New feature: "Merged" objects (array, dict and SQLite database)
The "Merged" database is consolidated from all _merged.lsf data files extracted from the game. These where off the radar until now.
It is supposed, to my knowledge, to be a comprehensive list of all 'character', 'trigger', 'item', 'scenery', 'LevelTemplate' and other FX effects.
for example: if you are looking for a specific character or a specific item, search for that name in the "DisplayNameEnglish" column. You should then find the MapKey of it (e.g. to summon it) and the UUID of the template (to spawn an instance of it).
WARNING: these files are relatively BIG, around 300 MB, they contains a total of 475,746 game objects!
ALSO: It is still work in progress: I am working on:
(1) filling in the empty cells recursively from their template values to make it easier to sort out and browse thru .
And (2) I will also split it to make it easier to download and browse, starting with 'character' (4126 rows) and 'item' list (54408 rows) which seems the most interesting for us (the other stuff could be of interest for modders)
Great work. I'm curious how long it took you to index all the _merged.lsx files
My first successful run, with merged included, took 40 minutes but after few profiling and optimization, especially in the in memory data structure, it is now down to 10 minutes, creating excel files with the formatting takes a lot of the time (36%) . Note that my PC is quite powerful with 16 modern processors, 64 GB memory and few terabytes of SSD-NVMe disks, so I optimize for pure speed without much concerns for memory.
How to use this cheat table?
Install Cheat Engine
Double-click the .CT file in order to open it.
Click the PC icon in Cheat Engine in order to select the game process.
Keep the list.
Activate the trainer options by checking boxes or setting values from 0 to 1
Last edited by Noway3 on Sat Sep 23, 2023 6:47 pm, edited 2 times in total.
The console command is no longer working in the new patch. I load my save and it still doesn't work asking me to load the save. I just downloaded v10 and it doesn't work either. Thanks.
Anyone know how to remove the Aura of Murder passive? It seems I have it permanently even after long resting. I tried enabling and disabling on the table but it still shows and doesn't go away.
add this passive MAG_Bhaalist_Aura_Of_Murder_Passive
and turn it off before you remove it
How does one do this? The aura of murder cheat has made this playthrough ridiculously annoying and I'd love to be rid of it. I tried disabling it by modifying the cheat itself and it just won't work.
I don't know (yet) that Bhaalist feature but, looking at the coding of it, it is on by default (after a rest) but you should be able to toggle it off from your hotbar (in the passive tab).
What knightjedi is proposing is to add the passive via the cheat table (enable) then deactivate it via the game hotbar then disable that passive via the cheat table (disable) or you may just leave it active once you know that you can switch it on/off from the game hotbar
The console command is no longer working in the new patch. I load my save and it still doesn't work asking me to load the save. I just downloaded v10 and it doesn't work either. Thanks.
It works just fine actually, redownload the table if you have to but I can guarantee it works
You could try setting/removing some of the related flags, to see if you can get the item to spawn afterwards, or in other ways progress the quest.
As for the TemplateName attribute in the file Patch1\Mods\GustavDev\Levels\CTY_Main_A\Items\_merged.lsf.lsx (the file containing the item in question), that simply references the template of "Stained Book". So I would assume this is just the same as ParentTemplateId in the actual RootTemplates files. It's just "inheriting" the referenced template, and then adding the differences on top of that.
Ok I feel like I may be a little dumb but - have you updated the .sqlite3 database and/or .CT file since this post and I just haven't found the updated post/files? I don't have Flags as an option when using BG3 Commander.
Yes. Same link for download. Just download the sqlite db and replace the one you got before.
hi, is there a way to add keys? the ones for opening locks. haven't been able to find their name in the allstats excel file. specifically talking about the counting house keys.
is there a way to remove music proficiency learned by Alfira ? it seems bugged to always spawn perform on my wheel even if I remove the instrument.
I think you can remove the status. its called DEN_ALFIRA_PROFICIENCY
try
{$lua}
if syntaxcheck then return end
status = "DEN_ALFIRA_PROFICIENCY"
[ENABLE]
RemoveStatusFromPlayer(status)
[DISABLE]
These are the keys you are probably trying to get but most will probably spawn only if you are in the level where they are supposed to spawn.
Counting House Keys
0ce654c7-e4e6-4613-878e-c534a4141d9e Counting House Vault nº1 Key
1e638e23-69e3-422f-b484-2f5481b22df3 Counting House Vault nº2 Key
2216f1d2-8984-4ebd-a202-eac494510a1a Counting House Vault nº3 Key
21ce131e-96fe-4d24-9883-ec891f8a529c Counting House Vault nº4 Key
2abb3c1d-06c5-46b5-a379-9b212c71296b Counting House Vault nº5 Key
2d19ea43-ec8c-4023-9316-8af28d2c817d Counting House Vault nº6 Key
c9fbc253-f51f-46aa-bfb0-52a470348729 Counting House Safe nº1 Key
186ecca4-3023-4433-9716-8f1752513afa Counting House Safe nº2 Key
7dc7ffb6-1c83-491a-958b-193db900337d Counting House Safe nº3 Key
fd0f0382-7f4b-460d-913c-dd3fe27441e9 Counting House Safe nº5 Key
fd951ed9-4693-483f-b36c-6247f464a69b Counting House Safe nº6 Key
8ca3ab16-5b42-45bd-82e3-abbfcc2cafda Counting House Safe nº7 Key
587fc7a2-5fa6-4193-b7fd-4f8ce7f29b31 Counting House Safe nº8 Key
ff80570a-4ef8-48f6-8d18-8a6971aeddea Counting House Safe nº4 Key
34ae083f-fe59-45f9-9ed0-be94feab3b22 Counting House Vault 1 Key
7459b479-f690-4be4-b394-9caaa314ed84 Counting House Vault 2 Key
3bb8470f-a2d7-4fb4-9ba4-009293a2db1b Counting House Vault 3 Key
761d5d86-ecc1-455e-925f-271e4ab5dcc4 Counting House Vault 4 Key
ed764748-69da-4265-9e97-1326fcc7ab5c Counting House Vault 5 Key
52babaa9-60e0-4919-b523-4c0d916a0cc9 Counting House Vault 6 Key
85ebe2f5-bd31-420e-bb23-81f85466c774 Counting House Vault 7 Key
6499560e-4790-4aab-97a0-c0989088a8cb Counting House Vault 8 Key
54d5b4f3-2bf3-47b5-8bb5-19e976a821e6 Counting House Vault 9 Key
New feature: "Merged" objects (array, dict and SQLite database)
The "Merged" database is consolidated from all _merged.lsf data files extracted from the game. These where off the radar until now.
It is supposed, to my knowledge, to be a comprehensive list of all 'character', 'trigger', 'item', 'scenery', 'LevelTemplate' and other FX effects.
for example: if you are looking for a specific character or a specific item, search for that name in the "DisplayNameEnglish" column. You should then find the MapKey of it (e.g. to summon it) and the UUID of the template (to spawn an instance of it).
WARNING: these files are relatively BIG, around 300 MB, they contains a total of 475,746 game objects!
ALSO: It is still work in progress: I am working on:
(1) filling in the empty cells recursively from their template values to make it easier to sort out and browse thru .
And (2) I will also split it to make it easier to download and browse, starting with 'character' (4126 rows) and 'item' list (54408 rows) which seems the most interesting for us (the other stuff could be of interest for modders)
Great work. I'm curious how long it took you to index all the _merged.lsx files
My first successful run, with merged included, took 40 minutes but after few profiling and optimization, especially in the in memory data structure, it is now down to 10 minutes, creating excel files with the formatting takes a lot of the time (36%) . Note that my PC is quite powerful with 16 modern processors, 64 GB memory and few terabytes of SSD-NVMe disks, so I optimize for pure speed without much concerns for memory.
Can't say I've optimized anything
Got a AMD Ryzen 3700X (8 cores, 16 threads) and 64 GB RAM and a combination of nVME and SSD (not the fastest). But the difference from 40 minutes to 22++ hours would indicate that either I was attempting to index way too much (_all_ *.lsx files in the Shared\*, Gustav\*, and Patch*\* folders) or my code is faulty. Haven't looked at it since I replied to your post regarding the _merged
Great work. I'm curious how long it took you to index all the _merged.lsx files
My first successful run, with merged included, took 40 minutes but after few profiling and optimization, especially in the in memory data structure, it is now down to 10 minutes, creating excel files with the formatting takes a lot of the time (36%) . Note that my PC is quite powerful with 16 modern processors, 64 GB memory and few terabytes of SSD-NVMe disks, so I optimize for pure speed without much concerns for memory.
Can't say I've optimized anything
Got a AMD Ryzen 3700X (8 cores, 16 threads) and 64 GB RAM and a combination of nVME and SSD (not the fastest). But the difference from 40 minutes to 22++ hours would indicate that either I was attempting to index way too much (_all_ *.lsx files in the Shared\*, Gustav\*, and Patch*\* folders) or my code is faulty. Haven't looked at it since I replied to your post regarding the _merged
Nice setup too!
Well, I process all "_merged.lsf.lsx" files, except for the directories '[PAK]', 'Assets' and 'Content' that I found of no interest for us. Still 3054 files ...
I know it's stupid, but is it possible to edit play time with this program? Installing or removing mods mid-campaign cause the time played (the number displayed on my save game) to reset. It doesn't affect the game at all, but it drives me fucking crazy.
Is there a reason why older tables console commands work perfectly, while the recent ones are a hit or miss ? I reload and it sometimes works and sometimes it refuses to load when I press register … that never happens with older tables despite using both on the same version of the game ( the latest patch ).