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Gameplay patterns

This cookbook composes the native quest, journal, scene, community, world, device, character, and vehicle systems taught earlier. Start from the player behavior you want, then follow the resource owners all the way through activation, a durable completion signal, and cleanup.

These are composition guides rather than drop-in templates. Use the tested version set, and expect to adapt identities, world resources, journal paths, and cleanup to your own quest.

Choose the owning systems

Desired behaviorPrimary guideSystems that must agree
Send a text, offer a reply, or start a callMessages, calls, and conversationsJournal, localization, phone state, and optionally scene/audio
Turn a choice into later contentBranching, choices, and debriefsChoice owner, facts, gates, journal, and downstream phases
Reach, leave, interact, hack, plant, or depositAreas, devices, and hackingWorld placement, NodeRefs, controller state, quest logic, and save identity
Acquire an item, read a shard/file, or scan a clueItems, shards, files, and scansTweakDB or journal content, localization, inventory/scan producer, and quest observer
Place an actor or expose a device interactionWorkspots and interactionsCommunity or entity template, world placement, workspot, controller, and quest lifecycle
Open, close, lock, or expose a world doorDoors are device contractsDoor entity/controller, NodeRef, supported action, interaction policy, navigation, and persistent state
Wait in real time, game time, or for a time periodDelays, facts, and persistenceClock domain, wait semantics, durable facts, reload, and re-entry policy
Meet or coordinate a named NPCNPC interaction and meetingsCommunity identity, readiness, acquisition, scene or interaction, and cleanup
Monitor stealth, run combat, plant, or destroyStealth, combat, and destructionParallel monitors, encounter owner, device/target capability, outcomes, and cleanup
Show a custom optics overlay or an NPC-attached visualCustom effectsStatus records, entity spawner, effect timeline, particles, materials, and textures
Release, escort, defend, carry, or place an NPCRescue, escort, defend, and carryActor ownership, AI roles, ordered volumes, combat/carry state, and terminal cleanup
Mount, ride in, drive, or steal a vehicleMount, ride, drive, and theftVehicle identity, seat roles, mount conditions, route volumes, and lifecycle policy
Deliver, remove, chase with, or race a vehicleVehicle delivery, cleanup, chase, and raceVehicle state, trigger/speed observations, AI route or race systems, restrictions, and cleanup
Resolve an outcome, debrief, reward, and finishRewards, switches, and outcomesDurable outcome, switch/branch, presentation, reward record, journal state, and termination

These guides deliberately overlap at system boundaries. A plant objective, for example, uses both the device recipe and the stealth/combat lifecycle; a vehicle delivery may finish through the outcome/reward recipe. Follow both guides instead of treating either page as a complete quest template.

What each recipe supplies

Each page supplies:

  • a resource and ownership checklist;
  • a conceptual flow and the decisive native node or condition shapes;
  • a manual WolvenKit composition order;
  • named vanilla depot paths to extract from your own installation;
  • clean-save, reload, interruption, and cleanup checks appropriate to the pattern;
  • failure isolation and links back to the foundational chapters.

It does not supply a universal drop-in graph, generate missing assets, or make one vanilla node portable outside its original identities. The pages do not redistribute extracted CR2Ws. Downloadable Labs 1–5 remain the executable incremental reference projects; these broader recipes explain patterns whose new combinations usually still require their own runtime campaign.

Read in dependency order

For a multi-system quest, a reliable order is:

  1. define durable facts, journal states, outcomes, and one-shot policy;
  2. inventory every world, device, community, character, scene, item, and vehicle owner;
  3. prove placement, NodeRefs, streaming bounds, identity joins, and readiness;
  4. compose the smallest activity path and its authoritative completion signal;
  5. add optional monitors, branching, presentation, rewards, and cleanup;
  6. test each branch on an untouched save, then repeat save/load, stream return, interruption, failure, removal, and replay cases that can expose persistence.

Do not begin with presentation polish. A subtitle, prompt, mappin, or objective can appear while the producing device, actor, vehicle, or condition is still wrong.

Clean-save rule

Facts, journal entries, scenes, communities, device persistent state, and some world or vehicle state can survive ordinary reloads. When a test changes any of those identities, close the game, install the exact candidate, and begin from a save created before that candidate was installed or streamed. Keep that save untouched, record the versions and build you tested, and write down what you expected and what actually happened. Resetting one fact is not a clean retest when other quest systems have already written state into the save.