Log Context to Console (for Modding Toolkit)

⭐ — (8 endorsements) 📥 131 downloads 📌 v0.4.0 📅 10/18/2024
🟠 Updated over a year ago

By Bluesatin · Utilities

⬇ Download Mod Source: Nexus Mods 📅 Updated: 11/14/2024 📅 Created: 10/18/2024
⚠️ Install Order · 2 steps
1🛠️ BG3 Script Extender — BG3 Script Extender Download ↗
2🧩 Community Library — Community Library (Norbyte) Download ↗

Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.

🔍 Analysis

  • 🏆 #11 of 98 Utilities mods in this game by downloads

📋 About This Mod

Adds a function for logging context-data like 'context.Source' to the BG3-Toolkit console (useful for debugging spells, statuses, passives etc.).

Adds the stat-functor 'LogContextToConsole()' to the modding-toolkit, for logging things like 'context. Source' to the console (useful for debugging spells, statuses, passives etc.).

Installation

To install it globally when working on any mod, extract the 'Data' folder to your base Baldur's Gate 3 folder.

The folder structure should be something like:

/Baldurs Gate 3/Data/Scripts/thoth/helpers/LogContextToConsole.khn

Alternatively if you just want it when working on a single mod, copy the 'Scripts' folder to your specific mod.

The folder structure should be something like:

/Baldurs Gate 3/Data/Mods/<YOURMOD_00000000>/Scripts/thoth/helpers/LogContextToConsole.khn

LogContextToConsole(,)

The function takes an optional 'contextData' entry as an input (defaults to the full 'context'), and an optional 'maxDepth' entry that you can specify to only go X levels deep when parsing nested data structures (useful for limiting the length of the logged data if you're hitting the ~16,000 error-string length limit).

When the function is called by whatever it's attached to (like a spell, status, passive etc.), it will throw a runtime error that will log the context-data to the modding-toolkit console (the area at the bottom of the modding-toolkit, see the preview screenshot below).

Example usage:

data "OnApplyFunctors" "IF(LogContextToConsole()):ApplyStatus(CHILLED,100,1)"

data "OnApplyFunctors" "IF(LogContextToConsole(context. Source)):ApplyStatus(CHILLED,100,1)"You can put the function into any of the conditional/IF() parts of a stat-entry (spells, passives, statuses etc.), and when that conditional check is triggered, it will throw a runtime error to log the specified context-data into the modding-toolkit console (it will show up as a 'Condition execution failed:' error in the console).

Clicking on the ''Condition execution failed:'' error in the console will expand it and allow you to select and copy+paste the logged data to actually examine it. The data is in a JSON format, so to make it human readable you'll want to throw it into a JSON formatter/linter (like JSON Editor Online) to give it proper indentation etc. (I couldn't pretty-print it by default as the data tended to get cut-off).

NOTE: The conditional where you use the logging function will always fail to execute due to the runtime error, so it's only supposed to be used while debugging stuff and understanding the layout of the context-data. As the only w

📊 Mod Details

Game
Baldurs Gate 3 Mods
Author
Bluesatin
Version
0.4.0
Downloads
131
Endorsements
8
Category
Utilities
Created
10/18/2024
Updated
11/14/2024

🔧 How to Install Baldurs Gate 3 Mods

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