z Baldur's Gate 3

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furioustortoise
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Re: z Baldur's Gate 3

Post by furioustortoise »

Axiam wrote:
Tue Feb 25, 2025 7:45 am
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
Nice! As long as you drop a save (and are willing to accept the potential consequences of time travel) it's totally worth sandbox exploration. It's typically safer to skip around backwards than forwards in BG3. The game is mostly linear and reinforced by the progression of flags/goals/triggers so later triggers are the new baseline. Obviously, there are exceptions but it's a good rule of thumb.

Several months back I had this ambitiously stupid plan to get the Gather Your Allies spells but use them in the first Act... because! Classic NOOBZOR type of wish knowing just enough to be dangerous. I time traveled into Act3 via a debug teleport flag, activated the Gather Your Allies flags (tested summoning Yurgir etc), then dipped back as fast as possible. But when I got back, not only did the summons not summon anything (I know now it's because these assets aren't even in Act1) but all the companions refused to talk about anything besides the Elderbrain (their Act3 dialogue). Needless to say I had to prune that save and go back to before I made the jump. Still worth it imo.

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

jimmymenNL
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Re: z Baldur's Gate 3

Post by jimmymenNL »

Just want to know: Is the table from Zanzer still working with the latest patch or not anymore?

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furioustortoise
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Re: z Baldur's Gate 3

Post by furioustortoise »

jimmymenNL wrote:
Thu Feb 27, 2025 9:47 am
Just want to know: Is the table from Zanzer still working with the latest patch or not anymore?
grab any table from the first post on this thread. Zanzer keeps it updated.

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Re: z Baldur's Gate 3

Post by pagodinho »

Hello, i've been using this table for some time and now i came across with this transformation bug, any of you guys now the solution or what been trigering this bug?

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Re: z Baldur's Gate 3

Post by Braga7171 »

I have a little problem when I open the Engine for the second time, it gives an error in the Commands console, it doesn't open, what can I do? I'm Brazilian and it's hard to find an answer.?

AlexLucas92
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Re: z Baldur's Gate 3

Post by AlexLucas92 »

allin1soft wrote:
Mon Aug 14, 2023 5:03 pm
Sungrey wrote:
Mon Aug 14, 2023 4:42 pm
allin1soft wrote:
Mon Aug 14, 2023 4:31 pm


Ok so i made some research and i found this lovely command CriticalHit(AttackRoll,Failure,Never) you can edit "Add Roll Bonus" script and add it like this:

Code: Select all

{$lua}
if syntaxcheck then return end
[ENABLE]
AddBoostsToPlayer("CriticalHit(AttackRoll,Failure,Never);RollBonus(SkillCheck,50);RollBonus(RawAbility,50);RollBonus(SavingThrow,50)")
[DISABLE]
activate and from now on you will never miss, ever!
this however made me realise that all these commands and tricks work only on your main character, they dont work for party members.
I am wondering if there is a way to also boost them in the same manner
Nice! Good work

Btw there is a boost to maximize damage with weapons. "MinimumRollResult(Damage,20)" If your weapon normally does 5-15 damage, that boost will make it do 15 damage.

Do you know if there is one for spell damage?
Ok first thing is that i need to correct myself, what i wrote above is completely false i just forgot some basic math. So the script does not affect just main character, it affects entire party it only needs one more boost and some values changed. This is modified one:

Code: Select all

{$lua}
if syntaxcheck then return end
[ENABLE]
AddBoostsToPlayer("CriticalHit(AttackRoll,Failure,Never);RollBonus(Attack,100);RollBonus(SkillCheck,100);RollBonus(RawAbility,100);RollBonus(SavingThrow,100)")
[DISABLE]
this script makes that all my party members always hit. Note here that it does not change any damage output, these only make sure you always hit with attacks (melee, ranged or spell ones).

than if you would like to increase damage output on top of that, there is one more command that needs to be added: IF(IsAttack() or IsSpell()):DamageBonus(xdy+z); where x is amount of rolls, y is roll range (sides) and z is flat addition. all together script will be this:

Code: Select all

{$lua}
if syntaxcheck then return end
[ENABLE]
AddBoostsToPlayer("CriticalHit(AttackRoll,Failure,Never);RollBonus(Attack,100);IF(IsAttack() or IsSpell()):DamageBonus(4d6+6);RollBonus(SkillCheck,100);RollBonus(RawAbility,100);RollBonus(SavingThrow,100)")
[DISABLE]
note that this script not only makes that you never miss, it also increases damage of each attack by 4d6+6 (+(10-30) damage).
note that increase will follow whatever damage you were inflicting meaning that if it was melee weapon attack it will be melee weapon attack, if it was spell cast of type ice it will be ice spell damage and so on.


i tested above and it works lovely
how do i increase damage even more ? especially for spells ? is there a way to do it? because if i hover over spells it still shows me old values, also 10-30 is it possible to increase it to 50-100 for example ??

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Re: z Baldur's Gate 3

Post by adeya »

pagodinho wrote:
Sat Mar 01, 2025 7:36 pm
Hello, i've been using this table for some time and now i came across with this transformation bug, any of you guys now the solution or what been trigering this bug?
There's been a workaround posted, using a scroll of globe of invulnerability on Halsin and the Hag before they transform. While that will work with them, if you're having the same issue with the Shadow Druids in the Investigate Kagha quest, that won't work. It will initiate combat with all of the Druids, leaving the Shadow Druids shapeshifted as mice.

The workaround I found that works will work with all 3 situations. Simply run these commands using Cheat Engine before the NPCs transform:
ApplyStatus("S_DEN_ShadowDruid_001_0cb92c37-fb4d-4547-8702-1fb1dd52d0b6","INVULNERABLE")
ApplyStatus("S_DEN_ShadowDruid_002_0820c093-f400-4efc-95b9-a6d08a58cac9","INVULNERABLE")
ApplyStatus("S_DEN_ShadowDruid_003_53b08334-9f79-4bb5-b580-2662355d54ad","INVULNERABLE")
for the Shadow Druids

ApplyStatus("S_GLO_Halsin_7628bc0e-52b8-42a7-856a-13a6fd413323","INVULNERABLE")
for Halsin

ApplyStatus("S_HAG_Hag_c457d064-83fb-4ec6-b74d-1f30dfafd12d","INVULNERABLE")
for the Hag

That will make them invulerable. Once they've transformed back and didn't die, run these commands to make them take damage as normal again:
RemoveStatus("S_DEN_ShadowDruid_001_0cb92c37-fb4d-4547-8702-1fb1dd52d0b6","INVULNERABLE")
RemoveStatus("S_DEN_ShadowDruid_002_0820c093-f400-4efc-95b9-a6d08a58cac9","INVULNERABLE")
RemoveStatus("S_DEN_ShadowDruid_003_53b08334-9f79-4bb5-b580-2662355d54ad","INVULNERABLE")
for the Shadow Druids

RemoveStatus("S_GLO_Halsin_7628bc0e-52b8-42a7-856a-13a6fd413323","INVULNERABLE")
for Halsin

RemoveStatus("S_HAG_Hag_c457d064-83fb-4ec6-b74d-1f30dfafd12d","INVULNERABLE")
for the Hag

Note: After they transform their health will be at 0. For the ones you fight, it means you'll one shot them. It's not a perfect workaround but it will make it so your save file is playable again.

For those wondering why this happens in the first place, the way Larian handled transformations is once someone transforms, their health is at 0 and then is set back to normal some time later.

90% of this has already been posted earlier, though in separate posts, so I added them to have it in one post. Hopefully this helps people with this issue until a better fix is found.

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Re: z Baldur's Gate 3

Post by furioustortoise »

AlexLucas92 wrote:
Tue Mar 04, 2025 12:07 am
how do i increase damage even more ? especially for spells ? is there a way to do it? because if i hover over spells it still shows me old values, also 10-30 is it possible to increase it to 50-100 for example ??
You can't always trust the tooltip after using cheats. It also depends on what you're modifying.
Here is a code to boost damage by 100 for every type of attack you do:

Code: Select all

{$lua}
if syntaxcheck then return end
boosts = "DamageBonus(100)"
[ENABLE]
AddBoostsToPlayer(boosts)
[DISABLE]
RemoveBoostsFromPlayer(boosts)
And if you only want spell damage boosted:

Code: Select all

{$lua}
if syntaxcheck then return end
boosts = "IF(SpellAttackCheck()):DamageBonus(100)"
[ENABLE]
AddBoostsToPlayer(boosts)
[DISABLE]
RemoveBoostsFromPlayer(boosts)
I included all these damage sources in my table:
"DamageBonus(20)" -- flat damage
"IF(SpellAttackCheck()):DamageBonus(20)" -- spells
"IF(AttackingWithMeleeWeapon(context.Source)):DamageBonus(20)" -- melee
"IF(AttackingWithRangedWeapon(context.Source)):DamageBonus(20)" -- ranged
"CharacterUnarmedDamage(20)" -- unarmed
AlexLucas92 wrote:
Tue Mar 04, 2025 12:07 am
...especially for spells ?
Most spells need a high Spell Save DC to hit. Think of Spell Save DC like Attack but for spell chance to hit. You typically need anywhere from 8-20 Spell Save DC or your enemy will negate the effects of the spell. Don't boost this value above 100 or glitchy things happen and they'll start to fail again:

Code: Select all

{$lua}
if syntaxcheck then return end
boosts = "SpellSaveDC(20)"
[ENABLE]
AddBoostsToPlayer(boosts)
[DISABLE]
RemoveBoostsFromPlayer(boosts)

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Re: z Baldur's Gate 3

Post by AlexLucas92 »

furioustortoise wrote:
Tue Mar 04, 2025 1:34 pm
AlexLucas92 wrote:
Tue Mar 04, 2025 12:07 am
how do i increase damage even more ? especially for spells ? is there a way to do it? because if i hover over spells it still shows me old values, also 10-30 is it possible to increase it to 50-100 for example ??
You can't always trust the tooltip after using cheats. It also depends on what you're modifying.
Here is a code to boost damage by 100 for every type of attack you do:

Code: Select all

{$lua}
if syntaxcheck then return end
boosts = "DamageBonus(100)"
[ENABLE]
AddBoostsToPlayer(boosts)
[DISABLE]
RemoveBoostsFromPlayer(boosts)
And if you only want spell damage boosted:

Code: Select all

{$lua}
if syntaxcheck then return end
boosts = "IF(SpellAttackCheck()):DamageBonus(100)"
[ENABLE]
AddBoostsToPlayer(boosts)
[DISABLE]
RemoveBoostsFromPlayer(boosts)
I included all these damage sources in my table:
"DamageBonus(20)" -- flat damage
"IF(SpellAttackCheck()):DamageBonus(20)" -- spells
"IF(AttackingWithMeleeWeapon(context.Source)):DamageBonus(20)" -- melee
"IF(AttackingWithRangedWeapon(context.Source)):DamageBonus(20)" -- ranged
"CharacterUnarmedDamage(20)" -- unarmed
AlexLucas92 wrote:
Tue Mar 04, 2025 12:07 am
...especially for spells ?
Most spells need a high Spell Save DC to hit. Think of Spell Save DC like Attack but for spell chance to hit. You typically need anywhere from 8-20 Spell Save DC or your enemy will negate the effects of the spell. Don't boost this value above 100 or glitchy things happen and they'll start to fail again:

Code: Select all

{$lua}
if syntaxcheck then return end
boosts = "SpellSaveDC(20)"
[ENABLE]
AddBoostsToPlayer(boosts)
[DISABLE]
RemoveBoostsFromPlayer(boosts)
can i change it to at least 50? i mean if its below 100 shouldnt bugg no ? :D

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Re: z Baldur's Gate 3

Post by furioustortoise »

adeya wrote:
Tue Mar 04, 2025 10:13 am
For those wondering why this happens in the first place, the way Larian handled transformations is once someone transforms, their health is at 0 and then is set back to normal some time later.
that's an interesting observation. I wonder why these bugged games can't resolve transformations in the correct order while the rest of ours seem to handle it just fine?
Either way, these fixes are band-aids for land mines. As of right now, you'll have to do this for every character that transforms (reloading before cinematic transformations too) for the rest of your game. Sucks to say but that would make quite a few parts of the game very frustrating. Wyll's horns are a transformation. Even the owl bear's armor is a transformation. Not to mention how annoying it would be playing a druid. It's totally up to you but after talking to half a dozen people with this bug my best advice is if you're still in Act 1 it might be less soul crushing to start a new character and leave this bugged one on ice until it can be patched. Who knows, maybe patch 8 will resolve it.
Last edited by furioustortoise on Tue Mar 04, 2025 5:24 pm, edited 1 time in total.

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Re: z Baldur's Gate 3

Post by furioustortoise »

AlexLucas92 wrote:
Tue Mar 04, 2025 5:05 pm
can i change it to at least 50? i mean if its below 100 shouldnt bugg no ? :D
haha yes. I've had success changing it to 99 in testing but anything higher got weird. 50 will absolutely dominate :lol:. The highest I've seen are in the lower 30s from end game bosses--near impossible to hit against without cheats.

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Re: z Baldur's Gate 3

Post by AlexLucas92 »

Can i ask anyone for Spell ID for : Power Word Ruin please? or is it only bound to gale ?

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Re: z Baldur's Gate 3

Post by furioustortoise »

AlexLucas92 wrote:
Thu Mar 06, 2025 10:36 pm
Can i ask anyone for Spell ID for : Power Word Ruin please? or is it only bound to gale ?
Power Word: Ruin is bound to Gale in the vanilla game. But with a CT it can be used by anybody:

Code: Select all

{$lua}
if syntaxcheck then return end
spell = {"Projectile_EPI_Disintegrate_GaleGod"}
[ENABLE]
AddSpellToPlayer(spell)
[DISABLE]
RemoveSpellFromPlayer(spell)
Here's the status to transform into Gale God and access his spells too:

Code: Select all

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

And a few more god-like kill spells you might enjoy:
"Target_LOW_DarkUrge_PowerWordKill" -- Power Word: Kill (Durge spell)
"Target_HAV_HalsinLakeside_PortalExplosion" -- Power Word: Wish (debug spell. Vlaakith uses something similar)

------------------------------------------------------------------------------------------------------------------
And my personal favorite. If you're of the Illithid persuasion...

Code: Select all

{$lua}
if syntaxcheck then return end
boosts =
{
"UnlockSpell(Projectile_ObliterationOrb_Netherbrain_Explosion)",
"Tag(NETHERBRAIN)",
"Tag(AI_USESPELL_A)"
}
[ENABLE]
AddBoostsToPlayer(boosts)
[DISABLE]
RemoveBoostsFromPlayer(boosts)

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Re: z Baldur's Gate 3

Post by furioustortoise »

A few months back my partner's camp statue (True Hero of Baldur's Gate) glitched somehow and was permanently wearing her camp clothes instead of armor. She thinks it was after a long rest that had a cinematic sequence (she also had nine companions loaded up which is known to cause issues after cinematics).

For the statue, you can toggle its camp clothing back to default armor once you gain access to its inventory. To gain access in any meaningful way you make them a companion:

Code: Select all

{$lua}
if syntaxcheck then return end
--------------------------------------------------------------------------------
character = "c2ef6bde-3dbe-4ff5-99ca-8120445a8309" -- S_WYR_Circus_StatueDummy
--------------------------------------------------------------------------------
[ENABLE]
SetArgToString(0,character)
ExecuteCall("MakePlayer")
--------------------------------------------------------------------------------
[DISABLE]
ExecuteCall("MakeNPC")
Now you can toggle between the statue's default armor set with the button above their camp overclothes slot. Uncheck the code I provided, and it'll turn them back into an NPC, like before.
You can use this code (as long as you have a character's UUID) to make any character your companion. You are also able to release them back into NPC limbo with a click. I combined the codes here but could just as easily separate them. This is in contrast to methods of making somebody a follower. As a companion you have more control although most follower limitations can be circumvented with a cheat table.
Last edited by furioustortoise on Sat Mar 08, 2025 3:14 pm, edited 2 times in total.

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Re: z Baldur's Gate 3

Post by furioustortoise »

furioustortoise wrote:
Fri Mar 07, 2025 9:03 pm
Adding to my previous post, if you can make your statue a companion... why not do more companion stuff?!

First, remove the petrified statue status condition. Follow the steps in my previous post and make the statue a companion so you can toggle the status off:

Code: Select all

{$lua}
if syntaxcheck then return end
status = "WYR_CIRCUS_STATUE_PETRIFIED"
[ENABLE]
RemoveStatusFromPlayer(status)
[DISABLE]
ApplyStatusToPlayer(status)
You should now have the capacity to move your invulnerable statue-clone companion off their pedestal. However, your statue is still a Dummy character (Anubis config) with limited actions. Your statue is silenced and unable to make most attacks in its current transformation rulename ("502db098-3adb-4b82-afaa-60b042760de1"--WYR_CircusStatue).
We need to apply a new transformation that grants access to actions without changing your character's visual form. I prefer the "Race Only" rulename with an "Automaton" template:

Code: Select all

{$lua}
if syntaxcheck then return end
------------------------------------------------------------
entity = "c2ef6bde-3dbe-4ff5-99ca-8120445a8309" -- S_WYR_Circus_StatueDummy
------------------------------------------------------------
template = "0a92990c-addc-4e52-80f3-8ef926ca7960" -- Automaton_A
------------------------------------------------------------
rulename = "f007a112-a1a3-497b-8ea9-6105273aa24e" -- RaceOnly
------------------------------------------------------------
[ENABLE]
SetArgToString(0,entity)
SetArgToString(1,template)
SetArgToString(2,rulename)
ExecuteCall("Transform")
------------------------------------------------------------
[DISABLE]
I think it's kinda cool to make our new automaton solid gold:

Code: Select all

{$lua}
if syntaxcheck then return end
status = {"LOW_DEVILSFEE_GOLDEN","PASSIVE_OVERWHELM_ATTACK"}
[ENABLE]
ApplyStatusToPlayer(status)
[DISABLE]
RemoveStatusFromPlayer(status)
And because your statue won't follow you out of camp, you'll need to teleport it to you when you leave:

Code: Select all

{$lua}
if syntaxcheck then return end
------------------------------------------------------------
targetObject = GetHostCharacter()
------------------------------------------------------------
sourceObject = "c2ef6bde-3dbe-4ff5-99ca-8120445a8309" -- S_WYR_Circus_StatueDummy
------------------------------------------------------------
[ENABLE]
SetArgToString(0,sourceObject)
SetArgToString(1,targetObject)
SetArgToLong(2,0)
SetArgToLong(3,1)
SetArgToLong(4,1)
SetArgToLong(5,1)
SetArgToLong(6,1)
SetArgToLong(7,1)
ExecuteCall("TeleportTo")
------------------------------------------------------------
[DISABLE]
The statue can't enter combat but that doesn't mean it can't fight! Another odd thing is you can talk to it, and it has a couple scripted lines of non-verbal dialog. Let me know if you discover anything else!
Now that you've had some fun. Let's put it back. If it doesn't walk back on its own, jump it back up on the pedestal, apply status = "WYR_CIRCUS_STATUE_PETRIFIED", and ExecuteCall("MakeNPC").

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