Now supports examining/controlling a lot of world objects, such as lights, doors, lifts, and more! Tool to examine game entities (NPCs and Vehicles) to get some details about them. Mostly useful for modders, but there's some fun stuff in here that anyone might enjoy playing with.
Maybe not required, but I didn't check to see if any of the functions/methods are from it or not, so I'd just grab it anyway. Not gonna hurt anything, for sure.
Can be used to find TweakDBIDs of vehicles to add/remove them from your swap lists
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
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Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
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Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
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Changelogs
Version 2.1a
Temporarily removed the "black and White" theme for the main window while I work on resolving issues with it that caused crashes (also fixed issues with the "Buttons" window theme)
Version 2.1
Fixed issue with ImGui styles/colors, which may have potentially caused crashes or the window to not show for some people.
Version 2.0
(Hopefully) resolved an issue that caused the script to get stuck on one entity... This could still happen in some cases, but so far seems solid from my testing...
Resolved an issue that could sometimes result in the game crashing if the keybind window is opened when you load a game or return to main menu
Removed most (maybe all) non-draviable "vehicles" from the yaml file of unlockable vehicles... So now you can't claim things like the roller coaster cart...lol
This update may reset some of the mod settings to their default values... I apologize for this, but it was necessary... It should only reset the "Auto Resize Window" and "Two Column Buttons Windows" settings that were added in the last update (any other saved settings should still load fine)
Version 1.9
Added option to split the buttons in the optional "Buttons" window into 2 columns of buttons instead of a single column of buttons.
Added system time, game time, and current game weather state display to the top of the main mod window.
Added option to auto-resize main window to fit the current window elements (disabled by default, but recommended to enable)
Add new "Player" tab which gives some info for the player, as well as a list of currently applied status effects with the ability to remove them. Note that this currently includes a non-functional "Equipment" list... I meant to remove this before updating, but forgot... It will either be fixed or removed for the next update...
Some bugfixes (hopefully). Should fix the issue with the game crahsing when changing the main window theme (if that was even caused by this mod for the one person that reported it), and also should fix the issue of the window not functioning after the player dies/returns to main menu/etc. The menu will no longer show while not fully in-game.
Version 1.8
Added keybind to open/close doors
Added "Buttons" overlay menu for device manipulation (same as what exists for NPCs and vehicles already)
Version 1.7
Fixed loading function for the new highlighting toggles added in v1.6
Added theme selection for the main window (currently only 2 themes, the new black and white theme added in v1.6 and the default CET theme)
Version 1.6
Added detection of some world objects and devices (containers, items, and "devices" which inlcude things like doors, lights, lifts, vending machines, computers, TVs, etc)
New main mod menu colors and style (black/white/grey, with everything squared off), plus reorganization of menu items
Lots of buttons for interacting with devices
New toggles for highlighting individual entity types instead of always highlighting all of them
Small adjustments to the way highlighting works to ensure that entities don't get stuck highlighted after you look away from them (NOTE: Reloading all mods in CET will break this and any that are highlighted will remain highlighted until you reload a save/relaunch the game)...
Version 1.5
Minor fixes, mainly moved the new "Mount Vehicle" button in the new "Buttons" window to the bottom (it was to the right of the last button in v1.4 instead of underneath it) and the removal of some redundant/useless code...
Version 1.4
Added toggle-able "Entity Highlighting" feature, which highlights the current entity like they are being scanned (with a pulsating effect). Note that as of now, this will not work for NPCs until after you look at a vehicle once to get it's highlighting data, which then gets applied to NPCs...
Added new buttons to despawn both NPCs and Vehicles... Be careful with these (or be careful with saving your game if you despawn important NPCs)...
Added new buttons to open/close vehicle doors
Added new button to mount the current vehicle entity. This will teleport you to the vehicle and enter the driver's seat, then you can start driving. This button will only show when you are not already inside of a vehicle.
Made the "Enable Vehicle" button also enable interactions forvehicles that have them disabled... This button now has 3 functions: It will enable disabled vehicles, repair broken vehicles (not destroyed), and now enable the interactions.
Added an entirely separate window overlay with only the buttons for NPC/Vehicle actions. This window can be enabled in the main window's "Settings" menu. It will only show while you are scanning, and will disable jumping while scanning. This is so that you can cycle through the buttons with the up/down arrow keys and select one with the spacebar (spacebar has to be used to select, and can't have you hitting the buttons every time you try to jump...lol).
Version 1.2
Fixed an issue that caused exports to not show the TweakDBID (I had it set to an old variable name that I changed and apparently didn't change everywhere, so it always exported as 'nil')...
This is a modding (scripting/TweakDB) dev tool to get detailed info about NPCs, vehicles, items, containers, and devices (devices including things like doors, lifts, cameras, screens, lights, etc) in-game, that updates data in real-time
It will show details such as the Entity template path (.ent file), appearance name, affiliation, and more (for most NPCs/Vehicles)
Also has a few 'fun' features like the ability to kill or recruit an NPC, or control/repair/disable/destroy vehicles with the press of a button.
Overall, it's basically just a very simplified Entity Inspector (mod by u/bradenm650 that no longer functions properly), more aimed at beginner modders and curious users
As of v1.1, has a button to teleport the player to the current entity's position (thanks to the aforementioned 'Entity Inspector' mod for the idea, as it had this feature)
As of v1.1, has a button and keybind to claim vehicles (add them to the player vehicles list)
As of v1.4, has a bunch of new "fun" buttons and a bit more details for vehicles, as well as an entire new (optional) overlay window that only has the "fun" buttons, and works similar to the game's quickhacking menu (even only works while the scanner is active)... See changelogs for more info... This window can be moved in CET overlay (click and drag from between 2 of the buttons), and the buttons themselves can be resized and recolored in the mod's main window (to any colors using RGB sliders, with separate colors for the backgrounds, outlines, text, and selection highlight)...
Intended Usage:
Claim vehicles to add to your call list
Check TweakDBIDs of NPCs and Vehicles to add/remove from swap lists for Nova Crowds and Nova Traffic
Have fun with (almost) quickhack-type abilities using keybinds or the menu buttons (such as killing NPCs, and exploding or remote controlling vehicles)
Note about remote controlling vehicles: Although the menu currently says otherwise, you can easily release control at any time by pressing your game 'enter/exit vehicle' keybind. You can also use your 'call vehicle' keybind to switch to/from the controlled vehicle's 3rd person camera at any time. I should've tested this further before putting the comments in the menu about it. They will be removed in the next update, whenever that may be.
Check other details about entities for modding purposes
Installation
Extract to main CP77 install folder or install with Vortex
Make sure to also get the required mods
Uninstallation:
Delete the "GameEntityExaminerTool" folder from your [CP77>bin>x64>plugins>CET>mods] folder
Delete the "AllVehiclesList-ForAddingPlayerVehicles" folder from your [CP77>r6>tweaks] folder (this is not necessary, as the file in there will do nothing on it's own)
Known Issues (there's a few, but mostly minor):
Will continually log an error to the mod's log (in the mod's folder) any time the overlay window is opened and no entity is near the crosshair. This does not affect mod functionality and the error can safely be ignored.
Some vehicles may be missing from the included vehicles list (the .yaml file in CP77/r6/tweaks), which will prevent them from being added to your garage with the 'Claim Vehicle' button/keybind. This is an old list that hasn't been updated since at least 2.0 (I believe). The script will give you a message stating if a vehicle is not in the list when you try to add it. If you take note of the TweakDBID for the vehicle (export the data if needed) and leave it in a comment in the 'Posts' tab, I will add any missing vehicles to the list.
Teleporting to entities that you can't see (there is no distance limit) can be quite funky and will usually result in a black loading screen for a few seconds while it teleports you.
No other known issues, but this is a work-in-progress mod so there could be some unforeseen issues.
Somewhat major issue: Sometimes the menu may disappear or stop functioning if you return to main menu then load another savegame, or when you die and load a save, etc (usually is fine to load a game while in-game, just not when the player isn't available)... If this happens, reloading all mods in CET overlay should resolve it (though note that this may break other CET mods)... I'm working on trying to fix this, and I should be able to, it's just a matter of making sure that everything gets reset when the player character isn't available...