This glossary defines the terms used by the book. It is intentionally about
native Cyberpunk 2077 resources and runtime systems. Names used only by a
research tool are not part of the reader vocabulary.
The short definitions below route to the chapter that owns the complete
contract. When a term names a resource shape, its runtime behavior still
inherits the evidence label and version boundary stated by that chapter.
A placed worldAISpotNode whose AIActionSpot refers to a workspot resource. Placement, world identity, workspot behavior, and actor selection have separate owners.
The packed .archive that carries CR2W resources and other archived payloads at depot paths. Its existence does not prove that a loose ArchiveXL registration file was installed.
Loose configuration that attaches or merges a mod-owned resource at the appropriate game root, such as quest.phases, journal, localization, or streaming.blocks. It is different from a native soft reference between archived resources.
A questphase invoked by a questPhaseNodeDefinition in another phase. The external-child form used in Labs 4–5 is archived at its depot path and resolved through phaseResource; it is not independently attached to the game quest root.
For the book’s focused start tests, a manual save made before any version of the candidate quest was installed or registered. Resetting a fact does not clear all journal, phase, scene, community, or device state.
A REDengine name token used for values such as socket names, entry points, community entries, and phases. A CName that prints as text is not therefore a fact, depot path, NodeRef, or TweakDBID.
The native world-side system that combines registry template data, a compiled area, entries, phases, AI spots, and quest-controlled activation to materialize actors. A scene can acquire an available community entry but does not create the community.
A streamed worldCompiledCommunityAreaNode_Streamable that places a community source and mirrors its entry/phase/time-period route to world-global AI-spot identities.
In graph prose, an immediate questConditionNodeDefinition that evaluates its predicate on entry and selects a result such as True or False. The nested condition object decides what is tested.
The typed predicate beneath a Condition or Pause Condition node, often represented as a domain wrapper plus a concrete type handle. For example, questFactsDBCondition wraps questVarComparison_ConditionType.
A graphGraphConnectionDefinition joining one source output socket to one destination input socket in a quest graph. Reciprocal handle references from both sockets still describe one edge.
REDengine’s typed resource container used by questphases, journals, scenes, world resources, and many referenced assets. A successful parse or save proves structure was accepted, not that external references resolve in game.
WolvenKit’s serialized review form for a CR2W resource. The book uses it for deterministic inspection and figures; readers author CR2W resources through WolvenKit rather than treating raw JSON editing as the beginner workflow.
An explicit interruption route from a CutSource to one or more CutDestination sockets. The presence of cut sockets does not establish cleanup, rollback, re-entry, or propagation behavior.
A resource address in the game’s virtual depot, written with backslashes, such as mod\cqa\cqa005\scenes\cqa005_first_contact.scene. It is not a Windows filesystem path.
In the streaming chapters, a worldStreamingSectorDescriptor in a block. Its data points to a sector and its other fields carry streaming metadata such as bounds, category, level, and an optional quest-prefab root.
A named .scene interface entry that maps a CName such as start to an scnNodeId. The caller’s questSceneNodeDefinition must expose a same-named input socket.
The Lab 4–5 child-phase arrangement in which phaseGraph is null and phaseResource softly names another archived .questphase. It contrasts with an inline/in-place graph.
The numeric id of a node inside one questphase or scene graph. Its scope must be recorded; another graph may reuse the same number. It is independent of CR2W handle allocation.
A resource stored or referenced through a containing resource rather than addressed as the same kind of standalone owner. Questphase inplacePhases, sector .streamingsector_inplace content, and node-local instanceData are separate domains despite the shared word.
A typed object in the merged journal tree, such as a quest, phase, objective, map pin, message, file, or onscreen. Its authored definition is separate from its save-backed runtime state.
A typed gameJournalPath containing realPath, className, fileEntryIndex, and editorPath. It identifies an entry in the merged journal tree, not a depot resource or CR2W object.
A graph topology where several execution routes converge. The RED node type and retained runtime evidence determine whether it waits, passes through, remembers arrivals, resets, or restores across saves.
The identifier used by one localization system. Journal/UI secondary keys, spoken-line RUIDs, and embedded scene-choice RUIDs belong to different lookup paths.
The unsigned scnlocLocstringId.ruid used by a scene line or choice. For spoken lines it joins the scene to subtitle and VO records; it is not a screenplay item ID.
Map/HUD presentation backed by a typed journal entry and, for the quest-pin route taught here, a world marker NodeRef. The journal pin, world marker, and quest manager node are separate owners.
The game’s own quest, scene, journal, localization, world, community, and related resource model. In this book, “native” does not mean RED4ext native-plugin development.
A typed world reference used to address a registered world object or a child beneath a quest-prefab root. It is not a CR2W handle, ResourcePath, or TweakDBID.
A sector placement record, commonly worldNodeData, that carries transform, bounds, streaming metadata, NodeIndex, and QuestPrefabRefHash. It is distinct from the concrete node and nodeRefs[] registration.
A questPauseConditionNodeDefinition that retains one execution path until its predicate is fulfilled, then emits Out. It is not an immediate false branch.
A scene debug-symbol identity represented by scnPerformerId. It helps map editor-facing performer information but cannot replace the scnActorId used by screenplay and actor behavior.
A questQuestPrefabEntry in a questphase’s phasePrefabs array. It declares a quest-prefab root available to that composition; it does not place the referenced world content.
The world-reference namespace rooted at a prefab NodeRef and bound through a Quest-sector descriptor. In the workflow taught here it does not imply that a standalone .prefab file exists.
A .questphase CR2W resource rooted at questQuestPhaseResource. It coordinates execution, conditions, journal operations, facts, scenes, world references, and child phases; it does not create those external resources.
Several active execution routes converging on a winner-shaped node. An XOR-shaped topology is not evidence that losing listeners are automatically cancelled.
The composition root attached beneath base\quest\cyberpunk2077.quest through ArchiveXL. A root still needs explicit re-entry, completion, and termination policy.
Runtime state retained independently of a later archive edit, including facts, journal state, active quest work, scenes, communities, and some device state.
A line or option in scnscreenplayStore, identified by scnscreenplayItemId. A timed event points to a line item; the line separately points to its localization RUID.
A named quest-graph connection point with a role such as Input, Output, CutSource, or CutDestination. The name and the node type together define its local meaning.
A scene-graph name/ordinal pair used to connect scene nodes. It is a different representation from questSocketDefinition even when both are discussed as graph ports.
A resource reference whose flags are Soft, such as an external child phaseResource or a scene sceneFile. It still requires the target at the exact depot path and does not register it as a root.
A worldStreamingBlock whose descriptors point to sectors and carry their streaming metadata. ArchiveXL registers the block, not each sector separately.
A worldStreamingSector that owns or references concrete world nodes, placement records, and registered NodeRefs. Its arrays are not universally parallel.
A questOutputNodeDefinition whose output type is Terminating. Reaching it ends that phase route; it does not automatically reset state or clean external systems.
A cooked audio payload resolved from a voiceover-map resource path. The WEM is archived, while the VO map is the ArchiveXL registration root for the spoken-audio branch.
The editor and resource tool used by the reader to inspect, author, convert, pack, and deploy the resource shapes taught by the book. Documentation-author scripts are not reader prerequisites.
A referenced resource that supplies an AI activity or animation setup. A worldAISpotNode supplies placement and points to it; the workspot does not choose the community actor or world transform.
Use the narrowest label supported by the retained evidence:
Label
Meaning
Runtime-proven
The stated bounded behavior or result was observed in game for the exact retained arrangement. The observed result can be a success or a failure; a failed campaign remains Experimental for the intended behavior that did not occur. The claim remains bounded by its versions, hashes, save lineage, and tested cases.
Structurally validated
The resource serialized, round-tripped, and passed the stated structural checks, but the claimed runtime behavior has not been established for that arrangement.
Observed in vanilla
The focused shape occurs in one or more cited game resources. It is a research precedent, not automatic proof that a new mod-owned arrangement works.
Experimental
The investigation, resource contract, or required runtime acceptance remains incomplete.
Labels apply to the behavior beside them. A working first run does not
establish interruption or reload behavior.