z Baldur's Gate 3

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ecosse
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Re: z Baldur's Gate 3

Post by ecosse »

furioustortoise wrote:
Wed Feb 19, 2025 8:07 pm
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!
Thank you for the reply and the time taken, really appreciate it. Makes sense, it sounds like I am going to have quite a list going by the sounds of it. I am going to push on through, I've invested too much time to start again. I'm the kind of person who quick saves every 24 seconds, not to save scumm, more I hate repeating things again. 30 hours would send me crazy. :)

I might experiment with the tables where the character stat manipulations are now working if it gets too bad. Maybe that will fix it.

Anyhow, thanks again, teach a man to fish and all that! Cheers|


P.S I only used the tables posted on page 1. But when I read through some of the comments, sounds like others have had the same problem so links might need a refresh. Think it was the first link, the character points modifier never worked.

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

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furioustortoise
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Re: z Baldur's Gate 3

Post by furioustortoise »

ecosse wrote:
Wed Feb 19, 2025 11:30 pm
Thank you for the reply and the time taken, really appreciate it. Makes sense, it sounds like I am going to have quite a list going by the sounds of it. I am going to push on through, I've invested too much time to start again. I'm the kind of person who quick saves every 24 seconds, not to save scumm, more I hate repeating things again. 30 hours would send me crazy. :)
No problem. Please let us know if anything worked. From my understanding this won't fix the bug, but it will allow these characters to survive as you come across them. I'm curious to know if it's every transformation or just the cinematic ones. I wonder if it'll kill you too after using a wild shape?

I still can't think of why it's doing this. I understand how transformations work and know about shapeshift rules and their templates. Maybe it's using a bugged rulename or killing them when their health changes? Can you check and reply back what it says in the combat log when someone dies from it? The verbiage is very important. And if it's a bug it might not even say they died at all, but they obviously did. I need to see if anybody has recorded/posted a video on one of the social sites. Again, good luck!

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Re: z Baldur's Gate 3

Post by ecosse »

furioustortoise wrote:
Thu Feb 20, 2025 8:37 pm
I still can't think of why it's doing this. I understand how transformations work and know about shapeshift rules and their templates. Maybe it's using a bugged rulename or killing them when their health changes? Can you check and reply back what it says in the combat log when someone dies from it? The verbiage is very important. And if it's a bug it might not even say they died at all, but they obviously did. I need to see if anybody has recorded/posted a video on one of the social sites. Again, good luck!
Sure I can do that, least I can do. Exact message in game is:

Character_name succumbed to death

e.g upon speaking to Kagha there is a black screen then the 3 shadow druids die. In the messages is:

Olodan succumbed to death
Wren succumbed to death
Pinta succumbed to death

None of the logs appear to have anything interesting

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Re: z Baldur's Gate 3

Post by furioustortoise »

ecosse wrote:
Thu Feb 20, 2025 9:53 pm
furioustortoise wrote:
Thu Feb 20, 2025 8:37 pm
I still can't think of why it's doing this. I understand how transformations work and know about shapeshift rules and their templates. Maybe it's using a bugged rulename or killing them when their health changes? Can you check and reply back what it says in the combat log when someone dies from it? The verbiage is very important. And if it's a bug it might not even say they died at all, but they obviously did. I need to see if anybody has recorded/posted a video on one of the social sites. Again, good luck!
Sure I can do that, least I can do. Exact message in game is:

Character_name succumbed to death

e.g upon speaking to Kagha there is a black screen then the 3 shadow druids die. In the messages is:

Olodan succumbed to death
Wren succumbed to death
Pinta succumbed to death

None of the logs appear to have anything interesting
Well that's interesting. This isn't an explanation (yet) and I'll do some more testing but "succumbed to death" is the same verbiage the game uses when you kill an entity with the Durge spell: "Target_PowerWordKill". Other spells that have the similar "kill()" effect say something different on success: "Was hit by a death effect"; "Fell to a lethal blow".
Do you notice anything odd about their death animation? When they change back to their human form are they all red like covered in red paint/blood? It's a long shot but I wonder if their animation is a specific death effect.

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Re: z Baldur's Gate 3

Post by ecosse »

furioustortoise wrote:
Fri Feb 21, 2025 2:27 am

Well that's interesting. This isn't an explanation (yet) and I'll do some more testing but "succumbed to death" is the same verbiage the game uses when you kill an entity with the Durge spell: "Target_PowerWordKill". Other spells that have the similar "kill()" effect say something different on success: "Was hit by a death effect"; "Fell to a lethal blow".
Do you notice anything odd about their death animation? When they change back to their human form are they all red like covered in red paint/blood? It's a long shot but I wonder if their animation is a specific death effect.
Unfortunately you don't see any death animation, after confronting Kagha the screen goes black and next thing the 3 shadow druids are dead on the floor in their human state. There is blood beside them all. See if I can post a picture somewhere but they look like every other being where you have battered them senseless :)

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Re: z Baldur's Gate 3

Post by furioustortoise »

ecosse wrote:
Fri Feb 21, 2025 11:20 am
furioustortoise wrote:
Fri Feb 21, 2025 2:27 am

Well that's interesting. This isn't an explanation (yet) and I'll do some more testing but "succumbed to death" is the same verbiage the game uses when you kill an entity with the Durge spell: "Target_PowerWordKill". Other spells that have the similar "kill()" effect say something different on success: "Was hit by a death effect"; "Fell to a lethal blow".
Do you notice anything odd about their death animation? When they change back to their human form are they all red like covered in red paint/blood? It's a long shot but I wonder if their animation is a specific death effect.
Unfortunately you don't see any death animation, after confronting Kagha the screen goes black and next thing the 3 shadow druids are dead on the floor in their human state. There is blood beside them all. See if I can post a picture somewhere but they look like every other being where you have battered them senseless :)
haha that fade to black goes kinda hard.

Have you tried resurrecting any of them? Sometimes they're recoverable but it's also possible they'll come back without dialogue and just stand there forever (death flags etc). I wouldn't advise using this all the time (forcing resurrections can be glitchy) but you're testing so why not. Maybe Halsin or others can be recovered even if they fade to black on you. I'm curious to know if he carries on like you just met him (reset his dialogue) or if he's in a lobotomized NPC state. Similarly with enemies, if they jump right back into combat or lobotomized NPC. Using their UUIDs like before:
Character UUIDs
"7628bc0e-52b8-42a7-856a-13a6fd413323" -- S_GLO_Halsin
"c457d064-83fb-4ec6-b74d-1f30dfafd12d" -- S_HAG_Hag
"95eb2b0b-a522-4ea5-8167-c5f4d1418156" -- S_DEN_DruidLeader (Kagha)

Code: Select all

{$lua}
if syntaxcheck then return end
---------------------------------------
character = "7628bc0e-52b8-42a7-856a-13a6fd413323" -- S_GLO_Halsin
---------------------------------------
[ENABLE]
SetArgToString(0,character)
ExecuteCall("Resurrect")
---------------------------------------
[DISABLE]
might as well post the inverse to resurrect:

Code: Select all

{$lua}
if syntaxcheck then return end
---------------------------------------
character = "7628bc0e-52b8-42a7-856a-13a6fd413323" -- S_GLO_Halsin
---------------------------------------
[ENABLE]
SetArgToString(0,character)
ExecuteCall("Die")
---------------------------------------
[DISABLE]
This type of death effect also posts in the combat log: "character succumbed to death".

---------------------------------------------------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------------------------------------------------

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furioustortoise
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Re: z Baldur's Gate 3

Post by furioustortoise »

ecosse wrote:
Fri Feb 21, 2025 11:20 am
Just to get more clarification on the bug, are they dying when they transform from their original state to wild shape as well? Or only from wild shape back to original character? Didn't the Hag die when she removed her human transformation and went back into her original Hag charater? Also, have you tried using a wild shape yourself yet?

Halsin's wild shape spell (I added points so you can use it freely):

Code: Select all

{$lua}
if syntaxcheck then return end
boosts =
{
"UnlockSpell(Shout_DEN_Halsin_WildShape_Bear)",
"ActionResource(WildShape,1,0)",
"ActionResourceConsumeMultiplier(WildShape,0,0)"
}
[ENABLE]
AddBoostsToPlayer(boosts)
[DISABLE]
RemoveBoostsFromPlayer(boosts)
and the bare bear status:

Code: Select all

{$lua}
if syntaxcheck then return end
status = "GOB_WolfPens_WILDSHAPE_BEAR_12"
[ENABLE]
ApplyStatusToPlayer(status)
[DISABLE]
RemoveStatusFromPlayer(status)

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Re: z Baldur's Gate 3

Post by ecosse »

furioustortoise wrote:
Fri Feb 21, 2025 2:43 pm
Not got to Halsin yet, been putting the goblin mission off somewhat, but cleared through most of the underdark so expect to hit it tomorrow or sunday. Will let you know what happens!

Re the dying question with Karga they changed from rats to human dead i.e.

karga is surrounded by rats
speak with kargha
accuse her of being a shadow druid
she says "what"
black screen
Shadow druids in human form are dead
She is alive but her dialogue is incorrect - she is still asking why you arent on a mission to speak to Zevlor

See if I can find a save of the Hag, I think she stays in (dead) human form.

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Re: z Baldur's Gate 3

Post by furioustortoise »

ecosse wrote:
Fri Feb 21, 2025 8:20 pm
See if I can find a save of the Hag, I think she stays in (dead) human form.
Eh, hope not. A dead human form Hag would confound our understanding of this bug. That's her template transformation at the cottage. Her base character is the green Hag (S_HAG_Hag).
The Shadow druid's template transformation were rats and when you found them after the 'fade to black' they were in their base character humanoid forms.

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Re: z Baldur's Gate 3

Post by ecosse »

furioustortoise wrote:
Fri Feb 21, 2025 11:36 pm
Eh, hope not. A dead human form Hag would confound our understanding of this bug. That's her template transformation at the cottage. Her base character is the green Hag (S_HAG_Hag).
The Shadow druid's template transformation were rats and when you found them after the 'fade to black' they were in their base character humanoid forms.
You're right, she is a dead hag not her human form.

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Re: z Baldur's Gate 3

Post by hightechartist »

Savvra wrote:
Fri Nov 10, 2023 1:56 am
Can anyone tell me how to apply the Forbidden Knowledge Passive that you get from the Necromancy of Thay book to my Character?

I have cheat engine installed and the latest table seems to be working. I just need to know the correct instruction, whether it be:

status = "...

or

passive = "...
I know this was asked months ago but I saw it ahs been asked several times and never answered (as I was looking for the answer myself).
This is what works for me:

{$lua}
if syntaxcheck then return end
passive = {
"CTY_NecromancyOfThay_ForbiddenKnowledge_Passive",
}
[ENABLE]
AddPassiveToPlayer(passive)
[DISABLE]
RemovePassiveFromPlayer(passive)

AlexLucas92
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Re: z Baldur's Gate 3

Post by AlexLucas92 »

Do you have the original table anyone ?

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Re: z Baldur's Gate 3

Post by Axiam »

Can't spawn 'Curious Book' (S_FOR_HoleBook_da2a1502-399f-440d-93be-db6930231525) through item spawner.
[Link]

Please help.

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Re: z Baldur's Gate 3

Post by furioustortoise »

Axiam wrote:
Sun Feb 23, 2025 9:52 am
Can't spawn 'Curious Book' (S_FOR_HoleBook_da2a1502-399f-440d-93be-db6930231525) through item spawner.
[Link]

Please help.
Greetings Axiam,

The Curious Book isn't spawnable. It's one of BG3's unique items. The item spawner from Zanzer's tables is a template maker.
TLDR
In BG3, there are unique items and then there are templates (think of these as copies). You can make unlimited templates of an item/character and each will be assigned a randomly generated UUID. The Curious Book muddies this explanation a bit because it's not related to any quests (as of Patch 7), it's a unique container, and it's associated template is just a red book (not a container). The devs probably use unique items so they can keep quest flags attached but not limit themselves to just one copy. Something similar is done with the Iron Flask. You can grab it from the Missing Zhentarim Shipment quest. Any template you make of it won't get Rugan tortured neither will it have that DnD pokémon inside.
In order to acquire unique items--like the Curious Book or Iron Flask--you have to move them from their original location. It's important to note that these items aren't obtainable outside of their original Act/location (a few exceptions) likely because of their quest flags and triggers. With the unique item's UUID you can acquire it by moving it with either ExecuteCall("SendToCampChest") or ExecuteCall("TeleportTo") (dropping it at your feet):

Code: Select all

{$lua}
if syntaxcheck then return end
---------------------------------------------------------
player = GetHostCharacter()
---------------------------------------------------------
uuid = "83b010d4-7f1a-448c-9475-176347962cb2" -- S_GLO_CursedIronFlask
---------------------------------------------------------
[ENABLE]
SetArgToString(0,uuid)
SetArgToString(1,player)
ExecuteCall("SendToCampChest")
---------------------------------------------------------
[DISABLE]

Code: Select all

{$lua}
if syntaxcheck then return end
---------------------------------------------------------
player = GetHostCharacter()
---------------------------------------------------------
uuid = "da2a1502-399f-440d-93be-db6930231525" -- S_FOR_HoleBook
---------------------------------------------------------
[ENABLE]
SetArgToString(0,uuid)
SetArgToString(1,player)
SetArgToLong(2,0)
SetArgToLong(3,1)
SetArgToLong(4,1)
SetArgToLong(5,1)
SetArgToLong(6,1)
SetArgToLong(7,1)
ExecuteCall("TeleportTo")
---------------------------------------------------------
[DISABLE]
You can also teleport yourself to the item by swapping player and uuid in that last ExecuteCall but I wouldn't suggest trying that without dropping a save. You might find yourself in the debug zone or offstage. It took me a little while to figure this out but sometimes teleporting a character to you doesn't seem like it worked... a week or so later I tried something new by pulling their uuid onstage and they were there the whole time just sitting offstage! Typically, when a character "teleports" away after a cinematic they're actually just sitting offstage.

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Re: z Baldur's Gate 3

Post by Axiam »

furioustortoise wrote:
Mon Feb 24, 2025 9:15 pm
Axiam wrote:
Sun Feb 23, 2025 9:52 am
Can't spawn 'Curious Book' (S_FOR_HoleBook_da2a1502-399f-440d-93be-db6930231525) through item spawner.
[Link]

Please help.
Greetings Axiam,

The Curious Book isn't spawnable. It's one of BG3's unique items. The item spawner from Zanzer's tables is a template maker.
TLDR
In BG3, there are unique items and then there are templates (think of these as copies). You can make unlimited templates of an item/character and each will be assigned a randomly generated UUID. The Curious Book muddies this explanation a bit because it's not related to any quests (as of Patch 7), it's a unique container, and it's associated template is just a red book (not a container). The devs probably use unique items so they can keep quest flags attached but not limit themselves to just one copy. Something similar is done with the Iron Flask. You can grab it from the Missing Zhentarim Shipment quest. Any template you make of it won't get Rugan tortured neither will it have that DnD pokémon inside.
In order to acquire unique items--like the Curious Book or Iron Flask--you have to move them from their original location. It's important to note that these items aren't obtainable outside of their original Act/location (a few exceptions) likely because of their quest flags and triggers. With the unique item's UUID you can acquire it by moving it with either ExecuteCall("SendToCampChest") or ExecuteCall("TeleportTo") (dropping it at your feet):

Code: Select all

{$lua}
if syntaxcheck then return end
---------------------------------------------------------
player = GetHostCharacter()
---------------------------------------------------------
uuid = "83b010d4-7f1a-448c-9475-176347962cb2" -- S_GLO_CursedIronFlask
---------------------------------------------------------
[ENABLE]
SetArgToString(0,uuid)
SetArgToString(1,player)
ExecuteCall("SendToCampChest")
---------------------------------------------------------
[DISABLE]

Code: Select all

{$lua}
if syntaxcheck then return end
---------------------------------------------------------
player = GetHostCharacter()
---------------------------------------------------------
uuid = "da2a1502-399f-440d-93be-db6930231525" -- S_FOR_HoleBook
---------------------------------------------------------
[ENABLE]
SetArgToString(0,uuid)
SetArgToString(1,player)
SetArgToLong(2,0)
SetArgToLong(3,1)
SetArgToLong(4,1)
SetArgToLong(5,1)
SetArgToLong(6,1)
SetArgToLong(7,1)
ExecuteCall("TeleportTo")
---------------------------------------------------------
[DISABLE]
You can also teleport yourself to the item by swapping player and uuid in that last ExecuteCall but I wouldn't suggest trying that without dropping a save. You might find yourself in the debug zone or offstage. It took me a little while to figure this out but sometimes teleporting a character to you doesn't seem like it worked... a week or so later I tried something new by pulling their uuid onstage and they were there the whole time just sitting offstage! Typically, when a character "teleports" away after a cinematic they're actually just sitting offstage.
Thank you for the reply furioustortoise. :)

I am very new to coding (I don't even know where to put the command you provided to run it), but I somewhat understand what you meant to say. Apologies for not providing you with the proper context.

However, considering what you mentioned, I went back to Act 1 from Act 3 using the auto cheat table uploaded by MadMacChad (Teleporter > Debug Teleports > Act 1 > Blighted Village Teleporter), got the book, and used the map to teleport back to an Act 3 waypoint. So far everything seems to work fine.

I appreciate your time and efforts to write all that. Means a lot. Thanks again. :D

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