z Baldur's Gate 3

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AkimboDK
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Re: z Baldur's Gate 3

Post by AkimboDK »

guttedloser wrote:
Fri Nov 03, 2023 10:45 pm
HenryEx wrote:
Thu Nov 02, 2023 11:16 pm
unREAL wrote:
Thu Nov 02, 2023 8:16 pm


I looked into the table and I think we are f*cked ... Larian f*cked us...
USUALLY I would find the command/console instance If I do a "IntegerSum" string search -> scan for the result - 0x8 -0x20 - 0x10 ... but since newest update ... nothing.

This means they have changed REALLY MUCH on the structure of the game .. or they finally removed all the console commands.

Larian does NOT want that you or me can use the console ...Read this:
viewtopic.php?p=307312#p307312

So anyone should expect the worst ... console commands could be dead forever ... I swear I hate game devs every day more ...
Calm down, satan.


I'm not gonna look into all the codes because i don't know how they were made and how to find the code structures that changed, i'm hoping someone else will. Especially for the DLC ones, and the Last Item Moved / Dropped codes, because these were very useful.
But i took a very short look (10 minutes) at the most important one, which is console commands, and had to only very slightly (a single byte different) alter the search mask, and then change like three lines of code in the script to make it work again.

Open the Console Commands script, Ctrl+A to select everything, delete it, then replace it with this:

Code: Select all

[ENABLE]
aobscanmodule(console,$process,81 E2 FF FF FF 01 4C)
alloc(newmem,$1000,console)
alloc(cmdCode,$1000)
alloc(cmdStr0,$1000)
alloc(cmdStr1,$1000)
alloc(cmdStr2,$1000)
alloc(cmdStr3,$1000)
alloc(cmdStr4,$1000)

label(cmdCall)
label(cmdArgs)
label(cmdSelf)
label(cmdAddr)
label(cmdList)
label(code)
label(return)

newmem:
  mov rdi,cmdList
  mov rax,[r13+08]
  mov [rdi],rax
code:
  and edx,01FFFFFF
  jmp return

cmdList:
  dq 0

console:
  jmp newmem
  nop
return:

cmdCode:
align 10
cmdCall:
sub rsp,38
mov rdx,cmdArgs
mov rax,cmdAddr
mov rcx,cmdSelf
mov rcx,[rcx]
call [rax]
add rsp,38
movzx rax,al
ret

align 10
cmdAddr:
  dq 0
align 10
cmdSelf:
  dq 0
align 10
cmdArgs:
  dq 0
  dq 0
  dq 0
  dq 0
  dq 0
  dq 0
  dq 0
  dq 0
  dq 0
  dq 0

registersymbol(console)
registersymbol(cmdList)
registersymbol(cmdCall)
registersymbol(cmdAddr)
registersymbol(cmdSelf)
registersymbol(cmdArgs)
registersymbol(cmdStr0)
registersymbol(cmdStr1)
registersymbol(cmdStr2)
registersymbol(cmdStr3)
registersymbol(cmdStr4)

[DISABLE]
console:
  db 81 E2 FF FF FF 01
unregistersymbol(console)
dealloc(newmem)

unregistersymbol(cmdList)
unregistersymbol(cmdCode)
unregistersymbol(cmdStr0)
unregistersymbol(cmdStr1)
unregistersymbol(cmdStr2)
unregistersymbol(cmdStr3)
unregistersymbol(cmdStr4)
dealloc(cmdCode)
dealloc(cmdStr0)
dealloc(cmdStr1)
dealloc(cmdStr2)
dealloc(cmdStr3)
dealloc(cmdStr4)
Did a very cursory test, but command count is populated properly, i can register commands in-game, and the one i tested real quick worked just like before the patch.
This does re-open the Console Commands but then none of them toggle. Nothing responds.
If you overwrote this part in the console script then that's on you lol

Code: Select all

{
// ORIGINAL CODE - INJECTION POINT: bg3.exe+2F153D3

bg3.exe+2F153B7: 75 0A              - jne bg3.exe+2F153C3
bg3.exe+2F153B9: 48 8B 4F 10        - mov rcx,[rdi+10]
bg3.exe+2F153BD: FF 15 85 08 97 01  - call qword ptr [bg3.exe+4885C48]
bg3.exe+2F153C3: 48 8B 5C 24 30     - mov rbx,[rsp+30]
bg3.exe+2F153C8: 48 83 C4 20        - add rsp,20
bg3.exe+2F153CC: 5F                 - pop rdi
bg3.exe+2F153CD: C3                 - ret 
bg3.exe+2F153CE: CC                 - int 3 
bg3.exe+2F153CF: CC                 - int 3 
bg3.exe+2F153D0: C1 EA 03           - shr edx,03
// ---------- INJECTING HERE ----------
bg3.exe+2F153D3: 81 E2 FF FF FF 01  - and edx,01FFFFFF
// ---------- DONE INJECTING  ----------
bg3.exe+2F153D9: 3B 51 2C           - cmp edx,[rcx+2C]
bg3.exe+2F153DC: 73 09              - jae bg3.exe+2F153E7
bg3.exe+2F153DE: 48 8B 41 20        - mov rax,[rcx+20]
bg3.exe+2F153E2: 48 8B 04 D0        - mov rax,[rax+rdx*8]
bg3.exe+2F153E6: C3                 - ret 
bg3.exe+2F153E7: 33 C0              - xor eax,eax
bg3.exe+2F153E9: C3                 - ret 
bg3.exe+2F153EA: CC                 - int 3 
bg3.exe+2F153EB: CC                 - int 3 
bg3.exe+2F153EC: CC                 - int 3 
}


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

guttedloser
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Re: z Baldur's Gate 3

Post by guttedloser »

PrinceRevivalDK wrote:
Sat Nov 04, 2023 12:16 am
guttedloser wrote:
Fri Nov 03, 2023 10:45 pm
HenryEx wrote:
Thu Nov 02, 2023 11:16 pm


Calm down, satan.


I'm not gonna look into all the codes because i don't know how they were made and how to find the code structures that changed, i'm hoping someone else will. Especially for the DLC ones, and the Last Item Moved / Dropped codes, because these were very useful.
But i took a very short look (10 minutes) at the most important one, which is console commands, and had to only very slightly (a single byte different) alter the search mask, and then change like three lines of code in the script to make it work again.

Open the Console Commands script, Ctrl+A to select everything, delete it, then replace it with this:

Code: Select all

[ENABLE]
aobscanmodule(console,$process,81 E2 FF FF FF 01 4C)
alloc(newmem,$1000,console)
alloc(cmdCode,$1000)
alloc(cmdStr0,$1000)
alloc(cmdStr1,$1000)
alloc(cmdStr2,$1000)
alloc(cmdStr3,$1000)
alloc(cmdStr4,$1000)

label(cmdCall)
label(cmdArgs)
label(cmdSelf)
label(cmdAddr)
label(cmdList)
label(code)
label(return)

newmem:
  mov rdi,cmdList
  mov rax,[r13+08]
  mov [rdi],rax
code:
  and edx,01FFFFFF
  jmp return

cmdList:
  dq 0

console:
  jmp newmem
  nop
return:

cmdCode:
align 10
cmdCall:
sub rsp,38
mov rdx,cmdArgs
mov rax,cmdAddr
mov rcx,cmdSelf
mov rcx,[rcx]
call [rax]
add rsp,38
movzx rax,al
ret

align 10
cmdAddr:
  dq 0
align 10
cmdSelf:
  dq 0
align 10
cmdArgs:
  dq 0
  dq 0
  dq 0
  dq 0
  dq 0
  dq 0
  dq 0
  dq 0
  dq 0
  dq 0

registersymbol(console)
registersymbol(cmdList)
registersymbol(cmdCall)
registersymbol(cmdAddr)
registersymbol(cmdSelf)
registersymbol(cmdArgs)
registersymbol(cmdStr0)
registersymbol(cmdStr1)
registersymbol(cmdStr2)
registersymbol(cmdStr3)
registersymbol(cmdStr4)

[DISABLE]
console:
  db 81 E2 FF FF FF 01
unregistersymbol(console)
dealloc(newmem)

unregistersymbol(cmdList)
unregistersymbol(cmdCode)
unregistersymbol(cmdStr0)
unregistersymbol(cmdStr1)
unregistersymbol(cmdStr2)
unregistersymbol(cmdStr3)
unregistersymbol(cmdStr4)
dealloc(cmdCode)
dealloc(cmdStr0)
dealloc(cmdStr1)
dealloc(cmdStr2)
dealloc(cmdStr3)
dealloc(cmdStr4)
Did a very cursory test, but command count is populated properly, i can register commands in-game, and the one i tested real quick worked just like before the patch.
This does re-open the Console Commands but then none of them toggle. Nothing responds.
If you overwrote this part in the console script then that's on you lol

Code: Select all

{
// ORIGINAL CODE - INJECTION POINT: bg3.exe+2F153D3

bg3.exe+2F153B7: 75 0A              - jne bg3.exe+2F153C3
bg3.exe+2F153B9: 48 8B 4F 10        - mov rcx,[rdi+10]
bg3.exe+2F153BD: FF 15 85 08 97 01  - call qword ptr [bg3.exe+4885C48]
bg3.exe+2F153C3: 48 8B 5C 24 30     - mov rbx,[rsp+30]
bg3.exe+2F153C8: 48 83 C4 20        - add rsp,20
bg3.exe+2F153CC: 5F                 - pop rdi
bg3.exe+2F153CD: C3                 - ret 
bg3.exe+2F153CE: CC                 - int 3 
bg3.exe+2F153CF: CC                 - int 3 
bg3.exe+2F153D0: C1 EA 03           - shr edx,03
// ---------- INJECTING HERE ----------
bg3.exe+2F153D3: 81 E2 FF FF FF 01  - and edx,01FFFFFF
// ---------- DONE INJECTING  ----------
bg3.exe+2F153D9: 3B 51 2C           - cmp edx,[rcx+2C]
bg3.exe+2F153DC: 73 09              - jae bg3.exe+2F153E7
bg3.exe+2F153DE: 48 8B 41 20        - mov rax,[rcx+20]
bg3.exe+2F153E2: 48 8B 04 D0        - mov rax,[rax+rdx*8]
bg3.exe+2F153E6: C3                 - ret 
bg3.exe+2F153E7: 33 C0              - xor eax,eax
bg3.exe+2F153E9: C3                 - ret 
bg3.exe+2F153EA: CC                 - int 3 
bg3.exe+2F153EB: CC                 - int 3 
bg3.exe+2F153EC: CC                 - int 3 
}
Dude said select the old script & replace it with his.

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AkimboDK
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Re: z Baldur's Gate 3

Post by AkimboDK »

guttedloser wrote:
Sat Nov 04, 2023 12:24 am
PrinceRevivalDK wrote:
Sat Nov 04, 2023 12:16 am
guttedloser wrote:
Fri Nov 03, 2023 10:45 pm


This does re-open the Console Commands but then none of them toggle. Nothing responds.
If you overwrote this part in the console script then that's on you lol

Code: Select all

{
// ORIGINAL CODE - INJECTION POINT: bg3.exe+2F153D3

bg3.exe+2F153B7: 75 0A              - jne bg3.exe+2F153C3
bg3.exe+2F153B9: 48 8B 4F 10        - mov rcx,[rdi+10]
bg3.exe+2F153BD: FF 15 85 08 97 01  - call qword ptr [bg3.exe+4885C48]
bg3.exe+2F153C3: 48 8B 5C 24 30     - mov rbx,[rsp+30]
bg3.exe+2F153C8: 48 83 C4 20        - add rsp,20
bg3.exe+2F153CC: 5F                 - pop rdi
bg3.exe+2F153CD: C3                 - ret 
bg3.exe+2F153CE: CC                 - int 3 
bg3.exe+2F153CF: CC                 - int 3 
bg3.exe+2F153D0: C1 EA 03           - shr edx,03
// ---------- INJECTING HERE ----------
bg3.exe+2F153D3: 81 E2 FF FF FF 01  - and edx,01FFFFFF
// ---------- DONE INJECTING  ----------
bg3.exe+2F153D9: 3B 51 2C           - cmp edx,[rcx+2C]
bg3.exe+2F153DC: 73 09              - jae bg3.exe+2F153E7
bg3.exe+2F153DE: 48 8B 41 20        - mov rax,[rcx+20]
bg3.exe+2F153E2: 48 8B 04 D0        - mov rax,[rax+rdx*8]
bg3.exe+2F153E6: C3                 - ret 
bg3.exe+2F153E7: 33 C0              - xor eax,eax
bg3.exe+2F153E9: C3                 - ret 
bg3.exe+2F153EA: CC                 - int 3 
bg3.exe+2F153EB: CC                 - int 3 
bg3.exe+2F153EC: CC                 - int 3 
}
Dude said select the old script & replace it with his.
Yes, because the part above the stuff I just mentioned is the Script, the thing I gave you is the injection code, So yes you only had to replace the script lmao XD
But ofc, you couldnøt know that lol.

Just copy the thing I gave you and put it below the script you have copy pasted atm :P

tav
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Re: z Baldur's Gate 3

Post by tav »

Startup wrote:
Fri Nov 03, 2023 8:58 pm
tav wrote:
Fri Nov 03, 2023 8:12 pm
Just to clarify, did the latest patch change too much that the tables won't be updated and we're supposed to do our own fixes? Or are these temporary solutions until we get another table?

Or are we supposed to wait another patch, since the current one broke the game more than it fixed and we'll surely get another eventually.
Did you read latest comments? Use code from HenryEx -- works perfect.
I did read the comments and tried the solutions. The console commands themselves were unresponsive for me.

EvenLess
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Re: z Baldur's Gate 3

Post by EvenLess »

EvenLess wrote:
Wed Nov 01, 2023 12:20 am
EvenLess wrote:
Fri Oct 13, 2023 7:30 pm
First a disclaimer. The following is in no way finished, so keep that in mind if/when using it. The main reason I'm posting it in its current state, is that I'm not really working on it anymore, but rather than hiding it away, I'll share what I've made, so other can use it as is, or take it further, or just take parts from it.

It consists of 2 parts.
  • The [Link].
  • The [Link].
The database is BIG: 1.02 GB. (the [Link] (39.2 MB) is still available in the [Link]).

Right now both the legacy (FormBG3Commander) form and the new (BG3Form) form is in the CT.
Opening the form is done through the menu Table > BG3Form > Restore and show. For some reason, when opening the new BG3Form, the old FormBG3Commander also opens. I haven't bothered digging into why.

The new things in the new form and database are:
  • The table/list combo box (dropdown menu) is now based of SQL views rather than actual SQL tables.
    This gives much more control on what and the way data is returned.
  • 2 new combo boxes have been added: Character and Location. These are only populated when a game is loaded.
    The Character combo box will contain any companion/hireling that is recruited/hired. The code for anyone other than the Player isn't finished (or I forgot if I finished it).
    Adding/removing passives/statuses/tags/flags etc. will be done to the specified character/location. So the default Player/Character would be the same as using the AddPassiveToPlayer() (if it's a passive) etc. But you could change the location to Underwear, and the selected tag/flag/passive/status will be applied to the currently equipped underwear (or at least it will attempt to do so).
  • Menu items, such as selecting the database (so it can be placed in another folder without having to edit the settings manually), clearing and refreshing the form fields (these I mostly used when testing/debugging).
  • Settings are written to a file bg3_cheatTable.settings.txt that is in the same folder as the CT. If this files doesn't exist on launch, it will be created. If it exists, it will be read and those settings will overwrite the default hardcoded settings.
Fresh Cheat Table and SQLite3 database uploaded to Google Drive. Old links will link to the new versions. Not much have changed, as I don't really work on it anymore (as I note in the quoted post). Added some more to the form and more or less completed the various "Add" functions. I mostly use it myself for quickly finding and spawning an item, or quickly finding and adding some passive/status/flag/tag to the selected character.

Everything else in the quoted post is still valid/relevant. I can't offer any help on getting it to work for those of you that have issues. I never have issues. My best suggestion is to try editing the BG3Form (or FormBG3Commander) and play around with the DefaultMonitor and Position properties on the form. You can always download a fresh copy of the Cheat Table to get back to the original state, if you mess something up.
Table updated on my Google Drive (and attached to this post), using HenryEx' code for BG3 Patch #4, I take no credit as I've no idea how to actually do what he did :)

I've been playing BG3 all evening and I've encountered no issues with the console commands that I've used (mostly item spawning, passives, statuses from my Commander).

If you want to use the BG3 Commander, you'll need to database as mentioned in the quoted post(s).
Attachments
bg3_v4.1.1.3882084_10_bg3commander.CT
Zanzer's v10 table, with HenryEx' Patch #4 fix, and my BG3Commander + Autoloader
(1.61 MiB) Downloaded 2332 times

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Noway3
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Re: z Baldur's Gate 3

Post by Noway3 »

Hi All,
I have updated my data dumps and scripts to latest game version Patch #4 - v4.1.1.3905231

Short description:
I have created a script to gather all the stats of things such as Armors, Characters, Object, Passives, Spells, Statuses, Tags, Flags, Templates, Weapons and outputs them into JSON, Excel files and SQLite database .

With these files, you should be able to query for any item, spell, boost, flag, tag, status that you may be looking for and find the corresponding UUID to use in the cheat tables.

All files are on the google drive, please read the original post for details

BG3 - Noway3 link to original post with details
[Link]

Other usefull BG3 forum quick links: Have fun!

User avatar
The Red Prince
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Re: z Baldur's Gate 3

Post by The Red Prince »

EvenLess wrote:
Sat Nov 04, 2023 1:14 am
EvenLess wrote:
Wed Nov 01, 2023 12:20 am
EvenLess wrote:
Fri Oct 13, 2023 7:30 pm
First a disclaimer. The following is in no way finished, so keep that in mind if/when using it. The main reason I'm posting it in its current state, is that I'm not really working on it anymore, but rather than hiding it away, I'll share what I've made, so other can use it as is, or take it further, or just take parts from it.

It consists of 2 parts.
  • The [Link].
  • The [Link].
The database is BIG: 1.02 GB. (the [Link] (39.2 MB) is still available in the [Link]).

Right now both the legacy (FormBG3Commander) form and the new (BG3Form) form is in the CT.
Opening the form is done through the menu Table > BG3Form > Restore and show. For some reason, when opening the new BG3Form, the old FormBG3Commander also opens. I haven't bothered digging into why.

The new things in the new form and database are:
  • The table/list combo box (dropdown menu) is now based of SQL views rather than actual SQL tables.
    This gives much more control on what and the way data is returned.
  • 2 new combo boxes have been added: Character and Location. These are only populated when a game is loaded.
    The Character combo box will contain any companion/hireling that is recruited/hired. The code for anyone other than the Player isn't finished (or I forgot if I finished it).
    Adding/removing passives/statuses/tags/flags etc. will be done to the specified character/location. So the default Player/Character would be the same as using the AddPassiveToPlayer() (if it's a passive) etc. But you could change the location to Underwear, and the selected tag/flag/passive/status will be applied to the currently equipped underwear (or at least it will attempt to do so).
  • Menu items, such as selecting the database (so it can be placed in another folder without having to edit the settings manually), clearing and refreshing the form fields (these I mostly used when testing/debugging).
  • Settings are written to a file bg3_cheatTable.settings.txt that is in the same folder as the CT. If this files doesn't exist on launch, it will be created. If it exists, it will be read and those settings will overwrite the default hardcoded settings.
Fresh Cheat Table and SQLite3 database uploaded to Google Drive. Old links will link to the new versions. Not much have changed, as I don't really work on it anymore (as I note in the quoted post). Added some more to the form and more or less completed the various "Add" functions. I mostly use it myself for quickly finding and spawning an item, or quickly finding and adding some passive/status/flag/tag to the selected character.

Everything else in the quoted post is still valid/relevant. I can't offer any help on getting it to work for those of you that have issues. I never have issues. My best suggestion is to try editing the BG3Form (or FormBG3Commander) and play around with the DefaultMonitor and Position properties on the form. You can always download a fresh copy of the Cheat Table to get back to the original state, if you mess something up.
Table updated on my Google Drive (and attached to this post), using HenryEx' code for BG3 Patch #4, I take no credit as I've no idea how to actually do what he did :)

I've been playing BG3 all evening and I've encountered no issues with the console commands that I've used (mostly item spawning, passives, statuses from my Commander).

If you want to use the BG3 Commander, you'll need to database as mentioned in the quoted post(s).
there's the beautiful link I was waiting for! thanks so much!

yeewesley
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Posts: 24
Joined: Mon Feb 28, 2022 10:10 am
Reputation: 3

Re: z Baldur's Gate 3

Post by yeewesley »

PrinceRevivalDK wrote:
Sat Nov 04, 2023 12:16 am
guttedloser wrote:
Fri Nov 03, 2023 10:45 pm
HenryEx wrote:
Thu Nov 02, 2023 11:16 pm


Calm down, satan.


I'm not gonna look into all the codes because i don't know how they were made and how to find the code structures that changed, i'm hoping someone else will. Especially for the DLC ones, and the Last Item Moved / Dropped codes, because these were very useful.
But i took a very short look (10 minutes) at the most important one, which is console commands, and had to only very slightly (a single byte different) alter the search mask, and then change like three lines of code in the script to make it work again.

Open the Console Commands script, Ctrl+A to select everything, delete it, then replace it with this:

Code: Select all

[ENABLE]
aobscanmodule(console,$process,81 E2 FF FF FF 01 4C)
alloc(newmem,$1000,console)
alloc(cmdCode,$1000)
alloc(cmdStr0,$1000)
alloc(cmdStr1,$1000)
alloc(cmdStr2,$1000)
alloc(cmdStr3,$1000)
alloc(cmdStr4,$1000)

label(cmdCall)
label(cmdArgs)
label(cmdSelf)
label(cmdAddr)
label(cmdList)
label(code)
label(return)

newmem:
  mov rdi,cmdList
  mov rax,[r13+08]
  mov [rdi],rax
code:
  and edx,01FFFFFF
  jmp return

cmdList:
  dq 0

console:
  jmp newmem
  nop
return:

cmdCode:
align 10
cmdCall:
sub rsp,38
mov rdx,cmdArgs
mov rax,cmdAddr
mov rcx,cmdSelf
mov rcx,[rcx]
call [rax]
add rsp,38
movzx rax,al
ret

align 10
cmdAddr:
  dq 0
align 10
cmdSelf:
  dq 0
align 10
cmdArgs:
  dq 0
  dq 0
  dq 0
  dq 0
  dq 0
  dq 0
  dq 0
  dq 0
  dq 0
  dq 0

registersymbol(console)
registersymbol(cmdList)
registersymbol(cmdCall)
registersymbol(cmdAddr)
registersymbol(cmdSelf)
registersymbol(cmdArgs)
registersymbol(cmdStr0)
registersymbol(cmdStr1)
registersymbol(cmdStr2)
registersymbol(cmdStr3)
registersymbol(cmdStr4)

[DISABLE]
console:
  db 81 E2 FF FF FF 01
unregistersymbol(console)
dealloc(newmem)

unregistersymbol(cmdList)
unregistersymbol(cmdCode)
unregistersymbol(cmdStr0)
unregistersymbol(cmdStr1)
unregistersymbol(cmdStr2)
unregistersymbol(cmdStr3)
unregistersymbol(cmdStr4)
dealloc(cmdCode)
dealloc(cmdStr0)
dealloc(cmdStr1)
dealloc(cmdStr2)
dealloc(cmdStr3)
dealloc(cmdStr4)
Did a very cursory test, but command count is populated properly, i can register commands in-game, and the one i tested real quick worked just like before the patch.
This does re-open the Console Commands but then none of them toggle. Nothing responds.
If you overwrote this part in the console script then that's on you lol

Code: Select all

{
// ORIGINAL CODE - INJECTION POINT: bg3.exe+2F153D3

bg3.exe+2F153B7: 75 0A              - jne bg3.exe+2F153C3
bg3.exe+2F153B9: 48 8B 4F 10        - mov rcx,[rdi+10]
bg3.exe+2F153BD: FF 15 85 08 97 01  - call qword ptr [bg3.exe+4885C48]
bg3.exe+2F153C3: 48 8B 5C 24 30     - mov rbx,[rsp+30]
bg3.exe+2F153C8: 48 83 C4 20        - add rsp,20
bg3.exe+2F153CC: 5F                 - pop rdi
bg3.exe+2F153CD: C3                 - ret 
bg3.exe+2F153CE: CC                 - int 3 
bg3.exe+2F153CF: CC                 - int 3 
bg3.exe+2F153D0: C1 EA 03           - shr edx,03
// ---------- INJECTING HERE ----------
bg3.exe+2F153D3: 81 E2 FF FF FF 01  - and edx,01FFFFFF
// ---------- DONE INJECTING  ----------
bg3.exe+2F153D9: 3B 51 2C           - cmp edx,[rcx+2C]
bg3.exe+2F153DC: 73 09              - jae bg3.exe+2F153E7
bg3.exe+2F153DE: 48 8B 41 20        - mov rax,[rcx+20]
bg3.exe+2F153E2: 48 8B 04 D0        - mov rax,[rax+rdx*8]
bg3.exe+2F153E6: C3                 - ret 
bg3.exe+2F153E7: 33 C0              - xor eax,eax
bg3.exe+2F153E9: C3                 - ret 
bg3.exe+2F153EA: CC                 - int 3 
bg3.exe+2F153EB: CC                 - int 3 
bg3.exe+2F153EC: CC                 - int 3 
}
Thank you so much HenryEx and PrinceRevivalDK, I managed to figure it out. For those who are still struggling, not just copy and paste but you need HenryEx's fixes and also do not remove ORIGINAL CODE - INJECTION POINT in "Console Command" script, Below are the tested working script

Code: Select all

[ENABLE]
aobscanmodule(console,$process,81 E2 FF FF FF 01 4C)
alloc(newmem,$1000,console)
alloc(cmdCode,$1000)
alloc(cmdStr0,$1000)
alloc(cmdStr1,$1000)
alloc(cmdStr2,$1000)
alloc(cmdStr3,$1000)
alloc(cmdStr4,$1000)

label(cmdCall)
label(cmdArgs)
label(cmdSelf)
label(cmdAddr)
label(cmdList)
label(code)
label(return)

newmem:
  mov rdi,cmdList
  mov rax,[r13+08]
  mov [rdi],rax
code:
  and edx,01FFFFFF
  jmp return

cmdList:
  dq 0

console:
  jmp newmem
  nop
return:

cmdCode:
align 10
cmdCall:
sub rsp,38
mov rdx,cmdArgs
mov rax,cmdAddr
mov rcx,cmdSelf
mov rcx,[rcx]
call [rax]
add rsp,38
movzx rax,al
ret

align 10
cmdAddr:
  dq 0
align 10
cmdSelf:
  dq 0
align 10
cmdArgs:
  dq 0
  dq 0
  dq 0
  dq 0
  dq 0
  dq 0
  dq 0
  dq 0
  dq 0
  dq 0

registersymbol(console)
registersymbol(cmdList)
registersymbol(cmdCall)
registersymbol(cmdAddr)
registersymbol(cmdSelf)
registersymbol(cmdArgs)
registersymbol(cmdStr0)
registersymbol(cmdStr1)
registersymbol(cmdStr2)
registersymbol(cmdStr3)
registersymbol(cmdStr4)

[DISABLE]
console:
  db 81 E2 FF FF FF 01
unregistersymbol(console)
dealloc(newmem)

unregistersymbol(cmdList)
unregistersymbol(cmdCode)
unregistersymbol(cmdStr0)
unregistersymbol(cmdStr1)
unregistersymbol(cmdStr2)
unregistersymbol(cmdStr3)
unregistersymbol(cmdStr4)
dealloc(cmdCode)
dealloc(cmdStr0)
dealloc(cmdStr1)
dealloc(cmdStr2)
dealloc(cmdStr3)
dealloc(cmdStr4)

{
// ORIGINAL CODE - INJECTION POINT: bg3.exe+2F153D3

bg3.exe+2F153B7: 75 0A              - jne bg3.exe+2F153C3
bg3.exe+2F153B9: 48 8B 4F 10        - mov rcx,[rdi+10]
bg3.exe+2F153BD: FF 15 85 08 97 01  - call qword ptr [bg3.exe+4885C48]
bg3.exe+2F153C3: 48 8B 5C 24 30     - mov rbx,[rsp+30]
bg3.exe+2F153C8: 48 83 C4 20        - add rsp,20
bg3.exe+2F153CC: 5F                 - pop rdi
bg3.exe+2F153CD: C3                 - ret 
bg3.exe+2F153CE: CC                 - int 3 
bg3.exe+2F153CF: CC                 - int 3 
bg3.exe+2F153D0: C1 EA 03           - shr edx,03
// ---------- INJECTING HERE ----------
bg3.exe+2F153D3: 81 E2 FF FF FF 01  - and edx,01FFFFFF
// ---------- DONE INJECTING  ----------
bg3.exe+2F153D9: 3B 51 2C           - cmp edx,[rcx+2C]
bg3.exe+2F153DC: 73 09              - jae bg3.exe+2F153E7
bg3.exe+2F153DE: 48 8B 41 20        - mov rax,[rcx+20]
bg3.exe+2F153E2: 48 8B 04 D0        - mov rax,[rax+rdx*8]
bg3.exe+2F153E6: C3                 - ret 
bg3.exe+2F153E7: 33 C0              - xor eax,eax
bg3.exe+2F153E9: C3                 - ret 
bg3.exe+2F153EA: CC                 - int 3 
bg3.exe+2F153EB: CC                 - int 3 
bg3.exe+2F153EC: CC                 - int 3 
}  

Reaper1222
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Re: z Baldur's Gate 3

Post by Reaper1222 »

EvenLess wrote:
Sat Nov 04, 2023 1:14 am
EvenLess wrote:
Wed Nov 01, 2023 12:20 am
EvenLess wrote:
Fri Oct 13, 2023 7:30 pm
First a disclaimer. The following is in no way finished, so keep that in mind if/when using it. The main reason I'm posting it in its current state, is that I'm not really working on it anymore, but rather than hiding it away, I'll share what I've made, so other can use it as is, or take it further, or just take parts from it.

It consists of 2 parts.
  • The [Link].
  • The [Link].
The database is BIG: 1.02 GB. (the [Link] (39.2 MB) is still available in the [Link]).

Right now both the legacy (FormBG3Commander) form and the new (BG3Form) form is in the CT.
Opening the form is done through the menu Table > BG3Form > Restore and show. For some reason, when opening the new BG3Form, the old FormBG3Commander also opens. I haven't bothered digging into why.

The new things in the new form and database are:
  • The table/list combo box (dropdown menu) is now based of SQL views rather than actual SQL tables.
    This gives much more control on what and the way data is returned.
  • 2 new combo boxes have been added: Character and Location. These are only populated when a game is loaded.
    The Character combo box will contain any companion/hireling that is recruited/hired. The code for anyone other than the Player isn't finished (or I forgot if I finished it).
    Adding/removing passives/statuses/tags/flags etc. will be done to the specified character/location. So the default Player/Character would be the same as using the AddPassiveToPlayer() (if it's a passive) etc. But you could change the location to Underwear, and the selected tag/flag/passive/status will be applied to the currently equipped underwear (or at least it will attempt to do so).
  • Menu items, such as selecting the database (so it can be placed in another folder without having to edit the settings manually), clearing and refreshing the form fields (these I mostly used when testing/debugging).
  • Settings are written to a file bg3_cheatTable.settings.txt that is in the same folder as the CT. If this files doesn't exist on launch, it will be created. If it exists, it will be read and those settings will overwrite the default hardcoded settings.
Fresh Cheat Table and SQLite3 database uploaded to Google Drive. Old links will link to the new versions. Not much have changed, as I don't really work on it anymore (as I note in the quoted post). Added some more to the form and more or less completed the various "Add" functions. I mostly use it myself for quickly finding and spawning an item, or quickly finding and adding some passive/status/flag/tag to the selected character.

Everything else in the quoted post is still valid/relevant. I can't offer any help on getting it to work for those of you that have issues. I never have issues. My best suggestion is to try editing the BG3Form (or FormBG3Commander) and play around with the DefaultMonitor and Position properties on the form. You can always download a fresh copy of the Cheat Table to get back to the original state, if you mess something up.
Table updated on my Google Drive (and attached to this post), using HenryEx' code for BG3 Patch #4, I take no credit as I've no idea how to actually do what he did :)

I've been playing BG3 all evening and I've encountered no issues with the console commands that I've used (mostly item spawning, passives, statuses from my Commander).

If you want to use the BG3 Commander, you'll need to database as mentioned in the quoted post(s).
hi thx for the updated table but last item moved and learn any wizard scroll option still doesn't work

MattStriker
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Re: z Baldur's Gate 3

Post by MattStriker »

Okay, this thread is huge and I can't really go through it all, so I'm gonna have to ask some newbie questions here...

...what's a "BG3 commander", and why does EvenLess' table throw a "This is not a valid cheat table (Error reading FormBG3Commander_1_ActiveControl: Unknown property: "ActiveControl"" error?

I suspect it's something that my version of CE (7.0) doesn't support. I've not installed a newer version until now because a.) everything still worked and b.) antivirus and antimalware programs go absolutely nuts if I even go NEAR a CE download...

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blueneuron.net
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Re: z Baldur's Gate 3

Post by blueneuron.net »

LibertusRex wrote:
Tue Oct 31, 2023 10:51 am
blueneuron.net wrote:
Sun Oct 22, 2023 9:46 pm
Noway3 wrote:
Fri Oct 20, 2023 2:16 pm


Nice stuff, are you planning to extend this (spells, equipment, flags, tags, etc)?
I am asking because I was also planning to create such a web interface, sourced with my data files, but if you take the lead, that's good too.
Alright, live now [Link].

Demo:
Image
Thanks a bunch for the tool. Could you add waypoints? Just for the sake of completion?

Here they are:

Code: Select all

Database 'DB_WaypointInfo' (STRING, STRING, ITEM, TRIGGER):
    ("Act1", "WAYP_HAG_Swamp", S_HAG_WaypointShrine_f48ce8dd-1412-4c30-b108-a90bfdd05c15, TRIGGERGUID_S_HAG_WaypointPos_4c92d6c3-055f-40f1-b76b-a3540ffe32ee);
    ("Act1", "WAYP_DEN_Camp", S_DEN_WaypointShrine_ebf0904f-2664-45c9-8e9d-dcd8333097c8, S_DEN_WaypointPos_cdd91969-67d0-454e-b27b-cf34e542956b);
    ("Act1", "WAYP_CHA_Top", S_CHA_WaypointShrine_Top_8ebd584c-97e3-42fd-b81f-80d7841ebdf3, S_CHA_WaypointTrigger_Top_4141c0a2-5ba9-42c0-ab18-082426df45e7);
    ("Act1", "WAYP_CHA_Chapel", S_CHA_WaypointShrine_5107e6b4-5725-43b2-b3c4-f4b05ccbc65d, TRIGGERGUID_S_CHA_WaypointTrigger_5e857e93-203a-4d4a-bd29-8e97eb34dec6);
    ("Act1", "WAYP_PLA_Toll", S_PLA_WaypointShrine_f68dedbb-a256-40f6-a01e-ab261851df5d, TRIGGERGUID_S_PLA_WaypointTrigger_bbe749bf-e6a8-4358-be9c-cd237b8af79d);
    ("Act1", "WAYP_GOB_Temple", S_GOB_WaypointShrine_28452bb5-8d27-4514-acb8-34c453e2cac4, TRIGGERGUID_S_GOB_WaypointTrigger_3b1b1ab2-1962-47cc-8e25-5cfde2a6c32f);
    ("Act1", "WAYP_PLA_Tavern", S_PLA_Tavern_WaypointShrine_43e1743d-8f9d-4fb7-8c01-0270b91657a4, TRIGGERGUID_S_PLA_Tavern_WaypointTrigger_7044aaf2-7ab9-43f6-96f0-08a173fa08b9);
    ("Act1", "WAYP_PLA_ZhentDungeon", S_PLA_WaypointShrine_ZhentDungeon_d1337745-a031-4b7c-b612-5a0814b51f60, S_PLA_WaypointTrigger_ZhentDungeon_f3cf2ab0-4b05-45e4-b2c8-2dda305ac47e);
    ("Act1", "WAYP_FOR_Ruins", S_FOR_WaypointShrine_3884f144-3777-468d-88c9-b7115f0c4f50, TRIGGERGUID_S_FOR_WaypointTrigger_e44f372c-b335-4dc8-8864-f2111c83c6a6);
    ("Act1", "WAYP_FOR_Bottomless", S_FOR_Bottomless_WaypointShrine_0ceff944-8055-4ed0-aff6-5b30571e92e7, S_FOR_Bottomless_WaypointTrigger_ad3614e0-8895-45dd-a05d-a78eba584202);
    ("Act1", "WAYP_UND_Beach", S_UND_Beach_WaypointShrine_2acb1470-a608-430b-b2c8-52e2f7a2bf02, S_UND_Beach_WaypointTrigger_91c3fe06-7d44-4f35-a88a-ea5eb303bb70);
    ("Act1", "WAYP_UND_Duergar", S_UND_Duergar_WaypointShrine_c0199c79-f849-4bdd-ba3b-8886c9b1572e, S_UND_Duergar_WaypointTrigger_01d43e65-d370-46c6-9998-a9f7523221eb);
    ("Act1", "WAYP_UND_Sussur", S_UND_Sussur_WaypointShrine_4784ae8e-e3e3-4f7b-9db8-32ebdbd21a65, S_UND_Sussur_WaypointTrigger_d24b2d8c-a4dc-4367-8da2-c6fa75baa61c);
    ("Act1", "WAYP_UND_Myconid", S_UND_Myconid_WaypointShrine_38490336-56cc-4578-aa86-d8864a669b70, S_UND_Myconid_WaypointTrigger_b83f13a0-e988-48f1-9068-ea9be2adffb2);
    ("Act1", "WAYP_UND_Fort", S_UND_Fort_WaypointShrine_bc4712ae-a62d-41ac-9783-a203843544be, S_UND_Fort_WaypointTrigger_dddb39d6-c5ac-4470-98c5-395ce81af017);
    ("Act1", "WAYP_UND_AdamantineForge", S_UND_AdamantineForge_Waypoint_cf10a89f-223b-432b-acaa-549ef5c999c6, S_UND_AdamantineForge_WaypointTrigger_3a5474b3-2410-4a9c-80a0-ea6bf5ac4446);
    ("Act1b", "WAYP_CRE_Exterior", S_CRE_Exterior_Waypoint_3e2b07ef-4e70-41ee-a9c9-efc885553a97, S_CRE_Exterior_Waypoint_Pos_00abc10c-921d-46f9-80e0-2b8f92f884c7);
    ("Act1b", "WAYP_CRE_Monastery", S_CRE_Monastery_Waypoint_78747efb-8756-4c83-b526-b0792dab9945, S_CRE_Monastery_Waypoint_Pos_6b587ee7-5767-4d3e-8ef4-270976e63ad5);
    ("Act1b", "WAYP_CRE_Creche", S_CRE_Creche_Waypoint_b1af9325-0132-412e-b30a-c1a23d815ead, S_CRE_Creche_Waypoint_Pos_4324dbaf-6533-4b0f-8c99-de4e2adbd4ec);
    ("Act2", "WAYP_SHA_NightsongPrison_Entrance", S_SHA_NightsongPrison_EntranceWaypoint_b73a851d-b186-4f73-a1f9-ba9d54c43cb6, S_SHA_NightsongPrison_EntranceWaypoint_Pos_9b2081b4-d7dd-43ac-8ef0-4acda40379ae);
    ("Act2", "WAYP_SHA_Temple", S_SHA_Temple_WaypointShrine_b7753131-7544-4bc6-85ef-e03ac590462a, S_SHA_Temple_Waypoint_Pos_7d5d94c7-fa75-41f2-9aef-06b9d42757ea);
    ("Act2", "WAYP_TWN_Center", S_TWN_Waypoint_a3bc9d4c-f48c-443f-a332-5a7f182b7ced, S_TWN_Waypoint_Pos_488ce3e4-2239-4623-9aeb-d34cc18bec58);
    ("Act2", "WAYP_TWN_Mausoleum", S_TWN_Mausoleum_Waypoint_46a88c9f-de74-41cb-8849-174f4cdb8774, S_TWN_Mausoleum_Waypoint_Pos_c6faa212-fb0f-4fc5-a011-662a03a3b09a);
    ("Act2", "WAYP_MOO_TowerExterior", S_MOO_TowerExterior_Waypoint_7f36ae4d-f794-4ed2-923a-6f60bbe4d873, S_MOO_TowerExterior_Waypoint_Pos_8fd66a2b-7b29-44f9-b6dd-cd957c91d19c);
    ("Act2", "WAYP_HAV_Outside", S_HAV_Waypoint_606182af-c8ad-4727-a584-c29c44e2918c, S_HAV_Waypoint_Pos_94b462c2-9290-4d4d-8bf4-fbf559f03c3f);
    ("Act2", "WAYP_SCL_Highroad", S_SCL_RoadToBaldursGate_WaypointShrine_2f6f630d-bd04-46b2-8ab7-b19b89d11780, S_SCL_RoadToBaldursGate_Waypoint_Pos_ef45338c-09c7-4904-998f-32c0ad1165b6);
    ("Act2", "WAYP_SCL_OliverHouse", S_SCL_OliverHouse_WaypointShrine_82f24972-bfb0-4eb8-aaef-91f21b57a3a4, S_SCL_OliverHouse_Waypoint_Pos_7c083353-7e5c-4cb7-ac3e-42fc3a19807f);
    ("Act3", "WAYP_WYR_Rivington", S_WYR_Rivington_WaypointShrine_a6fc2763-0721-4509-ad5d-097266d50ee9, S_WYR_Rivington_WaypointTrigger_016ac9ad-ac85-49a0-a6be-e24fdb0de2bb);
    ("Act3", "WAYP_WYR_SharessCaress", S_WYR_SharessCaress_WaypointShrine_afe388e1-dc13-41ec-a5df-7bfdc8048637, S_WYR_SharessCaress_WaypointTrigger_5561c476-c82d-4239-b4a3-baaf2985ef71);
    ("Act3", "WAYP_WYR_WyrmRock", S_WYR_WyrmRock_WaypointShrine_14b3b68b-fcfb-4e12-9601-bc9784c96026, S_WYR_WyrmRock_WaypointTrigger_71df0a8d-2cda-4e2d-b612-9a5f5a80e771);
    ("Act3b", "WAYP_LOW_StartingArea", S_LOW_Waypoint_StartingArea_1a563b67-61b2-42d0-b578-293947fdfab9, S_LOW_Waypoint_StartingAreaTrigger_f0a45122-eca3-4b8f-ad86-c429ca305b3d);
    ("Act3b", "WAYP_LOW_CityBeach", S_LOW_Waypoint_CityBeach_b8feaab1-4913-4b3e-9f96-1901b7a8358a, S_LOW_Waypoint_CityBeachTrigger_f6611899-85b6-45e3-8c1e-3b61590a621f);
    ("Act3b", "WAYP_LOW_CentralWall", S_LOW_Waypoint_CentralWall_4a4128bf-43d2-4740-91ed-f73a539f026a, S_LOW_Waypoint_CentralWallTrigger_97bdf561-7f2b-4618-89ca-5cad0729bd01);
    ("Act3b", "WAYP_LOW_BaldursGateArea", S_LOW_Waypoint_BaldursGateArea_daabc785-6c47-4b5c-a3d8-d4bea24128b7, S_LOW_Waypoint_BaldursGateAreaTrigger_8b1d2cf5-9142-4786-9294-b92b8ec2083f);
    ("Act3b", "WAYP_LOW_DocksArea", S_LOW_Waypoint_DocksArea_b212e754-993a-4cb1-87a4-6837637cb92d, S_LOW_Waypoint_DocksAreaTrigger_1e27d7c2-0914-4717-9a70-37bdcdb3b80b);
    ("Act3b", "WAYP_LOW_Cesspool", S_LOW_Waypoint_Cesspool_ee8328b3-fd43-4ccd-81fe-9f088e5d1c1e, S_LOW_Waypoint_CesspoolTrigger_a081bb35-5fcf-4d9b-8831-1da0ce052c6e);
    ("Act3b", "WAYP_LOW_UndercityRuins", S_LOW_Waypoint_UndercityRuins_3f0b72a1-c27c-48a7-94b3-eeba2b3abfcb, S_LOW_Waypoint_UndercityRuinsTrigger_3e423e81-8d84-463e-b50e-ab8c5869bdf6);
    ("Act3b", "WAYP_LOW_BhaalTemple", S_LOW_Waypoint_BhaalTemple_0a20cf3b-246e-428c-8bef-96f4dd14e0a9, S_LOW_Waypoint_BhaalTempleTrigger_807163bb-8341-49da-a074-c5926bfedf1b);
    ("Act3b", "WAYP_LOW_CazadorsPalace", S_LOW_CazadorsPalace_Dungeon_Waypoint_33e1d474-9343-41dd-b16e-be006160296d, S_LOW_CazadorsPalace_Dungeon_WaypointTrigger_717c1fd4-290a-4fb7-9282-dbcdd17a274b);
    ("Act3b", "WAYP_LOW_MorphicPoolDock", S_LOW_Waypoint_MorphicPoolDock_a3af0ac8-dcb0-4321-b0db-8e08ce713cd9, S_LOW_Waypoint_MorphicPoolDockTrigger_c1ea6981-cfce-495c-8405-3b503df268fd);
Sure. I'll do that this weekend.

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The Red Prince
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Re: z Baldur's Gate 3

Post by The Red Prince »

its still a shame that even with all these modding tools at our disposal, there's no way to permanently keep "immunity" type resistances, it would of been nice to RP as something fiery, but not being immune to fire really ruins it, and I mean like having the immunity persist across saves/loads/death/long rest.

Stevilknievel
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Re: z Baldur's Gate 3

Post by Stevilknievel »

This is a complete shot in the dark on my end (trust me its probably one of the dumbest requests you'll ever see in a thread)

I want to trick the game by making it think I have triggered the initial romance scene with shadowheart (during the tiefling celebration party near the conclusion of act 1) I missed that choice completely and now I'm almost 40hrs ahead but I'm hoping if I can change the event flag, it could lock in that we began the romance.

I know the character flags are separated between romance and relationship so maybe there's still a chance it could work, if I tell it; sure I kissed her way back when.

Is this possible or am I just hoofing copium

pataphysix
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Re: z Baldur's Gate 3

Post by pataphysix »

Noway3 wrote:
Sat Nov 04, 2023 1:33 am
Hi All,
I have updated my data dumps and scripts to latest game version Patch #4 - v4.1.1.3905231

Short description:
I have created a script to gather all the stats of things such as Armors, Characters, Object, Passives, Spells, Statuses, Tags, Flags, Templates, Weapons and outputs them into JSON, Excel files and SQLite database .

With these files, you should be able to query for any item, spell, boost, flag, tag, status that you may be looking for and find the corresponding UUID to use in the cheat tables.

All files are on the google drive, please read the original post for details

BG3 - Noway3 link to original post with details
[Link]

Other usefull BG3 forum quick links: Have fun!
Thanks a lot for your work. The latest Stats file seems to be missing the names and descriptions of items.

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sanitka
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Re: z Baldur's Gate 3

Post by sanitka »

allmarshall wrote:
Fri Nov 03, 2023 11:24 pm
Can anyone give me some quick help? Well... maybe not so quick, i think.

So, I have no idea about modding or anything like that. But I've been discovering recently that I love downloading mods and then editing them to make them a little more balanced. All I do is: decompile the file (.pak) and then edit the scripts.

However, because I have NO experience, I am left in the dark about some things. Like, for example, the situation I currently find myself in: I'm using a mod in which several rings are added to the game and one of them would go very well with the "Bliss Spores" status, a temporary buff like "Morninglord Radiance".

I would like to know how I get the IDs of passives and buffs like these. If there is a script in the game files where all these passives, buffs and the like are located, as they are in the mod scripts, or something like that.

It would also help me a lot to know the ID of the "Bliss Spores" buff.

For example:

- "Morninglord Radiance" buff ID is: CRE_MAG_LATHANDER_PUZZLE_BOON
- "Heroes Feast" buff ID is: HEROES_FEAST

Some are easy to determine, like Heroes Feast, or Fly (FLY), but others are not (I would never imagine MRadiance's ID), but knowing the ID's in the scripts, then I could even use the cheat engine (or at least I could, before patch 4) and edit the passive/feat script and add this ID and then boom!! effect/buff applied.

It would be a great help!
This is not a modding forum, utilize fearlessrevolution or such, there is a huge modding comunity with modding tutorials.
Moreover there is a ton of UUID databases on the net, just search.

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