Boron Prelude
The Boron Prelude is the cinematic introduction to the Kingdom End DLC. When the player approaches the gate between Heretic’s End and Barren Shores, a Teladi trader cutscene plays — establishing the Boron-Teladi trade relationship and unlocking Boron space access.
- Script:
story_boron_prelude.xml - DLC: Kingdom End
- Sectors involved: Heretic’s End (
cluster_31_sector001) → Barren Shores (cluster_602_sector001) → Watchful Gaze (cluster_601_sector001)
The prelude anchors three sectors and creates the Teladi trader fleet:
- Heretic’s End (
cluster_31_sector001) — staging area - Watchful Gaze (
cluster_601_sector001) — destination - Barren Shores (
cluster_602_sector001) — entry to Boron space
A Teladi Trader Actor is created. The setup spawns:
- 1× Teladi L-class container ship (
tag.container, 80% loadout level) — invincible during scene, min shield 20% - 5× Teladi M-class trader escorts
- All positioned near the BHS Gate (Barren Shores gate)
- Trade ship orientation: “look at” gate
The Teladi convoy is set to invincible during the scene via md.LIB_Generic.RequestObjectInvincibility — player can’t disrupt the cutscene by destroying the convoy.
Mission entry: “Heretic’s End Encounter”
Section titled “Mission entry: “Heretic’s End Encounter””Cue: Prelude_Boron_Miniscene
Section titled “Cue: Prelude_Boron_Miniscene”- In-game name: Teladi trader encounter (cinematic intro)
- Path/Chapter: Boron Prelude
- Find in game: Player approaches the Boron-side gate in Heretic’s End sector
- Prerequisites:
- Kingdom End DLC installed
- Setup_DLC_Boron complete
- Player approaches
$BHSGate(Barren Shores gate)
- What player encounters:
- Teladi L-class trader convoy with 5 M-class escorts at the gate
- The Teladi trader initiates conversation
Prelude_Boron_FirstTeladiComm— first comm call (1s interval poll)
- Approach handler tracks proximity (
Prelude_Boron_Approach_Gate_Ref) - “DND” (Do Not Disturb) handling — if player tries to disrupt:
Prelude_Boron_DND_CheckConditions(1s) — checks if player interferencePrelude_Boron_DND_Move_Away_From_Gate— moves Teladi away if needed
- Where: Heretic’s End sector (
cluster_31_sector001), near gate to Barren Shores - NPCs involved:
- Teladi Trader Actor (pilot)
- Escort pilots (5 ships)
- Reward: Cinematic intro played; Boron space access unlocked
- Chains to:
Prelude_Boron_Cutscene→Prelude_Approach_Cutscene_Started - Code reference:
story_boron_prelude.xmlPrelude_Boron_Miniscene
Mod conflict risks — Heretic’s End Encounter
Section titled “Mod conflict risks — Heretic’s End Encounter”- ❌ Mods that disable Teladi L-class container ships (
tag.container) break trader spawn - ❌ Mods that change Heretic’s End → Barren Shores gate break trigger
- ❌ Mods that interfere with
LIB_Generic.ApproachObject_Handleraffect proximity logic - ❌ Mods that disable invincibility requests allow player to destroy the cutscene
- ⚠ Mods that change Teladi-faction behavior affect trader orientation
- ⚠ Mods that bulk-spawn ships at Heretic’s End may collide with the prelude spawns
Mission entry: “Approach Cutscene”
Section titled “Mission entry: “Approach Cutscene””Cue: Prelude_Boron_Cutscene / Prelude_Approach_Cutscene_Started
Section titled “Cue: Prelude_Boron_Cutscene / Prelude_Approach_Cutscene_Started”- In-game name: Cinematic cutscene (no player input)
- Path/Chapter: Boron Prelude (climax)
- Find in game: Auto-fires after Heretic’s End encounter
- Prerequisites: Teladi convoy encountered + approach trigger met
- What player encounters:
- Cinematic — Teladi convoy proceeds through gate
- Player can observe through Boron space corridor
- NPC usecase abort handler (
Prelude_NPCUsecase_Abortedv2) — recovery if cutscene interrupted
- Where: Heretic’s End → through gate
- NPCs involved: Teladi convoy
- Reward: Boron arc state initialized; main Boron story available
- Chains to: End of Prelude → Main story available
- Code reference:
story_boron_prelude.xmlPrelude_Boron_Cutscene
Mod conflict risks — Approach Cutscene
Section titled “Mod conflict risks — Approach Cutscene”- ❌ Mods that disrupt cutscene system break the prelude finish
- ⚠ Player-control mods during cutscenes may break NPCUsecase abort handling
After the Prelude
Section titled “After the Prelude”Once Prelude completes:
- Player can access Boron space via the now-revealed gate
Setup_DLC_Boronis signaled- Main Boron story becomes available (Ch0 / Ch1 entry conditions)
Code references
Section titled “Code references”| Concern | Cue |
|---|---|
| Setup ships (Teladi trader + escorts) | Prelude_Boron_Setup_Ships (v2) |
| First Teladi comm | Prelude_Boron_FirstTeladiComm |
| Approach detection | Prelude_Boron_Approach_Gate_Ref (refs LIB_Generic.ApproachObject_Handler) |
| DND handling (player interference) | Prelude_Boron_DND_* cues |
| Cutscene | Prelude_Boron_Cutscene + Prelude_Approach_Cutscene_Started |
| NPCUsecase abort recovery | Prelude_NPCUsecase_Aborted (v2) |
Related
Section titled “Related”- Boron arcs overview
- Boron main story — what follows the prelude
- Boron epilogue — late-game culmination
- Game starts catalog — gs_boron starts
The Boron Prelude is X4’s “welcome to Kingdom End” moment. Cinematic-heavy, with invincible convoy protection. Your mod’s interference with cutscene systems or Heretic’s End is the most common failure mode.