z Baldur's Gate 3

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katana884
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Re: z Baldur's Gate 3

Post by katana884 »

Inder01 wrote:
Wed May 29, 2024 12:56 am
Hi everyone,

I've looked through the forum for as long as I could but I couldn't find any definitive answers. Is there any way to remove a spell which has been learned from scrolls/level up? The remove spell command only seems to work with spells added via CE, and not with spells learned normally through the game. I made the mistake of learning every spell I got my hands on (including spells which aren't even normally on scrolls in the game due to a mod), and it makes it impossible to navigate the spellbook and seems to be lagging the game a little bit too. Any help would be appreciated!
I don't have a direct answer to your question, but there was a post a while back on how to manually add a spell (each time the game is started) and I started using that and I think it works way better than the "learn any wizard spell" setting

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

romafe23_2
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Re: z Baldur's Gate 3

Post by romafe23_2 »

ShadowCX wrote:
Sat May 25, 2024 8:59 am
Hi everyone,

am I really the only one so stupid as to not get this to work? I am still trying to get "BG3_HotFix#25_Autoload_v1_0.CT" to work with CE 7.5 and Steam Game Version v4.1.1.5022896.
I tried starting up CE and the table, then start up the game and load the save.
I also tried starting up the game and after that start CE and load the table, then load the save.
Also, when I load the table CE asks me whether to run an initial LUA script, which I always accept by clicking "Yes".

However, I get error messages for every possible script it seems.

To give an example:

When I try to click on "Last Item Moved (moved item must have quantity of 2 or more)" it gives me the following error:
"<<module not found:$process>>

Looking at the script, $process seems to be defined as the following:

aobscanmodule(moved,$process,75 ?? 48 B8 ?? ?? ?? ?? ?? ?? ?? ?? EB ?? 48 8B ?? ?? 0F)

So, judging from the CE documentation "$process" is the module where the scanning should take place, but for some reason that module is not found.

I'd be really grateful if anyone could tell me where I'm going wrong :oops:
I had the same problem so I read once again the instructions provided by @MadMacChad and finally found the solution:

Download the latest table from his post here:
viewtopic.php?p=343574#p343574

Be sure to also download the files:
- bg3data.sqlite3
- bg3data_legacy.sqlite3
from EvenLess' post viewtopic.php?p=319388#p319388

Put the 3 items (cheat table and both data files) in a new folder (or be sure to delete any settings file created by previous cheat tables in the folder you are using).

Follow the order:
- Run the cheat table
- Open BG3
- Load Save
- Enjoy

I was able to make it work today 2024/06/03 with the latest CE, Steam and BG3 version.

CptWindwalker82
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Re: z Baldur's Gate 3

Post by CptWindwalker82 »

romafe23_2 wrote:
Mon Jun 03, 2024 11:29 am
ShadowCX wrote:
Sat May 25, 2024 8:59 am
Hi everyone,

am I really the only one so stupid as to not get this to work? I am still trying to get "BG3_HotFix#25_Autoload_v1_0.CT" to work with CE 7.5 and Steam Game Version v4.1.1.5022896.

I'd be really grateful if anyone could tell me where I'm going wrong :oops:
I had the same problem so I read once again the instructions provided by @MadMacChad and finally found the solution:

Download the latest table from his post here:
viewtopic.php?p=343574#p343574

Be sure to also download the files:
- bg3data.sqlite3
- bg3data_legacy.sqlite3
from EvenLess' post viewtopic.php?p=319388#p319388

Put the 3 items (cheat table and both data files) in a new folder (or be sure to delete any settings file created by previous cheat tables in the folder you are using).

Follow the order:
- Run the cheat table
- Open BG3
- Load Save
- Enjoy

I was able to make it work today 2024/06/03 with the latest CE, Steam and BG3 version.
I followed this to the T but while the Evenless spawner seems to work, the Ability Score option doesn't. Unless that requires some extra steps..?

wublubdada
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Re: z Baldur's Gate 3

Post by wublubdada »

Hi guys, I have been using an Ai auto-combat mod recently, and one of my team members is using the Karlach throwing genre, but the Ai always attacks with some useless skills or HandAttack, what can I do to get the Ai to focus on throwing and using the skills I want to use

hXc Mike
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Re: z Baldur's Gate 3

Post by hXc Mike »

Inder01 wrote:
Wed May 29, 2024 12:56 am
Hi everyone,

I've looked through the forum for as long as I could but I couldn't find any definitive answers. Is there any way to remove a spell which has been learned from scrolls/level up? The remove spell command only seems to work with spells added via CE, and not with spells learned normally through the game. I made the mistake of learning every spell I got my hands on (including spells which aren't even normally on scrolls in the game due to a mod), and it makes it impossible to navigate the spellbook and seems to be lagging the game a little bit too. Any help would be appreciated!
this could be related to something i've been badgering about for awhile now. the add/remove spells cheats all add or remove spells from the "Character" spell page/spellbook tab rather than the "Class" spell page/spellbook tab (wizard, sorcerer, etc). AFAIK so far no one has found a solution on adding/removing spells from the "Class" pages. at least not through CE, mods may have a bit more access there.

ShadowCX
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Re: z Baldur's Gate 3

Post by ShadowCX »

Hi guys, I've managed to fix my problems with the Cheat Table and it's working now without any errors.
For me the problem was that I had compiled the source project to the 32-bit version of CE, even though I'm running a 64-bit Windows OS. Once I had built and run the correct 64-bit version "cheatengine-x86_64.exe" everything turned out great.

Jaratii
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Re: z Baldur's Gate 3

Post by Jaratii »

For context I am using MadMacChad's table, however this also happened with Zanzer's table. Is it intentional that I can only spawn 1 of any particular item? For example, say I spawn the "psychic set" and take the items from the pouch. If I spawn it again, a pouch will appear but it is empty. I have also noticed if I forcibly spawn multiple of the same item (via UUID), then my game glitches out irreversibly. For example, I spawned an additional Safeguard shield after buying the one in the Grove, and equipped it on Astarion. Now, if I save and reload the game after doing this, there are multiple Safeguard shields equipped in slots where they shouldn't be (i.e. his head, chest, cloak slots, etc.) and if I remove these, he is stuck with having shields visibly stuck to him (even after removing ALL equipped items), like on his back, on his feet, etc. This has happened to me several times now and with different items each time.

I have also noticed if I spawn an item, then go to where it should normally be in-game (like to get a second one) it is already "gone" from it's usual spot.

Image

Any idea how I can fix this?

protagonish
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Re: z Baldur's Gate 3

Post by protagonish »

Not sure how dead this forum is right now but there's 2 things I am struggling to fix.

1.Trying to set the weight back to normal after using the no weight toggle in the table

2. When anyone in my party drops to 0 health, they are still alive and walking around as if they are invincible despite disabling all toggles on the CE table.

If anyone can help me figure out what I need to do to undo those scripts properly back to vanilla I would mighty appreciate it.

hightechartist
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Re: z Baldur's Gate 3

Post by hightechartist »

I've asked a few times on here and never got an answer, but after months of trial and error, I finally figured out on my own how to provide the Gregarious Caster passive (the Potent Robe ability that adds cha mod to cantrip damage). Here it is in case anyone else is ever looking for it:

{$lua}
if syntaxcheck then return end
passive = "MAG_CharismaCaster_CantripBooster_Passive"
[ENABLE]
local result = AddPassiveToPlayer(passive)
if result ~= 1 then
print("command failed")
end
[DISABLE]
local result = RemovePassiveFromPlayer(passive)
if result ~= 1 then
print("command failed")
end

aldmerian
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Re: z Baldur's Gate 3

Post by aldmerian »

While trying to figure out what went wrong with me using ACOverrideFormula, i found another similar function in the script extender named ACOverrideFormulaBoost. Does anyone know what this does?

My problem with ACOverrideFormula: If i use

Code: Select all

ACOverrideFormula(15,true,Wisdom)
and put on Heavy Armor with AC of 18, the difference, 3 (18 - 15) gets subtracted when calculating my total Armor

nukethenate
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Re: z Baldur's Gate 3

Post by nukethenate »

How do I change char relationship values? Cant seem to find any way to change it in the main script

hightechartist
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Re: z Baldur's Gate 3

Post by hightechartist »

nukethenate wrote:
Sun Jun 30, 2024 12:02 am
How do I change char relationship values? Cant seem to find any way to change it in the main script
Are you talking about the approval value, or are you talking about the dating status values?

myrratic
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Re: z Baldur's Gate 3

Post by myrratic »

There is a particular item I lost that I want to get back using the cheat engine. I know this is weird but it is the traveller's chest with a gremishka inside from the Creche. So it is a unique item. I managed to extract the following information about it using an earlier save where I still had it, and using the cheat engine as well:

Item: S_CRE_MageHandBox_49bc0f54-3bd2-4945-8785-cc1f813d8a30
Template: CONT_GEN_Chest_Travel_A_b1487efd-4ae8-4747-866d-717df74169cd

However, when I try to spawn the chest by replacing the smokepowder barrel script, it says failed to execute. I can spawn in the template chest okay, but it is just a generic version, unlocked, without the crying gremishka, which I want to use at my camp for flavor and as part of my pets collection. How do I spawn in a unique item like this? Is it possible?

EDIT: I figured it out by doing some further research from this forum. So all I had to do was use the OSI command. However, when I spawn it in, it is unlocked and the gremishka is no longer inside, which means somehow, it got opened during my gameplay. Is there a way to reset the item?

wasd1234
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Re: z Baldur's Gate 3

Post by wasd1234 »

Hello everybody. I am about to start a new play through soon, and I wanted to give my character all the dialogue options possible, see all the things I missed previously. Without having to play 20 more new characters after.

I found [Link], so from it, I gather that I need a lot of tags to make that work. With that being said, I have almost no advanced knowledge of what to do with the cheat table, apart using the already written scripts and editing them slightly, by changing a value or an ID. I would be really grateful if somebody could help, with providing all the Race, Subrace, Class, Subclass, Deity, Paladin Deity, Alignment, Paladin Alignment, Background and Shapeshifting Tags out there. Or anything, really, that would need to be done to get all the dialogue options possible, and how to do it.

I know the cheat table already has a lot of those, but I don't want to accidentally add something that I might not need, break my game and have to start over. If there is a way to add only the dialogue Tags, Flags, or anything else, which would affect/give more dialogue options. Preferably a one time thing, get them all, and they stay on the save, without having to enable them every time I reopen the game.

I am sorry if this or something similar has already been posted before, but there are 465 pages and I couldn't possibly read them all. I did some basic search, but didn't find a similar recent post.

override367
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Re: z Baldur's Gate 3

Post by override367 »

Hi Everyone, I have a bug where in Grymforge, after killing Nere and all the Duergar, Barcus will not register that they are dead, he just says they'll get mad. Anyone know if there's a flag that can be changed to register that the Duergar are dead?

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