z Baldur's Gate 3

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Deepthroat
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Re: z Baldur's Gate 3

Post by Deepthroat »

furioustortoise wrote:
Thu Jun 12, 2025 10:21 pm
I have created several mods for various games but have yet to explore Baldur's Gate 3's official tools.

I find modding games easier than creating Cheat Tables, as it tends to be less prone to errors.

Outside of modding, the most I usually do is search for AOBs or patch out annoying elements, like the PSN SDK check on Stellar Blade.

Just saying that the Modding Tools can also help you guys a lot in understanding how the systems work, which in turn can help creating Tables as well.

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

sjirked
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Re: z Baldur's Gate 3

Post by sjirked »

Does anyone know the code to add the Craterous Wounds passive from the Craterflesh Gloves?

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furioustortoise
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Re: z Baldur's Gate 3

Post by furioustortoise »

sjirked wrote:
Fri Jun 13, 2025 6:35 am
Does anyone know the code to add the Craterous Wounds passive from the Craterflesh Gloves?
furioustortoise wrote:
Mon Jun 09, 2025 11:24 pm
reytato wrote:
Sun Jun 08, 2025 11:38 pm
Does anyone know the code to add the Craterous Wounds passive from the Craterflesh Gloves?
Craterous Wounds: IF(IsCritical()):DealDamage(1d6, Force,Magical)

Code: Select all

{$lua}
if syntaxcheck then return end
passive = "MAG_Critical_Force_Critical_Passive"
[ENABLE]
AddPassiveToPlayer(passive)
[DISABLE]
RemovePassiveFromPlayer(passive)
Noway3 wrote:
Sat Nov 09, 2024 5:16 pm
[*] How to search in this forum: [Link] <- add your own keywords in this Google's search box

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furioustortoise
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Re: z Baldur's Gate 3

Post by furioustortoise »

Omen124 wrote:
Thu Jun 12, 2025 1:01 pm
After some more testing regarding Nine-Fingers Keene's 3-dagger throwing, I have gotten it working by adding the 3 spells with the below code (one for each throw). But there are some issues I can't quite understand from the code of the abilities. When adding the LOW_Guildhall_ExtraAttack_DaggerSpecialist passive, it reads as if the spell for the first throw will be added to your bar and replaced by the spell for the second and then third after each subsequent throw, but the passive just by itself does not seem to do that, and when you add just the first spell for the throw, it does not replace it with any subsequent throws.
Am I doing something wrong, and if I am, can anyone explain it to me?

No, you're doing anything wrong. After digging into this, I wonder if a dev just ran out of time and couldn't get the passive (Dagger Specialist) to work properly so they added two new spells to patch the issue allowing them to move onto a higher priority ticket. Nine Fingers uses three versions of the spell (The Blade Least Expected) so she doesn't have to rely on the Dagger Specialist passive whatsoever. These extra spells (_2 and _3) fulfil the flavor text of Dagger Specialist where the passive itself does not.

Because Nine Finger's is an NPC, we wouldn't see her inventory or spellbook without a cheat table. I added her as a companion with the CT so I could control her character and see her inventory (she's also carrying 30+ daggers).

The passive (Dagger Specialist) applies a boost to modify the action point cost of the spell (The Blade Least Expected) down to zero. It does that part fine but since the spell has a "once per turn" constraint the passive's usefulness flops the moment you cast the spell in the first place. I bet it would work as intended if they removed that constraint of the spell. In testing, it worked as long as I kept resetting the spell's cooldown. But better still would be to just add the extra spells (line Nine Fingers) and only add the passive for its visual component.

=====================================================================================================
AddSpell is a better way to CT spells. They'll remain in your spellbook until you remove them:

Code: Select all

{$lua}
if syntaxcheck then return end
spell = 
{
"Throw_LOW_NineFingers_SneakyDagger",
"Throw_LOW_NineFingers_SneakyDagger_2",
"Throw_LOW_NineFingers_SneakyDagger_3"
}
[ENABLE]
AddSpellToPlayer(spell)
[DISABLE]
RemoveSpellFromPlayer(spell)

Omen124
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Re: z Baldur's Gate 3

Post by Omen124 »

furioustortoise wrote:
Fri Jun 13, 2025 8:41 pm
Omen124 wrote:
Thu Jun 12, 2025 1:01 pm
After some more testing regarding Nine-Fingers Keene's 3-dagger throwing, I have gotten it working by adding the 3 spells with the below code (one for each throw). But there are some issues I can't quite understand from the code of the abilities. When adding the LOW_Guildhall_ExtraAttack_DaggerSpecialist passive, it reads as if the spell for the first throw will be added to your bar and replaced by the spell for the second and then third after each subsequent throw, but the passive just by itself does not seem to do that, and when you add just the first spell for the throw, it does not replace it with any subsequent throws.
Am I doing something wrong, and if I am, can anyone explain it to me?
No, you're doing anything wrong. After digging into this, I wonder if a dev just ran out of time and couldn't get the passive (Dagger Specialist) to work properly so they added two new spells to patch the issue allowing them to move onto a higher priority ticket. Nine Fingers uses three versions of the spell (The Blade Least Expected) so she doesn't have to rely on the Dagger Specialist passive whatsoever. These extra spells (_2 and _3) fulfil the flavor text of Dagger Specialist where the passive itself does not.

Because Nine Finger's is an NPC, we wouldn't see her inventory or spellbook without a cheat table. I added her as a companion with the CT so I could control her character and see her inventory (she's also carrying 30+ daggers).

The passive (Dagger Specialist) applies a boost to modify the action point cost of the spell (The Blade Least Expected) down to zero. It does that part fine but since the spell has a "once per turn" constraint the passive's usefulness flops the moment you cast the spell in the first place. I bet it would work as intended if they removed that constraint of the spell. In testing, it worked as long as I kept resetting the spell's cooldown. But better still would be to just add the extra spells (line Nine Fingers) and only add the passive for its visual component.
Thanks for the clarity regarding this scenario and going into deeper testing to clarify it; it had me baffled for days trying to get it to work properly. In the end I settled for adding the spells.

furioustortoise wrote:
Fri Jun 13, 2025 8:41 pm
AddSpell is a better way to CT spells. They'll remain in your spellbook until you remove them:

Code: Select all

{$lua}
if syntaxcheck then return end
spell = 
{
"Throw_LOW_NineFingers_SneakyDagger",
"Throw_LOW_NineFingers_SneakyDagger_2",
"Throw_LOW_NineFingers_SneakyDagger_3"
}
[ENABLE]
AddSpellToPlayer(spell)
[DISABLE]
RemoveSpellFromPlayer(spell)
I also had noticed that the way I had added the spells wasn't allowing them to stay, and you answered that question before I even got to dig into it. Thanks for helping me with the spell addition technique.

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