Yep, it’s exactly those keys that I was looking for: MapName, MapWorld, and DBName. I’m not bothering with localization yet 
Fortunately, I don’t have to parse the whole mod, but just look for specific keys in specific files. The .pak format has been pretty well analyzed, so I don’t have to do a lot of my own research there, and it should be relatively easy to locate and read any specific file I need within the pack. It’s the .uasset and .uexp formats that aren’t well understood, so I’m faffing about with those.
And if the parsing/scanning process ends up taking too long, I can probably make a cache for these mappings and scan again only when the mod files change, and only those that changed.
Oh, I’m not worried about the backups made by the game itself, those are easily identifiable. I’m trying to account for other tools and for users who know how to copy these files on their own. My own directory, for example, has stuff like citadel_v4.db and hand_of_derketo.db, which hold separate game worlds where I designed my builds.
Yeah, that query is how I’m determining what map the database uses. The problem I was trying to solve is different: if I have foo.db and bar.db, and the query returns FooBarMap for both of those, how do I know which one of them is the database that will be used when you continue the single-player game and which one is just some backup that I didn’t make?
Thanks to the info your supplied earlier, I’m making headway. I see the names for those keys inside the .uasset file for the data table, and I’m working on properly parsing the exports section of the .uasset and its .uexp. I also need to figure out how to ascertain exactly what file to look for, e.g. Mods/Savage_Wilds/DataTables/SW_MapDataTable.uasset and its .uexp companion. I don’t want to assume it’s just a naming convention, but I haven’t found references to it in any other file (except SW_Preload). I’m wondering if they don’t need to reference it at all and simply recognize it based on its imports section. That would be a pain in the ass.
Anyway, reverse engineering is fun 