z Baldur's Gate 3

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xLadyLynx
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Re: z Baldur's Gate 3

Post by xLadyLynx »

Ðogma wrote:
Wed Aug 09, 2023 8:48 pm
Semetric wrote:
Wed Aug 09, 2023 4:04 am
Ðogma wrote:
Wed Aug 09, 2023 2:41 am


First off thank you; Where did you find this UUID? I searched forever and couldn't find it. And if you can find it what is the UUID for the Supreme Tadpole that you use after this one?
"a313a568-9b27-4b94-8ad8-50fcc374179f";"LOOT_MF_Tadpole_Supreme_A"
Unfortunately, I found a list of UUIDs and there are a lot of them for supreme-tadpole, I spawned every one of them, and none of them let me interact or worked :( so there must be another trigger to get it working.
Did you ever find a way to be able to use the supreme tadpole from spawning it in?

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furioustortoise
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Re: z Baldur's Gate 3

Post by furioustortoise »

xLadyLynx wrote:
Fri Feb 14, 2025 9:47 am
Ðogma wrote:
Wed Aug 09, 2023 8:48 pm
Semetric wrote:
Wed Aug 09, 2023 4:04 am


"a313a568-9b27-4b94-8ad8-50fcc374179f";"LOOT_MF_Tadpole_Supreme_A"
Unfortunately, I found a list of UUIDs and there are a lot of them for supreme-tadpole, I spawned every one of them, and none of them let me interact or worked :( so there must be another trigger to get it working.
Did you ever find a way to be able to use the supreme tadpole from spawning it in?
Greetings xLadyLynx,

The real Supreme Tadpole (S_END_SupremeTadpole) is only obtainable late in the game (even with a cheat table). The reason for this has to do with how the game handles these types of quest items. Unique items or characters are act dependent and loaded into their map with you. If they're obtainable at all for the act you're currently in these items will be OffStage, invisible, or waiting for their flag/trigger in the debug zone. With a cheat table, the earliest you can grab the real Supreme Tadpole is when you've progressed to the Morphic Pool. You're now in last zone of BG3 for the final part of Act 3. The cleanest way to spawn it in is with this flag: Debug_END_IllithidOptions_GetSupremeTadpole

Code: Select all

{$lua}
if syntaxcheck then return end
[ENABLE]
SetFlagOnPlayer("50731772-e893-4a45-9691-5e0fe21f8fd9")
[DISABLE]
But you can also use this "TeleportTo" ExectuteCall:

Code: Select all

{$lua}
if syntaxcheck then return end
--------------------------------------
target = GetHostCharacter()
item = "02a7596f-5dcb-4d2a-93c8-611de53096b5"
--------------------------------------
[ENABLE]
SetArgToString(0,item)
SetArgToString(1,target)
SetArgToLong(2,0)
SetArgToLong(3,1)
SetArgToLong(4,1)
SetArgToLong(5,1)
SetArgToLong(6,1)
SetArgToLong(7,1)
ExecuteCall("TeleportTo")
--------------------------------------
[DISABLE]
-----------------------------------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------------------------------

A template is a derivative version of the item and can be spawned in at any point in your playthrough. They're typically dummy items without flags/triggers. As you've found out, the template Supreme Tadpole (LOOT_MF_Tadpole_Supreme_A) can be spawned anytime with TemplateAddToPlayer:

Code: Select all

{$lua}
if syntaxcheck then return end
[ENABLE]
TemplateAddToPlayer("a313a568-9b27-4b94-8ad8-50fcc374179f")
[DISABLE]
Or using the "CreateAtObject" ExecuteCall:

Code: Select all

{$lua}
if syntaxcheck then return end
---------------------------------------
target = GetHostCharacter()
template = "a313a568-9b27-4b94-8ad8-50fcc374179f"
---------------------------------------
[ENABLE]
SetArgToString(0,template)
SetArgToString(1,target)
SetArgToInteger(2,1)
SetArgToInteger(3,1)
SetArgToInteger(4,0)
SetArgToInteger(5,1)
ClearArg(6)
ExecuteCall("CreateAtObject")
--------------------------------------
[DISABLE]
Last edited by furioustortoise on Sat Feb 15, 2025 4:12 pm, edited 5 times in total.

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furioustortoise
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Re: z Baldur's Gate 3

Post by furioustortoise »

But if you want to go all tentacle brain early, you can permanently ceremorph into a mind flayer with this spell:

Code: Select all

{$lua}
if syntaxcheck then return end
spell = {"Shout_MindFlayerForm"}
[ENABLE]
AddSpellToPlayer(spell)
[DISABLE]
RemoveSpellFromPlayer(spell)
Or try these status conditions that can be toggled ON/OFF:
Mind Flayer Statuses
"MIND_FLAYER_FORM"
"END_MINDFLAYEROUTBURST_MINDFLAYERFORM_01"
"EPI_KARLACH_MINDFLAYER"
"EPI_GALEGOD_MINDFLAYER"
"MIND_FLAYER_ORPHEUS"

Code: Select all

{$lua}
if syntaxcheck then return end
status = "MIND_FLAYER_FORM"
[ENABLE]
ApplyStatusToPlayer(status)
[DISABLE]
RemoveStatusFromPlayer(status)

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WhiteRau
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Re: z Baldur's Gate 3

Post by WhiteRau »

good lord, i look away for a few months and TWO HUNDRED PLUS pages of stuff drops!? damn. thanks for all the hard work you mad lads! every little bit makes gaming life that much better. much appreciated. :)

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Re: z Baldur's Gate 3

Post by schooluser »

I have only been through a handful of tables but I haven't found one that enables changing the characters race. Are there any such tables out there? I found a nexus mod that makes it editable in the mirror, are there any tables that can do the same?
/baldursgate3/mods/899?tab=description

Joshuan
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Re: z Baldur's Gate 3

Post by Joshuan »

Hello furioustortoise,

Now I finally will start this beautiful game (had lots of other games before to finish :) )
Thank you again very much for your passion in pushing this table forward.

My question seem silly and maybe stupid. Pleas be easy with me.

I am at the very beginning of the game at the character creation screen/menu.
Is there a cheat option in your huge table, which lets me use lets say 5 skill points more than normaly available?
So I can raise some character skills a little higher.
I do not want to overdue it to keep the fun/challenge in the game.

I am unsure if the table only works after the character creation screen or already for it.
Thank you very much for your time and answer.

Best wishes.

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furioustortoise
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Re: z Baldur's Gate 3

Post by furioustortoise »

WhiteRau wrote:
Sat Feb 15, 2025 7:45 pm
good lord, i look away for a few months and TWO HUNDRED PLUS pages of stuff drops!? damn. thanks for all the hard work you mad lads! every little bit makes gaming life that much better. much appreciated. :)
Welcome back WhiteRau!
I joined the thread around page 460 and first contributed on page 469. I luckily had the time to chew through most of it and figure some things out thanks to this extensive thread and some god tier 12th level Technomancy contributors. BG3 is my first DnD game and first cheat table exposure. I was a full time Xbox user until buying a decent PC--not looking back. All hail the mighty Zanzer! Our light in the darkness lol. Looking forward to troubleshooting with some more expert cheaters like yourself. Hopefully even more will return since Patch 8 is on the horizon.

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furioustortoise
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Re: z Baldur's Gate 3

Post by furioustortoise »

schooluser wrote:
Sat Feb 15, 2025 8:58 pm
I have only been through a handful of tables but I haven't found one that enables changing the characters race. Are there any such tables out there? I found a nexus mod that makes it editable in the mirror, are there any tables that can do the same?
/baldursgate3/mods/899?tab=description
Good observation! I recently figured out a way to modify race/type after a bunch of dead ends. I blame my overconfidence on getting Zombie race to work for my Drow on the first try and figured it would all be that easy. It's the status condition Balthazar could potentially use on Zombie Minthara during the Mind Flayer Colony part. Beyond Zombie however... I failed so many times trying to force any other race until I found another route via an ExecuteCall. Here's the Zombie Race Status:

Code: Select all

{$lua}
if syntaxcheck then return end
status = "COL_ZOMBIE"
[ENABLE]
ApplyStatusToPlayer(status)
[DISABLE]
RemoveStatusFromPlayer(status)
This status uses the boost: "AiArchetypeOverride(zombie,1)". What's super cool about this one is it actually changes your character's animations to Zombie. Seems pretty easy and straightforward, right? Unfortunately, I couldn't get any other race to work with the override. Maybe somebody else will have more luck. I'll write back later tonight about another race/type solution based on ExecuteCall("Transform").

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Re: z Baldur's Gate 3

Post by schooluser »

furioustortoise wrote:
Sun Feb 16, 2025 1:15 am
Unfortunately, I couldn't get any other race to work with the override. Maybe somebody else will have more luck. I'll write back later tonight about another race/type solution based on ExecuteCall("Transform").
Would having a mod that allows you to change your race at the mirror help? They made changes to the mirrors code that re-added the initial choices that are missing from character creation once you start a game. that previous post I made has a fearlessrevolution link but it should be nexus mods with the additional path part after it. it takes you to the enhanced character customization mod that re-enables choosing a different race on the mirrors customization menu

I'm wanting to change my characters main race and re-spec with Withers because I'm many hours in and I don't want to restart

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furioustortoise
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Re: z Baldur's Gate 3

Post by furioustortoise »

schooluser wrote:
Sun Feb 16, 2025 3:45 am
furioustortoise wrote:
Sun Feb 16, 2025 1:15 am
Unfortunately, I couldn't get any other race to work with the override. Maybe somebody else will have more luck. I'll write back later tonight about another race/type solution based on ExecuteCall("Transform").
Would having a mod that allows you to change your race at the mirror help? They made changes to the mirrors code that re-added the initial choices that are missing from character creation once you start a game. that previous post I made has a fearlessrevolution link but it should be nexus mods with the additional path part after it. it takes you to the enhanced character customization mod that re-enables choosing a different race on the mirrors customization menu

I'm wanting to change my characters main race and re-spec with Withers because I'm many hours in and I don't want to restart
Well sure, if you found a mod that let's you change race/type at the mirror that sounds exactly what you're looking for (EDIT: if it's Appearance Edit Enhanced on nexus be aware it has several hundred bug reports). On this forum, we try to find solutions via cheats and many on here can typically help resolve issues when it's a cheat table related problem ;) . I wonder how they did it though. Sometimes smart mods use methods we can access too. Here is the main CT method of respec-ing and it's identical to what Withers can do for your character:

Code: Select all

{$lua}
if syntaxcheck then return end
-------------------------------
target = GetHostCharacter()
-------------------------------
[ENABLE]
SetArgToString(0,target)
ExecuteCall("StartRespec")
-------------------------------
[DISABLE]
I'm not completely sure about it but maybe why the game doesn't let you change your race/type might have something to do with your player character's GUID it generates during character creation? Or for narrative sense? Maybe it would conflict with previous flags? Again, no clue. It would be interesting to see how the game copes with that level of overwrite. Obviously using any mod like that I'd throw down some saves at sandbox a bit trying to push its limits before you run off to do several hours of more quests. I've watched some cautionary tales of mod breaks on youtube lol. Let us know how it goes!
Last edited by furioustortoise on Sun Feb 16, 2025 7:08 pm, edited 1 time in total.

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furioustortoise
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Re: z Baldur's Gate 3

Post by furioustortoise »

Joshuan wrote:
Sat Feb 15, 2025 11:26 pm
...
Hello Josuan! Thanks for the shout out. That's not silly at all. I got into cheat tables in the first place to sandbox and give myself more movement in combat. Then I got really into collecting codes and deciding how far to crank those knobs.

But to your question, as far as I know, nobody on here has found a simple way to add points for ability/skill during character creation. But I'd really like to add that to my table if anybody ever does! Every table I've seen adds points outside of that system. Some are boost based (only persisting through the current save) while others are statuses or passives and last a bit longer. There are hundreds of those so I'll try to suggest the least narrative breaking ones first. It all depends on what level of cheat table involvement you're comfortable with. Some cheats are boosts granted to your character for completing quests etc.

This first one grants you the XP to advance to a designated level granting all the spells/abilities choices that entails. It's a great sandbox code to try out different builds fast. You can change where is says 6 to any level (1-12). You can't remove XP so obviously make a save before.

Code: Select all

{$lua}
if syntaxcheck then return end
--------------------------------
character = GetHostCharacter()
--------------------------------
[ENABLE]
SetArgToString(0,character)
SetArgToInteger(1,6)
ExecuteCall("SetLevel")
--------------------------------
[DISABLE]
----------------------------------------------------------------------------------------------------

And to your question about abilities and skills there are a TON.
Here's a boost (remember boosts are temporary) that adds +6 to all abilities listed:

Code: Select all

{$lua}
if syntaxcheck then return end
boosts =
{
"Ability(Strength,6,20)",
"Ability(Dexterity,6,20)",
"Ability(Constitution,6,20)",
"Ability(Intelligence,6,20)",
"Ability(Wisdom,6,20)",
"Ability(Charisma,6,20)"
}
[ENABLE]
AddBoostsToPlayer(boosts)
[DISABLE]
RemoveBoostsFromPlayer(boosts)
And here is status (persists until long rest) called "Touching Shadows" that also adds +6 to all abilities:

Code: Select all

{$lua}
if syntaxcheck then return end
status = "SCL_SHADOWBIRDS_3"
[ENABLE]
ApplyStatusToPlayer(status)
[DISABLE]
RemoveStatusFromPlayer(status)
I recommend you check out the godtier BG3.wiki page right away. It has so many great hyperlinks for quests, items, and explanations on how the dice works etc etc. I suggest you look into how the game handles Proficiency Bonus because that's another handle to give yourself an edge on rolls. Inspiration is another.
Feel free to message me on here as you start to chew through the table and come across questions. Anyway, hope that gets you started. Enjoy the game!

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Re: z Baldur's Gate 3

Post by schooluser »

furioustortoise wrote:
Sun Feb 16, 2025 4:08 pm

Well sure, if you found a mod that let's you change race/type at the mirror that sounds exactly what you're looking for (EDIT: if it's Appearance Edit Enhanced on nexus be aware it has several hundred bug reports). On this forum, we try to find solutions via cheats and many on here can typically help resolve issues when it's a cheat table related problem ;) . I wonder how they did it though. Sometimes smart mods use methods we can access too.
...
I'm not completely sure about it but maybe why the game doesn't let you change your race/type might have something to do with your player character's GUID it generates during character creation? Or for narrative sense? Maybe it would conflict with previous flags? Again, no clue. It would be interesting to see how the game copes with that level of overwrite. Obviously using any mod like that I'd throw down some saves at sandbox a bit trying to push its limits before you run off to do several hours of more quests. I've watched some cautionary tales of mod breaks on youtube lol. Let us know how it goes!
Yeah I was asking here because I was wondering if anyone had a cheat table to re-enable those options at the mirror. If anyone came up with one I would be happy to test it. I wanted to avoid using the mod. From the main nexus site the path is /baldursgate3/mods/899?tab=description so I'm guessing it is mod 899

I would be happy to use Withers to re-spec after changing race, I was just hoping it was easy enough to change the mirror code with a table

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furioustortoise
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Re: z Baldur's Gate 3

Post by furioustortoise »

schooluser wrote:
Sun Feb 16, 2025 7:35 pm
furioustortoise wrote:
Sun Feb 16, 2025 4:08 pm

Well sure, if you found a mod that let's you change race/type at the mirror that sounds exactly what you're looking for (EDIT: if it's Appearance Edit Enhanced on nexus be aware it has several hundred bug reports). On this forum, we try to find solutions via cheats and many on here can typically help resolve issues when it's a cheat table related problem ;) . I wonder how they did it though. Sometimes smart mods use methods we can access too.
...
I'm not completely sure about it but maybe why the game doesn't let you change your race/type might have something to do with your player character's GUID it generates during character creation? Or for narrative sense? Maybe it would conflict with previous flags? Again, no clue. It would be interesting to see how the game copes with that level of overwrite. Obviously using any mod like that I'd throw down some saves at sandbox a bit trying to push its limits before you run off to do several hours of more quests. I've watched some cautionary tales of mod breaks on youtube lol. Let us know how it goes!
Yeah I was asking here because I was wondering if anyone had a cheat table to re-enable those options at the mirror. If anyone came up with one I would be happy to test it. I wanted to avoid using the mod. From the main nexus site the path is /baldursgate3/mods/899?tab=description so I'm guessing it is mod 899

I would be happy to use Withers to re-spec after changing race, I was just hoping it was easy enough to change the mirror code with a table
Right, the permanent fix you're interested in doesn't seem possible with a cheat table. And as far as I can tell it's not possible with a mod either lol. After reading those offensive instructions and bug reports on nexus I'd never advise use or include anything that game breaking in a cheat table. It unleashes all kinds of seemingly unrelated bugs (67 pages of bugs).
Apparently, your base race/type is fundamental to the code of your player character and changing it permanently messes so many things that the devs chose not to include it in the finished game.
Consider the much safer route of using transformations or just accept the fact you made a beautiful halfling inside and out.

ecosse
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Re: z Baldur's Gate 3

Post by ecosse »

Apologies for 101 question - been messing about with lua scripts but getting nowhere fast. I have the druids / hag /halsin drop to zero hit points issue so I want to give them invunerabilty for a while as per a previous post - how to I wrap those up in a script please. Or point me to an example so I can learn from that would be great

ApplyStatus("S_HAG_Hag_c457d064-83fb-4ec6-b74d-1f30dfafd12d","INVULNERABLE")
RemoveStatus("S_HAG_Hag_c457d064-83fb-4ec6-b74d-1f30dfafd12d","INVULNERABLE")

I've tried to use existing tables but as most apply on player character not got very far. Thank you

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furioustortoise
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Re: z Baldur's Gate 3

Post by furioustortoise »

ecosse wrote:
Wed Feb 19, 2025 4:58 pm
Apologies for 101 question - been messing about with lua scripts but getting nowhere fast. I have the druids / hag /halsin drop to zero hit points issue so I want to give them invunerabilty for a while as per a previous post - how to I wrap those up in a script please. Or point me to an example so I can learn from that would be great

ApplyStatus("S_HAG_Hag_c457d064-83fb-4ec6-b74d-1f30dfafd12d","INVULNERABLE")
RemoveStatus("S_HAG_Hag_c457d064-83fb-4ec6-b74d-1f30dfafd12d","INVULNERABLE")

I've tried to use existing tables but as most apply on player character not got very far. Thank you
Greetings ecosse!
The codes you posted are written in a format for Norbyte's Script Extender. If you're interested in using one of our cheat tables you should use the format provided in this reply.

The Transformation bug where an NPC dies on completing their transformation has come up a few times recently and I've looked into several of the top solutions. Please review these detailed explanations and get back to me if you still have questions:
furioustortoise wrote:
Mon Dec 30, 2024 5:20 am
furioustortoise wrote:
Thu Jan 30, 2025 7:44 pm
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

In the interests of adding new content to the forum (it's also relevant to the question) I'll take this opportunity to share an ExecuteCall code I've been working on to ENABLE/DISABLE a status condition on any character. For this method, you need their unique character UUID.

Here is the correct code to target Halsin:

Code: Select all

{$lua}
if syntaxcheck then return end
------------------------------------------------
target = "7628bc0e-52b8-42a7-856a-13a6fd413323" -- S_GLO_Halsin
------------------------------------------------
status = "INVULNERABLE"
------------------------------------------------
[ENABLE]
SetArgToString(0,target)
SetArgToString(1,status)
SetArgToLong(2,-1)
ExecuteCall("ApplyStatus")
------------------------------------------------
[DISABLE]
SetArgToString(0,target)
SetArgToString(1,status)
SetArgToString(2,target)
ExecuteCall("RemoveStatus")
------------------------------------------------
This is oversimplified but someone might come across this as a complete NOOBZOR:
Download a table (Zanzer has linked several active tables to the first page) and complete the Start-Up Instructions. You can add new codes directly to the table. Consider organizing your codes in a way that makes sense to you. The simplest/fastest way I've found to add something new is to copy and paste an existing code then changing its name by double clicking on it. You can change the content of the code by double clicking on the <script> word and pressing OK at the bottom to save it.
When you click the box to activate the code an [X] will fill the box signaling that it has successfully executed the script under [ENABLE]. And when you uncheck the box, it will activate what's written under [DISABLE]. All codes are written a bit differently. This explanation is specifically for the code above.

If you want to target another NPC (like the Hag) replace Halsin's UUID out for hers:
"c457d064-83fb-4ec6-b74d-1f30dfafd12d" -- S_HAG_Hag

Be sure to only change the UUID and leave everything else the same.

I've never had this Transformation bug in one of my games but from what I've read it isn't fixable and may affect any/all characters who transform for the rest of the game. That's a lot of characters and might even include yourself--depending on your choices. I'd hate to wipe on purpose but consider this could be a sunk cost issue to make another character. If you plan on pushing through, please let us know how it goes!

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