Install, test, and reset
Install Lab 1, check that First Signal appears and completes, then test reload and replay from separate saves. This guide works with either your authored start project or the supplied completed checkpoint.
| Record | Value |
|---|---|
| Target environment | Cyberpunk 2077 2.31a, WolvenKit 8.19.0, ArchiveXL 1.27.0, RED4ext 1.30.0, redscript 0.5.31 |
| Supplied resource status | Structurally validated |
| In-game result | Record it while following the save matrix below |
| Runtime test date | Not yet recorded |
The expected results below remain Experimental until observed in game. Keep notes of what actually happens, including failures or cases you cannot run.
Prepare an untouched save
The completion fact, journal state, and active graph state live in the save.
Create or identify a manual save made before any version of cqa001 was
installed or registered. Keep that save as an immutable baseline and make new
save slots for test cases.
A useful label in your test notes is:
cqa001-clean-baseline — manual save created before first cqa001 install
Removing the mod after it has run does not erase state from a save. Setting
cqa001_completed back to 0 with an optional console may help diagnose one
branch, but it does not clear journal entries, quest checkpoints, scene state,
communities, or devices. A fact edit is therefore never a clean-save result,
and no console mod is required by this guide.
See Facts, journals, and saves for the state model behind this rule.
Install the completed checkpoint
If you just installed your authored start project, keep that installation and
continue with the file and log checks below. Its archive is
CQA_Lab01_OneShot_Start.archive; the loose registration file is still
CQA_Lab01_OneShot.archive.xl. Use the _Start archive name wherever this
guide names the completed archive, including removal.
To test the supplied completed project instead:
- Exit the game completely.
- Download and extract the completed Lab 1 checkpoint into a writable projects directory outside the game.
- Open
CQA_Lab01_OneShot.cpmodprojin WolvenKit. - Confirm the project contains the three cooked resources under
source\archive\mod\cqa\cqa001andsource\resources\CQA_Lab01_OneShot.archive.xl. - Use the normal Install action. Do not choose Install as REDmod and do not use hot reload for this acceptance run.
- Read WolvenKit’s Log panel. Stop if packing reports an error or an expected depot path is missing.
WolvenKit documents normal Install as “pack the project, then copy the
generated packed hierarchy into the game directory” in its
menu reference.
Verify these installed files exist:
<Cyberpunk 2077>\archive\pc\mod\CQA_Lab01_OneShot.archive
<Cyberpunk 2077>\archive\pc\mod\CQA_Lab01_OneShot.archive.xl
Install only one checkpoint at a time. Before switching, close the game and remove the other checkpoint’s archive so it cannot supply the same depot paths.
Check startup and registration logs
Launch the game and reach the point where a save can be loaded. After each test, preserve the relevant portions of:
<Cyberpunk 2077>\red4ext\logs\red4ext.log
<Cyberpunk 2077>\red4ext\logs\game.log
<Cyberpunk 2077>\red4ext\plugins\ArchiveXL\ArchiveXL.log
<Cyberpunk 2077>\r6\logs\redscript_rCURRENT.log
Check that RED4ext loaded ArchiveXL, redscript compiled without errors, and
ArchiveXL did not report a failure resolving CQA_Lab01_OneShot.archive.xl or
these depot paths:
mod\cqa\cqa001\phases\cqa001.questphase
mod\cqa\cqa001\journal\cqa001.journal
mod\cqa\cqa001\localization\en-us\onscreens\cqa001.json
Do not require a guessed fixed “success” sentence: log wording can change. Record the relevant actual lines. An ArchiveXL registration without errors is framework evidence, not proof that the graph ran or the journal rendered.
Run the save matrix
Use separate manual save slots for each state. Keep the installed build unchanged.
| Case | Starting state | Expected observation | Required record |
|---|---|---|---|
| First load | Untouched pre-mod save | Quest and objective activate once; after about ten real-time seconds the objective and quest succeed | Start save identity, visible state/timing, logs |
| Mid-flow reload | New save made while the objective is active | Reload reaches a defined, non-duplicated state rather than silently creating a second run | Save identity, state before/after reload, logs |
| Completed reload | New save made after success | Root guard takes the already-complete route; no reactivation | Completion state before exit and after reload |
| Reinstall same build | Completed save; the same archive and .archive.xl reinstalled | Reinstalling bytes does not erase save-backed completion or reactivate the quest | Installed filenames and observed state |
| Clean replay | Original untouched pre-mod save | The same first-run route remains reproducible | Original save identity and observations |
The player-facing oracle for the first and clean-replay cases is:
First Signal
-> objective: Wait for the signal.
-> approximately 10 real-time seconds
-> objective succeeded
-> quest succeeded
-> cqa001 does not activate again on the completed save
“Approximately” allows UI presentation and load scheduling; the authored pause value is ten seconds. Record the measured observation rather than rounding it into a claimed exact runtime duration.
If you cannot create a save during the short active window, record the mid-flow case as pending. Do not convert an unrun case into a pass and do not change the delay merely to make this test easier to run.
Reset safely between runs
There are three different resets:
- Project-output reset: WolvenKit’s Clean All removes the generated
project
packeddirectory. It does not remove installed game files, source resources, or save state. - Installation reset: with the game closed, remove only
CQA_Lab01_OneShot.archiveandCQA_Lab01_OneShot.archive.xlfrom<Cyberpunk 2077>\archive\pc\mod. Preserve them with the test record first if you need to reproduce a problem. Do not delete the wholemoddirectory. - State reset: load the preserved manual save that predates the first
cqa001installation. Reinstall the intended build before the clean replay.
For a controlled rebuild, close the game, clean project output, install once, then load the untouched baseline. Changing source files, framework versions, installed bytes, and starting saves at the same time makes the result impossible to attribute.
Diagnose by layer
| Symptom | First boundary to check |
|---|---|
| WolvenKit cannot pack | Project source paths and WolvenKit Log panel |
.archive exists but .archive.xl does not | source\resources staging |
| ArchiveXL log is absent | RED4ext/plugin installation |
| Registration reports a missing phase | Exact archive depot path versus .archive.xl path |
| Quest appears without text | Journal/localization merge and localization keys |
| Quest works only on one old save | Persistent fact, journal, or checkpoint state |
| Completed quest runs again | Guard fact write, save identity, or duplicate installed builds |
Stop after the first failing boundary. Repacking repeatedly cannot fix a missing framework, and editing the graph cannot clean an old save.
Lab sequence: All labs · Previous: Author First Signal in WolvenKit · Next lab: Lab 2: Signal Race.