Mission encyclopedia
This is the per-mission encyclopedia — every vanilla mission described individually with how-to-find, prerequisites, objectives, reward, chain links, and mod conflict risks.
For high-level arc overviews see Story arcs catalog. This section is the detailed counterpart.
Coverage status
Section titled “Coverage status”Base game arcs (fully accessible from vanilla source):
| Arc | Status | Missions |
|---|---|---|
| Paranid civil war | ✅ Complete | 30+ missions across 2 paths × 3 chapters |
| Welfare research (Welfare 1) | ✅ Complete | HQ research + race time trial |
| Diplomacy Intro | ✅ Complete | 11 parts (Pt1-Pt11), HAT/Reen/Kat/Cline |
| Embassy + Xenon Equipment | ✅ Complete | Trigger-glue stubs |
| Buccaneers + Ventures | ✅ Complete | Ambient encounter systems |
DLC arcs (all DLCs now unpacked + accessible):
| Arc | Status |
|---|---|
| Terran arcs (CoH) — Prelude + HQ Discovery + Core + Covert Ops + Terraforming + Yaki (23 chapters) | ✅ Complete |
| Boron arcs (Kingdom End) — Prelude + Main 10ch (Ch0-Ch9 incl. Khaak Assault) + Epilogue | ✅ Started |
| Split arc (Split Vendetta) — Caviar Heist + Funeral Break-In | ✅ Complete |
| Pirate arcs — Prelude + Criminal + Thefan + Erlking + Welfare 2 | ✅ Complete |
| Hyperion arc — Cryptid Huntress sightings chase | ✅ Complete |
| Tides of Avarice arcs — Unbihexium + Cypher | ✅ Complete |
| Timelines arcs — Hub + 20+ scenarios + Boss battles + Research + Epilogue | ✅ Complete |
DLC content lives in packed .cat/.dat files in extensions/ego_dlc_*/. Site author unpacked via custom PowerShell extractor (Extract-X4Cat.ps1); ground-truth sources now available locally.
Mission entry format
Section titled “Mission entry format”Every mission entry follows this format:
### Mission name (descriptive)
- Cue: technical cue name in vanilla code- In-game text: page+id reference (so you can verify exact wording)- Path/Chapter: where in arc- Find in game: how player encounters- Prerequisites: what must happen first- Briefing summary: what NPC tells player- Objectives: step-by-step what player does- Where: sector references (with vanilla names)- NPCs involved: actor list- Reward: credits / items / relation / unlocks- Chains to: next mission(s)- Mod conflict risks: specific things mods can break hereThe in-game text field references vanilla text constants like {30220, 1010} — modders can find the exact wording in vanilla t/0001-L044.xml (page 30220 for Paranid story, etc.).
Why per-mission detail matters
Section titled “Why per-mission detail matters”When your mod adds content that intersects with a specific mission:
- “My mod makes Argon hostile to Paranid at game start” → which Paranid missions break? See per-mission mod conflict risks
- “My mod spawns custom NPC at HQ” → which story missions use HQ as anchor? See per-mission NPCs involved
- “My mod claims Cardinal’s Redress for player” → which mission’s
find_sectorbreaks? See per-mission Where
High-level arc overviews don’t answer these. Per-mission detail does.
How to verify a mission’s exact in-game text
Section titled “How to verify a mission’s exact in-game text”Vanilla text strings live in packed game files. To extract:
- Unpack vanilla with XRCatTool / X4 Customizer
- Open
t/0001-L044.xml(English) - Search for
<page id="30220">(Paranid story page) - Find
<t id="X">matching the reference in this catalog
For DLC missions, similarly extract DLC text from extensions/ego_dlc_*/t/.
Related
Section titled “Related”- Vanilla content index — landscape
- Story arcs catalog — high-level overview
- Game starts catalog — which start hooks which arc
- Mod-conflict checklist — broader checklist
- Story missions (technical) — how to write your own
The encyclopedia grows mission by mission. Each entry verified against vanilla source. If you spot inaccuracy, the cue reference always wins — vanilla code is ground truth.