z Baldur's Gate 3

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Tiffany
Expert Cheater
Expert Cheater
Posts: 102
Joined: Fri Mar 24, 2017 9:38 am
Reputation: 33

Re: z Baldur's Gate 3

Post by Tiffany »

Dunno, didn't bother testing. I don't mind it for all the party.

On another subject, has anyone figured out a way to have infinite illithid powers? It's super annoying only being able to use them once or twice then having to sleep.

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

Helios2216
Novice Cheater
Novice Cheater
Posts: 17
Joined: Fri Oct 16, 2020 4:01 am
Reputation: 7

Re: z Baldur's Gate 3

Post by Helios2216 »

Zmg9 wrote:
Sun Oct 18, 2020 7:49 am
Tiffany wrote:
Sun Oct 18, 2020 6:26 am
Couldn't you just do something like this:?

character.txt

Code: Select all

new entry "_Hero"
type "Character"
using "_Base"
data "Vitality" "1"
data "XPReward" ""
data "Sight" "1850"
data "Hearing" "1800"
data "SpellCastingAbility" "Intelligence"
data "ActionResources" "ActionPoint:1;BonusActionPoint:1;ReactionActionPoint:1;SpellSlot:1,3"
data "Passives" "AttackOfOpportunity;Backstab;DarknessRules;ShortResting;IF(Tagged('GENERIC', context.Source)):R_Professional"
data "Proficiency Group" "SimpleWeapons;MartialWeapons;LightArmor;MediumArmor;HeavyArmor;Shields"
passive.txt

Code: Select all

new entry "R_Professional"
type "PassiveData"
data "DisplayName" "Passive_Background_FolkHero_DisplayName"
data "Boosts" "Tag(COMPREHEND_LANGUAGES);Tag(DETECTTHOUGHTS);Tag(PETPAL);ProficiencyBonus(Skill,Athletics);ProficiencyBonus(Skill,Acrobatics);ProficiencyBonus(Skill,Stealth);ProficiencyBonus(Skill,SleightOfHand);ProficiencyBonus(Skill,Arcana);ProficiencyBonus(Skill,Investigation);ProficiencyBonus(Skill,Nature);ProficiencyBonus(Skill,AnimalHandling);ProficiencyBonus(Skill,Insight);ProficiencyBonus(Skill,Perception);ProficiencyBonus(Skill,Survival);ProficiencyBonus(Skill,Deception);ProficiencyBonus(Skill,Intimidation);ProficiencyBonus(Skill,Performance);ProficiencyBonus(Skill,Persuasion);UnlockSpell(Shout_SpeakWithAnimals);UnlockSpell(Projectile_ScorchingRay);UnlockSpell(Target_MistyStep);UnlockSpell(Target_SpeakWithDead);UnlockSpell(Projectile_MagicMissile);UnlockSpell(Shout_ComprehendLanguages);ActionResource(SpellSlot,3,2);ActionResource(SpellSlot,4,3);ActionResource(SpellSlot,4,4);ActionResource(SpellSlot,4,5)"
tried it, didn't work ...
No, Passives are FixedString so they don't handle conditionals such as if statements. You can find the structures of data types in Shared_Data/Public/Shared/Stats/Generated/Structure. I was thinking about trying a conditional with Toggle effect/conditions but I have no idea where this custom tag is located.

Edit: I might as well just paste it here.
Passives:

Code: Select all

modifier type "PassiveData"
modifier "DisplayName","FixedString"
modifier "DisplayNameRef","FixedString"
modifier "Description","FixedString"
modifier "DescriptionRef","FixedString"
modifier "DescriptionParams","FixedString"
modifier "ExtraDescription","FixedString"
modifier "ExtraDescriptionRef","FixedString"
modifier "ExtraDescriptionParams","FixedString"
modifier "Icon","FixedString"
modifier "Conditions","Conditions"
modifier "Properties","PassiveFlags"
modifier "StatsFunctors","StatsFunctors"
modifier "Boosts","FixedString"
modifier "StatsFunctorContext","StatsFunctorContext"
modifier "BoostConditions","Conditions"
modifier "BoostContext","StatsFunctorContext"
modifier "ToggleOnFunctors","StatsFunctors"
modifier "ToggleOffFunctors","StatsFunctors"
modifier "ToggleOnEffect","FixedString"
modifier "ToggleOffEffect","FixedString"
Full list:

Code: Select all

modifier type "Character"
modifier "Level","ConstantInt"
modifier "Strength","ConstantInt"
modifier "Dexterity","ConstantInt"
modifier "Constitution","ConstantInt"
modifier "Intelligence","ConstantInt"
modifier "Wisdom","ConstantInt"
modifier "Charisma","ConstantInt"
modifier "Armor","ConstantInt"
modifier "Vitality","ConstantInt"
modifier "XPReward","Guid"
modifier "Sight","ConstantInt"
modifier "Hearing","ConstantInt"
modifier "FOV","ConstantInt"
modifier "Weight","ConstantInt"
modifier "StepsType","StepsType"
modifier "ExtraProperties","FixedString"
modifier "Flags","AttributeFlags"
modifier "DefaultBoosts","FixedString"
modifier "PersonalStatusImmunities","StatusIDs"
modifier "PathInfluence","FixedString"
modifier "Progression Type","Progression Type"
modifier "ProficiencyBonus","ConstantInt"
modifier "SpellCastingAbility","Ability"
modifier "UnarmedAttackAbility","Ability"
modifier "ActionResources","FixedString"
modifier "Class","FixedString"
modifier "Passives","FixedString"
modifier "BludgeoningResistance","ResistanceFlags"
modifier "SlashingResistance","ResistanceFlags"
modifier "PiercingResistance","ResistanceFlags"
modifier "AcidResistance","ResistanceFlags"
modifier "ColdResistance","ResistanceFlags"
modifier "FireResistance","ResistanceFlags"
modifier "ForceResistance","ResistanceFlags"
modifier "LightningResistance","ResistanceFlags"
modifier "NecroticResistance","ResistanceFlags"
modifier "PoisonResistance","ResistanceFlags"
modifier "PsychicResistance","ResistanceFlags"
modifier "RadiantResistance","ResistanceFlags"
modifier "ThunderResistance","ResistanceFlags"
modifier "Initiative","ConstantInt"
modifier "Progressions","FixedString"
modifier "MinimumDetectionRange","FixedString"
modifier "DarkvisionRange","FixedString"
modifier "FallingHitEffect","FixedString"
modifier "FallingLandEffect","FixedString"
modifier "ArmorType","ArmorType"
modifier "Proficiency Group","ProficiencyGroupFlags"

modifier type "Armor"
modifier "RootTemplate","FixedString"
modifier "ItemGroup","FixedString"
modifier "Level","ConstantInt"
modifier "Slot","Itemslot"
modifier "Requirements","Requirements"
modifier "UseConditions","Conditions"
modifier "ArmorClass","ConstantInt"
modifier "Durability","ConstantInt"
modifier "DurabilityDegradeSpeed","Qualifier"
modifier "ValueLevel","ConstantInt"
modifier "ValueUUID","Guid"
modifier "ValueScale","ConstantFloat"
modifier "ValueRounding","ConstantInt"
modifier "ValueOverride","ConstantInt"
modifier "Rarity","Rarity"
modifier "Weight","ConstantInt"
modifier "Spells","FixedString"
modifier "Tags","FixedString"
modifier "ExtraProperties","FixedString"
modifier "Flags","AttributeFlags"
modifier "DefaultBoosts","FixedString"
modifier "PersonalStatusImmunities","StatusIDs"
modifier "Boosts","FixedString"
modifier "Passives","FixedString"
modifier "ComboCategory","FixedString"
modifier "InventoryTab","InventoryTabs"
modifier "ArmorType","ArmorType"
modifier "ItemColor","FixedString"
modifier "NeedsIdentification","YesNo"
modifier "Charges","ConstantInt"
modifier "MaxCharges","ConstantInt"
modifier "ObjectCategory","FixedString"
modifier "MinAmount","ConstantInt"
modifier "MaxAmount","ConstantInt"
modifier "Priority","ConstantInt"
modifier "Unique","ConstantInt"
modifier "MinLevel","ConstantInt"
modifier "MaxLevel","ConstantInt"
modifier "Shield","YesNo"
modifier "Armor Class Ability","Ability"
modifier "Ability Modifier Cap","ConstantInt"
modifier "FallingHitEffect","FixedString"
modifier "FallingLandEffect","FixedString"
modifier "ColorPresetResource","FixedString"
modifier "Proficiency Group","ProficiencyGroupFlags"

modifier type "Object"
modifier "RootTemplate","FixedString"
modifier "Level","ConstantInt"
modifier "ValueLevel","ConstantInt"
modifier "ValueUUID","Guid"
modifier "ValueScale","ConstantFloat"
modifier "ValueRounding","ConstantInt"
modifier "ValueOverride","ConstantInt"
modifier "Rarity","Rarity"
modifier "Weight","ConstantInt"
modifier "ComboCategory","FixedString"
modifier "Requirements","Requirements"
modifier "Vitality","ConstantInt"
modifier "Armor","ConstantInt"
modifier "Flags","AttributeFlags"
modifier "DefaultBoosts","FixedString"
modifier "PersonalStatusImmunities","StatusIDs"
modifier "InventoryTab","InventoryTabs"
modifier "AddToBottomBar","YesNo"
modifier "IgnoredByAI","YesNo"
modifier "ObjectCategory","FixedString"
modifier "MinAmount","ConstantInt"
modifier "MaxAmount","ConstantInt"
modifier "Priority","ConstantInt"
modifier "Unique","ConstantInt"
modifier "MinLevel","ConstantInt"
modifier "MaxLevel","ConstantInt"
modifier "UseCosts","FixedString"
modifier "ItemUseType","ItemUseTypes"
modifier "BludgeoningResistance","ResistanceFlags"
modifier "SlashingResistance","ResistanceFlags"
modifier "PiercingResistance","ResistanceFlags"
modifier "AcidResistance","ResistanceFlags"
modifier "ColdResistance","ResistanceFlags"
modifier "FireResistance","ResistanceFlags"
modifier "ForceResistance","ResistanceFlags"
modifier "LightningResistance","ResistanceFlags"
modifier "NecroticResistance","ResistanceFlags"
modifier "PoisonResistance","ResistanceFlags"
modifier "PsychicResistance","ResistanceFlags"
modifier "RadiantResistance","ResistanceFlags"
modifier "ThunderResistance","ResistanceFlags"
modifier "UseConditions","Conditions"
modifier "FallingHitEffect","FixedString"
modifier "FallingLandEffect","FixedString"

modifier type "Weapon"
modifier "RootTemplate","FixedString"
modifier "ItemGroup","FixedString"
modifier "Level","ConstantInt"
modifier "Requirements","Requirements"
modifier "UseConditions","Conditions"
modifier "Damage Type","Damage Type"
modifier "Damage","FixedString"
modifier "Damage Range","ConstantInt"
modifier "WeaponRange","ConstantInt"
modifier "Durability","ConstantInt"
modifier "DurabilityDegradeSpeed","Qualifier"
modifier "ValueLevel","ConstantInt"
modifier "ValueUUID","Guid"
modifier "ValueScale","ConstantFloat"
modifier "ValueRounding","ConstantInt"
modifier "ValueOverride","ConstantInt"
modifier "Rarity","Rarity"
modifier "Weight","ConstantInt"
modifier "WeaponType","WeaponType"
modifier "Slot","Itemslot"
modifier "Projectile","FixedString"
modifier "IgnoreVisionBlock","YesNo"
modifier "ComboCategory","FixedString"
modifier "Spells","FixedString"
modifier "Tags","FixedString"
modifier "ExtraProperties","FixedString"
modifier "WeaponFunctors","StatsFunctors"
modifier "Flags","AttributeFlags"
modifier "DefaultBoosts","FixedString"
modifier "PersonalStatusImmunities","StatusIDs"
modifier "Boosts","FixedString"
modifier "Passives","FixedString"
modifier "InventoryTab","InventoryTabs"
modifier "NeedsIdentification","YesNo"
modifier "Charges","ConstantInt"
modifier "MaxCharges","ConstantInt"
modifier "ItemColor","FixedString"
modifier "ObjectCategory","FixedString"
modifier "MinAmount","ConstantInt"
modifier "MaxAmount","ConstantInt"
modifier "Priority","ConstantInt"
modifier "Unique","ConstantInt"
modifier "MinLevel","ConstantInt"
modifier "MaxLevel","ConstantInt"
modifier "Weapon Group","Weapon Group"
modifier "VersatileDamage","FixedString"
modifier "Weapon Properties","WeaponFlags"
modifier "FallingHitEffect","FixedString"
modifier "FallingLandEffect","FixedString"
modifier "ColorPresetResource","FixedString"
modifier "Proficiency Group","ProficiencyGroupFlags"

modifier type "SpellData"
modifier "SpellType","FixedString"
modifier "Level","ConstantInt"
modifier "SpellSchool","SpellSchool"
modifier "SpellContainerID","FixedString"
modifier "Cooldown","CooldownType"
modifier "ContainerSpells","FixedString"
modifier "Requirement","SpellRequirement"
modifier "AIFlags","AIFlags"
modifier "SpellProperties","StatsFunctors"
modifier "TargetRadius","FixedString"
modifier "Damage","FixedString"
modifier "AreaRadius","ConstantInt"
modifier "Damage Range","ConstantInt"
modifier "AddRangeFromAbility","FixedString"
modifier "SurfaceType","Surface Type"
modifier "DamageType","Damage Type"
modifier "DeathType","Death Type"
modifier "SurfaceLifetime","ConstantInt"
modifier "ExplodeRadius","ConstantInt"
modifier "SurfaceGrowStep","ConstantInt"
modifier "AmountOfTargets","ConstantInt"
modifier "StrikeCount","ConstantInt"
modifier "SurfaceGrowInterval","ConstantInt"
modifier "MaxDistance","ConstantInt"
modifier "Acceleration","ConstantInt"
modifier "AutoAim","YesNo"
modifier "StrikeDelay","ConstantInt"
modifier "TeleportDelay","ConstantInt"
modifier "AuraSelf","FixedString"
modifier "SpellRoll","RollConditions"
modifier "AuraAllies","FixedString"
modifier "SpellSuccess","StatsFunctors"
modifier "MaxAttacks","ConstantInt"
modifier "MovementSpeed","ConstantInt"
modifier "GrowSpeed","ConstantInt"
modifier "AuraNeutrals","FixedString"
modifier "SpellFail","StatsFunctors"
modifier "NextAttackChance","ConstantInt"
modifier "GrowTimeout","ConstantInt"
modifier "AuraEnemies","FixedString"
modifier "TargetConditions","TargetConditions"
modifier "AoEConditions","TargetConditions"
modifier "NextAttackChanceDivider","ConstantInt"
modifier "RandomPoints","ConstantInt"
modifier "Offset","ConstantInt"
modifier "AuraItems","FixedString"
modifier "ProjectileCount","ConstantInt"
modifier "TargetProjectiles","YesNo"
modifier "EndPosRadius","ConstantInt"
modifier "OverrideSpellLevel","YesNo"
modifier "TotalSurfaceCells","ConstantInt"
modifier "ProjectileDelay","ConstantInt"
modifier "JumpDelay","ConstantInt"
modifier "TeleportSelf","YesNo"
modifier "Angle","ConstantInt"
modifier "HitRadius","ConstantInt"
modifier "TeleportSurface","YesNo"
modifier "TravelSpeed","ConstantInt"
modifier "Template","FixedString"
modifier "MemorizationRequirements","MemorizationRequirements"
modifier "Lifetime","ConstantInt"
modifier "Icon","FixedString"
modifier "Height","ConstantInt"
modifier "MinHitsPerTurn","ConstantInt"
modifier "SurfaceStatusChance","ConstantInt"
modifier "DisplayName","FixedString"
modifier "DisplayNameRef","FixedString"
modifier "SingleSource","YesNo"
modifier "MaxHitsPerTurn","ConstantInt"
modifier "PointsMaxOffset","ConstantInt"
modifier "Description","FixedString"
modifier "DescriptionRef","FixedString"
modifier "HitDelay","ConstantInt"
modifier "DescriptionParams","FixedString"
modifier "ExtraDescription","FixedString"
modifier "ExtraDescriptionRef","FixedString"
modifier "UseWeaponDamage","YesNo"
modifier "ExtraDescriptionParams","FixedString"
modifier "UseWeaponProperties","YesNo"
modifier "TooltipDamageList","FixedString"
modifier "FXScale","ConstantInt"
modifier "TooltipAttackSave","FixedString"
modifier "TooltipStatusApply","FixedString"
modifier "CastSelfAnimation","FixedString"
modifier "PrepareEffect","FixedString"
modifier "CastEffect","FixedString"
modifier "PreviewEffect","FixedString"
modifier "TargetEffect","FixedString"
modifier "HitEffect","FixedString"
modifier "TargetHitEffect","FixedString"
modifier "TargetGroundEffect","FixedString"
modifier "PositionEffect","FixedString"
modifier "BeamEffect","FixedString"
modifier "SpellEffect","FixedString"
modifier "SelectedCharacterEffect","FixedString"
modifier "SelectedObjectEffect","FixedString"
modifier "SelectedPositionEffect","FixedString"
modifier "DisappearEffect","FixedString"
modifier "ReappearEffect","FixedString"
modifier "ImpactEffect","FixedString"
modifier "PrepareSound","FixedString"
modifier "SourceTargetEffect","FixedString"
modifier "PreviewCursor","CursorMode"
modifier "CastEffectTextEvent","FixedString"
modifier "TargetTargetEffect","FixedString"
modifier "FlyEffect","FixedString"
modifier "CastTextEvent","FixedString"
modifier "PrepareEffectBone","FixedString"
modifier "Template1","FixedString"
modifier "AlternativeCastTextEvents","FixedString"
modifier "WeaponBones","FixedString"
modifier "Shape","FixedString"
modifier "Template2","FixedString"
modifier "CastSound","FixedString"
modifier "Distribution","ProjectileDistribution"
modifier "TargetSound","FixedString"
modifier "FrontOffset","ConstantInt"
modifier "Template3","FixedString"
modifier "DomeEffect","FixedString"
modifier "VocalComponentSound","FixedString"
modifier "Shuffle","YesNo"
modifier "Autocast","YesNo"
modifier "Range","ConstantInt"
modifier "StormEffect","FixedString"
modifier "SpawnEffect","FixedString"
modifier "ProjectileTerrainOffset","YesNo"
modifier "PreviewStrikeHits","YesNo"
modifier "Base","ConstantInt"
modifier "CleanseStatuses","FixedString"
modifier "MovingObject","FixedString"
modifier "MaleImpactEffects","FixedString"
modifier "TargetCastEffect","FixedString"
modifier "StatusClearChance","ConstantInt"
modifier "ProjectileType","ProjectileType"
modifier "FemaleImpactEffects","FixedString"
modifier "Spellbook","FixedString"
modifier "StartTextEvent","FixedString"
modifier "AiCalculationSpellOverride","FixedString"
modifier "ReappearEffectTextEvent","FixedString"
modifier "StopTextEvent","FixedString"
modifier "RainEffect","FixedString"
modifier "CycleConditions","TargetConditions"
modifier "Memory Cost","ConstantInt"
modifier "ProjectileSpells","FixedString"
modifier "Atmosphere","AtmosphereType"
modifier "UseCosts","FixedString"
modifier "Magic Cost","ConstantInt"
modifier "ConsequencesStartTime","ConstantInt"
modifier "DualWieldingUseCosts","FixedString"
modifier "Stealth","YesNo"
modifier "ConsequencesDuration","ConstantInt"
modifier "ThrowableTargetConditions","TargetConditions"
modifier "HitCosts","FixedString"
modifier "SpellAnimationArcaneMagic","FixedString"
modifier "SurfaceRadius","ConstantInt"
modifier "SpellAnimationDivineMagic","FixedString"
modifier "SpellAnimationNoneMagic","FixedString"
modifier "DualWieldingSpellAnimationArcaneMagic","FixedString"
modifier "DualWieldingSpellAnimationDivineMagic","FixedString"
modifier "DualWieldingSpellAnimationNoneMagic","FixedString"
modifier "RequirementConditions","TargetConditions"
modifier "VerbalIntent","VerbalIntent"
modifier "WeaponTypes","WeaponFlags"
modifier "SpellFlags","SpellFlagList"
modifier "MaximumTotalTargetHP","ConstantInt"
modifier "SpellActionType","SpellActionType"
modifier "SpellAnimationType","SpellAnimationType"
modifier "SpellHitAnimationType","SpellHitAnimationType"
modifier "SpellAnimationIntentType","SpellAnimationIntentType"
modifier "SpellJumpType","SpellJumpType"
modifier "MaximumTargets","ConstantInt"
modifier "RechargeValues","FixedString"
modifier "Requirements","Requirements"
modifier "ForkChance","ConstantInt"
modifier "MaxForkCount","ConstantInt"
modifier "ForkLevels","ConstantInt"
modifier "LineOfSightFlags","LineOfSightFlags"
modifier "ForkingConditions","TargetConditions"
modifier "MemoryCost","ConstantInt"
modifier "RootSpellID","FixedString"
modifier "PowerLevel","ConstantInt"
modifier "SourceLimbIndex","ConstantInt"

modifier type "StatusData"
modifier "StatusType","FixedString"
modifier "DisplayName","FixedString"
modifier "DisplayNameRef","FixedString"
modifier "Description","FixedString"
modifier "DescriptionRef","FixedString"
modifier "DescriptionParams","FixedString"
modifier "Icon","FixedString"
modifier "FormatColor","FormatStringColor"
modifier "ApplyEffect","FixedString"
modifier "StatusEffect","FixedString"
modifier "StatusEffectOverrideForItems","FixedString"
modifier "StatusEffectOverride","FixedString"
modifier "StatusEffectOnTurn","FixedString"
modifier "MaterialType","MaterialType"
modifier "Material","FixedString"
modifier "MaterialApplyBody","YesNo"
modifier "PlayerSameParty","YesNo"
modifier "MaterialApplyArmor","YesNo"
modifier "PlayerHasTag","FixedString"
modifier "MaterialApplyWeapon","YesNo"
modifier "MaterialApplyNormalMap","YesNo"
modifier "PeaceOnly","YesNo"
modifier "MaterialFadeAmount","ConstantInt"
modifier "MaterialOverlayOffset","ConstantInt"
modifier "MaterialParameters","FixedString"
modifier "AnimationStart","FixedString"
modifier "StillAnimationType","StatusAnimationType"
modifier "AnimationLoop","FixedString"
modifier "StillAnimationPriority","StillAnimPriority"
modifier "AnimationEnd","FixedString"
modifier "SoundVocalStart","SoundVocalType"
modifier "SoundVocalLoop","SoundVocalType"
modifier "SoundStart","FixedString"
modifier "SoundLoop","FixedString"
modifier "SoundStop","FixedString"
modifier "SoundVocalEnd","SoundVocalType"
modifier "ImmuneFlag","AttributeFlags"
modifier "OnApplyConditions","Conditions"
modifier "StatsId","FixedString"
modifier "StackId","FixedString"
modifier "StackPriority","ConstantInt"
modifier "AuraRadius","ConstantInt"
modifier "AuraStatuses","StatsFunctors"
modifier "BeamEffect","FixedString"
modifier "AuraFX","FixedString"
modifier "HealStat","StatusHealType"
modifier "PolymorphResult","FixedString"
modifier "Instant","YesNo"
modifier "HealMultiplier","ConstantInt"
modifier "SurfaceChange","FixedString"
modifier "HealType","HealValueType"
modifier "DisableInteractions","YesNo"
modifier "Spells","FixedString"
modifier "HealValue","FixedString"
modifier "AiCalculationSpellOverride","FixedString"
modifier "TargetEffect","FixedString"
modifier "Items","FixedString"
modifier "AbsorbSurfaceType","FixedString"
modifier "FreezeTime","ConstantInt"
modifier "Projectile","FixedString"
modifier "WeaponOverride","FixedString"
modifier "AbsorbSurfaceRange","ConstantInt"
modifier "RetainSpells","FixedString"
modifier "Radius","ConstantInt"
modifier "ResetCooldowns","FixedString"
modifier "BonusFromSkill","Skill"
modifier "Charges","ConstantInt"
modifier "LeaveAction","FixedString"
modifier "HealEffectId","FixedString"
modifier "DefendTargetPosition","YesNo"
modifier "DieAction","FixedString"
modifier "VampirismType","VampirismType"
modifier "TargetConditions","FixedString"
modifier "ForceStackOverwrite","YesNo"
modifier "Necromantic","YesNo"
modifier "Toggle","YesNo"
modifier "TickType","TickType"
modifier "TemplateID","FixedString"
modifier "UseLyingPickingState","YesNo"
modifier "Boosts","FixedString"
modifier "Rules","FixedString"
modifier "StableRoll","FixedString"
modifier "Passives","FixedString"
modifier "StableRollDC","ConstantInt"
modifier "RemoveConditions","Conditions"
modifier "NumStableSuccess","ConstantInt"
modifier "RemoveEvents","StatusEvent"
modifier "NumStableFailed","ConstantInt"
modifier "TickFunctors","StatsFunctors"
modifier "OnSuccess","StatsFunctors"
modifier "StatusPropertyFlags","StatusPropertyFlags"
modifier "OnRollsFailed","StatsFunctors"
modifier "OnApplyFunctors","StatsFunctors"
modifier "OnRemoveFunctors","StatsFunctors"
modifier "LEDEffect","LEDEffectType"
modifier "StatusGroups","StatusGroupFlags"

modifier type "PassiveData"
modifier "DisplayName","FixedString"
modifier "DisplayNameRef","FixedString"
modifier "Description","FixedString"
modifier "DescriptionRef","FixedString"
modifier "DescriptionParams","FixedString"
modifier "ExtraDescription","FixedString"
modifier "ExtraDescriptionRef","FixedString"
modifier "ExtraDescriptionParams","FixedString"
modifier "Icon","FixedString"
modifier "Conditions","Conditions"
modifier "Properties","PassiveFlags"
modifier "StatsFunctors","StatsFunctors"
modifier "Boosts","FixedString"
modifier "StatsFunctorContext","StatsFunctorContext"
modifier "BoostConditions","Conditions"
modifier "BoostContext","StatsFunctorContext"
modifier "ToggleOnFunctors","StatsFunctors"
modifier "ToggleOffFunctors","StatsFunctors"
modifier "ToggleOnEffect","FixedString"
modifier "ToggleOffEffect","FixedString"
Edit: I want to apologize for my tone, bad habbit. I am wrong about fixed strings in this post, I ended up looking them up for Unity and have a better understanding of how they work. Once again, I apologize.
Last edited by Helios2216 on Fri Oct 23, 2020 10:45 pm, edited 1 time in total.

Zmg9
Cheater
Cheater
Posts: 26
Joined: Tue Oct 13, 2020 8:54 pm
Reputation: 10

Re: z Baldur's Gate 3

Post by Zmg9 »

Helios2216 wrote:
Sun Oct 18, 2020 8:06 am
Zmg9 wrote:
Sun Oct 18, 2020 7:49 am
Tiffany wrote:
Sun Oct 18, 2020 6:26 am
.........
tried it, didn't work ...
No, Passives are FixedString so they don't handle conditionals such as if statements. You can find the structures of data types in Shared_Data/Public/Shared/Stats/Generated/Structure. I was thinking about trying a conditional with Toggle effect/conditions but I have no idea where this custom tag is located.

Edit: I might as well just paste it here.
Passives:
....
This is a good idea. But there are doubts. Because they also have "FixedString".
Or am I missing something?

Code: Select all

modifier "Boosts","FixedString"
modifier "DefaultBoosts","FixedString"

Helios2216
Novice Cheater
Novice Cheater
Posts: 17
Joined: Fri Oct 16, 2020 4:01 am
Reputation: 7

Re: z Baldur's Gate 3

Post by Helios2216 »

Zmg9 wrote:
Sun Oct 18, 2020 8:20 am
Helios2216 wrote:
Sun Oct 18, 2020 8:06 am
Zmg9 wrote:
Sun Oct 18, 2020 7:49 am


tried it, didn't work ...
No, Passives are FixedString so they don't handle conditionals such as if statements. You can find the structures of data types in Shared_Data/Public/Shared/Stats/Generated/Structure. I was thinking about trying a conditional with Toggle effect/conditions but I have no idea where this custom tag is located.

Edit: I might as well just paste it here.
Passives:
....
This is a good idea. But there are doubts. Because they also have "FixedString".
Or am I missing something?

Code: Select all

modifier "Boosts","FixedString"
modifier "DefaultBoosts","FixedString"
Deleted previous text.

I see what what you mean. In Status_Boost.txt boosts uses conditionals and it is a fixedstring. I've been trying to track down all the tags for the player I found AVATAR, PLAYER, and GENERIC but all crash on load using Tagged(). The simplest solution would be to customize the inheritance in character.txt.
Last edited by Helios2216 on Sun Oct 18, 2020 1:16 pm, edited 8 times in total.

jhl1989
Expert Cheater
Expert Cheater
Posts: 57
Joined: Sat Oct 14, 2017 7:32 am
Reputation: 5

Re: z Baldur's Gate 3

Post by jhl1989 »

methos2523 wrote:
Fri Oct 16, 2020 8:57 am
i'm literally just unpacking the gustav file now... so if you give me 5 minutes to find it for you, i'll post the ID
Heya bud, can you walk me through how you got to the item codes?
I've unpacked Gustav and Im guessing the items are in the Global file under the name item>merged?

freeze
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Re: z Baldur's Gate 3

Post by freeze »

Is there a way to use kicks on your main character, since some npcs have access to that?

I found this snipplet in shared/public/shared/equipmenttypes:

Code: Select all

<node id="EquipmentType">
                    <attribute id="BoneMainSheathed" type="FixedString" value=""/>
                    <attribute id="BoneMainUnsheathed" type="FixedString" value=""/>
                    <attribute id="BoneOffHandSheathed" type="FixedString" value=""/>
                    <attribute id="BoneOffHandUnsheathed" type="FixedString" value=""/>
                    <attribute id="BoneVersatileSheathed" type="FixedString" value=""/>
                    <attribute id="BoneVersatileUnsheathed" type="FixedString" value=""/>
                    <attribute id="Name" type="FixedString" value="Unarmed"/>
                    <attribute id="SoundAttackType" type="FixedString" value="Unarmed"/>
                    <attribute id="SoundEquipmentType" type="FixedString" value="Unarmed"/>
                    <attribute id="SourceBoneSheathed" type="FixedString" value=""/>
                    <attribute id="SourceBoneVersatileSheathed" type="FixedString" value=""/>
                    <attribute id="SourceBoneVersatileUnsheathed" type="FixedString" value=""/>
                    <attribute id="UUID" type="guid" value="d2141ff0-1368-4c35-b438-e9cd208182f8"/>
                    <attribute id="WeaponType_OneHanded" type="FixedString" value="Unarmed1H"/>
                    <attribute id="WeaponType_TwoHanded" type="FixedString" value="Unarmed1H"/>
  </node>
and in shared/public/shared/stats/generated/data/weapon.txt

Code: Select all

new entry "_Unarmed"
type "Weapon"
data "ItemGroup" "Dummy"
data "Level" "1"
data "Damage Type" "Bludgeoning"
data "Damage" "1d4"
data "WeaponRange" "150"
data "ValueUUID" "91696f37-5a03-4f10-b636-2e5e2096a594"
data "WeaponType" "None"
data "Slot" "Melee Main Weapon"
data "InventoryTab" "Hidden"
data "Weapon Group" "SimpleMeleeWeapon"
I wonder if you can create a similar, unarmed_kick, using a different bone?
Thanks for your help

Pepsik
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Re: z Baldur's Gate 3

Post by Pepsik »

Spoiler
Zmg9 wrote:
Sun Oct 18, 2020 12:22 am
kaiiak wrote:
Sun Oct 18, 2020 12:04 am
Zmg9 wrote:
Sat Oct 17, 2020 11:33 pm

.....
@Zmg9

thanks for that , really good stuff !
I have does exactly the same as you : added a new passive entry , and then added it to character.txt . the new passive applies to all of my party . that's why I asked for the IF condition .
if I understand you then the GENERIC tag is ensuring it is ONLY applying to the main char ?.
I still cant see how your config will be applied only to the main char without any condition (which I cant see in either your passive.txt or character.txt "
This is the second part, I have already published the first part of the code, see the link:
viewtopic.php?p=160220#p160220

However, I'll make it easier, here are the files:
Password: 1234
Thank you for this, amazing work, not sure why would someone need level 3 spells (perhaps wizard can learn some from scrolls? Not really important). Just a small comment, if you try to create new character with this setting you will get stuck, as you cannost choose two skill proficiencies, as you get them all as passives. (I've just deleted two not given by selected class or background to resolve this)

Also any reason why you've given all the passives to "_Hero" instead of "HeroRaceGender", wouldn't that give it to every party member?

freeze
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Re: z Baldur's Gate 3

Post by freeze »

how do you enable flurry of blows for other classes?
in shared/public/shared/stats/generated/data/spell_target.txt

Code: Select all

new entry "Target_FlurryOfBlows"
type "SpellData"
data "SpellType" "Target"
using "Target_UnarmedStrike_Monk"
data "DisplayName" "Target_FlurryOfBlows_DisplayName"
data "Description" "Target_FlurryOfBlows_Description"
data "CastSound" "Action_Cast_Flurry"

Zmg9
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Re: z Baldur's Gate 3

Post by Zmg9 »

Pepsik wrote:
Sun Oct 18, 2020 11:12 am
Spoiler
Zmg9 wrote:
Sun Oct 18, 2020 12:22 am
kaiiak wrote:
Sun Oct 18, 2020 12:04 am


@Zmg9

thanks for that , really good stuff !
I have does exactly the same as you : added a new passive entry , and then added it to character.txt . the new passive applies to all of my party . that's why I asked for the IF condition .
if I understand you then the GENERIC tag is ensuring it is ONLY applying to the main char ?.
I still cant see how your config will be applied only to the main char without any condition (which I cant see in either your passive.txt or character.txt "
This is the second part, I have already published the first part of the code, see the link:
viewtopic.php?p=160220#p160220

However, I'll make it easier, here are the files:
Password: 1234
Thank you for this, amazing work, not sure why would someone need level 3 spells (perhaps wizard can learn some from scrolls? Not really important). Just a small comment, if you try to create new character with this setting you will get stuck, as you cannost choose two skill proficiencies, as you get them all as passives. (I've just deleted two not given by selected class or background to resolve this)

Also any reason why you've given all the passives to "_Hero" instead of "HeroRaceGender", wouldn't that give it to every party member?
In general, yes, the wizard is the optimal choice due to the fact that he can learn spells. The 3rd level of spells is resurrection, and there are still several spells that are mastered at 3rd level.
Yes it is, you can get stuck on the creation screen .. but I used this on an already created character.
I don’t care, they are not that important these micro bonuses. And yes, there is a limit on the length of the string (I think so, plus practical checks), so I did it like this.

PowerElite
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Re: z Baldur's Gate 3

Post by PowerElite »

Where do you find item IDs for the item spawner? It says in "Shared/Stats/Generated/Data/" but where specifically is that?

freeze
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Re: z Baldur's Gate 3

Post by freeze »

i have added flurry of blows to the spelllists, and to rogue origins and packed the shared file.
in game i see no icon for it, and when i click on it, it only does a normal punch:
Image

any insight?

salazaar1
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Re: z Baldur's Gate 3

Post by salazaar1 »

Can i get somehow to the Illithid Ship on Avernus on this engine/cheat table? I woud like to go back to that area/phase and fight some devils.

jhl1989
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Re: z Baldur's Gate 3

Post by jhl1989 »

lorucity wrote:
Sat Oct 17, 2020 9:57 am
peoples wrote:
Wed Oct 14, 2020 5:52 pm
Not sure if it's already common knowledge, but editing Data.txt input:
key "MaximumXPCap","38400"
opens lvl cap 10. No extra feats per lvl after 4th, only hitpoints.
You can change this buy playing with Progressions.lsx.
open that file in notepad and it's pretty easy to find each level. If you change the line <attribute id="AllowImprovement" type="bool" value="false"/> to true for each level after 4 you can get an ability improvement every level after that. I'm also going to experiment with it to see if I can get other class abilities on one character.
I did what you did but I dont seem to have the same outcomes as you did. Any updates?

freeze
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Re: z Baldur's Gate 3

Post by freeze »

does anyone which pak file contains animations?
such as listed in spelllist file (CMBT_Melee_RHand_Combat_01_Prepare for example)

Zanzer
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Re: z Baldur's Gate 3

Post by Zanzer »

Hey all, I changed up the Pet Pal, Comprehend Languages, and Detect Thoughts to use the SetTag() command instead.

These are now permanent. You can also add any of the other tags to your characters. I included Hermit and Urchin.

You all can assemble the list of UUIDs for the other tags out there in the ./Shared/Tags folder.

Also added the command to Toggle Fog of War.

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