z Baldur's Gate 3

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furioustortoise
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Re: z Baldur's Gate 3

Post by furioustortoise »

Shadowestien wrote:
Fri Jan 10, 2025 8:46 am
Hello everyone, I was trying to use the spawn item in order to get the 2cnd orpheus githyanki book for the quest (as I didn't get the book before fighting the githyanki creche I couldn't finish the "discover orpheus mission").

But with the regular spawn item function, I'm just getting a broken githyanki book instead of the 2cnd orpheus book.

Here are the item and template id's:

Item: S_GLO_OrpheusChapter2_4dbaf850-49ff-4e41-adc2-7054e416c960
Template: BOOK_GTY_Book_A_1f4773b1-a218-46d6-ab3e-a5cd13dcc697

I hope someone knows if it's possible to edit the code and use both id's to spawn an item.
Greetings Shadowestien,

BG3 uses a lot of unique quest items that can't be spawned in a cheat table. They can be moved around to your location or camp chest though.
This first code tells your game you've read the Orpheus lore books. I included the "disabled" double-dashes in front of the third book's flag just in case you want to find that one the vanilla way. Delete the dashes if you're fine with cheating them all in instead.

Code: Select all

{$lua}
if syntaxcheck then return end
uuid =
{
"c8fa6c18-6491-48b6-9197-43285a07f9c9",--GLO_OrpheusChapters_State_ReadOrpheusChapter1_
"c382e9a1-c34d-42b2-8eca-ecfdb660e0ac",--GLO_OrpheusChapters_State_ReadOrpheusChapter2_
--"cd913886-8e41-47d2-bba1-fda22b129001"--GLO_OrpheusChapters_State_ReadOrpheusChapter3_
}
[ENABLE]
SetFlagOnPlayer(uuid)
[DISABLE]
--------------------------------------------------------------------------------------------------------
UPDATE:

Cheating in quest items is a frequently asked topic for BG3. There are several ways that might be more appropriate depending on your situation. If you want to read the book yourself, you can drop it at your feet:

Code: Select all

{$lua}
if syntaxcheck then return end
--------------------------------------
sourceObject = "4dbaf850-49ff-4e41-adc2-7054e416c960" -- OrpheusChapter2
targetObject = GetHostCharacter()
--------------------------------------
SetArgToString(0,sourceObject)
SetArgToString(1,targetObject)
SetArgToLong(2,0)
SetArgToLong(3,1)
SetArgToLong(4,1)
SetArgToLong(5,1)
SetArgToLong(6,1)
SetArgToLong(7,1)
[ENABLE]
ExecuteCall("TeleportTo")
[DISABLE]
Or sent to your camp inventory:

Code: Select all

{$lua}
if syntaxcheck then return end
---------------------------------------
entity = "4dbaf850-49ff-4e41-adc2-7054e416c960" -- OrpheusChapter2
player = GetHostCharacter()
---------------------------------------
SetArgToString(0,entity)
SetArgToString(1,player)
[ENABLE]
ExecuteCall("SendToCampChest")
[DISABLE]


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
Last edited by furioustortoise on Sun Jan 12, 2025 3:15 pm, edited 5 times in total.

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Re: z Baldur's Gate 3

Post by furioustortoise »

LeylineExplorer wrote:
Fri Jan 10, 2025 3:25 am
Heya, I was diggin the posts for people having any luck with getting the Iron Flask, or the Caravan Strongbox since I missed it and wanted to fight the Spectator
I tried all the ID's I could find for the Flask, all the flasks interaction does nothing and so does throwing
I found a code to spawn the Strongbox but even though there is a popup of receiving the item it's not in there

Any ideas on how to get the item working or just straight up spawn the enemy? Thanks for the effort everyone

Caravan Strongbox code:

Code: Select all

{$lua}
if syntaxcheck then return end
[ENABLE]
local player = GetHostCharacter()
local item = "S_PLA_ZhentShipment_Chest_fc3f4359-ec62-4cbf-8756-ecb9780c34e8"
SetArgToString(0, player)
SetArgToString(1, item)
SetArgToLong(2, 1)
SetArgToLong(3, 1)
SetArgToLong(4, 1)
ExecuteCall("Equip")
[DISABLE]
Greetings LeylineExplorer,

This came up on the last post too. I'm pretty sure BG3 uses "templates" for reused assets so there aren't conflicts with unique quest items. They do something similar for characters too. Unique quest items can't be spawned in (they're already here somewhere) but they can be moved. With Execute Calls we can move quest items (if we have their unique uuid). Use this code below for the correct cursed iron flask with a spectator inside sent to the camp chest:

Code: Select all

{$lua}
if syntaxcheck then return end
---------------------------------------
entity = "83b010d4-7f1a-448c-9475-176347962cb2" -- Iron Flask (Spectator Inside)
player = GetHostCharacter()
---------------------------------------
SetArgToString(0,entity)
SetArgToString(1,player)
[ENABLE]
ExecuteCall("SendToCampChest")
[DISABLE]
Or to your player character's feet:

Code: Select all

{$lua}
if syntaxcheck then return end
--------------------------------------
sourceObject = "83b010d4-7f1a-448c-9475-176347962cb2" -- Iron Flask (Spectator Inside)
targetObject = GetHostCharacter()
--------------------------------------
SetArgToString(0,sourceObject)
SetArgToString(1,targetObject)
SetArgToLong(2,0)
SetArgToLong(3,1)
SetArgToLong(4,1)
SetArgToLong(5,1)
SetArgToLong(6,1)
SetArgToLong(7,1)
[ENABLE]
ExecuteCall("TeleportTo")
[DISABLE]
Last edited by furioustortoise on Sat Jan 11, 2025 6:16 am, edited 8 times in total.

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furioustortoise
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Re: z Baldur's Gate 3

Post by furioustortoise »

LeylineExplorer wrote:
Fri Jan 10, 2025 3:25 am
...Any ideas on how to get the item working or just straight up spawn the enemy? Thanks for the effort everyone
If you just want to straight up spawn a Spectator:

Code: Select all

{$lua}
if syntaxcheck then return end
-------------------------------------
templateId = "319efbbe-f9f3-4584-804e-3e17d47d1136" 
anchor = GetHostCharacter()
-------------------------------------
SetArgToString(0,templateId)
SetArgToString(1,anchor)
SetArgToInteger(2,1)
SetArgToInteger(3,1)
SetArgToInteger(4,0)
SetArgToInteger(5,1)
ClearArg(6)
[ENABLE]
ExecuteCall("CreateAtObject")
[DISABLE]
Or straight up transform into a Spectator:

Code: Select all

{$lua}
if syntaxcheck then return end
--------------------------------------------------------------------------------
player = GetHostCharacter()
uuid = "319efbbe-f9f3-4584-804e-3e17d47d1136" 
ruleset = "9eef2bd2-604f-459a-83b2-3e6b7ce3bfde" 
--------------------------------------------------------------------------------
SetArgToString(0,player)
SetArgToString(1,uuid)
SetArgToString(2,ruleset)
[ENABLE]
ExecuteCall("Transform")
[DISABLE]
SetArgToString(0,player)
ExecuteCall("RemoveTransforms")
If you transform into one you'll need to add Eyestalk Action Points to use it's spells:

Code: Select all

{$lua}
if syntaxcheck then return end
boosts = 
{
"ActionResource(EyeStalkActionPoint,4,0)",
"ActionResourceConsumeMultiplier(EyeStalkActionPoint,0,0)"
}
[ENABLE]
AddBoostsToPlayer(boosts)
[DISABLE]
RemoveBoostsFromPlayer(boosts)

new2lombard
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Re: z Baldur's Gate 3

Post by new2lombard »

sorry, I'm stuck and don't know how to move forward.

Step 1: downloaded cheat engine 7.5
Step 2: downloaded the file bg3.CT from the first page of this thread
Step 3: launched CE, selected baldurs gate 3 application and then loaded the table
step 4: Checked console commands, always save and commands list (which is populated with 1B64F63F1F0)

But when I try to click on Register Command nothing happens.

if I right click on register command, there is a LUA error at line 2, table index is nul?

Resolved - even though my last saved game had loaded when I launched the game, I had to reload it after CE had loaded the BG table.
Last edited by new2lombard on Mon Jan 13, 2025 1:51 pm, edited 1 time in total.

LeylineExplorer
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Re: z Baldur's Gate 3

Post by LeylineExplorer »

furioustortoise wrote:
Fri Jan 10, 2025 8:09 pm

Or straight up transform into a Spectator:
The fact that we are able to do this with the games code is INSANE and super fun, the Iron Flask worked perfectly too. Thank you so much for the reply and awesome work in the table, you rule!

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furioustortoise
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Re: z Baldur's Gate 3

Post by furioustortoise »

LeylineExplorer wrote:
Mon Jan 13, 2025 5:46 am
furioustortoise wrote:
Fri Jan 10, 2025 8:09 pm

Or straight up transform into a Spectator:
The fact that we are able to do this with the games code is INSANE and super fun, the Iron Flask worked perfectly too. Thank you so much for the reply and awesome work in the table, you rule!
Right?!
The cursed iron flask is a single-use item. You could transform one of your least favorite companions into a Spectator.
However, an even better idea would be to spawn the Spectator and make it a follower. That's above my level of technomancy but thankfully Noway3 has already written the necessary code.

Click the up arrow for his post:
Noway3 wrote:
Wed Jan 03, 2024 4:01 pm
Just add the Spectator uuid into his first code called: Spawn - Create a Spawn! And it should look like this:
local TemplateID = "319efbbe-f9f3-4584-804e-3e17d47d1136" -- Beholder_Spectator

**Be sure to deactivate all other local TemplateID's. The code won't spawn two at once. His example has Mizora active.

Once you get a Spectator to successfully spawn you can use his second code: Spawn - Follow the Leader to make it a follower. You shouldn't have to change anything in there. Now you have a pet Spectator! Of course you can have a pet anything this way too. Just find the uuid like I explained and they're a follower too.

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Re: z Baldur's Gate 3

Post by MitchOnDemand »

Has anybody figured out a script that removes the "Rage Impeded" tag/flag on a Barbarian while wearing heavy armour? There is a mod that works, but I was trying to avoid installing any.

I poured through some scans last night, but I wasn't able to narrow the results down enough to find the specific code for the effect.

Thanks a million guys! You rock 😎

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Re: z Baldur's Gate 3

Post by furioustortoise »

MitchOnDemand wrote:
Tue Jan 14, 2025 3:39 pm
Has anybody figured out a script that removes the "Rage Impeded" tag/flag on a Barbarian while wearing heavy armour? There is a mod that works, but I was trying to avoid installing any.

I poured through some scans last night, but I wasn't able to narrow the results down enough to find the specific code for the effect.

Thanks a million guys! You rock 😎
Greetings MitchOnDemand,

Any particular reason you're interested in wearing heavy armor as a raging barbarian in the first place? If you just like how heavy armor looks on your character then party on. For just about any other buff reason there's likely a cheat table solution.

I can't find anything rage specific (related to the heavy armor limitation) in the tags or flags. There's a tag for VFX and the flags with description seem to be limited to Halsin and Karlach specific states.
Rage Impeded is a glorified pop-up status reminding us that raging barbarians won't receive any rage related boosts while wearing heavy armor. Rage is written in such a way that the heavy armor itself is the parameter and not the status you mentioned.

Rage: "BoostConditions": "not HasHeavyArmor(context.Source)"

One way we can work around it is disabling the offensive status and supplying the missing rage boosts manually:

Code: Select all

{$lua}
if syntaxcheck then return end
boosts =
{
"StatusImmunity(RAGE_ARMOUR_MESSAGE)",
"Advantage(Ability,Strength)",
"Advantage(SavingThrow,Strength)",
"Resistance(Slashing,Resistant)",
"Resistance(Piercing,Resistant)",
"Resistance(Bludgeoning,Resistant)",
"IF(IsAttackType(AttackType.MeleeWeaponAttack)):CharacterWeaponDamage(LevelMapValue(RageDamage))",
"EntityThrowDamage(2)",
"IF(IsAttackType(AttackType.MeleeOffHandWeaponAttack)):CharacterWeaponDamage(LevelMapValue(RageDamage))",
"CharacterUnarmedDamage(LevelMapValue(RageDamage))",
"FallDamageMultiplier(0.5)"
}
[ENABLE]
AddBoostsToPlayer(boosts)
[DISABLE]
RemoveBoostsFromPlayer(boosts)

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furioustortoise
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Re: z Baldur's Gate 3

Post by furioustortoise »

For whatever reason I've been trying to find a way to recast Divine Intervention off and on for months. It was just something my brother and I wanted to do while sandboxing. And it was taunting us. We joked that it had become our white whale. But in the end, like most things, it was simple.

Early on we found some promising Tags that could be added with boosts. There were some for Divine Intervention too but the boost command doesn't let you clear a Tag. Just for reference, here are some that did work for opening conversation trees and some other special cases:

Code: Select all

{$lua}
if syntaxcheck then return end
boosts = "Tag(TRUESOUL)"
[ENABLE]
AddBoostsToPlayer(boosts)
[DISABLE]
RemoveBoostsFromPlayer(boosts)
Tags for Boosts Code
------RACE------
"Tag(HUMAN)",
"Tag(ELF)",
"Tag(HIGHELF)",
"Tag(WOODELF)",
"Tag(DROWELF)",
"Tag(LOLTHDROWELF)",
"Tag(SELDARINEDROWELF)",
"Tag(HALFELF)",
"Tag(HIGHHALFELF)",
"Tag(WOODHALFELF)",
"Tag(DROWHALFELF)",
"Tag(HALFORC)",
"Tag(HALFLING)",
"Tag(LIGHTFOOTHALFLING)",
"Tag(STOUTHALFLING)",
"Tag(DWARF)",
"Tag(HILLDWARF)",
"Tag(MOUNTAINDWARF)",
"Tag(DUERGARDWARF)",
"Tag(GNOME)",
"Tag(ROCKGNOME)",
"Tag(FORESTGNOME)",
"Tag(DEEPGNOME)",
"Tag(TIEFLING)",
"Tag(ASMODEUSTIEFLING)",
"Tag(MEPHISTOPHELESTIEFLING)",
"Tag(ZARIELTIEFLING)",
"Tag(GITHYANKI)",
"Tag(DRAGONBORN)",
---Non-Playable---
--"Tag(AASIMAR)",
--"Tag(AARAKOCRA)",
--"Tag(BULETTE)",
--"Tag(CAMBION)",
--"Tag(DRAGON)",
--"Tag(GENASI)",
--"Tag(HOOKHORROR)",
--"Tag(ILLITHID)",
--"Tag(INANIMATE)",
--"Tag(GIANT)",
--"Tag(MINOTAUR)",
--"Tag(NECROMITE)",
--"Tag(ZOMBIE)",
--"Tag(REDCAP)",
--"Tag(MEPHIT)",
--"Tag(KENKU)",
--"Tag(TORTLE)",
--"Tag(TRITON)",
--"Tag(TABAXI)",
--"Tag(LIZARDFOLK)",
--"Tag(CREATURE_SPORE_SERVANT)",
--"Tag(FIRBOLG)",
--"Tag(YUANTIPUREBLOOD)",
--"Tag(WARFORGED)",
----CLASS----
"Tag(BARBARIAN)",
"Tag(BERSERKER)",
"Tag(BARD)",
"Tag(CLERIC)",
"Tag(CLERIC_GOOD)",
"Tag(CLERIC_NEUTRAL)",
"Tag(CLERIC_EVIL)",
"Tag(DRUID)",
"Tag(FIGHTER)",
"Tag(MONK)",
"Tag(PALADIN)",
"Tag(PALADIN_ANCIENTS)",
"Tag(PALADIN_DEVOTION)",
"Tag(PALADIN_VENGEANCE)",
"Tag(OATHBREAKER)",
"Tag(OATHBREAKER_ANCIENTS)",
"Tag(OATHBREAKER_DEVOTION)",
"Tag(OATHBREAKER_VENGEANCE)",
"Tag(PALADIN_GOOD)",
"Tag(PALADIN_NEUTRAL)",
"Tag(PALADIN_EVIL)",
"Tag(RANGER)",
"Tag(RANGER_BEAST_MASTER)",
"Tag(RANGER_GLOOM_STALKER)",
"Tag(RANGER_HUNTER)",
"Tag(ROGUE)",
"Tag(SORCERER)",
"Tag(SORCERER_DRACONIC)",
"Tag(SORCERER_METAMAGIC)",
"Tag(SORCERER_WILDMAGIC)",
"Tag(WARLOCK)",
"Tag(WARLOCK_ARCHFEY)",
"Tag(WARLOCK_FIEND)",
"Tag(WARLOCK_GREAT_OLD_ONE)",
"Tag(WIZARD)",
"Tag(WIZARD_NECROMANCY)",
"Tag(ROGUE)",
---BACKGROUND---
"Tag(BALDURIAN)",
"Tag(UNDERDARK)",
"Tag(CHARLATAN)",
"Tag(CRIMINAL)",
"Tag(ENTERTAINER)",
"Tag(FOLKHERO)",
"Tag(HAUNTEDONE)",
"Tag(HERMIT)",
"Tag(NOBLE)",
"Tag(OUTLANDER)",
"Tag(SAGE)",
"Tag(SOLDIER)",
"Tag(URCHIN)",
"Tag(ACOLYTE)",
"Tag(GUILDARTISAN)",
"Tag(SAILOR)",
"Tag(CLOISTERED_STRAY)",
"Tag(OUTLANDER)",
"Tag(LEGEND_OF_BALDURS_GATE)",
"Tag(HAUNTED_ONE)",
"Tag(GROVE_KEEPER)",
"Tag(TRICKSTER_HEDONIST)",
"Tag(UNDERDARK_EXILE)",
"Tag(VETERAN_MENTOR)",
"Tag(WATERDAVIAN_MAGUS)",
"Tag(ASTRAL_ZEALOT)",
"Tag(BLADE_OF_FRONTIERS)",
"Tag(BLOOD_WAR_VETERAN)",
"Tag(CHOSENOFBOOOAL)",
-----CHARACTER-----
"Tag(ASTARION)",
"Tag(GALE)",
"Tag(LAEZEL)",
"Tag(LAEZEL_ORPHEUSPATH)",
"Tag(KARLACH)",
"Tag(SHADOWHEART)",
"Tag(SHADOWHEART_ENEMYOFSHARPATH)",
"Tag(SHADOWHEART_SHARPATH)",
"Tag(WYLL)",
"Tag(WYLL_DEVIL)",
"Tag(DARK_URGE)",
"Tag(REALLY_ASTARION)",
"Tag(REALLY_GALE)",
"Tag(REALLY_LAEZEL)",
"Tag(REALLY_KARLACH)",
"Tag(REALLY_SHADOWHEART)",
"Tag(REALLY_WYLL)",
"Tag(REALLY_WYLL_DEVIL)",
"Tag(REALLY_DARK_URGE)",
"Tag(HALSIN)",
"Tag(JAHEIRA)",
"Tag(MINSC)",
"Tag(MINTHARA)",
"Tag(REALLY_HALSIN)",
"Tag(REALLY_JAHEIRA)",
"Tag(REALLY_MINSC)",
"Tag(REALLY_MINTHARA)",
-------STORY-------
"Tag(BRANDED)",
"Tag(TRUESOUL)",
"Tag(ACT2_SHADOW_CURSE_IMMUNE)",
"Tag(ACT2_SELUNEOINTMENTAPPLIED)",
"Tag(SHADOW)"
"Tag(CHASM_IMMUNE)",
"Tag(AI_UNPREFERRED_TARGET)",
"Tag(AI_IGNORED_TARGET)",
"Tag(AI_AVOID_TARGET)",
----------------------------------------------------------------------


Execute Call scripts use more declarative verbiage: "SetTag"/"ClearTag". That "ClearTag" turned out to be what I was missing.
This code unlocks the Divine Intervention container spell:

Code: Select all

{$lua}
if syntaxcheck then return end
---------------------------------------
target = GetHostCharacter()
tag = "0aa50ec5-f0a5-4a9d-a3c8-3ae49a37941e"--DIVINE_INTERVENTION
---------------------------------------
SetArgToString(0,target)
SetArgToString(1,tag)
[ENABLE]
ExecuteCall("SetTag")
[DISABLE]
ExecuteCall("ClearTag")
And this one will clear the used Tag which prevents you from casting it again.

Code: Select all

{$lua}
if syntaxcheck then return end
---------------------------------------
target = GetHostCharacter()
tag = "37ad267f-7295-4c1e-9ca4-769c8c06441d"--DIVINE_INTERVENTION_USED
---------------------------------------
SetArgToString(0,target)
SetArgToString(1,tag)
[ENABLE]
ExecuteCall("ClearTag")
[DISABLE]

GrandMstrHanim3
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Re: z Baldur's Gate 3

Post by GrandMstrHanim3 »

nvm

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furioustortoise
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Re: z Baldur's Gate 3

Post by furioustortoise »

A couple alternatives to edit party size. This first one is the typical method I've seen on here. Set it to whatever integer you want and it'll cap there. Set it back to four and it'll be "vanilla" again.

Code: Select all

{$lua}
if syntaxcheck then return end
---------------------------------------
SetArgToInteger(0,12)
[ENABLE]
ExecuteCall("SetMaxPartySizeOverride")
[DISABLE]
This second method clears a flag that procs whenever you reach your set party limit (first time at 4). You can clear the flag before your conversation to add a companion and it'll allow you to add them like it was your last addition.

Code: Select all

{$lua}
if syntaxcheck then return end
---------------------------------------
object = GetHostCharacter()
flag = "823b5064-8aa4-c0b7-1b8c-657b46987ccd"--GEN_MaxPlayerCountReached
---------------------------------------
SetArgToString(0,flag)
SetArgToString(1,object)
[ENABLE]
ExecuteCall("ClearFlag")
[DISABLE]

BTToast
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Re: z Baldur's Gate 3

Post by BTToast »

Hey all, Im new to this whole thing and I wanted to know if there was a way to force shadowheart to show me the wolf dream scene as it won't show up no matter what I do, and I feed her the noblestalk too early so now I dont have enough nightsong points. If its impossible to make the wolf dream happen is there a way to at least edit the nightsong points? Thanks!

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Re: z Baldur's Gate 3

Post by furioustortoise »

BTToast wrote:
Sat Jan 18, 2025 5:45 am
Hey all, Im new to this whole thing and I wanted to know if there was a way to force shadowheart to show me the wolf dream scene as it won't show up no matter what I do, and I feed her the noblestalk too early so now I dont have enough nightsong points. If its impossible to make the wolf dream happen is there a way to at least edit the nightsong points? Thanks!
Greetings BTToast,

I'm not sure how to force the dream scene if you've missed the triggers but the flags are easy enough.
To my knowledge, the wolf dream is only worth one Nightsong Point. And Nightsong Points aren't the only way to
Spoiler
convince Shadowheart to spare the Nightsong. You can also have +40 approval or be in a romance with her.
Here are the flags for the Wolf Dream:
1. ORI_Shadowheart_State_WolfDreamPoint_NautiloidSaved
2. ORI_Shadowheart_State_WolfDreamPoint_WorshipGood
3. ORI_Shadowheart_State_WolfDreamPoint_WoundFlarePositive
4. ORI_Shadowheart_State_WolfDreamPoint_LearnedPersonalKnowledge
5. ORI_Shadowheart_State_WolfDreamPoint_MissingMemories
6. ORI_Shadowheart_State_WolfDreamPoint_FoundIdolOfShar
7. ORI_Shadowheart_State_WolfDreamPoint_LaezelFight

When you have enough of them (maybe 5?) you'll get this flag that's the actual final trigger:
-ORI_Shadowheart_State_WolfDreamPoint_HasEnoughPoints

Nightsong Points work in a very similar way:

1. ORI_Shadowheart_State_NightsongPoint_MadeSeluniteConnection
2. ORI_Shadowheart_State_NightsongPoint_AbuseEmancipation
3. ORI_Shadowheart_State_NightsongPoint_CureIncurableWound
4. ORI_Shadowheart_State_NightsongPoint_AteNoblestalk
5. ORI_Shadowheart_State_NightsongPoint_GaveNightOrchid
6. ORI_Shadowheart_State_NightsongPoint_AgreedToTrials

You only need 4 Nightsong Points for this flag to open the dialog option:
-ORI_Shadowheart_State_NightsongPoint_HasEnoughPoints

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furioustortoise
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Re: z Baldur's Gate 3

Post by furioustortoise »

BTToast wrote:
Sat Jan 18, 2025 5:45 am
Hey all, Im new to this whole thing and I wanted to know if there was a way to force shadowheart to show me the wolf dream scene as it won't show up no matter what I do, and I feed her the noblestalk too early so now I dont have enough nightsong points. If its impossible to make the wolf dream happen is there a way to at least edit the nightsong points? Thanks!
Use this code for the flag to have the minimum Wolf Dream Points to trigger the dream:
ORI_Shadowheart_State_WolfDreamPoint_HasEnoughPoints

Code: Select all

{$lua}
if syntaxcheck then return end
uuid = "287f7fbb-cc6f-4021-9772-3a2d9c936822" 
[ENABLE]
SetFlagOnPlayer(uuid)
[DISABLE]
And, when you're ready, you can use this one during that point in the game where Nightsong Points matter:
ORI_Shadowheart_State_NightsongPoint_HasEnoughPoints

Code: Select all

{$lua}
if syntaxcheck then return end
uuid = "82893505-534a-461a-8dd5-0f4677dad6ce" 
[ENABLE]
SetFlagOnPlayer(uuid)
[DISABLE]

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furioustortoise
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Re: z Baldur's Gate 3

Post by furioustortoise »

BTToast wrote:
Sat Jan 18, 2025 5:45 am
Hey all, Im new to this whole thing and I wanted to know if there was a way to force shadowheart to show me the wolf dream scene as it won't show up no matter what I do, and I feed her the noblestalk too early so now I dont have enough nightsong points. If its impossible to make the wolf dream happen is there a way to at least edit the nightsong points? Thanks!
Almost forgot, you can boost her approval score if you're not quite there yet either:

Code: Select all

{$lua}
if syntaxcheck then return end
--------------------------------------
ratingOwner = "3ed74f06-3c60-42dc-83f6-f034cb47c679" -- ShadowHeart
ratedCharacter = GetHostCharacter()
--------------------------------------
SetArgToString(0,ratingOwner)
SetArgToString(1,ratedCharacter)
SetArgToLong(2,0)
SetArgToLong(3,200)
ClearArg(4)
[ENABLE]
ExecuteCall("ChangeApprovalRating")
[DISABLE]

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