z Baldur's Gate 3

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furioustortoise
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Re: z Baldur's Gate 3

Post by furioustortoise »

Joshuan wrote:
Tue Dec 17, 2024 9:59 am
Thank you very much furioustortoise.

This game is massiv and so its cheat tables.
A LOT of work went into this one as well.

Thank you to all contributors who made this all possible.

Thanks, I appreciate that. And you're right about the contributions. This community is great. I didn't (and likely couldn't) write the architecture of the table--that belongs to Zanzer. It's how the table communicates with BG3 and allows all the lily pad boosts, spells, statues, and passives to function. Osiris is a foreign language beyond the Weave itself--legit Technomancy. Conversations with NoWay3 and MadMacChad (to name a couple more) helped point me in the right direction during several confusing steps. For the life of me I still can't write raw Osiris script without cannibalizing code so any cheats made with ExecuteCall were all copy and past. Some of the most powerful cheats are done that way: "AddExplorationExperience", "RestoreParty", "ResetCooldowns", "RequestRespec", "Transform", and "TeleportTo" essentially leapfrogging the Weave itself :o .

One of the tables newest additions (I wish we found sooner) is a script to expand the cheat engine window. I use it all the time since I'm not using the engine for scanning in BG3. I know I found it scrolling through this forum but for the life of me I can't remember who wrote it. If anybody knows I'd appreciate the name to give them proper respect. I tried to google it with the "site:fearlessrevolution.com inurl:t=13996" assist but came up empty handed. You can access it yourself in my table if you expand the first line: TortoiseCheatTableV4.

The vast majority of my table uses cheats that came from brute force dredging Larian's modding tool kit and data dumps of game files (look at Zanzer's first post in this epic thread). No clue how many spells, boosts, status conditions, passive features, tags, and flags were tested but I wouldn't be surprised if it turned out to be well over a thousand. I tried to include things that would make for a well rounded table but also catalogue anything you might encounter in the BG3 universe. There are some wildly powerful debug spells and statuses in there too. I'd like to reiterate that I made this table for my brother and myself so there's probably some stuff in there that requires further explanation. If anything like that comes up feel free to comment.

Sorry for the lengthy post. Have a Wonderful Weave-mas everybody. ;)

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

chris3234
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Re: z Baldur's Gate 3

Post by chris3234 »

since the last path steam verson i cant get the table to work i have the v14 table thats supposed to be the latest from the orinal post and it keeps messing up me save files first play through kahka and ethel fights were ruined due to the dieing when transformin bug and charct abailty point editing isnt working right it wont find the chacters despite how many times i save or load


thhis was tthe table in the orinal post in this thread bttw anyone have any ideas?

Joshuan
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Re: z Baldur's Gate 3

Post by Joshuan »

Hello chris3234,

The OP mentioned the game version, that it works with.
If you compare the game version you are currently playing, you will see, that it mismatches.
There have been several months of updates between.

The OP is outdated and I can understand, a newcomer may not quickly notice it.
There have been several other people working and updating the table to work with latest version.
Please read 1 or 2 pages back and you will find.

Best wishes.

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Kaptin
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Re: z Baldur's Gate 3

Post by Kaptin »

Would like to know if there is a way to obtain expertise with all skills
and if there is a way to remove custom tavs or add custom tavs for your game with a table.

wd22134
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Re: z Baldur's Gate 3

Post by wd22134 »

furioustortoise wrote:
Mon Dec 16, 2024 8:43 pm
Hey All,

I've just about polished off everything I want to do in my cheat table.
There's a lot going on so feel free to ask questions and I'll answer to the best of my ability.
To begin, launch BG3 to its main menu. Next, follow my Cheat Table's Start-Up Instructions in order and you should be good to go.

Most cheats are single click ON/OFF but many more have extra content you can explore by double clicking on the <script> word next to the cheat. It should go without saying that you should drop a save before you try anything new. That being said, cheat with confidence and play around with the table--I've tested everything on here and it shouldn't wreck your game (only your enemies).

This was a massive project I worked on over the past several months. I know very little Osiris and didn't know much about cheat tables before beginning this project. I put in a lot of work dredging through spells, boosts, status conditions, passive features, flags, tags, and testing them all so please give me a thumbs up if you like the table.
Several cheats and concepts were only possible thanks to legends like Zanzer (who if I'm not mistaken wrote the table's architecture), fellow cheaters I've interacted with on this forum, and my brother (the Perilous Pelican). I hope my table will grant you a foothold as we explore the Weave together. Merry Christmas ya filthy Animals! :D

Image
I simply can't thank you enough. the amount of reload time you saved me can be in the territory of hrs! it is so simple to read and very straight forward and remarkably neat and organized. I wish you nothing but the best. I'll even go and download a pirated version of this game just to make sure this table will always work. what an absolute legend.

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furioustortoise
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Re: z Baldur's Gate 3

Post by furioustortoise »

Kaptin wrote:
Fri Dec 20, 2024 11:05 pm
Would like to know if there is a way to obtain expertise with all skills
and if there is a way to remove custom tavs or add custom tavs for your game with a table.
Any reason you want Expertise instead of more Proficiency?
Gaining Proficiency in a Skill adds your Proficiency Bonus to that Skill Check.
Gaining Expertise in a Skill adds an additional Proficiency Bonus to that Skill Check.
That's it. They both add Proficiency Bonuses to your Skill Checks.

Here is a boost script that grants you Expertise with every skill. Boosts do not persist through reloads so you'll have to activate it with the CT whenever you sit down to play:

Code: Select all

{$lua}
if syntaxcheck then return end
boosts =
{
-----Strength-----
"ExpertiseBonus(Athletics)",
-----Dexterity-----
"ExpertiseBonus(Acrobatics)",
"ExpertiseBonus(SleightOfHand)",
"ExpertiseBonus(Stealth)",
-----Intelligence-----
"ExpertiseBonus(Arcana)",
"ExpertiseBonus(History)",
"ExpertiseBonus(Investigation)",
"ExpertiseBonus(Nature)",
"ExpertiseBonus(Religion)",
-----Wisdom-----
"ExpertiseBonus(AnimalHandling)",
"ExpertiseBonus(Insight)",
"ExpertiseBonus(Medicine)",
"ExpertiseBonus(Perception)",
"ExpertiseBonus(Survival)",
-----Charisma-----
"ExpertiseBonus(Deception)",
"ExpertiseBonus(Intimidation)",
"ExpertiseBonus(Performance)",
"ExpertiseBonus(Persuasion)",
}
[ENABLE]
AddBoostsToPlayer(boosts)
[DISABLE]
RemoveBoostsFromPlayer(boosts)
Like I said before, Expertise is only a second buff to Proficiency Bonus.
You can increase your Proficiency Bonus with the boost: "ProficiencyBonusOverride(x)"
(where x is whatever numerical integer you want)

-------------------------------------
As to your second question, I don't understand what you mean by "adding or removing" custom tavs. Like character creation? Respec?
Last edited by furioustortoise on Sat Dec 28, 2024 2:34 am, edited 3 times in total.

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furioustortoise
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Re: z Baldur's Gate 3

Post by furioustortoise »

wd22134 wrote:
Sat Dec 21, 2024 5:48 pm
I simply can't thank you enough. the amount of reload time you saved me can be in the territory of hrs! it is so simple to read and very straight forward and remarkably neat and organized. I wish you nothing but the best. I'll even go and download a pirated version of this game just to make sure this table will always work. what an absolute legend.
Appreciate that wd22134! Be sure to send love to Zanzer. He wrote all the code that allows this table to talk with BG3 in a very stable way. I have nothing to do with that magic and don't want to take credit for parts above my paygrade. My table is a Dec'24 cosmetic overhaul plus a bunch of cheats I've found from game files.
Last edited by furioustortoise on Fri Dec 27, 2024 5:03 am, edited 1 time in total.

aubepine
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Re: z Baldur's Gate 3

Post by aubepine »

Hey ! I spent hours trying to use the cheat table on my installation and I keep getting an
' error while scanning for aob Console Error not all results found '

I'd like to know if it is working for you guys, I'm on Steam v4.1.1.60 of the game with Windows 11

Thank you for all the work !

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furioustortoise
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Re: z Baldur's Gate 3

Post by furioustortoise »

furioustortoise wrote:
Fri Dec 13, 2024 4:07 pm
You can boost your characters Spell Save DC with:
boosts = "SpellSaveDC(x)"

The "x" can be any number. I'd stick with 1-30 (anything above 20 is overkill). The best rolls I've seen enemies throw are typically in the lower 20s but beefier enemies can technically get into the lower 30s with buffed stats. I've played around with it some and the game doesn't like the SpellSaveDC to go over 100 for whatever reason.

Not all spells use SpellSaveDC and some have a rigid DC that won't change even when showing the boost. Just mentioning that here so you don't get as confused and frustrated as I did during testing :D

Code: Select all

{$lua}
if syntaxcheck then return end
boosts = "SpellSaveDC(20)"
[ENABLE]
AddBoostsToPlayer(boosts)
[DISABLE]
RemoveBoostsFromPlayer(boosts)
On a similar vein of spell success, here is a boost that's based on Metamagic: Heightened Spell. This boost effects your enemies SaveDC and forces them to roll with Disadvantage. It will help your spells to land more often. Only your spells with SaveDC are effected. They will also glow when you toggle this boost on for easy identification.

Code: Select all

{$lua}
if syntaxcheck then return end
boosts=
"UnlockSpellVariant(HeightenedSpellCheck(),ModifySavingThrowDisadvantage(),ModifyIconGlow())"
[ENABLE]
AddBoostsToPlayer(boosts)
[DISABLE]
RemoveBoostsFromPlayer(boosts)

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furioustortoise
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Re: z Baldur's Gate 3

Post by furioustortoise »

inscape wrote:
Fri Mar 29, 2024 1:32 am
Question, is there a way to modify non-weapons the way one can modify weapons with the table? For example modifying a generic ring with all sorts of bonuses.
EDIT:
EvenLess wrote:
Wed Oct 11, 2023 6:05 pm
X42ABN6 wrote:
Wed Oct 11, 2023 12:31 pm
Is there any way to add passive to an equipped Armor? or Cloak? or Gloves?
Cause it seems some passives from armor/cloak/gloves can't be add to a weapon.
The very short answer: Yes.
The less short answer is at the bottom.
The long answer follows here:

If you edit (Change script) on one of Zanzer's existing "Weapon Passive Enchantments", you'll see he's using AddPassiveToWeapon() function, with the passive unique/entry name as the argument.

Now, knowing that all Zanzer's functions are in his Register Commands scripts, we can see how it works.

Code: Select all

function AddPassiveToWeapon(PassiveID)
  local item = GetEquippedWeapon()
  return AddPassive(item, PassiveID)
end
So basically he calls another AddPassive() function with two arguments, where the first argument is the equipped weapon (GetEquippedWeapon()) and the second argument is the passive. Looking at the AddPassiveToPlayer() function, shows ut that it basically just the same thing, just with the first argument being the player (GetHostCharacter()).

Code: Select all

function AddPassiveToPlayer(PassiveID)
  local player = GetHostCharacter()
  return AddPassive(player, PassiveID)
end
Knowing this, we can probably deduce that we can feed the AddPassive() function with other ID's that just weapon and player. So let's look at Zanzer's other functions.

At the bottom we the GetEquippedWeapon() function, and another that sounds very similar; GetEquippedItem().

Code: Select all

function GetEquippedItem(Character, Slotname)--: Item
  if Slotname == nil then
    Slotname = Character
    Character = GetHostCharacter()
  end
  if Slotname == nil then
    return nil
  end
  if Slotnames[Slotname] ~= true then
    print("Slotname must be one of the following: " .. table.concat(Slotnames, ", "))
    return nil
  end
  SetArgToString(0, Character)
  SetArgToString(1, Slotname)
  ClearArg(2)
  ExecuteCall("GetEquippedItem")
  return GetArgAsString(2)
end
This function takes two arguments; the character and the slotname. As luck will have it, Zanzer even supplied the list of slotnames just above the function.

Code: Select all

Slotnames = {
  "Helmet",
  "Breast",
  "Cloak",
  "Melee Main Weapon",
  "Melee Offhand Weapon",
  "Ranged Main Weapon",
  "Ranged Offhand Weapon",
  "Underwear",
  "Boots",
  "Gloves",
  "Amulet",
  "Ring",
  "Ring2",
  "Wings",
  "Horns",
  "Overhead",
  "MusicalInstrument",
  "VanityBody",
  "VanityBoots"
}
So let's combine this knowledge, to getting the underwear instead of the weapon, using the AddPassiveToWeapon() function as a base/reference, although we're skipping creating a function, and just using the code within the function. I'll just add a couple of passives while at it.

Code: Select all

local Entity = GetEquippedItem("Underwear")
local PassiveID = {
  "UND_Nere_ShieldOfScreams",
  "MAG_Barkskin_Shield_Passive",
  "MAG_WondrousGloves_Passive",
  "MAG_ExoticMaterial_MediumArmor_Passive",
  "MAG_Druid_Wildshape_SpellResistance_Passive",
  "UncannyDodge"
  
}
AddPassive(Entity, PassiveID)
With this you can be certain no one will ever get into your underwear ;)
Last edited by furioustortoise on Thu Jan 02, 2025 4:40 am, edited 3 times in total.

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furioustortoise
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Re: z Baldur's Gate 3

Post by furioustortoise »

BubbaJubbs wrote:
Fri Mar 22, 2024 3:15 pm
Does someone perhaps know how to change the hand crossbow +2 script in goodnessgracious's table to adding a hand crossbow that does 999 damage? Really struggling fighting Grym and just wanna get the fight over with.
This hasn't been addressed in months so I'll shamelessly self-promotion my table (page 480). I'm very interested in weapon buffs. I have an entire tab of my table addressing Weapon Damage & Enchantments. Here are some I tailored to your question:

The most straight forward way to boost ALL damage from your player (melee, ranged, and spells) to "999" is this first one:

Code: Select all

{$lua}
if syntaxcheck then return end
boosts = "DamageBonus(999)"
[ENABLE]
AddBoostsToPlayer(boosts)
[DISABLE]
RemoveBoostsFromPlayer(boosts)
You can also limit damage boosts to any source of damage your player can make:

Code: Select all

{$lua}
if syntaxcheck then return end
boosts = "IF(SpellAttackCheck()):DamageBonus(999)"
[ENABLE]
AddBoostsToPlayer(boosts)
[DISABLE]
RemoveBoostsFromPlayer(boosts)

Code: Select all

{$lua}
if syntaxcheck then return end
boosts = "IF(AttackingWithMeleeWeapon(context.Source)):DamageBonus(999)"
[ENABLE]
AddBoostsToPlayer(boosts)
[DISABLE]
RemoveBoostsFromPlayer(boosts)

Code: Select all

{$lua}
if syntaxcheck then return end
boosts = "IF(AttackingWithRangedWeapon(context.Source)):DamageBonus(999)"
[ENABLE]
AddBoostsToPlayer(boosts)
[DISABLE]
RemoveBoostsFromPlayer(boosts)

Code: Select all

{$lua}
if syntaxcheck then return end
boosts= "CharacterUnarmedDamage(999)"
[ENABLE]
AddBoostsToPlayer(boosts)
[DISABLE]
RemoveBoostsFromPlayer(boosts)
999 damage is a bit overkill but I totally get the desire to one shot. You should also consider boosting crit chance so every time you click on the attack function it's successful:

Code: Select all

{$lua}
if syntaxcheck then return end
boosts= "CriticalHit(AttackRoll,Success,Always)"
[ENABLE]
AddBoostsToPlayer(boosts)
[DISABLE]
RemoveBoostsFromPlayer(boosts)

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furioustortoise
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Re: z Baldur's Gate 3

Post by furioustortoise »

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?
Here are two of my favorite ways to cheat a level up.
The first is to grant you XP (change the value of 1000 to whatever you want... max level is reached around 100k):

Code: Select all

{$lua}
if syntaxcheck then return end
local player = GetHostCharacter()
SetArgToString(0, player)
SetArgToLong(1, 1000)
[ENABLE]
ExecuteCall("AddExplorationExperience")
[DISABLE]
The second is with a DEBUG flag. These were created for testing by developers and should be fairly safe to use. This Level Up flag does NOT grant you XP. You simply level up:

Code: Select all

{$lua}
if syntaxcheck then return end
local uuid =
"77e836a8-c9f3-dee9-b03e-59b60e42be0b"--Debug_LevelUpHack_
[ENABLE]
SetFlagOnPlayer(uuid)
[DISABLE]
ClearFlagOnPlayer(uuid)

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furioustortoise
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Re: z Baldur's Gate 3

Post by furioustortoise »

SummonerVivi wrote:
Thu May 09, 2024 12:45 pm
Hi all, does anyone know how to add spells to a character along with its resource costs. Normally I've just been editing the add fireball spell script from the BG3 Latest HotFix#19.CT cheat tables but if I realised that if I do that the resource costs like using up a level 1 spell slot are not added. Does anyone know how to remedy that?

like I've been trying to add Target_MindSpike_NPC Target_UND_Nere_Coercion and Shout_UND_Nere_ShieldOfScreams along with their respective resource costs for using the spell but if I just added it normally using the fireball spell script, the spell ends up being resourceless.
Spells acquired via the cheat table are effectively resourceless (only costing an action point in combat). In the vanilla game, spells are learned from a leveled spell table linking its school and spell cost. Here is a boost to add the most powerful version of a spell's cost. Simply copy and past over "Target_MindSpike_NPC":

Code: Select all

{$lua}
if syntaxcheck then return end
boosts =
"UnlockSpell(Target_MindSpike_NPC,MostPowerful,e9127b70-22b7-42a1-b172-d02f828f260a)"
[ENABLE]
AddBoostsToPlayer(boosts)
[DISABLE]
RemoveBoostsFromPlayer(boosts)

chuckanar
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Re: z Baldur's Gate 3

Post by chuckanar »

There a new updated table? seems I am getting a bug with Ethel and Halsin dieing early. Read someone else was having this issue. ANY help would be appreciated.

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furioustortoise
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Re: z Baldur's Gate 3

Post by furioustortoise »

aubepine wrote:
Fri Dec 27, 2024 3:13 am
Hey ! I spent hours trying to use the cheat table on my installation and I keep getting an
' error while scanning for aob Console Error not all results found '

I'd like to know if it is working for you guys, I'm on Steam v4.1.1.60 of the game with Windows 11

Thank you for all the work !
ashuraman answered a very similar question on page 464. Hope this helps.
ashuraman wrote:
Mon May 13, 2024 6:15 pm
Manly_Man_Guy wrote:
Thu May 09, 2024 11:45 pm
Sorry, I'm extremely stupid, so this problem might be very common and have an easy fix, but I can't open Console Commands? Clicking the square won't work, and right clicking and clicking Toggle Selected Records won't either, but above the right click options, it says <<Error while scanning for AOB's : console Error: Not all results found>>

Someone help, please and thank you.
I assume you're using MadMacChad's table. This is what you do:
Start game
Open table(It attached automatically)
Load save

That's literally it. During the loading screen all the console commands get registered

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