", DamageType[i])
end
[ENABLE]
AddBoostsToPlayer(Boost)
[DISABLE]
RemoveBoostsFromPlayer(Boost)
</AssemblerScript>
    </CheatEntry>
    <CheatEntry>
      <ID>1114</ID>
      <Description>"Full Immunity"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript Async="1">{$lua}
if syntaxcheck then return end
local Boost = "Resistance(All, Immune);"
[ENABLE]
AddBoostsToPlayer(Boost)
[DISABLE]
RemoveBoostsFromPlayer(Boost)
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
As for the timer, the simple version could look like this:

Code: Select all

local function Timer_callback(timer)
  -- Continously check for the BG3 process and update the ActivePID with the "active" value.
  local Executable = { 'bg3_dx11.exe', 'bg3.exe' }
  local ActualPID = nil
  for i = 1, #Executable do
    ActualPID = getProcessIDFromProcessName(Executable[i])
    if ActualPID ~= nil then break end -- The BG3 process was found.
  end

  -- Continously check if the opened process is the same as the actual process.
  local OpenedPID = getOpenedProcessID()
  if ActualPID == OpenedPID then
    -- The game is running and attached to Cheat Engine.
    if 'AddBoostsToPlayer' ~= nil then -- Check if Zanzer's functions (Register Commands) have been loaded.
      AddBoostsToPlayer('Resistance(Fire, Immune)')
    end
  end
end
local Timer    = createTimer(getMainForm())
Timer.Interval = 1000 -- milliseconds
Timer.OnTimer  = Timer_callback
One caveat with this timer, is if you have had a game loaded, and thereby have Register Commands enabled, the AddBoostsToPlayer() will be executed even if you're aren't in a loaded game, and this might cause the game to crash (at least a call to GetCharacterHost() will.)

Also, if you're using a table that already have a timer included, such as mine or TheMaoci, you just need the AddBoostsToPlayer if block.

Re: z Baldur's Gate 3

Posted: Sun Oct 15, 2023 1:58 pm
by maegashira153
hexa34041 wrote:
Sat Sep 30, 2023 4:22 pm
Zanzer wrote:
Sat Sep 30, 2023 3:18 pm
hexa34041 wrote:
Sat Sep 30, 2023 5:36 am
I'm trying to spawn in Ring of Spiteful Thunder but it spawns in as common ring with no effects. Does anyone know what's causing this?
uuid i used to spawn is 5c05ff73-9d0d-4d58-b93a-e4b448a1e388
Image
Maybe this will spawn you one

Code: Select all

{$lua}
if syntaxcheck then return end
[ENABLE]
GenerateTreasureBag("MOO_ZhentQuartermaster")
[DISABLE]
It did! Thank you :D
Hey y'all, still trying to get this ring, and spawning this bag does not get it for me :(

Any idea what I might be doing wrong?

EDIT: Feel like something is messed up with this item. The UUID listed to spawn it is "5c05ff73-9d0d-4d58-b93a-e4b448a1e388". However this gets you a version with no enchantment. When I loaded an old game to buy the ring, I dropped it and got the UUID through CE and it came back as "f6f27195-1abc-66cd-061d-10fdfed1bf5d". Trying to spawn the item with this code does not give you anything though.

I'm new to using CE, I just want this ring I missed to try out a build haha. So yeah, I dunno what's going on but I'd be really grateful if someone does!