z Baldur's Gate 3

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Zyra
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Re: z Baldur's Gate 3

Post by Zyra »

How can I give myself advantage on every attack so I can make stealth attacks even in disadvantage? Currently, the all rolls have advantage does not work with this. Thank you!

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 »

Here's a code to Unlock Waypoints without having to visit them first. It requires the Waypoint's Name and uuid (of the trigger).
My example is for the Emerald Grove Environs but I've added a list for the others as well.

Code: Select all

{$lua}
if syntaxcheck then return end
---------------------------------------
waypointName = "WAYP_DEN_Camp"
uuid = "cdd91969-67d0-454e-b27b-cf34e542956b"
character = GetHostCharacter()
--------------------------------------
SetArgToString(0,waypointName)
SetArgToString(1,uuid)
SetArgToString(2,character)
[ENABLE]
ExecuteCall("UnlockWaypoint")
[DISABLE]
Waypoint List
------------ACT I: Wilderness--------------------

--waypointName = "WAYP_HAG_Swamp"--Riverside Teahouse
--uuid = "4c92d6c3-055f-40f1-b76b-a3540ffe32ee"

--waypointName = "WAYP_DEN_Camp"--Emerald Grove Environs
--uuid = "cdd91969-67d0-454e-b27b-cf34e542956b"

--waypointName = "WAYP_CHA_Top"--Roadside Cliffs
--uuid = "4141c0a2-5ba9-42c0-ab18-082426df45e7"

--waypointName = "WAYP_CHA_Chapel"--Overgrown Ruins
--uuid = "5e857e93-203a-4d4a-bd29-8e97eb34dec6"

--waypointName = "WAYP_PLA_Toll"--The Risen Road
--uuid = "bbe749bf-e6a8-4358-be9c-cd237b8af79d"

--waypointName = "WAYP_GOB_Temple"--Goblin Camp
--uuid = "3b1b1ab2-1962-47cc-8e25-5cfde2a6c32f"

--waypointName = "WAYP_PLA_Tavern"--Waukeen's Rest
--uuid = "7044aaf2-7ab9-43f6-96f0-08a173fa08b9"

--waypointName = "WAYP_PLA_ZhentDungeon"--Zhentarim Hideout
--uuid = "f3cf2ab0-4b05-45e4-b2c8-2dda305ac47e"

--aypointName = "WAYP_FOR_Ruins"--Blighted Village
--uuid = "e44f372c-b335-4dc8-8864-f2111c83c6a6"

--waypointName = "WAYP_FOR_Bottomless"--Whispering Depths
--uuid = "ad3614e0-8895-45dd-a05d-a78eba584202"

--waypointName = "WAYP_UND_Beach"--Underdark - Beach
--uuid = "91c3fe06-7d44-4f35-a88a-ea5eb303bb70"

--waypointName = "WAYP_UND_Duergar"--Underdark - Grymforge
--uuid = "01d43e65-d370-46c6-9998-a9f7523221eb"

--waypointName = "WAYP_UND_Sussur"--Underdark - Sussur Tree
--uuid = "d24b2d8c-a4dc-4367-8da2-c6fa75baa61c"

--waypointName = "WAYP_UND_Myconid"--Underdark - Myconid Colony
--uuid = "b83f13a0-e988-48f1-9068-ea9be2adffb2"

--waypointName = "WAYP_UND_Fort"--Underdark - Selunite Outpost
--uuid = "dddb39d6-c5ac-4470-98c5-395ce81af017"

--waypointName = "WAYP_UND_AdamantineForge"--Underdark - Ancient Forge
--uuid = "3a5474b3-2410-4a9c-80a0-ea6bf5ac4446"

---------ACT Ib: Githyanki Creche---------------

--waypointName = "WAYP_CRE_Exterior"--Trielta Crags
--uuid = "00abc10c-921d-46f9-80e0-2b8f92f884c7"

--waypointName = "WAYP_CRE_Monastery"--Rosymorn Monastery
--uuid = "6b587ee7-5767-4d3e-8ef4-270976e63ad5"

--waypointName = "WAYP_CRE_Creche"--Creche Y'llek
--uuid = "4324dbaf-6533-4b0f-8c99-de4e2adbd4ec"

---------ACT II: Shadow-Cursed Lands----------------

--waypointName = "WAYP_SHA_NightsongPrison_Entrance"--Verge of the Shadows
--uuid = "9b2081b4-d7dd-43ac-8ef0-4acda40379ae"

--waypointName = "WAYP_SHA_Temple"--Gauntlet of Shar
--uuid = "7d5d94c7-fa75-41f2-9aef-06b9d42757ea"

--waypointName = "WAYP_TWN_Center"--Reithwin Town
--uuid = "488ce3e4-2239-4623-9aeb-d34cc18bec58"

--waypointName = "WAYP_TWN_Mausoleum"--Grand Mausoleum
--uuid = "c6faa212-fb0f-4fc5-a011-662a03a3b09a"

--waypointName = "WAYP_MOO_TowerExterior"--Moonrise Towers
--uuid = "8fd66a2b-7b29-44f9-b6dd-cd957c91d19c"

--waypointName = "WAYP_HAV_Outside"--Last Light Inn
--uuid = "94b462c2-9290-4d4d-8bf4-fbf559f03c3f"

--waypointName = "WAYP_SCL_Highroad"--Road to Baldur's Gate
--uuid = "ef45338c-09c7-4904-998f-32c0ad1165b6"

--waypointName = "WAYP_SCL_OliverHouse"--Shadowed Battlefield
--uuid = "7c083353-7e5c-4cb7-ac3e-42fc3a19807f"

------------ACT III: Wyrm's Crossing------------

--waypointName = "WAYP_WYR_Rivington"--Rivington
--uuid = "016ac9ad-ac85-49a0-a6be-e24fdb0de2bb"

--waypointName = "WAYP_WYR_SharessCaress"--South Span of Wyrm's Crossing
--uuid = "5561c476-c82d-4239-b4a3-baaf2985ef71"

--waypointName = "WAYP_WYR_WyrmRock"--Wyrm's Rock
--uuid = "71df0a8d-2cda-4e2d-b612-9a5f5a80e771"

------------ACT IIIb: Baldur's Gate-------------

--waypointName = "WAYP_LOW_StartingArea"--Basilisk Gate
--uuid = "f0a45122-eca3-4b8f-ad86-c429ca305b3d"

--waypointName = "WAYP_LOW_CityBeach"--Heapside Strand
--uuid = "f6611899-85b6-45e3-8c1e-3b61590a621f"

--waypointName = "WAYP_LOW_CentralWall"--Lower City Central Wall
--uuid = "97bdf561-7f2b-4618-89ca-5cad0729bd01"

--waypointName = "WAYP_LOW_BaldursGateArea"--Baldur's Gate
--uuid = "8b1d2cf5-9142-4786-9294-b92b8ec2083f"

--waypointName = "WAYP_LOW_DocksArea"--Grey Harbour Docks
--uuid = "1e27d7c2-0914-4717-9a70-37bdcdb3b80b"

--waypointName = "WAYP_LOW_Cesspool"--City Sewers
--uuid = "a081bb35-5fcf-4d9b-8831-1da0ce052c6e"

--waypointName = "WAYP_LOW_UndercityRuins"--Undercity Ruins
--uuid = "3e423e81-8d84-463e-b50e-ab8c5869bdf6"

--waypointName = "WAYP_LOW_BhaalTemple"--Temple of Bhaal
--uuid = "807163bb-8341-49da-a074-c5926bfedf1b"

--waypointName = "WAYP_LOW_CazadorsPalace"--Cazador's Dungeon
--uuid = "717c1fd4-290a-4fb7-9282-dbcdd17a274b"

--waypointName = "WAYP_LOW_MorphicPoolDock"--Morphic Pool Dock
--uuid = "c1ea6981-cfce-495c-8405-3b503df268fd"

BTToast
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Re: z Baldur's Gate 3

Post by BTToast »

furioustortoise wrote:
Sat Jan 18, 2025 2:42 pm
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]
Thank you so much!!! I really appreciate it! It worked perfectly!

MaksymusPrime
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Re: z Baldur's Gate 3

Post by MaksymusPrime »

Hello! Im new here, I've been testing those pre-sets in this cheat table and had fun not gonna lie :D, but Im having some issues with ToggleBoosts and Boost Equipped Weapon.

For example with Boost Equipped Weapon im trying to boost this 2h axe (45483fcc-45b8-47e4-b776-c690230aaa65) with extra 1d6 Slashing dmg and 2d6 Force dmg, these effects are applied but after saving the game and reloading, the weapon is reset to its original stats.

The same goes for ToggleBoost with UnlockSpell, I do get my spell wich is "Zone_TigersBloodlust",--Tiger's Bloodlust but after saving and reloading it goes away.

So my question is, Is there any way to keep custom weapon stats and unlocked spells?

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furioustortoise
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Re: z Baldur's Gate 3

Post by furioustortoise »

Zyra wrote:
Sat Jan 18, 2025 7:19 pm
How can I give myself advantage on every attack so I can make stealth attacks even in disadvantage? Currently, the all rolls have advantage does not work with this. Thank you!
Greetings Zyra,

When it comes to maintaining a stealthy advantage during combat two things come to mind:
1. Invisibility for your character (skill checks to remain hidden)
2. Obscuring enemy sight (blind spells, fog cloud, or darkness)

Here are some statuses based on invisibility that work well in combat. "GREATER_INVISIBILITY" is better than "INVISIBILITY" in almost every way. It requires skill checks on stealth and slight of hand but will remain up as long as you pass them. For something more powerful I'd go with "LOW_POLTERGEIST_INVISIBLE". It does not require skill checks in or out of combat.

Code: Select all

{$lua}
if syntaxcheck then return end
status = "GREATER_INVISIBILITY"
[ENABLE]
ApplyStatusToPlayer(status)
[DISABLE]
RemoveStatusFromPlayer(status)
Here is a code I put together that grants invisibility and boosts your stats to pass all the sneaky skill checks. it's more of a proof of concept to see the checks happen and (hopefully) pass them:

Code: Select all

{$lua}
if syntaxcheck then return end
boosts =
{
"Invisibility()",
"Skill(Stealth,20)",
"Skill(SleightOfHand,20)",
"MinimumRollResult(SkillCheck,2)"
}
[ENABLE]
AddBoostsToPlayer(boosts)
[DISABLE]
RemoveBoostsFromPlayer(boosts)
Last edited by furioustortoise on Thu Jan 23, 2025 1:40 pm, edited 2 times in total.

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furioustortoise
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Re: z Baldur's Gate 3

Post by furioustortoise »

MaksymusPrime wrote:
Sun Jan 19, 2025 11:37 pm
Hello! Im new here, I've been testing those pre-sets in this cheat table and had fun not gonna lie :D, but Im having some issues with ToggleBoosts and Boost Equipped Weapon.

For example with Boost Equipped Weapon im trying to boost this 2h axe (45483fcc-45b8-47e4-b776-c690230aaa65) with extra 1d6 Slashing dmg and 2d6 Force dmg, these effects are applied but after saving the game and reloading, the weapon is reset to its original stats.

The same goes for ToggleBoost with UnlockSpell, I do get my spell wich is "Zone_TigersBloodlust",--Tiger's Bloodlust but after saving and reloading it goes away.

So my question is, Is there any way to keep custom weapon stats and unlocked spells?
Greetings MaksymusPrime,

You're exactly right about boosts falling off after a single reload. Boosts are the least permanent. Next, a status condition will fall off after a long rest, level up, or even a powerful healing effect that removes them. The only buffs that last longer are passive features and some ExecuteCall codes.

You can add a weapon status like oils, toxins, or infusions. Even weapon enchantments that are statuses will last a long time and through saves too.
You could also add passives to your weapons but that has some potential risks since they're not typically visible when cheated in that way and you might forget what you added.
If you're looking for permanence it might be easier to simply cheat in a better item with the stats you like.

Your spell was added with the UnlockSpell boost, correct? That explains why it didn't persist. Use this code instead for a more permanent solution with spells (at least until you toggle it off):

Code: Select all

{$lua}
if syntaxcheck then return end
spell = {"Zone_TigersBloodlust"}
[ENABLE]
AddSpellToPlayer(spell)
[DISABLE]
RemoveSpellFromPlayer(spell)
Anything beyond this I'd suggest looking into mods.

Minami
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Re: z Baldur's Gate 3

Post by Minami »

styr wrote:
Thu Dec 28, 2023 6:29 pm
BlaxHousefly wrote:
Thu Dec 28, 2023 1:30 pm
Hello, I want to ask, is it possible to assign modified stats to your weapons that will stay on weapon forever? Something like adding 20 or 50 damage permanently to a weapon?

Apologies beforehand if someone asked this question already, but this thread is pretty massive. :D
The easiest and quickest way to do this is using zanzer's Cheat table after loading a game and highlighting the character you want to buff, and make sure you have the right weapon equipped and visible on the character (via changing melee/ranged in-game). Then you'll want to go to Console Commands->Register Commands->Weapon Status Enchantments and then Change Script on one of the scripts there to read:

Code: Select all

{$lua}
if syntaxcheck then return end
status = {
"MAG_RADIANT_STRONG_RADIANCE_WEAPON",
"MAG_FIRE_DIPPED_HELLFIRE",
"MAG_FROST_FROST_WEAPON",
"MAG_CHARGED_LIGHTNING_LIGHTNING_GREATER_WEAPON",
"MAG_THUNDER_GREATER_THUNDER_WEAPON",
"MAG_NECROTIC_NECROTIC_WEAPON",
"MAG_FORCE_FORCE_WEAPON",
"MAG_GIANT_SLAYER_STRENGTH_BONUS"
}
[ENABLE]
ApplyStatusToWeapon(status)
[DISABLE]
Once you enable this, you won't see your damage change on the character screen because these are damage riders. In total this will give your weapon: 1d8 radiant damage, 1d6 of fire/lightning/thunder/force damage (4d6 total), and 1d4 cold/necrotic damage (2d4 total) with an extra +STR modifier damage in slashing damage (e.g. 20str = +5). Without counting the str modifier bonus damage it averages out to 23.5 extra damage per swing spread across a variety of elements. I removed the last line of code below [DISABLE] so that your weapon will keep all these buffs if you uncheck the cheat.

If you just want a high damage melee item you could cheat in the Deva Mace: it does 1d6 bludgeoning + 4d8 radiant on its own.

The other, much more tedious and harder option is creating a mod of your own that overwrites an item in-game with updated stats. You could also download someone else's weapon mod (I recommend Blood of Lathander Re-divined as that already modifies an in-game weapon), unpack it, modify it with whatever weapon you want buffed, then repack the mod and load it onto your mod manager/vortex. If you go this route you will need BG3 modding tools to unpack/repack the .pak file.

For example, here's what the Sickle of BOOOAL's code looks like inside an unpacked Assets.pak @ Gustav/Public/Gustav/Stats/Generated/Data/Weapons.txt:

Code: Select all

new entry "UNI_SickleOfBOOOAL"
type "Weapon"
using "WPN_Sickle_1"
data "RootTemplate" "a07f2e91-e084-4fe5-9dbb-ef7de76a3c0a"
data "ItemGroup" ""
data "Damage" "2d4"
data "ValueUUID" "9b6a4ab2-323b-4030-89ab-030252bb6214"
data "Rarity" "Rare"
data "DefaultBoosts" "WeaponProperty(Magical)"
data "Unique" "1"

You can change the part under "Damage" from "2d4" to, say, "6d8" for a max of 48 damage. Most weapons in the code don't even have their damage listed because they are using that weapon's default damage; only Shattered Flail and Sickle of BOOOAL have different damages listed. As long as you've set everything up right and know what you are doing this option will work, but if you are just stumbling around in the dark and have zero modding experience, I suggest trying the first option.
Is there anyway to undo it?

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Re: z Baldur's Gate 3

Post by Minami »

Is there anyway to add racial feature to character? I couldn't manage to add wood elf feature Fleet of Foot(simply 1.5 movement) to my character.

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Re: z Baldur's Gate 3

Post by Minami »

How could I add passive to specific slot of equipment? Like adding soul catching passive to gloves?

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Re: z Baldur's Gate 3

Post by furioustortoise »

Minami wrote:
Tue Jan 21, 2025 9:13 am
Is there anyway to add racial feature to character? I couldn't manage to add wood elf feature Fleet of Foot(simply 1.5 movement) to my character.
Fleet of Foot is something called a "Progression". I don't know if anybody has figured out how to add that to your player character with this cheat table. Wood Elves start with more movement speed thanks to the "Fleet of Foot" progression but once you start the game it's just an undocumented numerical bump like any other base racial characteristic.

Code: Select all

<node id="ProgressionDescription">
  <attribute id="Description" type="TranslatedString" handle="h5f4c50a5g6942g406egbbdcg12560ffb8576" version="1"/>
  <attribute id="DisplayName" type="TranslatedString" handle="h61f40429g938bg46bbga21cg1c5e40f13046" version="1"/>
  <attribute id="ExactMatch" type="FixedString" value="ActionResource(Movement,1.5,0)"/>
  <attribute id="UUID" type="guid" value="649103f3-a905-4457-959f-04a134a665a0"/>
  </node>
Wood Elves start with these racial passive features: Darkvision, Elven Weapon Training, and Fey Ancestry. If you want to add permanent movement speed with a passive features (that won't break the build) consider:
1. "FastMovement"
2. "Mobile_PassiveBonuses"
3. "UnarmoredMovement_1" / "UnarmoredMovement_2" / "UnarmoredMovement_3"
4. "LightweightFrame"
Last edited by furioustortoise on Tue Jan 21, 2025 6:01 pm, edited 3 times in total.

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Re: z Baldur's Gate 3

Post by furioustortoise »

Minami wrote:
Tue Jan 21, 2025 9:15 am
How could I add passive to specific slot of equipment? Like adding soul catching passive to gloves?

This was asked recently. It's more complicated than it initially looks and I found it had too many issues for my cheat table. Not to mention some passives (including the one you mentioned) won't work correctly if you apply it to gloves. Passives like this need to be cast by the gloves not cast on them. Maybe you could get it to work but in my opinion a mod might be better suited for ideas like this:
furioustortoise wrote:
Fri Dec 27, 2024 11:10 pm
inscape wrote:
Fri Mar 29, 2024 1:32 am
Question, is there a way to modify non-weapons the way one can modify weapons with the table? For example modifying a generic ring with all sorts of bonuses.
EDIT:
EvenLess wrote:
Wed Oct 11, 2023 6:05 pm
X42ABN6 wrote:
Wed Oct 11, 2023 12:31 pm
Is there any way to add passive to an equipped Armor? or Cloak? or Gloves?
Cause it seems some passives from armor/cloak/gloves can't be add to a weapon.
The very short answer: Yes.
The less short answer is at the bottom.
The long answer follows here:

If you edit (Change script) on one of Zanzer's existing "Weapon Passive Enchantments", you'll see he's using AddPassiveToWeapon() function, with the passive unique/entry name as the argument... ... ...

However, it works as expected when you apply the passive to your player character:

Code: Select all

{$lua}
if syntaxcheck then return end
passive = "MAG_PHB_SoulCatching_ExtraEffect_Passive"
[ENABLE]
AddPassiveToPlayer(passive)
[DISABLE]
RemovePassiveFromPlayer(passive)
Last edited by furioustortoise on Tue Jan 21, 2025 6:22 pm, edited 4 times in total.

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Re: z Baldur's Gate 3

Post by furioustortoise »

Minami wrote:
Tue Jan 21, 2025 9:02 am
...
Is there anyway to undo it?
If you're referring to undoing the mod you need to use mod management tools for that. If you're referring to the status condition from the post you linked the OP didn't include this last line:
[DISABLE]
RemoveStatusFromWeapon(status)

This is an oversimplification but any line of script directly after [ENABLE] is what happens when you check the code ON. And anything after [DISABLE] is what happens when you uncheck the code OFF.

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

I know I just said in the last post that you probably shouldn't mess with adding boosts to items but weapons are a special case ;). These buffs are directly modifying the weapon's action and not asking the weapon to apply it to the player character.

There are some really cool buffs for weapons. You can add raw damage and elemental damage types with boosts. You've seen some of the status conditions but you can also add oils, toxins, infusion, and enchantments. You can use any weapon passive with your own weapon--but proceed with caution--these won't be visible on it's tool tip. Here's an example of one that happens to work correctly on weapons. It's called Impulse Blast from the weapon: Intransigent Warhammer.

Impulse Blast
Knocks nearby creatures prone after killing a target or landing a Critical Hit:

Code: Select all

{$lua}
if syntaxcheck then return end
passive =
"UND_DuergarRaft_Hammer_Passive"
[ENABLE]
AddPassiveToWeapon(passive)
[DISABLE]
RemovePassiveFromWeapon(passive)

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Re: z Baldur's Gate 3

Post by Zyra »

Is there a way to make a spell a ritual type manually (or infinite uses without impacting resources)? I am using one of the ones I couldn't figure out: song of rest. If so, what would that look like and are there any other additive modifiers you can add to the giving spell command?

Thank you!

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Re: z Baldur's Gate 3

Post by furioustortoise »

Zyra wrote:
Wed Jan 22, 2025 8:24 pm
Is there a way to make a spell a ritual type manually (or infinite uses without impacting resources)? I am using one of the ones I couldn't figure out: song of rest. If so, what would that look like and are there any other additive modifiers you can add to the giving spell command?

Thank you!
Did you find a solution you liked?
Here's a long answer that should point you in the right direction.
Song of Rest costs an Action Point to cast but it also requires a Long Rest before you can use it again. I don't think we can edit the spell itself to make it Ritual (a mod could). In the game files there are many different versions of spells and some of them happen to be Ritual but I couldn't find one for Song of Rest. I also couldn't find a preventative spell-side method to negate the requirement for it's Long Rest.

The first part of your question is about free-casting or infinite Action Points. The method I use is cheating infinite points. I write my code this way because I like seeing those groupings of four points like a four-leaf clover. However, "ActionResourceConsumeMultiplier(ActionPoint,0,0)" is all you'd need for this situation.

Code: Select all

{$lua}
if syntaxcheck then return end
boosts =
{
"ActionResourceOverride(ActionPoint,4,0)",
"ActionResourceOverride(BonusActionPoint,4,0)",
"ActionResourceOverride(ReactionActionPoint,4,0)",

"ActionResourceConsumeMultiplier(ActionPoint,0,0)",
"ActionResourceConsumeMultiplier(BonusActionPoint,0,0)",
"ActionResourceConsumeMultiplier(ReactionActionPoint,0,0)"
}
[ENABLE]
AddBoostsToPlayer(boosts)
[DISABLE]
RemoveBoostsFromPlayer(boosts)
You could also restore all your spent Action Points and Bonus Action Points with this status:

Code: Select all

{$lua}
if syntaxcheck then return end
status = "POTION_OF_MALIGNANT_AWAKENING_UNSTABLE_RESTORATION"
[ENABLE]
ApplyStatusToPlayer(status)
[DISABLE]
---------------------------------------------------------------------------
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Here are some solutions to restore the spell's Long Rest requirement. I've included several rest-like actions and a couple actual Long Rest cheats that don't require you to go to camp; they won't activate dream sequences either. It might just be my game but Song of Rest will not let you reset it's Long Rest requirement while in combat. Most spells I've tried will though.

This first one is the restoration status you get when drinking Angelic Slumber:

Code: Select all

{$lua}
if syntaxcheck then return end
status = "ALCH_POTION_REST_SLEEP_GREATER_RESTORATION"
[ENABLE]
ApplyStatusToPlayer(status)
[DISABLE]
RemoveStatusFromPlayer(status)
My all time favorite restoration status is the one from those Nautiloid Restoration pods:

Code: Select all

{$lua}
if syntaxcheck then return end
status = "TUT_RESTORATION"
[ENABLE]
ApplyStatusToPlayer(status)
[DISABLE]
RemoveStatusFromPlayer(status)
These next two are actual Long Rests and they'll auto-save when used:

Code: Select all

{$lua}
if syntaxcheck then return end
local uuid = "3fc599d8-c8c7-1fa6-c832-4802573720e4" -- Debug_LongRest_
[ENABLE]
SetFlagOnPlayer(uuid)
[DISABLE]

Code: Select all

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

"Restore Party" is another powerful ExecuteCall that's very similar to taking a rest but doesn't auto-save or restore Short Rests:

Code: Select all

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

"ResetCooldowns" does exactly that and nothing more:

Code: Select all

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

Caedus
What is cheating?
What is cheating?
Posts: 2
Joined: Fri Jan 24, 2025 12:06 am
Reputation: 0

Re: z Baldur's Gate 3

Post by Caedus »

Hello, I'm trying to find a game flag that will cause the "this person wants to talk to you" exclamation to appear on Mizora so I can go down her romance path. I'm new to this and don't know if any of this matters as far as game flags go, but I've had her in camp for 20ish long rests, 8 of which were back-to-back so I could clear out any other events that might be queued up and preventing progression, I broke Wyll's contract & saved Duke Ravengard from the Iron Throne, and the only quests outstanding that I'm aware of are killing Gortash & Raphael. I did try several game flags related to Mizora that someone had posted a pastebin link to (the one titled CAMP_Mizora_State_ReadyForRomance sounded promising at the time), but I've not been able to find the one that does what I'm hoping for. Any help would be appreciated.

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