z Baldur's Gate 3

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furioustortoise
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Re: z Baldur's Gate 3

Post by furioustortoise »

furioustortoise wrote:
Fri Mar 07, 2025 9:38 pm
More on transforming your camp statue:

If you've accidentally removed your character's transformation from the statue (like I did), you might be surprised by its base form: Humans_Male_Civilian. To get your character's transformation back onto the statue, you'll need to find your player character's UUID and then apply it to the statue:

Code: Select all

{$lua}
if syntaxcheck then return end
------------------------------------
[ENABLE]
ClearArg(0)
ExecuteCall("GetHostCharacter")
------------------------------------
uuid = GetArgAsString(0)
print("Host_Character: " .. uuid)
------------------------------------
[DISABLE]
Copy/Paste the UUID it printed into the template part of this ExecuteCall("Transform"):

Code: Select all

{$lua}
if syntaxcheck then return end
--------------------------------------------------
entity = "c2ef6bde-3dbe-4ff5-99ca-8120445a8309" -- S_WYR_Circus_StatueDummy
--------------------------------------------------
template = "PASTE YOUR PRINTED UUID HERE" -- Host_Character
--------------------------------------------------
rulename = "502db098-3adb-4b82-afaa-60b042760de1" -- WYR_CircusStatue
--------------------------------------------------
[ENABLE]
SetArgToString(0,entity)
SetArgToString(1,template)
SetArgToString(2,rulename)
ExecuteCall("Transform")
--------------------------------------------------
[DISABLE]
I used the WYR_CircusStatue rulename to get it back to how we found it but any will work just fine.

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

Penroses
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Re: z Baldur's Gate 3

Post by Penroses »

Hello! I admit I’m very inexperienced with Cheat Engine, but I used it to fix a bug in my game once before when a flag didn’t work correctly, and I’m attempting to do so again.

I’ve run into an issue where this particular dialogue won’t trigger, despite the fact that all of the flags to get it *should* be true for my save.

This is the dialogue I'm trying to get, found in the Jaheira_InParty dialogue file.
152. Jaheira: The cub speaks.Jaheira_InParty_SpokeOfMinsc, faadcfae-2e2f-ad62-be59-1599959dcec6_DontCallMeCub = False, Approval_AtLeast_60_For_Sp2
> 189. Player: 'Cub'?faadcfae-2e2f-ad62-be59-1599959dcec6_AskedAboutCub = Falsefaadcfae-2e2f-ad62-be59-1599959dcec6_AskedAboutCub
>> 34. Jaheira: Huh. Not so much a term of age or affection as simple old habit. You object?
>>> 13. Player: I do.
>>>> 76. Jaheira: As you like. No cub, no fun.faadcfae-2e2f-ad62-be59-1599959dcec6_DontCallMeCub
>>>>> Link to Node 172
>>> 123. Player: Not so long as I get to call you crow.
>>>> 138. Jaheira: 'The Cub and the Crow' - sounds like a cautionary tale. As it probably should.['Jaheira 2']
>>>>> Link to Node 172
>>> 219. Player: I've been called worse things.
>>>> 59. Jaheira: And will be again. But now I shall mutter them under my breath, out of respect.
>>>>> 172. [Jump] Jump to Node 152 (2)
> 40. [Jump] Jump to Node 222 (2)

Not getting this dialogue means I can’t unlock the high-approval greetings for Jaheira (“The cub speaks" & "What is it, cub?”). My goal is to have this conversation and approve of her calling me cub (selecting the dialogue response “Not so long as I get to call you crow”) thus making her use the high approval greetings from then onwards.

If I’m understanding correctly, the required flags to trigger this conversation are:

Jaheira_InParty_SpokeOfMinsc,
faadcfae-2e2f-ad62-be59-1599959dcec6_DontCallMeCub = False,
Approval_AtLeast_60_For_Sp2

I currently have 100 approval with her, have never had this conversation and told her not to call me cub, and have exhausted all of the dialogue options and long rest scenes between her and Minsc. I'm not sure why the game isn't recognizing this and giving me the dialogue.

The table UUIDs I found for these are:

"f45a99d8-0026-4b17-a18e-be36a1b8e77a", --Jaheira_InParty_SpokeOfMinsc

"c668188c-fed2-97bf-053a-58e501878aea", --faadcfae-2e2f-ad62-be59-1599959dcec6_DontCallMeCub

"bf670cb3-8110-e901-ed45-bb0b0f15b761", --Approval_AtLeast_60_For_Sp2

I’m not sure what the surrounding code should be to get the results I want. If it's not possible to trigger the conversation, I would be happy even just to change the greetings she gives me directly.


Thank you in advance to anyone who can offer help on this matter. I know it's a small thing, but I have a lot of hours in this save and it matters quite a bit to me. I really appreciate everything you all do to help people.

Guyman09frg2
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Re: z Baldur's Gate 3

Post by Guyman09frg2 »

I'm trying see if it's possible to make everything throwable for a specific character (or at least make easier to throw large creatures) without increasing the strength modifier. I'm not to sure hot to go about it (removes restrictions on the Throw ability?)

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Re: z Baldur's Gate 3

Post by Guyman09frg2 »

I was looking for information on the throw prosperity's and came across this. Would it be possible to modify the value generated from the CanThrowWeight() function, using cheat engine? I don't have much experience with creating scripts in cheat engine.

Code: Select all

new entry "Throw_Throw"
type "SpellData"
data "SpellType" "Throw"
data "SpellProperties" "GROUND:DealDamage(1,Bludgeoning)"
data "TargetFloor" "-1"
data "TargetRadius" "ThrownObjectRange"
data "AreaRadius" "1"
data "SpellRoll" "Attack(AttackType.MeleeUnarmedAttack)"
data "SpellSuccess" "TARGET:IF(IsLightThrownObject(context.HitDescription.ThrownObject)):DealDamage(1,Bludgeoning);TARGET:IF(IsMediumThrownObject(context.HitDescription.ThrownObject)):DealDamage(1d4,Bludgeoning);TARGET:IF(IsHeavyThrownObject(context.HitDescription.ThrownObject)):DealDamage(2d4,Bludgeoning);TARGET:IF(HasWeaponProperty(WeaponProperties.Thrown,context.HitDescription.ThrownObject)):DealDamage(ThrownWeapon, ThrownWeaponDamageType);TARGET:IF(HasWeightGreaterThan(context.Target.Weight/2, context.HitDescription.ThrownObject)):Force(2);TARGET:IF(HasWeightGreaterThan(context.Target.Weight, context.HitDescription.ThrownObject)):ApplyStatus(PRONE,100,1)"
data "TargetConditions" "not Self() and not (not Player(context.Source) and Item())"
data "Template" "a82d0147-9ecd-455a-a9ef-c6d2b8119777"
data "Trajectories" "a82d0147-9ecd-455a-a9ef-c6d2b8119777,48362660-28e7-2af1-62fe-49fc4cb6cc70,bfd9fe10-124d-6b01-53e0-824346204638"
data "Icon" "Action_Throw"
data "DisplayName" "Shared_Throw_Throw_DisplayName"
data "Description" "Shared_Throw_Throw_Description"
data "PreviewCursor" "Cast"
data "CastTextEvent" "Cast"
data "UseCosts" "ActionPoint:1"
data "SpellAnimation" "b1befe57-ee3e-4126-8c9d-3b6cec7eb3f4(CMBT_Skill_Throw_Generic_01_Prepare),,;f2803838-31cf-471b-85d1-92fa2d0eb7c2(CMBT_Skill_Throw_Tiny_01_Antic),,;4be0751c-9fca-4c35-9337-6bf8a321c516(CMBT_Skill_Throw_Tiny_01_Attack),,;86b52093-596c-4054-bb1d-2dbdfcdc4347(CMBT_Skill_Throw_Tiny_01_Recover),,;5b4905be-03fd-42fb-9652-c2d1c772f4d3(CMBT_Skill_Throw_Generic_01_Loop),,;9673b7c5-9928-44ce-ae4f-a85be2683981(CMBT_Skill_Throw_Tiny_01_Dash),,;e81ffae4-6be0-47fd-8502-48b9961004e9(CMBT_Skill_Throw_Generic_01_Cancel),,;,,;,,"
data "VerbalIntent" "Utility"
data "SpellFlags" "InventorySelection;RangeIgnoreVerticalThreshold;IsHarmful;HasHighGroundRangeExtension;IgnoreSilence;IgnoreVisionBlock;AddFallDamageOnLand"
data "SpellActionType" "Throw"
data "HitAnimationType" "PhysicalDamage"
data "ThrowableTargetConditions" "CanThrowWeight() and not Grounded() and not IsItemDisabled() and not HasAttribute('InventoryBound') and (IsMovable() or Character() or Dead()) and CanMove(context.Target, context.Source, false) and (not IsEquipped() or IsEquipmentSlot(EquipmentSlot.MeleeMainHand) or IsEquipmentSlot(EquipmentSlot.MeleeOffHand) or IsEquipmentSlot(EquipmentSlot.Boots))"
data "PrepareEffect" "ede0c318-7f5d-43b4-bc73-a50e0a528d55"
data "SpellAnimationType" "Throwing"

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furioustortoise
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Re: z Baldur's Gate 3

Post by furioustortoise »

Guyman09frg2 wrote:
Wed Mar 12, 2025 4:30 am
TLDR: Yes. But you might not like the answer. To successfully throw a throwable target you can either increase your strength stat or reduce that target's weight.

Unfortunately, CanThrowWeight() is a target condition, not a player condition. I tried adding and removing it but it didn't seem to affect throws. Grounded() and Tag(CANT_SHOVE_THROW) are examples of target conditions that will block your Throw--even when your character's strength is sufficient. These limitations can be removed through a cheat table, but the strength check will always occur. BG3wiki says you can use Throw if the target's weight is equal or less than the square of your strength stat multiplied by 0.2. So, the maximum target weight that can be thrown in BG3 is 180kg (with a max stat of 30 strength).

You can change a target's weight via cheat tables, but the code requires the throwable target's unique UUID. Apply the boost "Weight(-550)" to mama Owlbear and even a character with strength at 8 can toss it handily:

Code: Select all

{$lua}
if syntaxcheck then return end
-------------------------------------------------
object = "e903a41f-8ef7-46dc-a847-7d0ec2804d08" -- S_FOR_OwlBear
-------------------------------------------------
boosts = "Weight(-550)"
-------------------------------------------------
[ENABLE]
SetArgToString(0,object)
SetArgToString(1,boosts)
ExecuteCall("AddBoosts")
-------------------------------------------------
[DISABLE]
Last edited by furioustortoise on Thu Mar 13, 2025 12:27 am, edited 2 times in total.

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furioustortoise
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Re: z Baldur's Gate 3

Post by furioustortoise »

Penroses wrote:
Tue Mar 11, 2025 2:56 am
Hello! I admit I’m very inexperienced with Cheat Engine, but I used it to fix a bug in my game once before when a flag didn’t work correctly, and I’m attempting to do so again.
...
I’ve run into an issue where this particular dialogue won’t trigger, despite the fact that all of the flags to get it *should* be true for my save.
...
Thank you in advance to anyone who can offer help on this matter. I know it's a small thing, but I have a lot of hours in this save and it matters quite a bit to me. I really appreciate everything you all do to help people.
Greetings Penroses,

Flags can be a little funky to work with but I have good news. In my testing, Jaheira's debug approval flag was enough for the cub conversation to trigger. I tried it at the beginning of Act 3 when we first reached Rivington, right before we met Yenna, and long before we met Minsc. My guess is it should work whenever she's in your party and not currently engaged in some active plot dialog. Debug flags are quest safe and shouldn't cause your game any plot issues.

Code: Select all

{$lua}
if syntaxcheck then return end
[ENABLE]
SetFlagOnPlayer("ec517305-95e1-42d8-b0a0-91066a92edfa") -- DEBUG_EPI_Epilogue_Event_HighApprovalJaheira
[DISABLE]
If you think it's possible you told her not to call you cub, you can try removing that flag:

Code: Select all

{$lua}
if syntaxcheck then return end
[ENABLE]
ClearFlagOnPlayer("c668188c-fed2-97bf-053a-58e501878aea") -- DontCallMeCub
[DISABLE]
If neither of those worked, here are a few more Jaheira flags that might be worth testing:
"f8f3252f-641c-42a2-b420-49d2256aaba2" -- Jaheira_InParty_MinscRecruited
"f45a99d8-0026-4b17-a18e-be36a1b8e77a" -- Jaheira_InParty_SpokeOfMinsc
"7a4393a5-e0e5-d9d2-b763-96e348979adb" -- Jaheira_InParty_BrokeTheIce
"1b76a31d-5323-3fd1-f218-865cb319d07d" -- JCAMP_MinscJaheiraReunion_PlayerWitnessed
"59570969-c7da-4dcc-f698-2da45e9e05f9" -- AskedAboutCub

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furioustortoise
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Re: z Baldur's Gate 3

Post by furioustortoise »

Are body tattoos a thing we can apply to our characters? Found several full body tattoos I've never seen before using the code ExecuteCall("StartChangeAppearance") on Karlach.

CAUTION: Changing appearance is permanent once you click Confirm. Always back up a save.

When you activate StartChangeAppearance on a companion you can click Randomize Appearance and Confirm when you found one you like.

We already knew that Karlach (and a few other NPCs) have a body tattoo so they must be in the game files somewhere. Many of the Randomize Appearances give body tattoos I've never seen before. I found at least six unique tattoos (some look glitched). Unused assets? Maybe they'll become available in later patches? Any info would be appreciated.

Here is the code for y'all to test out too. Select any character in your party (or replace GetHostCharacter() with the UUID of a character) you want to randomize:

Code: Select all

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

Guyman09frg2
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Re: z Baldur's Gate 3

Post by Guyman09frg2 »

furioustortoise wrote:
Wed Mar 12, 2025 6:57 pm
Guyman09frg2 wrote:
Wed Mar 12, 2025 4:30 am
TLDR: Yes. But you might not like the answer. To successfully throw a throwable target you can either increase your strength stat or reduce that target's weight.
Thanks for the reply.

Couple of questions I'm curious if any of these would be possible.
Would it be possible to replace strength value that is used to calculate throw condition. Lets say my actual strength is 10 but I have a script that that sends 30 instead.

(I really doubt these would work)
Would there be a way to retrieve a target's unique UUID dynamically or do you have to be specific.

Is it possible to make set conditions to when this would apply. Lets say I want to reduce the weight dynamically or replace the strength value with 30 but only when that person is giant or maybe for a specific player (when the throw action is selected) if not then calculate throw normally.

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Re: z Baldur's Gate 3

Post by furioustortoise »

Guyman09frg2 wrote:
Thu Mar 13, 2025 7:19 am
Thanks for the reply.
Couple of questions I'm curious if any of these would be possible.
...
...
Would it be possible to replace strength value that is used to calculate throw condition. Lets say my actual strength is 10 but I have a script that that sends 30 instead.
Not sure how you would go about that. I think it would make more sense to just boost strength with a code or potion to accomplish the feat of strength. But I can appreciate a creative workaround. If you're more interested in scripting, automation, and changing the way the game operates you might want to look into mods.
...
(I really doubt these would work)
Would there be a way to retrieve a target's unique UUID dynamically or do you have to be specific.
Every character has a unique UUID. As far as I know, nobody has written a script to print the UUID of a character by clicking on them, but I imagine it's possible. Over a year ago, Zanzer wrote a script to find the UUID of dropped objects from your inventory. A character should be fairly similar but that's above my pay grade.
...
Is it possible to make set conditions to when this would apply. Lets say I want to reduce the weight dynamically or replace the strength value with 30 but only when that person is giant or maybe for a specific player (when the throw action is selected) if not then calculate throw normally.
The best cheat table solution I can suggest is a size/strength boost. If you don't like to split the screen, then set to hotkey so you can toggle on when you're ready to throw. Granting your character a temporary strength boost to toss things around. Toggle it back off to revert your strength to its normal value. I have several codes in my table that do that already: PLAYER -> -Size/Weight/Height- ->.

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

Here's a beefier version I think would suit your needs but feel free to change the values:

Code: Select all

{$lua}
if syntaxcheck then return end
boosts =
{
"ObjectSize(+2)",
"ScaleMultiplier(1.4)",
"Weight(400)",
"AC(8)",
"CarryCapacityMultiplier(3)",
"AbilityOverrideMinimum(Strength,30)"
}
[ENABLE]
AddBoostsToPlayer(boosts)
[DISABLE]
RemoveBoostsFromPlayer(boosts)
But if you'd rather take a potion here is the status of one for enough strength to throw a person:

Code: Select all

{$lua}
if syntaxcheck then return end
status = "POTION_OF_STRENGTH_HILL_GIANT"
[ENABLE]
ApplyStatusToPlayer(status)
[DISABLE]
RemoveStatusFromPlayer(status)
Or the potion itself:

Code: Select all

{$lua}
if syntaxcheck then return end
[ENABLE]
item = "c69fb092-2f4f-4688-82b6-7d92405626b1" -- CONS_Potion_Hill_Giant_Strength
TemplateAddToPlayer(item)
[DISABLE]

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Re: z Baldur's Gate 3

Post by hightechartist »

Has anyone who has been let into the stress test tried out Cheat Engine in Patch 8? Is there anything (CE-wise) we should anticipated being broken?

bingo1016
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Re: z Baldur's Gate 3

Post by bingo1016 »

i have a question, first new to this, but i have loaded the table and linked the process, but i for the life of me cant seem to see the correect data or even click on the boxes to activate the items what am i missing?

andyh95
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Re: z Baldur's Gate 3

Post by andyh95 »

Is there a way to change your feats?

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furioustortoise
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Re: z Baldur's Gate 3

Post by furioustortoise »

andyh95 wrote:
Mon Mar 31, 2025 12:00 pm
Is there a way to change your feats?
greetings andyh95,
Yes. Download one of the cheat tables on the first page. They all have ways to add/remove feats.
To add cheats (or feats), you first have to link the table with your game before playing. There are few short, yet crucial, steps. My table lists them under the second tab <=:}- Start-Up Instructions -{:=> but they all work similarly.
So first, load BG3 to its main menu and follow the cheat table's instructions. I have an entire tab dedicated to feats but there are so many more if you find one I've missed I'll show you how to add it.

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OhPlzKnotMe
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Re: z Baldur's Gate 3

Post by OhPlzKnotMe »

all Bg3 UUID's here since original post has 404 not found
[Link]

explosions1163
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Re: z Baldur's Gate 3

Post by explosions1163 »

I clicked on the "Add Roll Bonus", which gives 50+ to all rolls. However, I'm not sure how to remove it.
the Code is

Code: Select all

{$lua}
if syntaxcheck then return end
[ENABLE]
AddBoostsToPlayer("RollBonus(SkillCheck,50);RollBonus(RawAbility,50);RollBonus(SavingThrow,50)")
[DISABLE]
I tried to use

Code: Select all

{$lua}
if syntaxcheck then return end
[ENABLE]
RemoveBoostsToPlayer("RollBonus(SkillCheck,50);RollBonus(RawAbility,50);RollBonus(SavingThrow,50)")
[DISABLE]
But that didn't seem to work. Any idea how to remove the bonus once you've added it?

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