z Baldur's Gate 3

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AkimboDK
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Re: z Baldur's Gate 3

Post by AkimboDK »

EvenLess wrote:
Sun Oct 15, 2023 1:54 pm
The Red Prince wrote:
Sat Oct 14, 2023 6:26 pm
EvenLess wrote:
Sat Oct 14, 2023 3:43 pm

The only persistent immunity I know of is poison, which comes from the monk passive Purity of Body. Beyond those, all the Aspect of the Beast / TotemSpirit rage passives give you resistance to everything except psychic, but you just use the Thought Shield passives to get that resistance as well.

You could probably use a timer function (see the Table Lua Script in mine or TheMaoci tables, or the cheat engine tutorial for auto enable for reference) to continously re-apply the boosts you want. I don't know how that would affect the game (stability wise).
interesting, so what your saying is, I could add a code that keeps applying a certain buff? like for instance the fire myrmidon siphoning buff that gives me fire immunity? it turns off after death or long rest, if I could have that buff reapply, that would be great, its a messy long way to go about it, but if that's what must be done to be immune to fire, I will have to try.
Yes. But if it's just fire immunity, you could just add it as a boost, then it's only when the game is (re)loaded that it disappears, rather then also at long rests and death.

Code: Select all

AddBoostsToPlayer('Resistance(Fire, Immune);')
Here's 4 cheat entries (Full/Partial Resistance/Immunity) you can just copy/paste into your table, that you can use and/or edit to your liking. They are just variants of each other to show how the Resistance boost are put together.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>1111</ID>
      <Description>"Partial Resistance"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript Async="1">{$lua}
if syntaxcheck then return end
local DamageType = { -- All available damage types.
  --"Bludgeoning",
  --"Piercing",
  --"Slashing",
  --"Acid",
  --"Cold",
  "Fire",
  --"Force",
  --"Lightning",
  --"Necrotic",
  --"Poison",
  --"Psychic",
  --"Radiant",
  --"Thunder",
}
local Boost = ''
for i = 1, #DamageType do
  Boost = Boost .. string.format("Resistance(%s, Resistant);", DamageType[i])
end
[ENABLE]
AddBoostsToPlayer(Boost)
[DISABLE]
RemoveBoostsFromPlayer(Boost)
</AssemblerScript>
    </CheatEntry>
    <CheatEntry>
      <ID>1112</ID>
      <Description>"Full Resistance"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript Async="1">{$lua}
if syntaxcheck then return end
local Boost = "Resistance(All, Resistant);"
[ENABLE]
AddBoostsToPlayer(Boost)
[DISABLE]
RemoveBoostsFromPlayer(Boost)
</AssemblerScript>
    </CheatEntry>
    <CheatEntry>
      <ID>1113</ID>
      <Description>"Partial Immunity"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript Async="1">{$lua}
if syntaxcheck then return end
local DamageType = { -- All available damage types.
  --"Bludgeoning",
  --"Piercing",
  --"Slashing",
  --"Acid",
  --"Cold",
  "Fire",
  --"Force",
  --"Lightning",
  --"Necrotic",
  --"Poison",
  --"Psychic",
  --"Radiant",
  --"Thunder",
}
local Boost = ''
for i = 1, #DamageType do
  Boost = Boost .. string.format("Resistance(%s, Immune);", DamageType[i])
end
[ENABLE]
AddBoostsToPlayer(Boost)
[DISABLE]
RemoveBoostsFromPlayer(Boost)
</AssemblerScript>
    </CheatEntry>
    <CheatEntry>
      <ID>1114</ID>
      <Description>"Full Immunity"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript Async="1">{$lua}
if syntaxcheck then return end
local Boost = "Resistance(All, Immune);"
[ENABLE]
AddBoostsToPlayer(Boost)
[DISABLE]
RemoveBoostsFromPlayer(Boost)
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
As for the timer, the simple version could look like this:

Code: Select all

local function Timer_callback(timer)
  -- Continously check for the BG3 process and update the ActivePID with the "active" value.
  local Executable = { 'bg3_dx11.exe', 'bg3.exe' }
  local ActualPID = nil
  for i = 1, #Executable do
    ActualPID = getProcessIDFromProcessName(Executable[i])
    if ActualPID ~= nil then break end -- The BG3 process was found.
  end

  -- Continously check if the opened process is the same as the actual process.
  local OpenedPID = getOpenedProcessID()
  if ActualPID == OpenedPID then
    -- The game is running and attached to Cheat Engine.
    if 'AddBoostsToPlayer' ~= nil then -- Check if Zanzer's functions (Register Commands) have been loaded.
      AddBoostsToPlayer('Resistance(Fire, Immune)')
    end
  end
end
local Timer    = createTimer(getMainForm())
Timer.Interval = 1000 -- milliseconds
Timer.OnTimer  = Timer_callback
One caveat with this timer, is if you have had a game loaded, and thereby have Register Commands enabled, the AddBoostsToPlayer() will be executed even if you're aren't in a loaded game, and this might cause the game to crash (at least a call to GetCharacterHost() will.)

Also, if you're using a table that already have a timer included, such as mine or TheMaoci, you just need the AddBoostsToPlayer if block.
Yeah that or you could just shorten it down by using this:

Code: Select all

{$lua}
if syntaxcheck then return end
[ENABLE]
boosts = {
('Resistance(Fire, Immune);'),
('Resistance(Cold, Immune);'),
('Resistance(Lightning, Immune);'),
('Resistance(Acid, Immune);'),
('Resistance(Thunder, Immune);'),
('Resistance(Poison, Immune);'),
('Resistance(Force, Immune);'),
('Resistance(Psychic, Immune);'),
('Resistance(Necrotic, Immune);'),
('Resistance(Radiant, Immune);'),
('Resistance(Piercing, Immune);'),
('Resistance(Slashing, Immune);'),
('Resistance(Bludgeoning, Immune);'),
}
AddBoostsToPlayer(boosts)
[DISABLE]
RemoveBoostsFromPlayer(boosts)
So that you can remove the boosts by disabling it as well, and if you don't like the option to remove it when disabling it, just remove the line:

Code: Select all

RemoveBoostsFromPlayer(boosts)


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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The Red Prince
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Re: z Baldur's Gate 3

Post by The Red Prince »

EvenLess wrote:
Sun Oct 15, 2023 1:54 pm
The Red Prince wrote:
Sat Oct 14, 2023 6:26 pm
EvenLess wrote:
Sat Oct 14, 2023 3:43 pm

The only persistent immunity I know of is poison, which comes from the monk passive Purity of Body. Beyond those, all the Aspect of the Beast / TotemSpirit rage passives give you resistance to everything except psychic, but you just use the Thought Shield passives to get that resistance as well.

You could probably use a timer function (see the Table Lua Script in mine or TheMaoci tables, or the cheat engine tutorial for auto enable for reference) to continously re-apply the boosts you want. I don't know how that would affect the game (stability wise).
interesting, so what your saying is, I could add a code that keeps applying a certain buff? like for instance the fire myrmidon siphoning buff that gives me fire immunity? it turns off after death or long rest, if I could have that buff reapply, that would be great, its a messy long way to go about it, but if that's what must be done to be immune to fire, I will have to try.
Yes. But if it's just fire immunity, you could just add it as a boost, then it's only when the game is (re)loaded that it disappears, rather then also at long rests and death.

Code: Select all

AddBoostsToPlayer('Resistance(Fire, Immune);')
Here's 4 cheat entries (Full/Partial Resistance/Immunity) you can just copy/paste into your table, that you can use and/or edit to your liking. They are just variants of each other to show how the Resistance boost are put together.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>1111</ID>
      <Description>"Partial Resistance"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript Async="1">{$lua}
if syntaxcheck then return end
local DamageType = { -- All available damage types.
  --"Bludgeoning",
  --"Piercing",
  --"Slashing",
  --"Acid",
  --"Cold",
  "Fire",
  --"Force",
  --"Lightning",
  --"Necrotic",
  --"Poison",
  --"Psychic",
  --"Radiant",
  --"Thunder",
}
local Boost = ''
for i = 1, #DamageType do
  Boost = Boost .. string.format("Resistance(%s, Resistant);", DamageType[i])
end
[ENABLE]
AddBoostsToPlayer(Boost)
[DISABLE]
RemoveBoostsFromPlayer(Boost)
</AssemblerScript>
    </CheatEntry>
    <CheatEntry>
      <ID>1112</ID>
      <Description>"Full Resistance"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript Async="1">{$lua}
if syntaxcheck then return end
local Boost = "Resistance(All, Resistant);"
[ENABLE]
AddBoostsToPlayer(Boost)
[DISABLE]
RemoveBoostsFromPlayer(Boost)
</AssemblerScript>
    </CheatEntry>
    <CheatEntry>
      <ID>1113</ID>
      <Description>"Partial Immunity"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript Async="1">{$lua}
if syntaxcheck then return end
local DamageType = { -- All available damage types.
  --"Bludgeoning",
  --"Piercing",
  --"Slashing",
  --"Acid",
  --"Cold",
  "Fire",
  --"Force",
  --"Lightning",
  --"Necrotic",
  --"Poison",
  --"Psychic",
  --"Radiant",
  --"Thunder",
}
local Boost = ''
for i = 1, #DamageType do
  Boost = Boost .. string.format("Resistance(%s, Immune);", DamageType[i])
end
[ENABLE]
AddBoostsToPlayer(Boost)
[DISABLE]
RemoveBoostsFromPlayer(Boost)
</AssemblerScript>
    </CheatEntry>
    <CheatEntry>
      <ID>1114</ID>
      <Description>"Full Immunity"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript Async="1">{$lua}
if syntaxcheck then return end
local Boost = "Resistance(All, Immune);"
[ENABLE]
AddBoostsToPlayer(Boost)
[DISABLE]
RemoveBoostsFromPlayer(Boost)
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
As for the timer, the simple version could look like this:

Code: Select all

local function Timer_callback(timer)
  -- Continously check for the BG3 process and update the ActivePID with the "active" value.
  local Executable = { 'bg3_dx11.exe', 'bg3.exe' }
  local ActualPID = nil
  for i = 1, #Executable do
    ActualPID = getProcessIDFromProcessName(Executable[i])
    if ActualPID ~= nil then break end -- The BG3 process was found.
  end

  -- Continously check if the opened process is the same as the actual process.
  local OpenedPID = getOpenedProcessID()
  if ActualPID == OpenedPID then
    -- The game is running and attached to Cheat Engine.
    if 'AddBoostsToPlayer' ~= nil then -- Check if Zanzer's functions (Register Commands) have been loaded.
      AddBoostsToPlayer('Resistance(Fire, Immune)')
    end
  end
end
local Timer    = createTimer(getMainForm())
Timer.Interval = 1000 -- milliseconds
Timer.OnTimer  = Timer_callback
One caveat with this timer, is if you have had a game loaded, and thereby have Register Commands enabled, the AddBoostsToPlayer() will be executed even if you're aren't in a loaded game, and this might cause the game to crash (at least a call to GetCharacterHost() will.)

Also, if you're using a table that already have a timer included, such as mine or TheMaoci, you just need the AddBoostsToPlayer if block.
just making sure, I'd be playing on my ps5, not the pc, so once I used this command on the PC and then cross save it to my ps5, id be set to go? or are you saying I'd need to constantly be on the PC?

oh and I'm hoping that once this is done, I'd never have to load up my slow clunky PC and stay on my console with my fire immunity. but are you saying if I reload the save, the fire immunity would still be gone? cause I'm hoping for it to be permanent, even in death and loads.

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The Red Prince
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Posts: 32
Joined: Sat Oct 14, 2023 2:26 pm
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Re: z Baldur's Gate 3

Post by The Red Prince »

The Red Prince wrote:
Sun Oct 15, 2023 5:35 pm
EvenLess wrote:
Sun Oct 15, 2023 1:54 pm
The Red Prince wrote:
Sat Oct 14, 2023 6:26 pm


interesting, so what your saying is, I could add a code that keeps applying a certain buff? like for instance the fire myrmidon siphoning buff that gives me fire immunity? it turns off after death or long rest, if I could have that buff reapply, that would be great, its a messy long way to go about it, but if that's what must be done to be immune to fire, I will have to try.
Yes. But if it's just fire immunity, you could just add it as a boost, then it's only when the game is (re)loaded that it disappears, rather then also at long rests and death.

Code: Select all

AddBoostsToPlayer('Resistance(Fire, Immune);')
Here's 4 cheat entries (Full/Partial Resistance/Immunity) you can just copy/paste into your table, that you can use and/or edit to your liking. They are just variants of each other to show how the Resistance boost are put together.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>1111</ID>
      <Description>"Partial Resistance"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript Async="1">{$lua}
if syntaxcheck then return end
local DamageType = { -- All available damage types.
  --"Bludgeoning",
  --"Piercing",
  --"Slashing",
  --"Acid",
  --"Cold",
  "Fire",
  --"Force",
  --"Lightning",
  --"Necrotic",
  --"Poison",
  --"Psychic",
  --"Radiant",
  --"Thunder",
}
local Boost = ''
for i = 1, #DamageType do
  Boost = Boost .. string.format("Resistance(%s, Resistant);", DamageType[i])
end
[ENABLE]
AddBoostsToPlayer(Boost)
[DISABLE]
RemoveBoostsFromPlayer(Boost)
</AssemblerScript>
    </CheatEntry>
    <CheatEntry>
      <ID>1112</ID>
      <Description>"Full Resistance"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript Async="1">{$lua}
if syntaxcheck then return end
local Boost = "Resistance(All, Resistant);"
[ENABLE]
AddBoostsToPlayer(Boost)
[DISABLE]
RemoveBoostsFromPlayer(Boost)
</AssemblerScript>
    </CheatEntry>
    <CheatEntry>
      <ID>1113</ID>
      <Description>"Partial Immunity"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript Async="1">{$lua}
if syntaxcheck then return end
local DamageType = { -- All available damage types.
  --"Bludgeoning",
  --"Piercing",
  --"Slashing",
  --"Acid",
  --"Cold",
  "Fire",
  --"Force",
  --"Lightning",
  --"Necrotic",
  --"Poison",
  --"Psychic",
  --"Radiant",
  --"Thunder",
}
local Boost = ''
for i = 1, #DamageType do
  Boost = Boost .. string.format("Resistance(%s, Immune);", DamageType[i])
end
[ENABLE]
AddBoostsToPlayer(Boost)
[DISABLE]
RemoveBoostsFromPlayer(Boost)
</AssemblerScript>
    </CheatEntry>
    <CheatEntry>
      <ID>1114</ID>
      <Description>"Full Immunity"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript Async="1">{$lua}
if syntaxcheck then return end
local Boost = "Resistance(All, Immune);"
[ENABLE]
AddBoostsToPlayer(Boost)
[DISABLE]
RemoveBoostsFromPlayer(Boost)
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
As for the timer, the simple version could look like this:

Code: Select all

local function Timer_callback(timer)
  -- Continously check for the BG3 process and update the ActivePID with the "active" value.
  local Executable = { 'bg3_dx11.exe', 'bg3.exe' }
  local ActualPID = nil
  for i = 1, #Executable do
    ActualPID = getProcessIDFromProcessName(Executable[i])
    if ActualPID ~= nil then break end -- The BG3 process was found.
  end

  -- Continously check if the opened process is the same as the actual process.
  local OpenedPID = getOpenedProcessID()
  if ActualPID == OpenedPID then
    -- The game is running and attached to Cheat Engine.
    if 'AddBoostsToPlayer' ~= nil then -- Check if Zanzer's functions (Register Commands) have been loaded.
      AddBoostsToPlayer('Resistance(Fire, Immune)')
    end
  end
end
local Timer    = createTimer(getMainForm())
Timer.Interval = 1000 -- milliseconds
Timer.OnTimer  = Timer_callback
One caveat with this timer, is if you have had a game loaded, and thereby have Register Commands enabled, the AddBoostsToPlayer() will be executed even if you're aren't in a loaded game, and this might cause the game to crash (at least a call to GetCharacterHost() will.)

Also, if you're using a table that already have a timer included, such as mine or TheMaoci, you just need the AddBoostsToPlayer if block.
just making sure, I'd be playing on my ps5, not the pc, so once I used this command on the PC and then cross save it to my ps5, id be set to go? or are you saying I'd need to constantly be on the PC?

oh and I'm hoping that once this is done, I'd never have to load up my slow clunky PC and stay on my console with my fire immunity. but are you saying if I reload the save, the fire immunity would still be gone? cause I'm hoping for it to be permanent, even in death and loads.
oh lastly, is it possible to add the fire immune boost to a weapon or ring or any item and have it work? cause I added the myrmidon siphoning passive that gives me fire immune to my sword, and the passives show up ingame on my sword, but it doesn't do anything.

mo1ester_sta11one
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Posts: 4
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Re: z Baldur's Gate 3

Post by mo1ester_sta11one »

Can you one kindly tell me if its possible to teleport to Act 3 regions just after the nautiloid crash ? (Basically teleport to anypoint/map at will) . I wanna travel to the House of Hope right after the Nautiloid crash scene

applesloth
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Re: z Baldur's Gate 3

Post by applesloth »

What does the PetPal tag do?

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AkimboDK
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Re: z Baldur's Gate 3

Post by AkimboDK »

The Red Prince wrote:
Sun Oct 15, 2023 5:44 pm
The Red Prince wrote:
Sun Oct 15, 2023 5:35 pm
EvenLess wrote:
Sun Oct 15, 2023 1:54 pm

Yes. But if it's just fire immunity, you could just add it as a boost, then it's only when the game is (re)loaded that it disappears, rather then also at long rests and death.

Code: Select all

AddBoostsToPlayer('Resistance(Fire, Immune);')
Here's 4 cheat entries (Full/Partial Resistance/Immunity) you can just copy/paste into your table, that you can use and/or edit to your liking. They are just variants of each other to show how the Resistance boost are put together.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>1111</ID>
      <Description>"Partial Resistance"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript Async="1">{$lua}
if syntaxcheck then return end
local DamageType = { -- All available damage types.
  --"Bludgeoning",
  --"Piercing",
  --"Slashing",
  --"Acid",
  --"Cold",
  "Fire",
  --"Force",
  --"Lightning",
  --"Necrotic",
  --"Poison",
  --"Psychic",
  --"Radiant",
  --"Thunder",
}
local Boost = ''
for i = 1, #DamageType do
  Boost = Boost .. string.format("Resistance(%s, Resistant);", DamageType[i])
end
[ENABLE]
AddBoostsToPlayer(Boost)
[DISABLE]
RemoveBoostsFromPlayer(Boost)
</AssemblerScript>
    </CheatEntry>
    <CheatEntry>
      <ID>1112</ID>
      <Description>"Full Resistance"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript Async="1">{$lua}
if syntaxcheck then return end
local Boost = "Resistance(All, Resistant);"
[ENABLE]
AddBoostsToPlayer(Boost)
[DISABLE]
RemoveBoostsFromPlayer(Boost)
</AssemblerScript>
    </CheatEntry>
    <CheatEntry>
      <ID>1113</ID>
      <Description>"Partial Immunity"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript Async="1">{$lua}
if syntaxcheck then return end
local DamageType = { -- All available damage types.
  --"Bludgeoning",
  --"Piercing",
  --"Slashing",
  --"Acid",
  --"Cold",
  "Fire",
  --"Force",
  --"Lightning",
  --"Necrotic",
  --"Poison",
  --"Psychic",
  --"Radiant",
  --"Thunder",
}
local Boost = ''
for i = 1, #DamageType do
  Boost = Boost .. string.format("Resistance(%s, Immune);", DamageType[i])
end
[ENABLE]
AddBoostsToPlayer(Boost)
[DISABLE]
RemoveBoostsFromPlayer(Boost)
</AssemblerScript>
    </CheatEntry>
    <CheatEntry>
      <ID>1114</ID>
      <Description>"Full Immunity"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript Async="1">{$lua}
if syntaxcheck then return end
local Boost = "Resistance(All, Immune);"
[ENABLE]
AddBoostsToPlayer(Boost)
[DISABLE]
RemoveBoostsFromPlayer(Boost)
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
As for the timer, the simple version could look like this:

Code: Select all

local function Timer_callback(timer)
  -- Continously check for the BG3 process and update the ActivePID with the "active" value.
  local Executable = { 'bg3_dx11.exe', 'bg3.exe' }
  local ActualPID = nil
  for i = 1, #Executable do
    ActualPID = getProcessIDFromProcessName(Executable[i])
    if ActualPID ~= nil then break end -- The BG3 process was found.
  end

  -- Continously check if the opened process is the same as the actual process.
  local OpenedPID = getOpenedProcessID()
  if ActualPID == OpenedPID then
    -- The game is running and attached to Cheat Engine.
    if 'AddBoostsToPlayer' ~= nil then -- Check if Zanzer's functions (Register Commands) have been loaded.
      AddBoostsToPlayer('Resistance(Fire, Immune)')
    end
  end
end
local Timer    = createTimer(getMainForm())
Timer.Interval = 1000 -- milliseconds
Timer.OnTimer  = Timer_callback
One caveat with this timer, is if you have had a game loaded, and thereby have Register Commands enabled, the AddBoostsToPlayer() will be executed even if you're aren't in a loaded game, and this might cause the game to crash (at least a call to GetCharacterHost() will.)

Also, if you're using a table that already have a timer included, such as mine or TheMaoci, you just need the AddBoostsToPlayer if block.
just making sure, I'd be playing on my ps5, not the pc, so once I used this command on the PC and then cross save it to my ps5, id be set to go? or are you saying I'd need to constantly be on the PC?

oh and I'm hoping that once this is done, I'd never have to load up my slow clunky PC and stay on my console with my fire immunity. but are you saying if I reload the save, the fire immunity would still be gone? cause I'm hoping for it to be permanent, even in death and loads.
oh lastly, is it possible to add the fire immune boost to a weapon or ring or any item and have it work? cause I added the myrmidon siphoning passive that gives me fire immune to my sword, and the passives show up ingame on my sword, but it doesn't do anything.
Boosts will disappear on either reload save or long rest.

maegashira153
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Posts: 2
Joined: Sun Oct 15, 2023 1:57 pm
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Re: z Baldur's Gate 3

Post by maegashira153 »

Piratekiwi wrote:
Sat Sep 23, 2023 6:23 am
For some reason, when attempting to use the item spawner to get The Ring of Spiteful Thunder using the UUID from the pastebin (5c05ff73-9d0d-4d58-b93a-e4b448a1e388), it spawns in like this, without its effect. After testing, the ring just doesn't work at all in this state. Why is the ring spawning in as an ordinary item with no effects, instead of how it's normally supposed to work? Is the UUID incorrect, or am I doing something wrong? This issue hasn't happened to me when trying to spawn in any other items.

Image
By any chance, did you ever figure this out?

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Noway3
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Re: z Baldur's Gate 3

Post by Noway3 »

weird032 wrote:
Sun Oct 15, 2023 10:46 am
kaka wrote:
Sun Oct 15, 2023 3:41 am
this might be a stupid question (or at least has been asked already), but exactly happens, say, you spawn a legendary weapon early in the game? does it duplicate the material completely seprate/hacked into the game ? (ie it wont break any questline, or break the "game checks" if the player have it or not, nor lock out some dialogues if that said legendary was tied to an npc / area / conversation).

i swear some crpg does this where it somehow bugs the game out resulting to some weird questlines lol.
I spawned 4 blood of lathanders in act 1, I got a blood of lathander (now i have 5) and did not get any bugs (dont know the other ones)
The game itself is very resilient to it but there are indeed risks of spoiling the fun, skipping nice game moments, skipping dialog or fast-forwarding some other (out of context) with certain items.

I remember having spawned the "Silver Sword of the Astral Plane" to check the look of it: Lae'zel immediately started to be excited about it; it was one of her lifetime dream! .. I reloaded a previous save...

Some items, like the 'Blood of Lathanter", mentionned by weird032, are linked to achievements but otherwise not much more disruptive than that, indeed.

GalahadTheSeeker
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Re: z Baldur's Gate 3

Post by GalahadTheSeeker »

Hey guys, could any of you please tell me how to add Fighting Styles to my character?
Last edited by GalahadTheSeeker on Mon Oct 16, 2023 7:20 am, edited 2 times in total.

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Noway3
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Re: z Baldur's Gate 3

Post by Noway3 »

mo1ester_sta11one wrote:
Sun Oct 15, 2023 6:06 pm
Can you one kindly tell me if its possible to teleport to Act 3 regions just after the nautiloid crash ? (Basically teleport to anypoint/map at will) . I wanna travel to the House of Hope right after the Nautiloid crash scene
Yes, that is possible: you can set one of these Flags, you will be magically teleported there.
You are bypassing a lot of game stuff with this kind of cheat, there are certainly lot of side effects to endure! be aware ...

Code: Select all

House of Hope Entrance:     "22c9f918-0a6f-6784-d8f4-d21b0f814e52"
House of Hope Feast Hall:   "fa19501c-b8cf-0cd5-26aa-7779206a68cc"
House of Hope Boudoir:      "a0c94538-68d6-8b85-2378-fdaa4f4803aa"
just amend and use the "SetFlag" script in the cheat table (under "Testing Stuff" -> "Flag tests")
e.g:

Code: Select all

{$lua}
if syntaxcheck then return end
flag = "22c9f918-0a6f-6784-d8f4-d21b0f814e52"
[ENABLE]
SetFlagOnPlayer(flag)
[DISABLE]
Have fun with your astral travels!
Last edited by Noway3 on Mon Oct 16, 2023 1:21 am, edited 4 times in total.

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The Red Prince
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Re: z Baldur's Gate 3

Post by The Red Prince »

anyone know the uuid of clown hammer and maybe volos slayer book? i look everywhere and never found them.
oh and face paint kit uuid if possible,
and yes I'd be doing a clown playthrough with my friend once we buy him the game.

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Re: z Baldur's Gate 3

Post by Noway3 »

The Red Prince wrote:
Mon Oct 16, 2023 1:14 am
anyone know the uuid of clown hammer and maybe volos slayer book? i look everywhere and never found them.
oh and face paint kit uuid if possible,
and yes I'd be doing a clown playthrough with my friend once we buy him the game.

Code: Select all

Clown hammer: 72207448-c6b6-42fc-b9ef-a34fdd3c1265
Regarding the Slayer: 9be43b61-6cd4-42d7-ad3b-a7febcd68bfc
Face-Painting Kit: 7f17d8e4-5edb-4a77-88c0-55558a2db5f7
may I suggest also some additional assorted clothes:

Code: Select all

Old Floppy Hat:  3097e308-49be-4916-9cdb-d2ac374a371a
Mesmerising Circus Outfit: c03c2a3c-9e84-4042-8267-189ccb2af715
Circus Ensemble: 76e754a1-9559-4cb7-b11b-045f1b8aada1
Circus Shoes: b61e283d-eba5-4fd2-86a3-21e490ad16bf
Hat Of Uproarious Laughter: 42aa49c5-8ad2-4c2d-bb60-16016fa53205
Boots of Very Fast Blinking: 480a8519-e375-4ce0-ae0a-513bc9d39820
Reverse Rain Cloak: fc9f7223-6b39-4734-b600-820fad6c4a08
Have lot of laughs !

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The Red Prince
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Re: z Baldur's Gate 3

Post by The Red Prince »

Noway3 wrote:
Mon Oct 16, 2023 2:00 am
The Red Prince wrote:
Mon Oct 16, 2023 1:14 am
anyone know the uuid of clown hammer and maybe volos slayer book? i look everywhere and never found them.
oh and face paint kit uuid if possible,
and yes I'd be doing a clown playthrough with my friend once we buy him the game.

Code: Select all

Clown hammer: 72207448-c6b6-42fc-b9ef-a34fdd3c1265
Regarding the Slayer: 9be43b61-6cd4-42d7-ad3b-a7febcd68bfc
Face-Painting Kit: 7f17d8e4-5edb-4a77-88c0-55558a2db5f7
may I suggest also some additional assorted clothes:

Code: Select all

Old Floppy Hat:  3097e308-49be-4916-9cdb-d2ac374a371a
Mesmerising Circus Outfit: c03c2a3c-9e84-4042-8267-189ccb2af715
Circus Ensemble: 76e754a1-9559-4cb7-b11b-045f1b8aada1
Circus Shoes: b61e283d-eba5-4fd2-86a3-21e490ad16bf
Hat Of Uproarious Laughter: 42aa49c5-8ad2-4c2d-bb60-16016fa53205
Boots of Very Fast Blinking: 480a8519-e375-4ce0-ae0a-513bc9d39820
Reverse Rain Cloak: fc9f7223-6b39-4734-b600-820fad6c4a08
Have lot of laughs !
amazing thank you!! how did you find the uuids?

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Re: z Baldur's Gate 3

Post by EvenLess »

applesloth wrote:
Sun Oct 15, 2023 6:23 pm
What does the PetPal tag do?
It's "Speak with Animals", but as a tag (i.e. kinda an innate ability). That one and "Detect Thoughts" tag are very good to just add to all your characters. That way you can always talk with animals without having to remember to cast the spell/drink the potion, same goes for Detect Thoughts for dialog options.

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Re: z Baldur's Gate 3

Post by The Red Prince »

how strange, even with the slayer book uuid you gave me, it still didnt unlock my slayers piercing growl ability, guess I have to wait until act 3.

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