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Glossary

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–C

TermMeaningContinue with
ActorA scene role declared with scnActorDef or scnPlayerActorDef. Its scnActorId is scene-local and is not a performer ID, community ID, or TweakDB record.Actors and performers
AI spotA placed worldAISpotNode whose AIActionSpot refers to a workspot resource. Placement, world identity, workspot behavior, and actor selection have separate owners.Entries, phases, and AI spots
ArchiveThe 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.Resources and ownership
ArchiveXL registrationLoose 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.Registering a root questphase
Child questphaseA 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.Calling child phases
Clean saveFor 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.Facts, journals, and saves
CNameA 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.Identifier domains
CommunityThe 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.Communities and characters
Compiled community areaA streamed worldCompiledCommunityAreaNode_Streamable that places a community source and mirrors its entry/phase/time-period route to world-global AI-spot identities.Registries and compiled areas
ConditionIn 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.Immediate branches and waiting gates
Condition payloadThe 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.Condition payloads
ConnectionA 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.Graph execution
CR2WREDengine’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.Resources and ownership
CR2W handleA serialization-local HandleId / HandleRefId relationship between objects in one CR2W object graph. It is not a quest node ID or NodeRef.Identifier domains
CR2W-JSONWolvenKit’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.Reading graph diagrams
CutAn 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.Parallel monitors and cancellation

D–L

TermMeaningContinue with
Depot pathA 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.Resources and ownership
DescriptorIn 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.Streaming model
Entry pointA 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.Entry, exit, and quest handoff
Evidence labelOne of exactly four claim classes: Runtime-proven, Structurally validated, Observed in vanilla, or Experimental.Claim labels
External childThe 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.Questphase resource anatomy
FactA named signed-integer slot in the facts database. Authors commonly use 0 and 1 by convention, but the resource does not turn the fact into a Boolean.Facts, journals, and saves
Fan-outSeveral connections leaving one output socket. It starts several downstream routes and does not establish an order or a later join.Graph execution
Graph-local node IDThe 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.Identifier domains
Inplace resourceA 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.Sector nodes and placement
Journal entryA 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.Journal trees and typed paths
Journal pathA typed gameJournalPath containing realPath, className, fileEntryIndex, and editorPath. It identifies an entry in the merged journal tree, not a depot resource or CR2W object.Journal trees and typed paths
JoinA 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.Signal flow
Localization keyThe identifier used by one localization system. Journal/UI secondary keys, spoken-line RUIDs, and embedded scene-choice RUIDs belong to different lookup paths.Localization paths
Locstring RUIDThe 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.Localization paths

M–R

TermMeaningContinue with
MappinMap/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.Mappins: journal intent meets the world
Native quest resourceThe game’s own quest, scene, journal, localization, world, community, and related resource model. In this book, “native” does not mean RED4ext native-plugin development.Resources and ownership
NodeRefA 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.Quest prefabs and NodeRefs
Node dataA sector placement record, commonly worldNodeData, that carries transform, bounds, streaming metadata, NodeIndex, and QuestPrefabRefHash. It is distinct from the concrete node and nodeRefs[] registration.Sector nodes and placement
OrdinalsNode-local values used to distinguish ordered sockets, options, or scene socket stamps. They do not define execution order for the whole graph.Graph execution
Pause ConditionA questPauseConditionNodeDefinition that retains one execution path until its predicate is fulfilled, then emits Out. It is not an immediate false branch.Immediate branches and waiting gates
PerformerA 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.Actors and performers
Phase prefabA 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.Prefab dependencies
Quest prefabThe 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.Quest prefabs and NodeRefs
QuestphaseA .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.Questphase resource anatomy
RaceSeveral active execution routes converging on a winner-shaped node. An XOR-shaped topology is not evidence that losing listeners are automatically cancelled.Signal flow
ResourcePathThe typed serialized value used to address another depot resource. A soft ResourcePath is a reference-loading policy, not ArchiveXL registration.Identifier domains
Root questphaseThe composition root attached beneath base\quest\cyberpunk2077.quest through ArchiveXL. A root still needs explicit re-entry, completion, and termination policy.Registering a root questphase

S–W

TermMeaningContinue with
Save-backed stateRuntime state retained independently of a later archive edit, including facts, journal state, active quest work, scenes, communities, and some device state.Facts, journals, and saves
SceneA .scene CR2W resource rooted at scnSceneResource. It owns actors, screenplay, timed events, graph flow, entry/exit names, interruption policy, and referenced animation data.Scene resource anatomy
Screenplay itemA line or option in scnscreenplayStore, identified by scnscreenplayItemId. A timed event points to a line item; the line separately points to its localization RUID.Screenplay, sections, and events
SocketA 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.Node and socket index
Socket stampA 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.Entry, exit, and quest handoff
Soft referenceA 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.Calling child phases
Streaming blockA worldStreamingBlock whose descriptors point to sectors and carry their streaming metadata. ArchiveXL registers the block, not each sector separately.Streaming model
Streaming sectorA worldStreamingSector that owns or references concrete world nodes, placement records, and registered NodeRefs. Its arrays are not universally parallel.Sector nodes and placement
Terminating outputA questOutputNodeDefinition whose output type is Terminating. Reaching it ends that phase route; it does not automatically reset state or clean external systems.Inputs and outputs
TweakDBIDA typed identifier for a gameplay record in TweakDB, such as a character record. It is not an .ent depot path or a world NodeRef.Entries, phases, and AI spots
WEMA 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.Author one spoken line
WolvenKitThe 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.Set up from zero
WorkspotA 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.Entries, phases, and AI spots

Claim labels

Use the narrowest label supported by the retained evidence:

LabelMeaning
Runtime-provenThe 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 validatedThe resource serialized, round-tripped, and passed the stated structural checks, but the claimed runtime behavior has not been established for that arrangement.
Observed in vanillaThe 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.
ExperimentalThe 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.