z Baldur's Gate 3

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BRegisNotarius
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Re: z Baldur's Gate 3

Post by BRegisNotarius »

Babbymode wrote:
Fri Aug 04, 2023 6:48 pm
Babbymode wrote:
Fri Aug 04, 2023 7:08 am
I went down a rabbit hole trying to figure out how to add damage to saving throw spells/effects. It seems like they've actively chosen not to make that possible. Something like Potent Cantrip is implemented in a janky way by directly adding it to the lines where it modifies the damage to the specific spells it applies to. If there is a way to add damage to spells like this through the "Addboosts" command, I have yet to figure it out.

Example:

Code: Select all

data "SpellRoll" "not SavingThrow(Ability.Dexterity, SourceSpellDC())"
data "SpellSuccess" "DealDamage(LevelMapValue(D8Cantrip),Radiant,Magical)"
data "SpellFail" "IF(HasPassive('PotentCantrip',context.Source)):DealDamage((LevelMapValue(D8Cantrip))/2,Radiant,Magical)"
I'm out of ideas.
I'm a dummy, the damage does apply to anything that deals damage directly. But things like Hex or Hunter's Mark will not benefit.

I'm trying to nail down a flat damage multiplier that just factors when you deal any damage of any kind

Will you share the script once done? Is the kind of thing im looking for in CE, and i don't really know how to make my own console commands. Not that i wouldn't tinker with it if someone could ELI5 how to setup the console commands

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

Moomoofarmchairman
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Re: z Baldur's Gate 3

Post by Moomoofarmchairman »

I tried saving to populate the attribute list, it does it but changing the value does nothing, then checking any menu changes the values in CE to stupid numbers like strength goes from 17 to 5068 and doesn't save. I then try the whole thing again but using the command box to use them to increase stats and it doesn't recognize the game I guess because there's either <script> or ?? and clicking any box does nothing.
Can anyone help figure out the ability stat points not saving when I change value? / or show how to simply increase stats to moderate but not godlike levels?

shuiko
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Re: z Baldur's Gate 3

Post by shuiko »

Maybe tag this for everyone trying to change stats:

Step 1: Save to Generate List
Step 2: Select Charac
Step 3: Look for the name in the Table
Step 4: Change the Number to correspond. (Please Note the way the game works is 0 = 8 for Stats. Every 2 it goes up 2. So if you Set it to 2 your stat ingame stat becomes 10 and so on)
Step 5: Safe game again after changing stats.
Step 6: Profit.

7sergi9
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Re: z Baldur's Gate 3

Post by 7sergi9 »

I honestly think someone should make a table with basic options and remove all the bloated junk and put it in another optional table. Right now 90 percent of it all doesn't work.

scorptron
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Re: z Baldur's Gate 3

Post by scorptron »

Seems like nothing on the table works... If anyone has a way to change the ability scores please pm me. The game really should have also had a random roll system. Thank you

weird032
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Re: z Baldur's Gate 3

Post by weird032 »

7sergi9 wrote:
Fri Aug 04, 2023 8:02 pm
I honestly think someone should make a table with basic options and remove all the bloated junk and put it in another optional table. Right now 90 percent of it all doesn't work.
On my end it works, it does not have the red "X" thing on the table but most of the stuff. like changing the stats and such are working for me.

rudm09
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Re: z Baldur's Gate 3

Post by rudm09 »

Hey anyone knows how can i add only one more action point for me using the table we have for now?Thanks.

Finnik
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Re: z Baldur's Gate 3

Post by Finnik »

Ckeylos wrote:
Fri Aug 04, 2023 6:26 pm
AlexLucas92 wrote:
Fri Aug 04, 2023 6:17 pm
Ckeylos wrote:
Fri Aug 04, 2023 6:13 pm
Found a way to add feats, by editing the heavy armor proficiency script still need to try other passives

Code: Select all

[ENABLE]
{$lua}
if syntaxcheck then return end

local boost = "Alert"

local cmdCall = getAddress("cmdCall")
local cmdArgs = getAddress("cmdArgs")
local cmdStr1 = getAddress("cmdStr1")
local cmdStr2 = getAddress("cmdStr2")

PrepareCall("GetHostCharacter")
executeCodeEx(0, nil, cmdCall)

local player = readPointer(cmdArgs + 0x08)
player = readString(player, 256, false)

writeString(cmdStr1, player)
writeBytes(cmdStr1 + #player, 0)
writeString(cmdStr2, boost)
writeBytes(cmdStr2 + #boost, 0)

PrepareCall("AddPassive")
writePointer(cmdArgs + 0x08, cmdStr1)
writePointer(cmdArgs + 0x18, cmdStr2)
writeQword(cmdArgs + 0x28, 0)
writeQword(cmdArgs + 0x38, 0)
executeCodeEx(0, nil, cmdCall)
{$asm}
assert(true)
[DISABLE]
now all we need updated list of items, spells, and feats
Passives are in SharedDev > Stats > Generated > Data > Passives.txt
Feats are in SharedDev > Feats > Feats.txt
Where is SharedDev?

LordGorchnik
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Re: z Baldur's Gate 3

Post by LordGorchnik »

It looks like we are on version 4.1.1.3624901 now.

I assume the most recent in the first post is still valid for now?

weird032
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Re: z Baldur's Gate 3

Post by weird032 »

rudm09 wrote:
Fri Aug 04, 2023 8:36 pm
Hey anyone knows how can i add only one more action point for me using the table we have for now?Thanks.
Um for me I choose the Console commands-> Register Commands -> Permanent Cheats-> and click the Extra Actions points. Like my main has now 160 action points.

Too bad the Extra movement int permanent. It resets everytime you reload the game but the action points are permanent

scorptron
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Re: z Baldur's Gate 3

Post by scorptron »

So... at character creation you can refund the 27 points... then just search for 27 using cheat engine.... add a few points down to 25. Then you search for 25. and refund to 27 and search for 27. I had only 2 option left and so I set these 2 instances of 27 to 100 and when I started upping the abilities I had 100 to start with. THIS IS LIMITED to the max starting roll of 15 though... So better than nothing but not what i was looking for. GRRR... so if you add points this way it says "choices pending" and you can not continue. so need to find a work around i guess.
Last edited by scorptron on Fri Aug 04, 2023 9:09 pm, edited 1 time in total.

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jonaaa
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Re: z Baldur's Gate 3

Post by jonaaa »

Lord Blade wrote:
Fri Aug 04, 2023 7:33 pm
Sadly a lot of the console things don't seem to work.
The "permanent" ones like AC or more HP aren't permanent.
More HP and the Action ones are permanent, the rest are not.

Ckeylos
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Re: z Baldur's Gate 3

Post by Ckeylos »

Finnik wrote:
Fri Aug 04, 2023 8:37 pm
Ckeylos wrote:
Fri Aug 04, 2023 6:26 pm
AlexLucas92 wrote:
Fri Aug 04, 2023 6:17 pm


now all we need updated list of items, spells, and feats
Passives are in SharedDev > Stats > Generated > Data > Passives.txt
Feats are in SharedDev > Feats > Feats.txt
Where is SharedDev?
It's not in the data dump, you have to extract Shared.pak yourself

martinrea
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Re: z Baldur's Gate 3

Post by martinrea »

Is there any way to remove the dialogue tags again after adding them? I wanted detect thoughts but clicked on the wrong thing and have petpal instead.

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BeefingtonsBay
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Re: z Baldur's Gate 3

Post by BeefingtonsBay »

Ckeylos wrote:
Fri Aug 04, 2023 8:50 pm
Finnik wrote:
Fri Aug 04, 2023 8:37 pm
Ckeylos wrote:
Fri Aug 04, 2023 6:26 pm


Passives are in SharedDev > Stats > Generated > Data > Passives.txt
Feats are in SharedDev > Feats > Feats.txt
Where is SharedDev?
It's not in the data dump, you have to extract Shared.pak yourself
I'm dumb, yes, but how DO you extract the pak? So far what I've tried just, does not work.

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