z Baldur's Gate 3

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gershen
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Re: z Baldur's Gate 3

Post by gershen »

Is there any way to reduce dice roll to hit crit by -19? Crit hit passives in the table makes only like -6. I know it is made the way like you hold the weapon with the passive, but i was wondering if there is a way. Or to make attack dice roll always roll 20. Dice rool cheats adds points to roll but you wont crit this way.

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  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

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MadMacChad
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Re: z Baldur's Gate 3

Post by MadMacChad »

Dalandaree wrote:
Wed Oct 30, 2024 11:48 pm
b00bert wrote:
Mon Sep 16, 2024 9:36 pm
Hey guys, tried searching for this issue and found only a few comments, so apologies if I missed the solution.

Need some assistance. I had no issues using CE for my first playthrough, but something happened on my second one that triggered the shapeshifting bug. First noticed it when confronting Kaghda (or whatever her name is) and the shadow druids, they all instantly died. Then went to Auntie Ethel and as soon as I found the fireplace and she shifted, SHE instantly died. I see from others that this will happen to Halsin too before I can recruit him, haven't done that yet.

Especially devastating since other than Ethel and Goblin Camp, done with Act 1 and have done extensive work to get my team where I want it.

I tried somewhat recent saves, as far back as middle of my playthrough, it still happens. No idea what triggered this, and when. So going back in saves isn't doing the trick.

Anyone found any fixes or workarounds? Maybe caused by the most recent update since my first playthrough started before that one.

Thanks a ton for any help.
I encountered the same issue today and I did some testing with a new Character who went quite straight to Auntie Ethel after the Nautoloid and the initial encounter with the first companions incl. Wyll. The Problem seems to be the first script, when you select the "Character Ability points invested". When I saved the game after selecting this script but without changing anything I encountered the following problems:
  1. it didn't update the pointers to the chars so I couldn't change any ability points.
  2. it caused the Auntie Ethel insta death on transformation
  3. when I loaded a previous save game it also had the Auntie Ethel death bug.
  4. I need to quit and restart the game and then load the previous save game (the one who was bugged before but initially saved before I did anything in CE) and then this save game worked.
  5. The next savegame worked after the restart as well.
When I restart the Cheat Engine and save the game I eventually get real character pointers and can edit the abilities, but the resulting save has always the transformation death bug regardless if I quit the game and restart, have CE running or not. I tried a few console commands. These worked fine and were not causing Auntie Ethels untimely death.

So hopefully this helps pinning down the problem.
To put this issue to bed ONCE AND FOR ALL!!

I did a new playthrough and adjusted my teams Character Ability Points Invested using my latest Cheat Table BG3_Patch 7_Autoload_v2.0.zip before taking on Auntie Ethel.

I DID NOT have the instakill issue happen.
I suggest that those encountering this issue have made some kind of error or are using other MODS which brings on the issue.

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Noway3
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Re: z Baldur's Gate 3

Post by Noway3 »

gershen wrote:
Fri Nov 01, 2024 2:38 pm
Is there any way to reduce dice roll to hit crit by -19? Crit hit passives in the table makes only like -6. I know it is made the way like you hold the weapon with the passive, but i was wondering if there is a way. Or to make attack dice roll always roll 20. Dice rool cheats adds points to roll but you wont crit this way.
Yes, its a boost that you can apply to any character, It is a "Always critical Success" switch.

Code: Select all

if syntaxcheck then return end
character = GetHostCharacter()
[ENABLE]
AddBoosts(character , "CriticalHit(AttackRoll,Success,Always,)", 0, 0)
[DISABLE]
RemoveBoosts(character , "CriticalHit(AttackRoll,Success,Always)", 0, 0)

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furioustortoise
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Re: z Baldur's Gate 3

Post by furioustortoise »

gershen wrote:
Fri Nov 01, 2024 2:38 pm
Is there any way to reduce dice roll to hit crit by -19? Crit hit passives in the table makes only like -6. I know it is made the way like you hold the weapon with the passive, but i was wondering if there is a way. Or to make attack dice roll always roll 20. Dice rool cheats adds points to roll but you wont crit this way.
There are several ways to modify the critical hit mechanism but the specific one you're referring to is this one:
boosts = "ReduceCriticalAttackThreshold(19)".
That opens the threshold of a critical hit from the standard 1 (meaning just 20) down 19 more (meaning 20 through 1).

Code: Select all

{$lua}
if syntaxcheck then return end
boosts = "ReduceCriticalAttackThreshold(19)"
[ENABLE]
AddBoostsToPlayer(boosts)
[DISABLE]
RemoveBoostsFromPlayer(boosts)

**Here are a couple more critical hit related boosts:
"CriticalHit(AttackRoll,Success,Always)" --ALWAYS Critical Hit (even if you roll a 1)
"MinimumRollResult(Attack,20)"--ALWAYS roll a 20 on Attack die (the magic critical hit number)
Last edited by furioustortoise on Sat Dec 14, 2024 3:11 pm, edited 2 times in total.

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furioustortoise
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Re: z Baldur's Gate 3

Post by furioustortoise »

Noway3 wrote:
Wed Oct 30, 2024 2:03 pm
furioustortoise wrote:
Sat Oct 26, 2024 3:36 am
Noway3 wrote:
Fri Oct 20, 2023 1:59 pm


Here is the Waypoints list. Note that some waypoints may be blocked by the game until certain conditions and most of them will only reliably work if you teleport to a waypoint in the same act, you may be struck in some void otherwise and need to reload a save.

To Teleport to a waypoint, use this code template:
TeleportTo code

Code: Select all

{$lua}
if syntaxcheck then return end
[ENABLE]
function TeleportTo(source, target, event)
  if event == nil then
    event = ""
  end
  SetArgToString(0, source) -- sourceObject
  SetArgToString(1, target) -- targetObject
  SetArgToString(2, event) -- Event
  SetArgToLong(3, 1) -- TeleportLinkedCharacters
  SetArgToLong(4, 1) -- TeleportPartyFollowers
  SetArgToLong(5, 1) -- TeleportSummons
  SetArgToLong(6, 1) -- LeaveCombat
  SetArgToLong(7, 1) -- SnapToGround
  ExecuteCall("TeleportTo")
end

-- Change me:
local destination = "S_UND_Beach_WaypointShrine_2acb1470-a608-430b-b2c8-52e2f7a2bf02"

local event = ""
local player = GetHostCharacter()
TeleportTo(player,destination,event)
[DISABLE]
And replace the destination string to one of these "ITEM":
Waypoints list

Code: Select all

Database 'DB_WaypointInfo' (STRING, STRING, ITEM, TRIGGER):
    ("Act1", "WAYP_HAG_Swamp", S_HAG_WaypointShrine_f48ce8dd-1412-4c30-b108-a90bfdd05c15, TRIGGERGUID_S_HAG_WaypointPos_4c92d6c3-055f-40f1-b76b-a3540ffe32ee);
    ("Act1", "WAYP_DEN_Camp", S_DEN_WaypointShrine_ebf0904f-2664-45c9-8e9d-dcd8333097c8, S_DEN_WaypointPos_cdd91969-67d0-454e-b27b-cf34e542956b);
    ("Act1", "WAYP_CHA_Top", S_CHA_WaypointShrine_Top_8ebd584c-97e3-42fd-b81f-80d7841ebdf3, S_CHA_WaypointTrigger_Top_4141c0a2-5ba9-42c0-ab18-082426df45e7);
    ("Act1", "WAYP_CHA_Chapel", S_CHA_WaypointShrine_5107e6b4-5725-43b2-b3c4-f4b05ccbc65d, TRIGGERGUID_S_CHA_WaypointTrigger_5e857e93-203a-4d4a-bd29-8e97eb34dec6);
    ("Act1", "WAYP_PLA_Toll", S_PLA_WaypointShrine_f68dedbb-a256-40f6-a01e-ab261851df5d, TRIGGERGUID_S_PLA_WaypointTrigger_bbe749bf-e6a8-4358-be9c-cd237b8af79d);
    ("Act1", "WAYP_GOB_Temple", S_GOB_WaypointShrine_28452bb5-8d27-4514-acb8-34c453e2cac4, TRIGGERGUID_S_GOB_WaypointTrigger_3b1b1ab2-1962-47cc-8e25-5cfde2a6c32f);
    ("Act1", "WAYP_PLA_Tavern", S_PLA_Tavern_WaypointShrine_43e1743d-8f9d-4fb7-8c01-0270b91657a4, TRIGGERGUID_S_PLA_Tavern_WaypointTrigger_7044aaf2-7ab9-43f6-96f0-08a173fa08b9);
    ("Act1", "WAYP_PLA_ZhentDungeon", S_PLA_WaypointShrine_ZhentDungeon_d1337745-a031-4b7c-b612-5a0814b51f60, S_PLA_WaypointTrigger_ZhentDungeon_f3cf2ab0-4b05-45e4-b2c8-2dda305ac47e);
    ("Act1", "WAYP_FOR_Ruins", S_FOR_WaypointShrine_3884f144-3777-468d-88c9-b7115f0c4f50, TRIGGERGUID_S_FOR_WaypointTrigger_e44f372c-b335-4dc8-8864-f2111c83c6a6);
    ("Act1", "WAYP_FOR_Bottomless", S_FOR_Bottomless_WaypointShrine_0ceff944-8055-4ed0-aff6-5b30571e92e7, S_FOR_Bottomless_WaypointTrigger_ad3614e0-8895-45dd-a05d-a78eba584202);
    ("Act1", "WAYP_UND_Beach", S_UND_Beach_WaypointShrine_2acb1470-a608-430b-b2c8-52e2f7a2bf02, S_UND_Beach_WaypointTrigger_91c3fe06-7d44-4f35-a88a-ea5eb303bb70);
    ("Act1", "WAYP_UND_Duergar", S_UND_Duergar_WaypointShrine_c0199c79-f849-4bdd-ba3b-8886c9b1572e, S_UND_Duergar_WaypointTrigger_01d43e65-d370-46c6-9998-a9f7523221eb);
    ("Act1", "WAYP_UND_Sussur", S_UND_Sussur_WaypointShrine_4784ae8e-e3e3-4f7b-9db8-32ebdbd21a65, S_UND_Sussur_WaypointTrigger_d24b2d8c-a4dc-4367-8da2-c6fa75baa61c);
    ("Act1", "WAYP_UND_Myconid", S_UND_Myconid_WaypointShrine_38490336-56cc-4578-aa86-d8864a669b70, S_UND_Myconid_WaypointTrigger_b83f13a0-e988-48f1-9068-ea9be2adffb2);
    ("Act1", "WAYP_UND_Fort", S_UND_Fort_WaypointShrine_bc4712ae-a62d-41ac-9783-a203843544be, S_UND_Fort_WaypointTrigger_dddb39d6-c5ac-4470-98c5-395ce81af017);
    ("Act1", "WAYP_UND_AdamantineForge", S_UND_AdamantineForge_Waypoint_cf10a89f-223b-432b-acaa-549ef5c999c6, S_UND_AdamantineForge_WaypointTrigger_3a5474b3-2410-4a9c-80a0-ea6bf5ac4446);
    ("Act1b", "WAYP_CRE_Exterior", S_CRE_Exterior_Waypoint_3e2b07ef-4e70-41ee-a9c9-efc885553a97, S_CRE_Exterior_Waypoint_Pos_00abc10c-921d-46f9-80e0-2b8f92f884c7);
    ("Act1b", "WAYP_CRE_Monastery", S_CRE_Monastery_Waypoint_78747efb-8756-4c83-b526-b0792dab9945, S_CRE_Monastery_Waypoint_Pos_6b587ee7-5767-4d3e-8ef4-270976e63ad5);
    ("Act1b", "WAYP_CRE_Creche", S_CRE_Creche_Waypoint_b1af9325-0132-412e-b30a-c1a23d815ead, S_CRE_Creche_Waypoint_Pos_4324dbaf-6533-4b0f-8c99-de4e2adbd4ec);
    ("Act2", "WAYP_SHA_NightsongPrison_Entrance", S_SHA_NightsongPrison_EntranceWaypoint_b73a851d-b186-4f73-a1f9-ba9d54c43cb6, S_SHA_NightsongPrison_EntranceWaypoint_Pos_9b2081b4-d7dd-43ac-8ef0-4acda40379ae);
    ("Act2", "WAYP_SHA_Temple", S_SHA_Temple_WaypointShrine_b7753131-7544-4bc6-85ef-e03ac590462a, S_SHA_Temple_Waypoint_Pos_7d5d94c7-fa75-41f2-9aef-06b9d42757ea);
    ("Act2", "WAYP_TWN_Center", S_TWN_Waypoint_a3bc9d4c-f48c-443f-a332-5a7f182b7ced, S_TWN_Waypoint_Pos_488ce3e4-2239-4623-9aeb-d34cc18bec58);
    ("Act2", "WAYP_TWN_Mausoleum", S_TWN_Mausoleum_Waypoint_46a88c9f-de74-41cb-8849-174f4cdb8774, S_TWN_Mausoleum_Waypoint_Pos_c6faa212-fb0f-4fc5-a011-662a03a3b09a);
    ("Act2", "WAYP_MOO_TowerExterior", S_MOO_TowerExterior_Waypoint_7f36ae4d-f794-4ed2-923a-6f60bbe4d873, S_MOO_TowerExterior_Waypoint_Pos_8fd66a2b-7b29-44f9-b6dd-cd957c91d19c);
    ("Act2", "WAYP_HAV_Outside", S_HAV_Waypoint_606182af-c8ad-4727-a584-c29c44e2918c, S_HAV_Waypoint_Pos_94b462c2-9290-4d4d-8bf4-fbf559f03c3f);
    ("Act2", "WAYP_SCL_Highroad", S_SCL_RoadToBaldursGate_WaypointShrine_2f6f630d-bd04-46b2-8ab7-b19b89d11780, S_SCL_RoadToBaldursGate_Waypoint_Pos_ef45338c-09c7-4904-998f-32c0ad1165b6);
    ("Act2", "WAYP_SCL_OliverHouse", S_SCL_OliverHouse_WaypointShrine_82f24972-bfb0-4eb8-aaef-91f21b57a3a4, S_SCL_OliverHouse_Waypoint_Pos_7c083353-7e5c-4cb7-ac3e-42fc3a19807f);
    ("Act3", "WAYP_WYR_Rivington", S_WYR_Rivington_WaypointShrine_a6fc2763-0721-4509-ad5d-097266d50ee9, S_WYR_Rivington_WaypointTrigger_016ac9ad-ac85-49a0-a6be-e24fdb0de2bb);
    ("Act3", "WAYP_WYR_SharessCaress", S_WYR_SharessCaress_WaypointShrine_afe388e1-dc13-41ec-a5df-7bfdc8048637, S_WYR_SharessCaress_WaypointTrigger_5561c476-c82d-4239-b4a3-baaf2985ef71);
    ("Act3", "WAYP_WYR_WyrmRock", S_WYR_WyrmRock_WaypointShrine_14b3b68b-fcfb-4e12-9601-bc9784c96026, S_WYR_WyrmRock_WaypointTrigger_71df0a8d-2cda-4e2d-b612-9a5f5a80e771);
    ("Act3b", "WAYP_LOW_StartingArea", S_LOW_Waypoint_StartingArea_1a563b67-61b2-42d0-b578-293947fdfab9, S_LOW_Waypoint_StartingAreaTrigger_f0a45122-eca3-4b8f-ad86-c429ca305b3d);
    ("Act3b", "WAYP_LOW_CityBeach", S_LOW_Waypoint_CityBeach_b8feaab1-4913-4b3e-9f96-1901b7a8358a, S_LOW_Waypoint_CityBeachTrigger_f6611899-85b6-45e3-8c1e-3b61590a621f);
    ("Act3b", "WAYP_LOW_CentralWall", S_LOW_Waypoint_CentralWall_4a4128bf-43d2-4740-91ed-f73a539f026a, S_LOW_Waypoint_CentralWallTrigger_97bdf561-7f2b-4618-89ca-5cad0729bd01);
    ("Act3b", "WAYP_LOW_BaldursGateArea", S_LOW_Waypoint_BaldursGateArea_daabc785-6c47-4b5c-a3d8-d4bea24128b7, S_LOW_Waypoint_BaldursGateAreaTrigger_8b1d2cf5-9142-4786-9294-b92b8ec2083f);
    ("Act3b", "WAYP_LOW_DocksArea", S_LOW_Waypoint_DocksArea_b212e754-993a-4cb1-87a4-6837637cb92d, S_LOW_Waypoint_DocksAreaTrigger_1e27d7c2-0914-4717-9a70-37bdcdb3b80b);
    ("Act3b", "WAYP_LOW_Cesspool", S_LOW_Waypoint_Cesspool_ee8328b3-fd43-4ccd-81fe-9f088e5d1c1e, S_LOW_Waypoint_CesspoolTrigger_a081bb35-5fcf-4d9b-8831-1da0ce052c6e);
    ("Act3b", "WAYP_LOW_UndercityRuins", S_LOW_Waypoint_UndercityRuins_3f0b72a1-c27c-48a7-94b3-eeba2b3abfcb, S_LOW_Waypoint_UndercityRuinsTrigger_3e423e81-8d84-463e-b50e-ab8c5869bdf6);
    ("Act3b", "WAYP_LOW_BhaalTemple", S_LOW_Waypoint_BhaalTemple_0a20cf3b-246e-428c-8bef-96f4dd14e0a9, S_LOW_Waypoint_BhaalTempleTrigger_807163bb-8341-49da-a074-c5926bfedf1b);
    ("Act3b", "WAYP_LOW_CazadorsPalace", S_LOW_CazadorsPalace_Dungeon_Waypoint_33e1d474-9343-41dd-b16e-be006160296d, S_LOW_CazadorsPalace_Dungeon_WaypointTrigger_717c1fd4-290a-4fb7-9282-dbcdd17a274b);
    ("Act3b", "WAYP_LOW_MorphicPoolDock", S_LOW_Waypoint_MorphicPoolDock_a3af0ac8-dcb0-4321-b0db-8e08ce713cd9, S_LOW_Waypoint_MorphicPoolDockTrigger_c1ea6981-cfce-495c-8405-3b503df268fd);
This has been tested and it works within the explained limits.

Energize!
This is amazing! I've been using flags to teleport but couldn't figure out a way to utilize the Waypoints.
Is there a way to unlock waypoints (instead of teleporting) so we can use the game map?

And while I'm at it, does anybody have a running list of ExecuteCall commands??
I have six or seven I've had to canabalize from other scripts but I'd imagine these are being sourced somewhere?
Hi furioustortoise ,
The `ExecuteCall` command in CE scripts is a way to execute an 'Osiris' function. `Osiris` is the game scripting language.

If you want to know more about Osiris:
  • [Link]
  • [Link]
  • [Link]
In the last link, you will find, in the osi.lua file, a list of functions like Osi.TeleportTo which is the one called in the CE Script above.

There is also a function there named Osi.UnlockWaypoint(waypointName, trigger, character) that you can play with to unlock a waypoints on the map.

Have fun!
Thank you for the extensive answer!

I read everything you linked about Osiris and how it works by transitioning data through global and local states.
That third link you sent had all the ExecuteCalls I was looking for! It was very exciting to see them all laid out like that so thank you very much.
But then reality sunk in and I couldn't figure out how to write successful script for them beyond the most basic SetArgToString(0,player) ones... and even with that I had to cannibalize from the generous work of enthusiast like yourself, Zanser, MadMacChad, et all.

Complicated ones that require more data points like ExecuteCall(TeleportTo) have several ArgString lines that are currently beyond my technical understanding with the Osiris language.

I attempted to write a button for this one:
function Osi.UnlockWaypoint(waypointName, trigger, character)

It looks like it would use similar ArgStrings like the ExecuteCall(TeleportTo) prompt but they're different data points.
If you have any more links on how to learn to write these parameters or know anyone that would care to explain what on earth is going on with ArgStrings I would be grateful and hopefully be able to create some buttons for several more ExecuteCall promts.

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MadMacChad
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Re: z Baldur's Gate 3

Post by MadMacChad »

furioustortoise wrote:
Fri Nov 01, 2024 7:49 pm
Noway3 wrote:
Wed Oct 30, 2024 2:03 pm


Thank you for the extensive answer!

I read everything you linked about Osiris and how it works by transitioning data through global and local states.
That third link you sent had all the ExecuteCalls I was looking for! It was very exciting to see them all laid out like that so thank you very much.
But then reality sunk in and I couldn't figure out how to write successful script for them beyond the most basic SetArgToString(0,player) ones... and even with that I had to cannibalize from the generous work of enthusiast like yourself, Zanser, MadMacChad, et all.

Complicated ones that require more data points like ExecuteCall(TeleportTo) have several ArgString lines that are currently beyond my technical understanding with the Osiris language.

I attempted to write a button for this one:
function Osi.UnlockWaypoint(waypointName, trigger, character)

It looks like it would use similar ArgStrings like the ExecuteCall(TeleportTo) prompt but they're different data points.
If you have any more links on how to learn to write these parameters or know anyone that would care to explain what on earth is going on with ArgStrings I would be grateful and hopefully be able to create some buttons for several more ExecuteCall promts.
The Argpoints in Noway3's script are essential to ensure the PROPER movement of the whole party to the teleported location. The only thing you need change in the script is the destination and the associated Hot-Key. The Hot-Key is able to be defined by Right clicking on the Cheat Entry in the Cheat Table and choosing Set/Change hotkeys

If you want to use Kot-Keys, you will have to define one for EACH Teleport site using the script below, PASTE this into the desired position in your Cheat Table and you will need to EDIT it by by putting in the location from Noway3's list of sites one by one and changing the Hot Key to suit your choice. You will need to Copy & Paste then EDIT the script for each of your Teleport Cheats [I have used CTRL + U -for Underdark Beach in my example] Be careful not to use Key Sequences already used in the Game as it will cause conflicts
Hope that makes sense.
Spoiler

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>100001</ID>
      <Description>"Teleport TO Undedark Beach"</Description>
      <Color>C0C0C0</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{$lua}
if syntaxcheck then return end
[ENABLE]
function TeleportTo(source, target, event)
  if event == nil then
    event = ""
  end
  SetArgToString(0, source) -- sourceObject
  SetArgToString(1, target) -- targetObject
  SetArgToString(2, event) -- Event
  SetArgToLong(3, 1) -- TeleportLinkedCharacters
  SetArgToLong(4, 1) -- TeleportPartyFollowers
  SetArgToLong(5, 1) -- TeleportSummons
  SetArgToLong(6, 1) -- LeaveCombat
  SetArgToLong(7, 1) -- SnapToGround
  ExecuteCall("TeleportTo")
end

-- Change me:
local destination = "S_UND_Beach_WaypointShrine_2acb1470-a608-430b-b2c8-52e2f7a2bf02"

local event = ""
local player = GetHostCharacter()
TeleportTo(player,destination,event)
[DISABLE]
	  
</AssemblerScript>
      <Hotkeys>
        <Hotkey>
          <Action>Toggle Activation</Action>
          <Keys>
            <Key>17</Key> // CTRL Key
            <Key>85</Key> // U Key
          </Keys>
          <Description>Underdark Beach Teleport</Description>
          <ID>0</ID>
          <ActivateSound TTS="EN">{Description} Activated</ActivateSound>
          <DeactivateSound TTS="EN">{Description} Deactivated</DeactivateSound>
        </Hotkey>
      </Hotkeys>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

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MadMacChad
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Re: z Baldur's Gate 3

Post by MadMacChad »

AgentApollo wrote:
Mon Mar 25, 2024 5:00 pm
The Force Level Up option doesn't work. It just does a quarter circle instead of an X and then nothing. Doesn't do anything. Some of the other options on here work and others have the same issue, but the Force Level Up upon save is the only one I am trying to make work. Anyone know of a solution?
You NEED to specify which Cheat Table you are using AND which version of the Game you are playing.

Edit:- My BAD I responded to this old post in error :oops:

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furioustortoise
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Re: z Baldur's Gate 3

Post by furioustortoise »

MadMacChad wrote:
Sat Nov 02, 2024 9:04 am
furioustortoise wrote:
Fri Nov 01, 2024 7:49 pm
Noway3 wrote:
Wed Oct 30, 2024 2:03 pm


Thank you for the extensive answer!

I read everything you linked about Osiris and how it works by transitioning data through global and local states.
That third link you sent had all the ExecuteCalls I was looking for! It was very exciting to see them all laid out like that so thank you very much.
But then reality sunk in and I couldn't figure out how to write successful script for them beyond the most basic SetArgToString(0,player) ones... and even with that I had to cannibalize from the generous work of enthusiast like yourself, Zanser, MadMacChad, et all.

Complicated ones that require more data points like ExecuteCall(TeleportTo) have several ArgString lines that are currently beyond my technical understanding with the Osiris language.

I attempted to write a button for this one:
function Osi.UnlockWaypoint(waypointName, trigger, character)

It looks like it would use similar ArgStrings like the ExecuteCall(TeleportTo) prompt but they're different data points.
If you have any more links on how to learn to write these parameters or know anyone that would care to explain what on earth is going on with ArgStrings I would be grateful and hopefully be able to create some buttons for several more ExecuteCall promts.
The Argpoints in Noway3's script are essential to ensure the PROPER movement of the whole party to the teleported location. The only thing you need change in the script is the destination and the associated Hot-Key. The Hot-Key is able to be defined by Right clicking on the Cheat Entry in the Cheat Table and choosing Set/Change hotkeys

If you want to use Kot-Keys, you will have to define one for EACH Teleport site using the script below, PASTE this into the desired position in your Cheat Table and you will need to EDIT it by by putting in the location from Noway3's list of sites one by one and changing the Hot Key to suit your choice. You will need to Copy & Paste then EDIT the script for each of your Teleport Cheats [I have used CTRL + U -for Underdark Beach in my example] Be careful not to use Key Sequences already used in the Game as it will cause conflicts
Hope that makes sense.
Spoiler

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>100001</ID>
      <Description>"Teleport TO Undedark Beach"</Description>
      <Color>C0C0C0</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{$lua}
if syntaxcheck then return end
[ENABLE]
function TeleportTo(source, target, event)
  if event == nil then
    event = ""
  end
  SetArgToString(0, source) -- sourceObject
  SetArgToString(1, target) -- targetObject
  SetArgToString(2, event) -- Event
  SetArgToLong(3, 1) -- TeleportLinkedCharacters
  SetArgToLong(4, 1) -- TeleportPartyFollowers
  SetArgToLong(5, 1) -- TeleportSummons
  SetArgToLong(6, 1) -- LeaveCombat
  SetArgToLong(7, 1) -- SnapToGround
  ExecuteCall("TeleportTo")
end

-- Change me:
local destination = "S_UND_Beach_WaypointShrine_2acb1470-a608-430b-b2c8-52e2f7a2bf02"

local event = ""
local player = GetHostCharacter()
TeleportTo(player,destination,event)
[DISABLE]
	  
</AssemblerScript>
      <Hotkeys>
        <Hotkey>
          <Action>Toggle Activation</Action>
          <Keys>
            <Key>17</Key> // CTRL Key
            <Key>85</Key> // U Key
          </Keys>
          <Description>Underdark Beach Teleport</Description>
          <ID>0</ID>
          <ActivateSound TTS="EN">{Description} Activated</ActivateSound>
          <DeactivateSound TTS="EN">{Description} Deactivated</DeactivateSound>
        </Hotkey>
      </Hotkeys>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Thanks for the reply! I've read several of your posts and can tell you're knowledgeable so I'm curious if users like you and Noway3 can shed some divining guidance into some pearls of these proper scripting mechanics like ArgStrings and how they relate to local events/players so their script executes properly.

I'm attempting (and failing) to write my own ExecuteCall records we haven't seen implemented yet:
1. UnlockWaypoint(waypointName, trigger, character)
2. UnlockRecipe(character, recipeID, showNotification)
3. UnlockAchievement(achievementID, character)
4. TransformSurface(target, transformType, transformLayer, radius, lifetime, owner)

I have basic and fundamental questions like: What is an ArgString and why do we need to Set them? Why does the script work sometimes even when I remove them? What do the numbers even mean? Why is the first integer in each set sequential from 0-7 down the line? What is a Guidestring?

I more or less understand most of the end user plug and chug stuff. And I'm grateful for the technical work people who understand Osiris allowed that to be the case. I've spent the past six months or so familiarizing myself with CT optimization. Writing and eiting status, passive, and boost scripts thanks to file dumps on this site and hours of sandboxing. I typically keep the CT window open next to a windowed game file. So not my CT feels fairly complete and clean. I'd like to learn something challenging next. Scripting syntax and verbiage of Osiris are obvious holes in my understanding.

Maybe someone could walk me through an ExecuteCall record like this one or one of the new ones we haven't seen yet? Thanks for any future discussion!

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furioustortoise
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Re: z Baldur's Gate 3

Post by furioustortoise »

I can release more of my CT discoveries if anybody shows an interest. Made these with my brother over the last several months to sidecar our game. It should go without saying none of this would have been possible without the epic work of Zanzer et all. I haven't gone through all 480+ pages so I'm sure there are some cheat table giants out there too so forgive me if I'm saying something everybody already knows.

Played around with equipped weapon boosts through patch 7 and they're stable. Some of the best weapon cheats can be done through status effects or even boosts to the player but some weapon boosts are pretty fun and unique to boosting the weapon itself:
1. damage type bonus (slashing, piercing, bludgeoning, acid, thunder, necrotic, fire, lighting, cold, psychic, poison, radiant, force)
2. overriding damage dice (typical integers like 1d4 all the way to 99d20)
3. weapon properties (light, finesse, extra reach, thrown, versatile, consumable by gale)(these appear to be softer boosts and don't always do what they say on the card)

Image


For the weapon boosts specifically to work you'll have to implement the weapon boost mechanic into the table's architecture:
add the "function: AddBoostsToWeapon(Boosts) & RemoveBoostsFromWeapon(Boosts)"

Code: Select all

function AddBoosts(Object, Boosts, SourceID, Cause)
  SetArgToString(0, Object)
  SetArgToLong(2, SourceID)
  SetArgToLong(3, Cause)
  if type(Boosts) == "table" then
    for i = 1, #Boosts do
      SetArgToString(1, Boosts[i])
      ExecuteCall("AddBoosts")
    end
  else
    SetArgToString(1, Boosts)
    return ExecuteCall("AddBoosts")
  end
end

function AddBoostsToPlayer(Boosts)
  local player = GetHostCharacter()
  return AddBoosts(player, Boosts, 0, 0)
end

function AddBoostsToWeapon(Boosts)
  local item = GetEquippedWeapon()
  return AddBoosts(item, Boosts, 0, 0)
end

function RemoveBoosts(Object, Boosts, RemoveOnlyFirstDescMatch, SourceID, Cause)
  SetArgToString(0, Object)
  SetArgToLong(2, RemoveOnlyFirstDescMatch)
  SetArgToLong(3, SourceID)
  SetArgToLong(4, Cause)
  if type(Boosts) == "table" then
    for i = 1, #Boosts do
      SetArgToString(1, Boosts[i])
      ExecuteCall("RemoveBoosts")
    end
  else
    SetArgToString(1, Boosts)
    return ExecuteCall("RemoveBoosts")
  end
end

function RemoveBoostsFromPlayer(Boosts)
  local player = GetHostCharacter()
  return RemoveBoosts(player, Boosts, 0, 0, 0)
end

function RemoveBoostsFromWeapon(Boosts)
  local item = GetEquippedWeapon()
  return RemoveBoosts(item, Boosts, 0, 0, 0)
end

Code: Select all

{$lua}
if syntaxcheck then return end
boosts= "WeaponDamage(10,Necrotic)"
[ENABLE]
AddBoostsToWeapon(boosts)
[DISABLE]
RemoveBoostsFromWeapon(boosts)


--WeaponDamage(xdx+x,type) --or just a flat value like +10
--Slashing
--Piercing
--Bludgeoning
--Acid
--Thunder
--Necrotic
--Fire
--Lightning
--Cold
--Psychic
--Poison
--Radiant
--Force

Code: Select all

{$lua}
if syntaxcheck then return end
boosts= "WeaponDamageDieOverride(4d20)"
[ENABLE]
AddBoostsToWeapon(boosts)
[DISABLE]
RemoveBoostsFromWeapon(boosts)

Code: Select all

{$lua}
if syntaxcheck then return end
boosts= "WeaponProperty(Light)"
[ENABLE]
AddBoostsToWeapon(boosts)
[DISABLE]
RemoveBoostsFromWeapon(boosts)

--boosts=
--WeaponProperty(Light)
--Finesse
--Reach
--Thrown
--Versatile

--status=
--ORI_GALE_CONSUMABLE

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MadMacChad
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Re: z Baldur's Gate 3

Post by MadMacChad »

furioustortoise wrote:
Tue Nov 05, 2024 7:08 pm
MadMacChad wrote:
Sat Nov 02, 2024 9:04 am
furioustortoise wrote:
Fri Nov 01, 2024 7:49 pm


I have basic and fundamental questions like: What is an ArgString and why do we need to Set them? Why does the script work sometimes even when I remove them? What do the numbers even mean? Why is the first integer in each set sequential from 0-7 down the line? What is a Guidestring?

I more or less understand most of the end user plug and chug stuff. And I'm grateful for the technical work people who understand Osiris allowed that to be the case. I've spent the past six months or so familiarizing myself with CT optimization. Writing and eiting status, passive, and boost scripts thanks to file dumps on this site and hours of sandboxing. I typically keep the CT window open next to a windowed game file. So not my CT feels fairly complete and clean. I'd like to learn something challenging next. Scripting syntax and verbiage of Osiris are obvious holes in my understanding.

Maybe someone could walk me through an ExecuteCall record like this one or one of the new ones we haven't seen yet? Thanks for any future discussion!
I'm afraid that I can't help you with that, but perhaps Noway3 can point you in the right direction.
I'm afraid that my knowledge and understanding of Osiris scripting is too limited to be of assistance.

falsefoliage
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Re: z Baldur's Gate 3

Post by falsefoliage »

anyone know of a way to use the cheat engine to force complete quest? stuck at orins fight because her dagger and netherstone never spawned (redid the fight 17 times just in case) ive tried spawning in her stone and her dagger but it still doesnt complete the quest

Milfordcstorm
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Re: z Baldur's Gate 3

Post by Milfordcstorm »

Hi all, I am having trouble getting a cheat table to work. I am currently running version 4.1.1.3622274 of bg3. I am new to all this and hoping someone can help me out. Thank you!

as4340292
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Re: z Baldur's Gate 3

Post by as4340292 »

Noway3 wrote:
Fri Nov 01, 2024 5:28 pm
gershen wrote:
Fri Nov 01, 2024 2:38 pm
Is there any way to reduce dice roll to hit crit by -19? Crit hit passives in the table makes only like -6. I know it is made the way like you hold the weapon with the passive, but i was wondering if there is a way. Or to make attack dice roll always roll 20. Dice rool cheats adds points to roll but you wont crit this way.
Yes, its a boost that you can apply to any character, It is a "Always critical Success" switch.

Code: Select all

if syntaxcheck then return end
character = GetHostCharacter()
[ENABLE]
AddBoosts(character , "CriticalHit(AttackRoll,Success,Always,)", 0, 0)
[DISABLE]
RemoveBoosts(character , "CriticalHit(AttackRoll,Success,Always)", 0, 0)
Is there any way to get SpellDC bonus? some spell doesn't success 100% even with the roll bonus ...

Minami
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Re: z Baldur's Gate 3

Post by Minami »

Daz wrote:
Thu Aug 10, 2023 9:04 pm
oilnarak01 wrote:
Thu Aug 10, 2023 3:18 pm
Can you please tell us where did you find those name and uuid ? so we can help finding more
ps. tried match uuid you use with a files in shared and gustav but didn't found anything
It turns out you don't need the name and uuid.
Intead of local uuid = "S_GOB_DrowCommander_25721313-0c15-4935-8176-9f134385451b"
you can just use local uuid = "25721313-0c15-4935-8176-9f134385451b" for Minthara for example.
I am not sure why I thought it was needed, I am going to blame being off work on a COVID holiday. The brain fog is real.

To answer your question specifically, I used local drow = Entity("S_GOB_DrowCommander_25721313-0c15-4935-8176-9f134385451b") as a starting point, so by searching for = Entity( I found a lot that seemed to work. Everything is an entity though so you have to sift through them to find the NPCs. But like I said, you don't really need the full name to spawn them or make them followers.
Originally I saw the name uuid combo in your post about adding followers and started searching through my own extracted files for similar names.
Because I thought initially it needed the name as well I might have added some while experimenting, which is why they don't exist in the files.

I will most likely keep messing around with companions after work tonight and add them to the table, so I will update my original post at some point.
Could you please tell me how to get characters' uuids? I tried to spawn Losiir into the party but don't know where to start

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Noway3
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Re: z Baldur's Gate 3

Post by Noway3 »

Minami wrote:
Sat Nov 09, 2024 2:09 pm
Daz wrote:
Thu Aug 10, 2023 9:04 pm
oilnarak01 wrote:
Thu Aug 10, 2023 3:18 pm
Can you please tell us where did you find those name and uuid ? so we can help finding more
ps. tried match uuid you use with a files in shared and gustav but didn't found anything
It turns out you don't need the name and uuid.
Intead of local uuid = "S_GOB_DrowCommander_25721313-0c15-4935-8176-9f134385451b"
you can just use local uuid = "25721313-0c15-4935-8176-9f134385451b" for Minthara for example.
I am not sure why I thought it was needed, I am going to blame being off work on a COVID holiday. The brain fog is real.

To answer your question specifically, I used local drow = Entity("S_GOB_DrowCommander_25721313-0c15-4935-8176-9f134385451b") as a starting point, so by searching for = Entity( I found a lot that seemed to work. Everything is an entity though so you have to sift through them to find the NPCs. But like I said, you don't really need the full name to spawn them or make them followers.
Originally I saw the name uuid combo in your post about adding followers and started searching through my own extracted files for similar names.
Because I thought initially it needed the name as well I might have added some while experimenting, which is why they don't exist in the files.

I will most likely keep messing around with companions after work tonight and add them to the table, so I will update my original post at some point.
Could you please tell me how to get characters' uuids? I tried to spawn Losiir into the party but don't know where to start
I think that this should help you: How to summon any character and make it your customized minion forum link

For any UUID's, see below ▼
--------------------
Useful quick links:
  • BG3 Cheat tables(CT files):
  • BG3 Data files and data search pages:
    • Noway3 - BG3 Data files exports (json, excel, sqlite) Forum link [Link]
    • Norbyte - BG3 Search Engine [Link]
    • blueneuron - BG3 Data Browser Forum link [Link]
  • How to search in this forum: [Link] <- add your own keywords in this Google's search box

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