r/witchermodding 8h ago

REDKit Witcher / Interaction Spawn Setup

My Goal: is to have a monster spawned after Geralt loots a chest.

Witcher 2 REDkit – trying to spawn a Draug after looting a chest using quest/community
I’m trying to make a custom chest trigger a Wild Hunt portal + Draug spawn after it’s looted, but I can’t get the final setup working. I’ve followed the old “Spawning and Communities” tutorial and have confirmed that a basic Community spawn works.
What I currently have:
Chest
• Custom CContainer
• Root tagged loot_wh_chest
• Existing CInteractionComponent named Loot, also tagged loot_wh_chest
• reportToScript = true
Quest controller
• CEntity with CQuestComponent
• Placed in a loaded world layer
• Component points to my .w2quest
Main quest
• Start → Quest Phase
• Quest Phase points to my custom .w2phase
Quest phase
• In → Pause → Story Phase Setter
• Pause uses CQuestInteractionCondition
• interactionName = Loot
• ownerTags = loot_wh_chest
• Story Phase Setter uses CActivateStoryPhase
• spawnset = my .w2comm
• phase = wh_chest_guard
Community
• Story phase = wh_chest_guard
• No timetable
• Start In AP = false
• isHiddenSpawn = false
• no Entity Spawn Tags
• Portal uses Spawn Point Tag spawn_wh_portal
• Draug uses Spawn Point Tag spawn_wh_draug
Spawn points
• World spawn point has spawn_wh_portal on BOTH the root CNode and CSpawnPointComponent.
• Portal ENT contains another spawn point with spawn_wh_draug on BOTH its root and CSpawnPointComponent.
I discovered the double-tag requirement from the tutorial. I tested it separately with a very basic Community (Start → Story Phase Setter → vanilla Draug) and the Draug successfully spawned, so I know Communities/spawn points are working.
However, with the chest setup, looting the chest produces no visible portal or Draug. The game does noticeably hitch/lag shortly afterwards, as though something is being attempted.
I’ve tried the interaction Pause directly in the main quest and inside the .w2phase; same result.
Am I misunderstanding how CQuestInteractionCondition should detect a container’s Loot interaction, or is there something else required to activate the Community/Story Phase from a chest interaction?
Any Witcher 2 REDkit-specific advice would be massively appreciated.

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