Choice and Section Scene Nodes were responsible for how the dialogues appeared to the player in TW3. Therefore, those are the ones we should look at to understand how things work in CP2077 scene files (not like the others don't matter, there are also flow condition nodes and scripts, but I will take a look into those later this evening). --------------------------------------------------------------------------------------------------- in_Mirror scene path -> StartNode ID434 => Choice Node ID220 -> Section Node ID222 -> Quest Node ID609 -> Quest Node ID982 -> Quest Node ID1044 -> Quest Node ID1077 Inside the Choice Node we have [INFORMATION TO BE RETRIEVED] Inside the Section Node we have a bunch of stuff ->inside the scnPlaysSkAnimEvent we have the animations that are being used =>handle:scnAnimName -> scnAnimName[207] -> CNAME[207] value for the animation -> scnAninName[208] -> CNAME[208] value for the animation NEVERMIND => IT WAS JUST A COINCIDENCE Anyway, we know that there are two animation that plays out in this section Node, and that the animation duration is around 3,667 seconds ->inside the scnAudioEvent we have a bunch of stuff =>We have the start time -> startTime=305, therefore the audio will be played around 0,305 seconds into the scene =>We have the audioEventName -> q001_sc_01_mirror_enter -> there is a fastforwordsupport that mutes the sound during skip time -> we have the performerId which has an Uint32 value of 769 ->inside the scneventsCameraParamsEvent =>We have the start time -> startTime=573 =>It is supposed to stay on for -> duration=1000 =>There are different values for different things (dofFarBlur, dofFarBlur, dofFarFocus isPlayerCamera) ->inside the scneventsSocket Their point is to recall quest nodes at precise times of the Section Node Inside the Quest Node ID609 we have ->inside the handle:questNodeDefinition [...] -> inside the questDeviceManager_NodeType => We have questDeviceManager_NodeTypeParams -> objectRef = #vs_apartment_dvc_smart_mirror -> deviceControlClass = 491 (GenericDeviceControllerPS) -> deviceAction = 492 (ForceOn) Inside the Quest Node ID982 we have ->inside the handle:questNodeDefinition [...] -> inside the questConditionNodeDefinition -> inside the questIBaseCondition -> inside questFactsDBConditon =>We have questVarComparison_ConditionType -> factName = q101_done -> comparisonType = 150 (equal) Inside the Quest Node ID1044 we have ->the same stuff =>We have questDevice_ConditionType -> objectRef = q#001_vroom_windows_blinders_not_smart -> deviceControllerClass = 562(WindowsBlinderControllerPS) -> deviceConditionFunction = 564 (IsOpen) Inside the Quest NODE ID1077 we have ->the same stuff =>We have questGameplayRestrictions_NodeType -> source = 31 (mq000_01_ch_mirror) -> restrictionIDs = 896156497 (it's a TweakDBID) changed from 1282 to 1285 changed from 995602923 to 0 changed from 2523331971762790428 to 0 changed from 397 to 0 -> DOESN'T WORK changed from 769 to 0 -> DOESN'T WORK changed from [...] to 3667 To get the entities used for a quest look inside the basegame_3_nightcity The information about what the ent does is inside the buffer --------------------------------------------------------------------------------------------------------------------- MODIFYING ANIMATION (probably going to crash the game) (the information is to be found inside the scnSRRefCollection array) animations responsible for the way the character intercats with the mirror => male (to enter or to leave isn't known)[animName] q001_01_wakeup__stand__2h_on_sides__01__to__stand_sink_lean0__2h_on_sink__01__turn0__01 [file itself] base\animations\quest\main_quests\prologue\q001\q001_01_wakeup\anim\body\q001_01_wakeup__male_average.anims (to enter or to leave isn't known)[animName] ------------------------------------------------------------------------------------------ Throught the WolvenKit tool it is possible to acquire the CNAME position of the name you're searching for That doesn't mean though that you have also the corresponding animation; that can only be done through the editing of the animation itself. Create a custom path with the modified animation => you should be able to edit the animation this way, therefore allowing you to make your own version of things (thanks Crazy Potato ---------------------------------------------------------------------------------------------------------------------- Elimination does work q001_01_wakeup__stand_sink_lean0__2h_on_sink__01 q001_01_wakeup__stand__2h_on_sides__01__to__stand_sink_lean0__2h_on_sink__01__turn0__01 Let's try replacing them ---------------------------------------------------------------------------------------------------------------------- #q001_vroom_window_blinders_not_smart„ It does not have the condition to check for => it should not be able to do its work ---------------------------------------------------------------------------------------------------------------------- ID222 -> ID1036 -> ID226 (Choiche Node) ==============> ID228 (Section Node) ========> ID242 -> ID1156 (Johnny Check) ID614 -> ID224// ID1000 ID1125 ----------------------------------------------------------------------------------------------------------------------- base\items\quest\q000__misc\q000_mirror_crystal_dome.mesh base\environment\decoration\unique\quest\q000\q000_mirror_ui\q000_mirror_ui_mesh_v_apt.mesh base\fx\vehicles\_crystal_dome\v_crystal_dome_start.effect base\fx\quest\q000\q000_mirror_off.effect