Research: GATEPal UI, Inventory UI, and Story Chapters
Date: 2026-06-11. Sources: game paks via CUE4Parse (probe file tests/AbioticEditor.Tests/GatePalQuestProbeTests.cs, all 8 probes passing) and abioticfactor.wiki.gg (/wiki/GATEPal, /wiki/Inventory, /wiki/Objectives). All colors below are RRGGBB (or AARRGGBB) sRGB hex exactly as serialized in the widget blueprints. Texture paths are game refs usable with ExtractTextureByGameRef (append .uasset for raw pak keys).
1. GATEPal (in-game journal/PDA) UI structure
What the GATEPal actually is in-game
The handheld GATEPal item opens the Journal tab of the pause/inventory screen. The whole experience is one widget: AbioticFactor/Content/Blueprints/Widgets/Journal/W_Player_Journal_Main (embedded as page "Panel_Journal" of W_PlayerInventory_Main; the nav-bar tab icon is Textures/GUI/Icons/icon_pda). It is not green-on-dark: the PDA screen is a light paper page with near-black ink, dark-green/teal accents, and a cyan title floating on the dark blurred backdrop above the page.
Frame & chrome (W_Player_Journal_Main, 1920x1080 design canvas)
| Region | Widget | Details |
|---|---|---|
| Page background | JournalPageBG Image | Textures/GUI/Journal/journal_pda_bg (1301x909) at offset (87,130), tint EAEAEA - the rounded PDA "screen" panel |
| CRT noise overlay | JournalNoiseLayer Image | Textures/GUI/Journal/journal_pda_noiselayer, same rect, 75% opacity, tint EAEAEA - gives the screen its grain |
| Title | TitleMain TextBlock | "JOURNAL", Poppins-Black 56, color 8CFFFB (cyan), top-left (116,4) - sits on the dark backdrop above the page |
| Subtitle | SubTitle_RecipeTypeText | "YOUR FINDINGS", TeX Gyre Adventor, C6C8C8 |
| Date/status bar | y≈199–240 on the page | Weekday letters S M T W T F S (Poppins-Black 20; current day 4B7667 dark green, others ink 101010); underline strip journal_pda_datebar_<monday..sunday> (1155x36, tint 101010) - one texture per weekday with the highlight baked in; Text_Date "Mar 7, 93" in 4B7667; Text_Clock "7:00 am" right side (x≈1215) ink 101010, TeX Gyre Adventor 20 |
| Back button | BackButton CheckBox | left edge (48,251), rounded box, border color 77CEC8, glyph Textures/GUI/Icons/icon_arrow_left |
| Content area | JournalWidgetSwitcher | (114,144)–(1799,922) inside the page |
Pages of JournalWidgetSwitcher (the GATEPal's "apps" at the top level): 0. Emails_Main (W_Player_Emails_Main_C)
Compendium_Main(entry list + article view)JournalCanvasPanel- per-sector Notes page (sector icon 78px fromTextures/GUI/SectorIcons/icon_*_128, big sector title Poppins-Black 28, horizontal rule101010, scrolling note entries left, up to 5W_Player_Journal_MapCard_Cmap cards right)JournalMapCanvas- Facility map page (see below; this is where the quest text lives)W_Compendium_Index- the app grid (see below)W_Compendium_FishDatabaseW_Compendium_SoupRecipesW_Compendium_ChemistryRecipesW_Compendium_Distillations
The app grid (W_Compendium_Index) - the "GATEPal home screen"
- Dark rounded panel
BG: RoundedBox, corner radius 45, colorCC272727(charcoal at 80% alpha) centered on the page (offsets L371/T380). LOGOimage above the grid:Textures/GUI/Compendium/T_Compendium_Titletinted9A999A.UniformGridPanelof 10 app tiles (W_Compendium_Index_Button_C), each tile = 145x145 icon Button + uppercase label below (TeX Gyre Adventor 18, color9A999A,ToUppertransform). Button tint states: normalCCFFFFFF, hoverFFFFFF, pressed9D9D9D; click soundos_mouse_click. Unread-content badge: 18px dotTextures/GUI/Wristwatch/icon_wristwatch_dottintedF89A4F(orange), top-right of tile, flicker animation.
App tiles (grid row/col from UniformGridSlot; fine position nudged via RenderTransform; matches the wiki's app list):
| Label | Grid (row,col) | Icon texture (/Game/Textures/GUI/Compendium/...) |
|---|---|---|
| SOUP RECIPES | 0,0 | T_Compendium_Soups |
| 0,1 | T_Compendium_Email | |
| ENTITIES | 0,2 | T_Compendium_Entities |
| LOCATIONS | 0,3 | T_Compendium_Locations |
| CHEMISTRY | 0,4 | T_Compendium_Chemistry |
| REGISTRY | 1,1 | T_Compendium_Registry |
| PEOPLE | 1,2 | T_Compendium_People |
| THEORIES | 1,3 | T_Compendium_Theories |
| DISTILLATIONS | 1,4 | T_Compendium_Distillation |
| FISH | 2,0 | T_Compendium_Fish |
(Also available: T_Compendium_NoSoup, T_Compendium_Border - the article image frame - and ~200 Entries/T_Compendium_<Subject> 512x512 article illustrations.)
Compendium content view (W_Compendium_Main + Entry/Section)
- Left column (x45, ~235 wide):
ListView_CompEntriesofW_Compendium_Entryrows over a 50%-black image strip. Each row is 234x38: title (TeX Gyre Adventor 12, ink101010), italic subtitle + "0 / 1" section count (10pt), whiteBorderunderline; row highlight CheckBox whose checked color isF89A4F(orange); unread badge ringitemslot_rounded_bg_nodepthtintedF89A4F. - Header:
CompendiumTitleText"{COMP_TITLE}" Poppins-Black, ink000000, centered over the content column. - Right column (281–1640):
Scrollbox_CompContentofW_Compendium_Sectionblocks - a 0.65/0.55 two-column HorizontalBox: body text left (TeX Gyre Adventor 14, ink101010), image right (512x512 entry texture insideT_Compendium_Borderframe tinted000000, optional resistance/weakness icon row above).
E-mail app (W_Player_Emails_Main)
Header "E-MAIL ARCHIVE" (Poppins-Black, 000000); left scroll list of email entries (x45, ~205 wide); right reading pane (x259, ~890 wide) with body text TeX Gyre Adventor 15 ink 000000; faint GATE logo watermark (Textures/Decals/T_Signage_Gate_02, 10% opacity, tint 212121) behind the text; bottom attachments bar (black image strip + HBOX_Attachments, placeholder "NO ATTACHMENTS" in 4B7667); full-screen attachment viewer overlay.
Facility map page (JournalMapCanvas) - quest display lives here
FacilityBGMap:Textures/GUI/Journal/journal_facilityshadow_6_bg(1024x1024) tinted101010- the facility silhouette drawn as ink on the paper page (variantsjournal_facilityshadow_bg..._6_bgexist for the sector-unlock stages; pairs withNumberOfAreasUnlockedbelow).- Dozens of
W_Player_JournalSectorTab_Cpins: sector tabs (Office, MF, Labs, Security, Dam, Plant, Residence...), portal-world tabs (V_Flathill_Tab,V_AnteverseA/B/C,V_Voussoir_Tab,V_Canaan, ...) and trader pins (Trader_Warren,Trader_Blacksmith, dispensers...). - Quest panel top-right (x701..1194, y106):
Quest_text(TeX Gyre Adventor 18) +Quest_description(14), ink101010- the in-game "current chapter" text driven by story progression. - Compendium launcher button top-left:
icon_journal_lowbittintedDDFFF2onCC272727; waypoint mode dropdown; pin counter +icon_pin; corpse waypoint clear button (icon_sadskull).
Palette / typography cheat-sheet for the XAML rework
| Token | Value | Used for |
|---|---|---|
| Paper | EAEAEA | PDA page bg tint |
| Ink | 101010 | All on-page text/map silhouette |
| PDA green | 4B7667 | Active weekday, date, secondary labels |
| Teal chrome | 77CEC8 | Back button border |
| Cyan accent | 8CFFFB | "JOURNAL" title, active nav icons |
| Icon teal (inactive) | 4D7F78 | Nav-bar tab icons |
| Charcoal panel | CC272727 | App-grid panel, compendium launcher |
| Tile gray | 9A999A | App labels, compendium logo |
| Unread orange | F89A4F | Unread dots, selected entry highlight |
| Warning red | FD7070 | "no maps" text, close buttons |
| Fonts | Poppins Black / TeX Gyre Adventor | headings / body (both free fonts) |
2. In-game inventory UI structure
Main widget: AbioticFactor/Content/Blueprints/Widgets/Inventory/W_PlayerInventory_Main (1920x1080 ScaleBox). Backdrop = BGBlurClickBlocker BackgroundBlur over the 3D world + BG_BlueTint (tint 08FDE3 at 14% opacity) - the signature blue-teal wash. Close button top-right (icon_arrow_left tinted FD7070).
Top-level layout
- Nav bar (
W_Inventory_NavBar), anchored top-right, 732x129, bgTextures/GUI/Inventory/Inventory_NavBarat 43% opacity. Toggle tabs (left->right): Craftingicon_crafting, Healthicon_health_status, SkillsIcons/icon_skills, JournalIcons/icon_pda(+ notify dotBuffIcons/buff_circle_pale), Backpackicon_backpack_inverse. Inactive icons4D7F78, active8CFFFB; flanked by Q/E keybind chips andicon_uparrowarrow buttons tinted8CFFFB. - Page switcher
WS_Primary: Panel_Primary (inventory), Panel_Crafting, Panel_Journal (hostsW_Player_Journal_Main- the GATEPal), Panel_Skills, Panel_Health, Panel_TraderScreen. - Hotbar
W_PlayerHUD_Hotbarbottom-center (slots 1-8, fanny pack adds 9/0; wiki: hotbar items weigh 75% of normal). W_SplitStackMenuoverlay; crafting reward popup; generic drop area strip bottom-center ("drop item here").
Panel_Primary (the inventory page proper)
| Region | Position | Contents |
|---|---|---|
| Paper doll (left) | glow image at (153,151) 413x691 | Inventory_CharacterBGGlow tinted 9CF6FF behind the live 3D character (W_Inventory_3DCharacter); W_Inventory_EquipSlots overlays the equipment slots around it (slot indices documented in research-transmog-appearance.md) |
| Backpack panel (center) | (684,36), 592 wide | W_Inventory_PlayerBackpack (below) |
| Right panel | (1342,132), 564x806 | WS_PrimaryRightPanel switcher: Container / ArmorStand / RepairArea / Transmog / UpgradeBench; behind it Inventory_TestTube_Colored (512x1024) at 13.6% opacity |
Backpack panel anatomy (W_Inventory_PlayerBackpack)
- Header "POCKETS" - Poppins-Black, color
71C5F6(the inventory's light blue). - Pane background
CharacterPaneBG: RoundedBox tint306481at 35% opacity, 3px outline5292B7, corner radii (0,25,25,0). - Row 2:
W_InventoryWeightweight bar (below) +MoneyText"MONEY: ${0}" andWeightNumberText"12 / 30" (TeX Gyre Adventor 15,71C5F6). - Sort button: 9-slice
Inventory_Buttonbg (BackgroundColor5292B7) withIcons/icon_resourcesglyph tinted71C5F6, tooltip "SORT". - Grid:
ScrollBoxat (16,136) 573x640 containingW_BackpackGrid(W_InventoryGrid_CofW_InventoryItemSlot_C; base 12 "pocket" slots, expanded by equipped backpack per wiki). - Backpack equip slot (84px, top-left of panel) + its transmog toggle button.
- Bottom:
W_ButtonPromptHelperBar(contextual key prompts).
Weight bar (W_InventoryWeight)
311x14 rounded ProgressBar pair: WeightBar (white fill) + overlaid CurrentItemWeightBar whose fill texture is Textures/WallTrim/T_WallTrim_WarningStripe_Orange (hazard stripes = weight of the hovered/selected item). Threshold markers Icons/icon_encumbrancemarker: "heavy" tick tinted FFE563 (~53% along), "encumbered" tick tinted FF7979 (~114px); scale icon icon_weight tinted 71C5F6 at the right end.
Item tooltip anatomy (W_InventoryItemSlot_Tooltip)
Border CC000000 (80% black), 10px padding, vertical stack in this order (everything TeX Gyre Adventor unless noted; hidden rows collapse):
- Item name - Poppins-Black 12,
8CFFFB - Description - 12,
A7A7A7 - Buff list (
BuffApply_VBox) - Weight - 10,
C8C8C8 - 1.5px dividers -
65817F - Equip-slot/tag type - 10,
80B4B3 - Flavor text - italic 10,
8CFFFB - Stat block (12pt, gray
C8C8C8for damage/armor/capacity/hunger/thirst/ fatigue/durability) with color-coded special rows: cold resist0080F2+icon_snowflake, heat resistFF5F00+icon_fire, cooking/soupFF9F52, fishing/liquid/coating449CC8, craftable71FF75+ skill icon, plantable71FF75, paintableAD7BFF, upgrade available3D6BFF+icon_upgradearrow, brokenFD7070+icon_break, radioactiveFFEA19warn /00FF21food +icon_radioactive_color/icon_radiation - Salvage note - 10,
A5A5A5("CAN BE SCRAPPED AT REPAIR BENCH")
Wiki cross-check (/wiki/Inventory): 12 base pocket slots, hotbar 1-8 (+9/0 with fanny pack, 75% weight in hotbar), armor/gear panel left with character preview, containers use an orange panel with F/Q/R quick actions, death drops main inventory only (corpse bag) while gear+hotbar are kept.
Extractable inventory chrome textures (/Game/Textures/GUI/...)
Inventory/Inventory_NavBar, Inventory/Inventory_Button, Inventory/Inventory_CharacterBGGlow, Inventory/Inventory_TestTube_Colored, Inventory/Inventory_SkillPip_{Active,Disabled,Empty,Fill}, Inventory/T_ItemUpgrade_BG(_Em), Inventory/T_Repair_Salvage_BG, Inventory/crafting_warning_bg, Inventory/EquipSpeed_Weight* (analog scale parts), icon_weight, Icons/icon_encumbrancemarker, Icons/icon_resources, icon_crafting, icon_health_status, Icons/icon_skills, Icons/icon_pda, icon_backpack_inverse, icon_uparrow, plus the empty-slot glyphs already catalogued in research-transmog-appearance.md.
3. Story chapters (DT_StoryProgression, 37 rows)
Source of truth: AbioticFactor/Content/Blueprints/DataTables/DT_StoryProgression (full dump in Probe5). Columns per row - there is no description text in the table; the player-facing wording below is synthesized from the wiki's Objectives page and flag names:
WorldFlag_2_*(DataTableRowHandle) - the WorldFlag that, once present in a region save'sWorldFlagsarray, advancesWorldSave_MetaData.StoryProgressionRowto this row.StoryImage_18_*(SoftObjectPath) -/Game/Textures/GUI/ServerBrowser/map_*chapter card art (great for the quest UI; e.g.map_office1,map_dflabs).DisplayText_17_*(FText) - the region/sector heading shown in-game.NumberOfAreasUnlocked_16_*(int) - drives map silhouette stage / unlock count.
The save's StoryProgressionRow stores the row name (e.g. MFBlacksmith). Index = position below (0-based, row order).
| # | Row | Region (DisplayText) | Trigger WorldFlag | Card art | Areas | Player-facing description |
|---|---|---|---|---|---|---|
| 0 | Office | The Office Sector | Office_NewGameStarted | map_office1 | 1 | Containment breach day. You wake up in the Office Sector, scavenge your first tools, let Dr. Jager into the cafeteria and report to sector security officer Warren. |
| 1 | Office2 | The Office Sector | Office_InformationFound | map_office2 | 2 | You've learned the only way out is through Manufacturing - but a forklift holding the blast door needs Power Cells. Grayson points you to the energy research team. |
| 2 | Office3 | The Office Sector | Office_ThirdFloorReached | map_office3 | 4 | You reach the Office Sector's third floor and convince Archie Roberts (or Regal) to open Silo 3, where the Power Cells were taken. |
| 3 | Flathill | The Office Sector | Office_Silo3Opened | map_office3 | 5 | Silo 3 is open. All signs point through the portal inside: step into Flathill, a fog-drowned suburban anomaly, to recover Power Cells. |
| 4 | PostFlathill | The Office Sector | Fog_Completed | map_office3 | 5 | You survived Flathill and can now farm Power Cells there. Power the forklift and raise the blast door into Manufacturing. |
| 5 | MF | Manufacturing West | MF_ManufacturingOpen | map_MFStart | 6 | Manufacturing West is open. Somewhere in this sector is a tunnel to the surface - explore and find your way out. |
| 6 | MFBlacksmith | Manufacturing West | MF_MetBlacksmith | map_MFStart | 6 | You meet the Blacksmith (Varsha), who knows the sector: the Surface Tunnel is the main heavy-traffic route out. |
| 7 | MFMines | Manufacturing West | MFMines_Entered | map_MFStart | 7 | The Surface Tunnel is blocked. You descend into the mines beneath Manufacturing to find Frake, who may know another way. |
| 8 | MFFrake | Manufacturing West | MF_MetFrake | map_MFStart | 8 | You found Frake. The plan: get the Blacksmith's help forging parts to repair the sector's three electron pumps. |
| 9 | MFTrain | Manufacturing West | MF_OpenTrainStation | map_MFStart | 9 | The train station is open, connecting Manufacturing's far reaches while you gather pump materials. |
| 10 | MFPumpsFixed | Manufacturing West | MF_PumpsFixed | map_MFStart | 9 | All three electron pumps (yellow, green, red) are repaired. Time to activate the Synchrotron and overload it to blast an exit. |
| 11 | Pens | Cascade Laboratories | MF_ExitOpened | map_labs | 10 | The synchrotron overload opened the way out of Manufacturing. You emerge into Cascade Laboratories through the holding pens. |
| 12 | Labs | Cascade Laboratories | Labs_MiddleProgression | map_labs | 11 | Explore the Labs Sector for a way out; survivors suggest the Inner Wing containment blocks hold what you need. |
| 13 | Containment | Cascade Laboratories | Labs_Containment_Entered | map_labs | 12 | You're inside the Inner Wing containment blocks - deadly experiments, turrets, and the route toward the Control Center. |
| 14 | Helmholtz | Cascade Laboratories | Labs_Helmholtz_Opened | map_labs | 13 | The Helmholtz Wing is open, the path to the Control Center where the security system (and its turrets) can be reset. |
| 15 | Tarasque | Cascade Laboratories | LABS_TurretsDeactivated | map_labs | 14 | Via the Furniture Store anomaly you reached the Control Center and reset security - the turrets are off (and the Tarasque met). |
| 16 | Mycofields | Cascade Laboratories | LABS_AnteverseBFixed | map_labs | 15 | The Anteverse 2 portal is fixed: gather chemicals in the Mycofields' "Shroom" zone to make Antethermite for the Vacuum Chamber door. |
| 17 | PostLabs | Security Sector | LABS_OpenVacuumDoor | map_security1 | 16 | The vacuum door is breached - you infiltrate the Security Sector, aiming for the Large Surface Elevator, one of the facility's most secure exits. |
| 18 | SecSurfaceElevator | Security Sector | Security_SurfaceElevatorEvent | map_security2a | 17 | The surface elevator crashes catastrophically. Stranded, you explore Canaan for ingredients and open the remaining gates to escape the sector. |
| 19 | EndSecurity | Hydroplant | Security_ExitOpened | map_dam1 | 18 | The Security Sector exit is open; there's only one way forward - down into the Hydroplant. |
| 20 | ElectricalStation | Hydroplant | Dams_ReachedCentral | map_dam2 | 18 | You reach the central dam. Survivors in the Electrical Station (Jonas) can help - reactivate the station, reboot the spillway computer, and open the flow controls. |
| 21 | Voussoir | Hydroplant | Voussoir_Entered | map_dam3b | 19 | You step through to Voussoir, the drowned cathedral anteverse reachable from the Hydroplant. |
| 22 | EndDam | Hydroplant | Dams_SpillwayOpen | Map_Dam4 | 20 | The spillway is open. The only way out of the Hydroplant is wet: ride the water down toward the Reactors. |
| 23 | PowerServices | The Reactors | Plant_EnteredPlant | map_powerservices | 21 | You enter Power Services. A massive fungal bloom blocks the way to the Reactors - you need something to kill it. |
| 24 | AnteverseC | The Reactors | Plant_AnteC_Entered | map_anteversec | 22 | You enter Anteverse C (the Far Garden) to gather what's needed for Anti-Fungal Gelatin. |
| 25 | ReactorsEntry | The Reactors | Plant_ExitOpened | map_reactorsentry | 23 | The bloom is destroyed and the way into the Reactor Sector is open - you hope that was the right thing to do. |
| 26 | Reactors1Labs | The Reactors | Reactors_FirstContact | map_dflabs | 24 | First contact in the Deep Field labs: Dr. Cahn explains the Gatekeeper's exit waygate needs four reactors online. Activate Dusk Reactor and report back. |
| 27 | ReactorsAll | The Reactors | Reactors_S1Labs_Complete | map_radwaste | 25 | The S1 labs are searched (Cloud Reactor explored). Now bring Gale, Mist and Cloud Reactors online to join Dusk. |
| 28 | Shadowgate | The Reactors | Reactors_SG_Opened | map_shadowgate | 28 | All four reactors power the Fusion Generator's central waygate: the Shadowgate. Inside the mirrored Intrados facility, destroy the five containment devices and expel the entity. |
| 29 | InqEnd | The Praetorium | Reactors_SG_End | map_inq2 | 29 | The creature fled through a massive rift. Beyond it lies somewhere immense and old - with Hasta's guidance, enter the Praetorium (IS-0101) and locate the Sun Disk. |
| 30 | Residence | Residence Sector | V_INQ_SunDiskTouched | map_residence1 | 30 | The Sun Disk's gift lets you endure the cold at last: enter the frozen Residence Sector. |
| 31 | Residence2 | Residence Sector | Res_Objective1_Complete | map_residence2 | 31 | With Abe and Janet's help the storm suppressor is fixed; the upper floor is searchable, but a frozen ice wall bars the way ahead. |
| 32 | Fracture | Residence Sector | Residence_IceWallRemoved | map_fracture1 | 32 | An intense heat source melted the ice wall - you push into the Fracture, hunting the Dark Lens that can get everyone out. |
| 33 | Botanical | Residence Sector | Res_EnteredBotanicals | map_botanical | 33 | You enter the Botanical Gardens, the overgrown heart of the Residence Sector's upper reaches. |
| 34 | DarkLens | Residence Sector | Residence_Wall | map_fracture2 | 34 | Past the wall lies the Dark Lens. Collect its fragments, face The Fallow, and open the way out of the facility at last. |
| 35 | SouthIsland | Residence Sector | Residence_Fracture_Complete | map_southisland | 35 | The Fracture is behind you: you arrive at the South Island, whose altar can supposedly take you anywhere - Dr. Cahn and Thule have thoughts. |
| 36 | EndGame | Main Story Complete | EndBossDefeated | map_endgame | 35 | The Wayseeker is defeated. The end? Talk to Dr. Cahn, Janet, and the Sister of the Unlost. Main story complete. |
Notes for the quest UI:
- Chapter card art lives at
/Game/Textures/GUI/ServerBrowser/map_<name>- one per chapter (some shared), ideal thumbnails for a linear quest list. - The in-game quest panel (Journal map page) shows only a short
Quest_text/Quest_descriptionpair - our richer per-chapter blurbs above are a superset, written from the wiki's objective texts. - Region grouping for the UI: Office (0–4), Manufacturing West (5–10), Cascade Laboratories (11–16), Security (17–18), Hydroplant (19–22), The Reactors (23–28), The Praetorium (29), Residence (30–35), Complete (36). Portal-world chapters (Flathill, Voussoir, AnteverseC, Shadowgate, Fracture, SouthIsland) belong to the region whose DisplayText they carry.
- Triggers: writing the chapter's WorldFlag row name into the owning region's
WorldFlagsarray is what the game itself keys on;StoryProgressionRowinWorldSave_MetaData.savis the cached current row name.
Appendix: richest extractable texture sets (game refs)
- GATEPal chrome:
/Game/Textures/GUI/Journal/journal_pda_bg,journal_pda_noiselayer,journal_pda_datebar_{monday..sunday},journal_facilityshadow_bg...journal_facilityshadow_6_bg - App icons:
/Game/Textures/GUI/Compendium/T_Compendium_{Soups,Email,Entities,Locations,Chemistry,Registry,People,Theories,Distillation,Fish,Title,Border,NoSoup} - Compendium article art:
/Game/Textures/GUI/Compendium/Entries/T_Compendium_*(~200) - Sector icons (notes page/map):
/Game/Textures/GUI/SectorIcons/icon_{office,manufacturing,labs,security,dam,plant,residence,intro,ante_a,ante_b,ante_c,canaan,fog,inq,island,mirror,night,rise,shore,signal,suomi,tile,train,wall,warehouse,alps,spacequeen}_128 - Chapter cards:
/Game/Textures/GUI/ServerBrowser/map_*(one per DT_StoryProgression row) - Inventory chrome:
/Game/Textures/GUI/Inventory/*(see section 2),/Game/Textures/GUI/Icons/icon_pda,icon_pda_invertedalpha,/Game/Textures/GUI/Hud/UI_ItemNotify_BG_PDA - Misc accents:
/Game/Textures/GUI/Wristwatch/icon_wristwatch_dot(unread),/Game/Textures/GUI/icon_journal_lowbit,icon_pin,icon_sadskull
