z Baldur's Gate 3

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wurmwood
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Re: z Baldur's Gate 3

Post by wurmwood »

Does anyone know if this armor is available separately?


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

justatest90
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Re: z Baldur's Gate 3

Post by justatest90 »

Advent12 wrote:
Thu Oct 22, 2020 11:33 pm
for those having trouble with the 'Companion Cheats' here is how it works (at least for me)

2nd: while you are on the character sheet alt+tab to the cheat engine/table for bg3 then click on the box that says 'Select Main Character and Activate script'.
When you selected the 2nd script, the the box 'activate' with a red x? It doesn't seem to want to for me, even following the steps above.

Advent12
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Re: z Baldur's Gate 3

Post by Advent12 »

justatest90 wrote:
Mon Oct 26, 2020 4:17 am
Advent12 wrote:
Thu Oct 22, 2020 11:33 pm
for those having trouble with the 'Companion Cheats' here is how it works (at least for me)

2nd: while you are on the character sheet alt+tab to the cheat engine/table for bg3 then click on the box that says 'Select Main Character and Activate script'.
When you selected the 2nd script, the the box 'activate' with a red x? It doesn't seem to want to for me, even following the steps above.
when you activate it it wont actually show a red x. it will go away right away making it seem like its not working. the companion cheats are not meant to have the red x stay when activated

justatest90
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Re: z Baldur's Gate 3

Post by justatest90 »

OK thanks. I knew the parts 3 & 4 wouldn't show an x (in the same way the item spawner wouldn't), but I assumed the earlier parts would - glad it's working! And I could tell the impact because of reactions in the camp after the first night :D

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tekknen
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Re: z Baldur's Gate 3

Post by tekknen »

jhl1989 wrote:
Sun Oct 25, 2020 4:36 am
tekknen wrote:
Sun Oct 25, 2020 1:04 am
anyone was able to get Darkvision Working tried to add it on Character.txt and Progressions.lsx it does not work surely i got the DarkVisoin under the character menu but it does not work
Aside from the Darkvision you get from certain races by default, applying Darkvision wether its Superior Darkvision or Devilsight afterwards will not work as intended and is bugged.

I may have a solution but I will post it on the thread after I’ve tested this potential solution

Update: Unfortunately my idea didnt work. There’s a passive in the files that called Healinshadow. Basically as long as your character is in a spot without sunlight you heal. I changed the parameters by changing the healing to superior dark vision, so whenever your in a cave it should activate. I added the passive to a helmet but I guess it doesn’t work 😭
finally i fix it.
you have to add this line to any non darkvision race

Code: Select all

<attribute id="ActiveCharacterLightID" type="FixedString" value="e278f6a0-26d7-49be-b11a-9b84bc313c3c" />
this below fix a human female race (_merged.lsf @ Data\Public\Shared\RootTemplates)

Code: Select all

				<node id="GameObjects">
					<attribute id="DeathRaycastMaxLength" type="float" value="1.5" />
					<attribute id="DisplayName" type="TranslatedString" handle="h47949b72g8f8dg4a90gb81dg8568cfacef4b" version="1" />
					<attribute id="ActiveCharacterLightID" type="FixedString" value="e278f6a0-26d7-49be-b11a-9b84bc313c3c" />
					<attribute id="Flag" type="int32" value="0" />
					<attribute id="IsLootable" type="bool" value="True" />
					<attribute id="LevelName" type="FixedString" value="" />
					<attribute id="LightID" type="FixedString" value="362270fc-bf6b-4603-bb8a-6deebbcca47b" />
					<attribute id="MapKey" type="FixedString" value="26287685-17a9-443d-ab87-9d00f9fa7b3d" />
					<attribute id="Name" type="LSString" value="BASE_Humans" />
					<attribute id="ParentTemplateId" type="FixedString" value="5b60061e-df2d-4c4f-bfe3-2faf517d581d" />
					<attribute id="Race" type="guid" value="0eb594cb-8820-4be6-8da5-e78ba9a1ba8f" />
					<attribute id="Stats" type="FixedString" value="Human_Commoner" />
					<attribute id="Type" type="FixedString" value="character" />
					<attribute id="VocalAttackResourceID" type="FixedString" value="80f9adec-0dfb-7452-8a6d-33945ae8880c" />
					<attribute id="VocalDeathResourceID" type="FixedString" value="2ead8451-29f7-c8e6-34ce-b2d0c890848f" />
					<attribute id="VocalDodgeResourceID" type="FixedString" value="15746975-4136-7479-9163-97bf8a61a37e" />
					<attribute id="VocalEffortsResourceID" type="FixedString" value="8b490065-b8c0-653c-be0a-88c2d94e567c" />
					<attribute id="VocalFallResourceID" type="FixedString" value="d22569e3-ef14-b831-7194-5467412b3f8e" />
					<attribute id="VocalPainResourceID" type="FixedString" value="7be2f2cd-5727-b0e5-2a88-3a782ae9d02b" />
					<attribute id="VocalShoutResourceID" type="FixedString" value="e6ab04ec-6206-9b30-8124-a4b3e6de11a4" />
					<attribute id="VocalSnoreResourceID" type="FixedString" value="edfd660d-a788-380a-ac21-b4f77b008a4c" />
					<attribute id="VocalVictoryResourceID" type="FixedString" value="4733fa3b-43d1-977b-ad32-611e0408d2ad" />
					<attribute id="_OriginalFileVersion_" type="int32" value="1073741871" />
					<children>
						<node id="GameMaster" />
						<node id="LocomotionParams" />
						<node id="SpeakerGroupList">
							<children>
								<node id="SpeakerGroup">
									<attribute id="Object" type="guid" value="4bdd9996-42f7-47dc-2b9a-9b1d2efa8f73" />
								</node>
							</children>
						</node>
					</children>
				</node>

Advent12
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Re: z Baldur's Gate 3

Post by Advent12 »

justatest90 wrote:
Mon Oct 26, 2020 2:22 pm
OK thanks. I knew the parts 3 & 4 wouldn't show an x (in the same way the item spawner wouldn't), but I assumed the earlier parts would - glad it's working! And I could tell the impact because of reactions in the camp after the first night :D
right? i remember talking to astarion when i had neutral with him vs when i had exceptional with him the changes was like night and day.

Drzuma
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Re: z Baldur's Gate 3

Post by Drzuma »

Is anyone else having problem with Unlimited Action/Spells? Sometimes it's working, and in a next fight, suddenly it's not working x-x I totally don't get it o.o

--
Thank you for those cheats <3

Acleacius
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Re: z Baldur's Gate 3

Post by Acleacius »

movepoint wrote:
Sun Oct 25, 2020 3:06 am
Acleacius wrote:
Fri Oct 23, 2020 11:25 pm
Antema, here's what I did on my data/character.txt , under
new entry "_Hero"
type "Character"

Code: Select all

data "Passives" "AttackOfOpportunity;Backstab;DarknessRules;ShortResting,SuperiorDarkvision;DualWielder_BonusAC;DualWielder_PassiveBonuses;CrossbowExpert_BonusShot;FastHeroes;r_skills"
data "Proficiency Group" "SimpleWeapons;MartialWeapons;MediumArmor;HeavyArmor;LightArmor;Shields"
Do you know if I were to make a mod where should I put the file?
I have the path listed, so all you have to do is edit that file. I use Notepad ++ it's Free and a great program. You will have to look back at the posts to find the unpacked files. character.txt is one of the most popular to edit, so there's lots to read about it.

Good luck

Psycrow
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Re: z Baldur's Gate 3

Post by Psycrow »

Just bumping this post in case anyone might have any thoughts. Mostly curious if anyone has ideas on how to get to the maps of other chapters
Psycrow wrote:
Fri Oct 23, 2020 5:28 am
wurmwood wrote:
Fri Oct 23, 2020 12:37 am
Is there a way to open the game in developer mode or debug mode? I found these commands in one of the files:

IF
TextEvent("wp")
THEN
PROC_Debug_UnlockAllWP();
PROC_Debug_OpenWaypointUI();

IF
TextEvent("wpunlock")
THEN
PROC_Debug_UnlockAllWP();

IF
TextEvent("wpmenu")
THEN
PROC_Debug_OpenWaypointUI();

PROC
PROC_Debug_UnlockAllWP()
AND
DB_WaypointInfo(_,_Trigger,_WaypointID)
THEN
PROC_UnlockWaypointForAll(_WaypointID);

PROC
PROC_Debug_OpenWaypointUI()
AND
GetHostCharacter(_Player)
THEN
PROC_OpenWaypointUI(_Player,"",NULL_00000000-0000-0000-0000-000000000000);
//END_REGION
EXITSECTION

ENDEXITSECTION
ParentTargetEdge "__Start"
I would definitely like to know if anyone has found a way to get to the out-of-bounds areas (aside from the one you take the boat to at the end of early access and aren't supposed to get to yet, which is on the same map and I've already teleported to). If someone finds a way let me know. Unlocking waypoints might be one option, but in any case it definitely requires changing maps all together, just like when the tutorial (ship) area changes your map to the area where the rest of early access takes place.

Speaking of maps, or minimaps at least, I found a bunch for all kinds of areas (including the already-available ones) by digging through the files. (They are not all to scale of each other, resized some to fit in the pics) Image Image

jhl1989
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Re: z Baldur's Gate 3

Post by jhl1989 »

BTW this was awesome!
Surprisingly the ogres lost!
Image

antema
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Re: z Baldur's Gate 3

Post by antema »

[Link]

An example of possible new player equipment made with pre-existing armor components.

movepoint
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Re: z Baldur's Gate 3

Post by movepoint »

A new patch has been released.

[Link]

Not exacly what I expected.
Charm person, Darkvison still not even working.

Cabrones
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Re: z Baldur's Gate 3

Post by Cabrones »

antema wrote:
Tue Oct 27, 2020 5:35 pm
[Link]

An example of possible new player equipment made with pre-existing armor components.
This is great so it's possible to use different upper and lower parts of armor, how do you achieve this?

Rubberbabeh
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Re: z Baldur's Gate 3

Post by Rubberbabeh »

wurmwood wrote:
Mon Oct 26, 2020 3:47 am
Does anyone know if this armor is available separately?
Spoiler
I found the Nightsong model/textures but I haven't been able to find the ID for item spawning.

Unpacked Model: \Generated\Public\Shared\Assets\Characters\_Models\Humans\HUM_F_NKD\HUM_F_Head_Nightsong
Unpacked Textures: \Generated\Public\Shared\Assets\Characters\_Models\Humans\HUM_F_ARM_Nightsong\Resources

Hope this helps!

Zeribos
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Re: z Baldur's Gate 3

Post by Zeribos »

Has anyone found a way to make [Illithid][Wisdom] repeatable without long rests?

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