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Vanilla depot-path index

These are focused Observed in vanilla research anchors used by the book. Extract them from your own Cyberpunk 2077 installation with WolvenKit, answer one narrow question, and keep the extracted files out of distributable projects.

The workflow is in Inspect a vanilla questphase. A path in this index is a citation, not a template and not a file supplied by this repository.

RecordValue
Practical comparison targetCyberpunk 2077 2.31a, WolvenKit 8.19.0
Evidence classObserved in vanilla, limited to the question named for each path

Core roots, journal, and localization

Depot pathInspect it for
base\quest\cyberpunk2077.questGame-owned parent used by ArchiveXL root-questphase registration; cite it, do not add an extracted copy to the mod
base\journal\descriptor.journaldescStandard soft descriptor reference used by contributed journal roots
base\journal\cooked_journal.journalFocused journal entry families, typed paths, file-entry indices, mappins, contacts, messages, files, and saved presentation targets
base\localization\en-us\onscreens\onscreens.jsonFocused English onscreen key lookup, including the Allen Street fast-travel label comparison

The cooked journal is large. Search for one path and record only its entry types, IDs, and relevant properties. Do not publish its complete serialization.

Questphases and control patterns

Depot pathFocused question
base\quest\side_quests\sq021\phases\sq021_randys_room.questphaseHow a computer-page output sets a fact and how a phase waits for that authored document signal
base\quest\main_quests\part1\q108\phases\q108_06b_tower_mainframe.questphasePrefab dependencies, trigger/device/scene-marker/AI-spot refs, Boolean gates, and a plant-item comparison
base\open_world\minor_activities\watson\northside\ma_wat_nid_15\ma_wat_nid_15_phase.questphaseFacts, logical trees, trigger/time/journal/content conditions, and investigation progression
base\open_world\minor_activities\watson\little_china\ma_wat_lch_03\ma_wat_lch_03_phase.questphaseA focused read_shard objective whose progression does not use questJournalEntryVisited_ConditionType
base\open_world\minor_activities\watson\little_china\ma_wat_lch_05\ma_wat_lch_05_phase.questphaseA second focused read_shard comparison without a journal-visited condition
base\open_world\minor_activities\watson\little_china\ma_wat_lch_15\phases\ma_wat_lch_15.questphaseA third focused read_shard comparison using inventory, loot, or interaction state rather than a universal visited recipe
base\quest\side_quests\sq011\phases\sq011_concert.questphaseGame-time and real-time payloads plus delayed contact orchestration
base\quest\side_quests\sq011\phases\sq011_follow_up.questphaseMulti-day game-time delay before later contact logic
base\open_world\street_stories\westbrook\japantown\sts_wbr_jpn_03\phase\sts_wbr_jpn_03_streetstory.questphaseParallel stealth-failure monitoring, stop/converge behavior, and optional outcomes
base\open_world\street_stories\westbrook\japantown\sts_wbr_jpn_03\phase\sts_wbr_jpn_03_combat.questphaseCombat-side stealth outcome handling and cleanup context
base\open_world\street_stories\watson\little_china\sts_wat_lch_01\phase\sts_wat_lch_01_phase.questphaseParent prefab scope and external-child composition
base\open_world\street_stories\watson\little_china\sts_wat_lch_01\phase\sts_wat_lch_01_openworld.questphaseDevice interaction, upload, and scan condition shapes
base\open_world\street_stories\watson\little_china\sts_wat_lch_01\phase\sts_wat_lch_01_combat.questphaseDevice, killed, spawned, workspot, quickhack, and combat lifecycle shapes
base\open_world\street_stories\watson\northside_industrial_district\sts_wat_nid_03\phases\sts_wat_nid_03.questphaseA parent that owns one prefab while external children use nested world refs
base\open_world\street_stories\watson\northside_industrial_district\sts_wat_nid_03\phases\sts_wat_nid_03_openworld.questphaseEmpty child phasePrefabs, destruction/device/combat/vehicle conditions, and nested refs
base\open_world\street_stories\watson\northside_industrial_district\sts_wat_nid_03\phases\sts_wat_nid_03_gameplay.questphaseEscort movement and ordered destination-gate research
base\open_world\street_stories\heywood\vista_del_rey\sts_hey_rey_09\phases\sts_hey_rey_09_openworld.questphaseInventory, scan, scene, character-mount/carry, and vehicle-trunk condition shapes
base\open_world\street_stories\westbrook\japantown\sts_wbr_jpn_09\phases\sts_wbr_jpn_09_gameplay.questphaseSpawner readiness, distance, mount, and defend-target comparison
base\open_world\street_stories\watson\kabuki\sts_wat_kab_05\phases\sts_wat_kab_05_openworld.questphaseJournal completion/reward context and native drop-point reservation comparison
base\quest\side_quests\sq004\phases\sq004_02_drive.questphasePlayer/contact mount conditions, vehicle assignment, seat roles, and destination-driving comparison
base\quest\side_quests\sq031\phases\sq031_rogue.questphaseSpawned readiness, puppet-AI tier work, and vehicle-forbidden-trigger context
base\quest\side_quests\sq031\phases\sq031_porsche.questphasePlayer-vehicle record enable/despawn payload context; not a generic world-vehicle cleanup operation
base\open_world\street_stories\watson\northside_industrial_district\sts_wat_nid_02\phases\sts_wat_nid_02_gameplay.questphasePlayer-trigger contrasts and a van CT_NOT_EQUAL/0 moving-state condition, not an exact stopped-inside delivery chain
base\open_world\street_stories\badlands\inland_avenue\sts_bls_ina_07\phases\sts_bls_ina_07_gpl.questphaseComposite chase staging: vehicle-seat assignment, AI roles, and route/lost-state facts
base\quest\side_quests\sq024\phases\sq024_05_the_big_race.questphaseRace start/stop/recovery, course splines, competitor parameters, checkpoints, and restriction lifecycle
base\quest\side_quests\sq004\phases\sq004_03_raffen_shiv_camp.questphaseRelease/escort comparison, target readiness, follower AI, and later handoff context
base\open_world\street_stories\watson\kabuki\sts_wat_kab_02\phases\sts_wat_kab_02_openworld.questphaseDevice release plus named-target readiness comparison
base\open_world\street_stories\santo_domingo\arroyo\sts_std_arr_05\phases\sts_std_arr_05_openworld.questphasePlant-item device action/condition and inventory-consumption comparison
base\open_world\phases\cyberpsychos\open_world_cyberpsychos.questphaseShared cyberpsycho orchestration, reveal/resolution families, and metaquest ownership; not a complete custom encounter recipe

These phases depend on quest-local facts, journal entries, NodeRefs, communities, devices, vehicles, and other child resources. A copied node is not a self-contained recipe.

Scenes, communities, and presentation

Depot pathFocused question
base\quest\minor_quests\mq003\mq003_orbitals.questphaseWhole-community activation, spawned readiness, and activity-phase invocation
base\quest\minor_quests\mq003\phases\mq003_homeless.questphaseNamed community phase changes and later deactivation
base\quest\minor_quests\mq003\scenes\mq003_01_homeless.sceneCommunity actor acquisition, entry/exit shape, performers, screenplay, events, and embedded localization ordering
base\quest\minor_quests\mq003\scenes\mq003_03_orbital_pod.sceneComparable scene resource, actor, screenplay, event, and locStore structures
base\quest\minor_quests\mq007\scenes\mq007_01_gun_found.sceneComparable scene graph and embedded locStore ordering
base\quest\minor_quests\mq010\scenes\mq010_02_barry_talk.sceneComparable dialogue scene and embedded locStore ordering
base\animations\quest\minor_quests\mq007\anim\body\mq007__talking_gun__male_fpp.animsDirect scene-animation resource ownership and event-reference comparison; not a reusable custom clip
base\localization\en-us\lipsync\base\quest\minor_quests\mq007\scenes\mq007_01_gun_found\skippy.animsEnglish Skippy lipsync-set resource selected by the scene’s lipsync reference row
base\localization\en-us\lipsync\base\quest\minor_quests\mq007\scenes\mq007_01_gun_found\v.animsSeparate English V lipsync-set resource and performer-slot/cardinality comparison
base\quest\side_quests\sq011\scenes\sq011_09_nancy_call.sceneHolocall scene invocation, entry/exit, and quest handoff comparison
base\open_world\minor_activities\westbrook\japantown\ma_wbr_jpn_13\community\ma_wbr_jpn_013_claws_com.communityGeneric Tyger Claw entries, phases, appearances, time periods, quantities, and AI-spot references
ep1\characters\entities\gang\gang__ep1_tyger_wa.entEntity-template appearance mappings exposed by the focused Character.* record inheritance chain
base\characters\appearances\gang\gang__tyger_wa.appInternal appearance definitions selected by the focused entity’s exposed mapping; not a portable appearance template
base\workspots\common\ground\generic__stand_ground_cigarette__smoke__01.workspotThe stationary cigarette workspot used by the Lab 5 contact
base\workspots\common\ground\generic__stand_ground__guard__02.workspotA different standing-guard lineage; do not substitute it for the cigarette mapping without new evidence
base\workspots\common\wall\generic__stand_wall_lean_left__stand_around__01.workspotA scene-referenced wall-lean workspot used to distinguish workspot acquisition from direct animation events
base\workspots\patrolling\guard_stand.workspotFinite-patrol research only; not a universal guard workspot
base\animations\facial\generic\interactive_scene\generic_facial_lipsync_gestures.animsGeneric scene lipsync resource row and slot-cardinality comparison, not proof of facial quality

Keep actor ID, performer ID, screenplay item ID, localization RUID, event ID, community identity, AI-spot identity, NodeRef, and CR2W handle separate while recording a comparison.

Braindance resources

Depot pathFocused question
base\quest\side_quests\sq012\scenes\sq012_02a_braindance.sceneRewindable section, RID handlers/references, support props, layered clue events, entry/exit, and interruption ownership
base\animations\quest\side_quests\sq012\sq012_braindance\rid\sq012_braindance__part_a.sceneridVersion-5 RID actor/camera tags, body/facial/cyberware channels, serials, cardinalities, and compressed buffers
base\quest\side_quests\sq012\entities\sq012_02a_braindance_bdview.entBD-view entity template selected through a scene prop record and global spawn marker
base\quest\side_quests\sq012\entities\sq012_02a_braindance_bdfog.entBD-fog entity template selected through a separate scene prop record
base\quest\side_quests\sq012\entities\sq012_02a_braindance_bdsetup.entRender-to-texture BD-setup entity template selected through a separate scene prop record
base\quest\main_quests\prologue\q004\scenes\q004_05_bd_yorinobu.sceneLarger main-quest rewindable scene with visual/audio/thermal conditions, clue discovery, RID playback, visibility, and BD action management
base\quest\main_quests\prologue\q004\phases\q004_braindance.questphaseQuest-side setup/teardown decomposition around the Q004 braindance; not a self-contained custom-scene template
engine\scenesystem\camera.entScene-camera entity shape used for a placed RID-camera comparison; it does not supply a candidate’s world placement

World, placement, and devices

Depot pathFocused question
base\worlds\03_night_city\_compiled\default\03_night_city.streamingworldGlobal Night City resource roots and compiled block ownership
base\worlds\03_night_city\_compiled\default\blocks\all.streamingblockSector descriptors, categories, bounds, levels, and quest-prefab roots
base\worlds\03_night_city\_compiled\default\quest_606b61008df2ba6f.streamingsectorFocused Quest-sector nodes, placements, NodeRefs, trigger data, and prefab namespace
base\worlds\03_night_city\_compiled\default\always_loaded_0.streamingsectorAlwaysLoaded references and marker-related content without assuming compact array pairing
base\worlds\03_night_city\_compiled\default\exterior_-18_28_0_0.streamingsectorAmbient terminal placement comparison
base\worlds\03_night_city\_compiled\default\bd21168eed6c6d62.streamingsector_inplaceSeparate inplace payload associated with that focused terminal placement
base\worlds\03_night_city\_compiled\default\exterior_-17_22_0_0.streamingsectorAllen Street fast-travel terminal placement, transform, entity template, and NodeRef chain
base\worlds\03_night_city\_compiled\default\always_loaded_1.streamingsectorAllen Street destination-marker registration and placement
base\gameplay\devices\fast_travel\data_term_1.entEntity template used by the focused fast-travel placement
base\worlds\03_night_city\_compiled\default\exterior_19_-8_0_0.streamingsectorPlaced laptop node data, entity template, instance data, and cooked prefab link
base\worlds\03_night_city\_compiled\default\4fd0915183681e53.streamingsector_inplaceWhat the laptop placement’s separate inplace resource embeds and omits
base\gameplay\devices\drop_points\drop_point.entDrop-point components and local UI/navigation slots
base\gameplay\devices\masters\computers\laptop_1.entBase computer components, controller package, and interaction/workspot ownership used by focused laptop comparisons
base\worlds\03_night_city\_compiled\default\03_night_city.devicesFocused lookup of a device identity in the global device registry

World identities and transforms are not portable guarantees. Reusing a vanilla location still requires measured geometry, streaming tests, collision and navmesh checks, and save-aware device/community acceptance.

Custom effects

Depot pathInspect it for
base\fx\player\status_effects\blindness\p_blindness.particleScreen particle drawer, emitter modules, local material, and compiled render data
base\fx\player\p_hacking_glitch\p_hacking_glitch_low.effectworldEffect timeline, tracks, event objects, and loop data
engine\materials\particles_generic.remtTextured-particle material parameters
base\characters\entities\player\player_ma_fpp.entMale-average player first-person components and slots
base\characters\entities\player\player_wa_fpp.entFemale-average player first-person components and slots
base\characters\entities\player\player_ma_tpp.entMale-average player third-person components and slots
base\characters\entities\player\player_wa_tpp.entFemale-average player third-person components and slots

See Custom effects for the resource chain and authoring procedure.

Inspect a reference

Extract the named resource from your own installation before comparing fields.

For every focused inspection, record:

  1. the exact depot path and installed game build;
  2. the root type and only the fields or graph edges needed to answer the question;
  3. the identifier domains and external dependencies involved;
  4. whether the shape was observed once or across multiple resources;
  5. what the observation does not prove.

Do not commit extracted vanilla CR2Ws, complete serialized resources, or assets derived by copying their payloads. Cite the depot path and teach the reader how to reproduce the inspection.