Paranid Civil War — Prologue
The Prologue of the Paranid Civil War arc is the trigger phase — what fires Dal Busta’s call to the player, the introduction conversation, and how the path choice is set up. There’s no “mission” in the UI sense yet, but it’s a fully-specified arc entry path that mods can break.
Entry conditions (when arc becomes available)
Section titled “Entry conditions (when arc becomes available)”The arc activates when the player’s relation with either Paranid faction reaches friendly (UI value 10):
<set_value name="$EntryRelation" exact="faction.paranid.relation.friend.min" comment="0.01 (UI value 10) = friendly"/>
<conditions> <event_player_relation_changed faction="faction.holyorder"/> <event_player_relation_changed faction="faction.paranid"/> <check_value value="event.param2.{1} ge $EntryRelation"/></conditions>Triggering on permanent relation change only (transient is filtered out via not event.object).
Story state — character setup
Section titled “Story state — character setup”Before the prologue can fire, the script has already anchored these characters in vanilla:
- Dal Busta (the antagonist contact — calls player)
- Boso Ta (HQ ally — appears in Chapter 1 returns)
- Cardinal (Holy Order leader)
- The Sink location at
cluster_25_sector002(Cipher sector) — landmark referenced later - Paranid Monument (
landmarks_par_monument_01_macroatcluster_11_sector001) — 8km no-trespass radius zone established
These are set up by Initialise cue at story start, regardless of whether prerequisites are yet met.
Mission entry: “Dal Busta’s Call”
Section titled “Mission entry: “Dal Busta’s Call””Cue: Prerequisites_Trigger_Dal_Call
Section titled “Cue: Prerequisites_Trigger_Dal_Call”- In-game name: Not displayed (this is a comm call, not a UI mission)
- Path/Chapter: Prologue
- Find in game: Comm call from Dal Busta after relation prerequisite met
- Prerequisites:
- Player relation ≥ friendly (UI 10) with
faction.paranidORfaction.holyorder - Player not yet in Chapter 1
- Player relation ≥ friendly (UI 10) with
- What player encounters:
- Dal Busta initiates a comm call
- “Your recent exploits might have opened up a new opportunity for us.” (text refs
{30200,30200003}male /{30200,30200004}female player)
- Player choices:
- {30220, 201} “And what might that be?” — Continue (accept prologue)
- {30220, 202} “I’m not interested.” — Abort (decline arc entirely)
- Where: Anywhere — comm call doesn’t require physical proximity
- NPCs involved: Dal Busta (caller)
- Reward: None — pure narrative entry
- Chains to:
Prerequisites_Dal_Conversation→Prerequisites_Dal_Conversation_Section_Accept - Code reference:
story_paranid.xmlPrerequisites_Trigger_Dal_Call_Parentblock
Mod conflict risks — “Dal Busta’s Call”
Section titled “Mod conflict risks — “Dal Busta’s Call””- ❌ Mods that despawn Dal Busta at game start block the arc forever — the call can’t happen
- ❌ Comm-disabling mods during the relation-up event miss the trigger window
- ⚠ Mods that auto-max relations on game start trigger the call before player has context — confusing to new players
- ⚠ Custom NPC mods that take over
faction.paranidrepresentative voicelines may collide with Dal Busta’s dialogue - ⚠ Custom mission mods using
faction.paranidBBS slots may push the prerequisite trigger off the offer board
Mission entry: “Talk to Dal at the HQ” (special shortcut)
Section titled “Mission entry: “Talk to Dal at the HQ” (special shortcut)”Cue: Prerequisites_Trigger_Dal_Call_HQ_Skip_Header
Section titled “Cue: Prerequisites_Trigger_Dal_Call_HQ_Skip_Header”A special-case shortcut for players who reach high relation with both Paranid factions while Dal Busta is physically at the player’s HQ.
- Cue:
Prerequisites_Trigger_Dal_Call_HQ_Skip_Header - In-game name: “Paranid Civil War” (text ref
{30220, 205}) - Path/Chapter: Prologue (alternate entry)
- Find in game: Talk to Dal Busta in person while he’s visiting the player HQ
- Prerequisites:
$HQexists AND Dal Busta is at the HQ AND player is at the HQ- Player relation with BOTH Paranid factions ≥
$TargetRelation(-0.0099, UI -9, “allowed to dock”)
- What player encounters:
- Conversation option appears in Dal Busta’s dialogue: “Paranid Civil War”
- Bypasses the standard comm-call flow
- Skips directly to Chapter 1 intro
- Player choices:
- {30220, 205} “Paranid Civil War” — Skip to Chapter 1
- Where: Player HQ
- NPCs involved: Dal Busta (in person), HQ context
- Reward: Same as standard prologue (none — entry only)
- Chains to:
Ch1_Intro(skips standard prerequisite handover) - Code reference:
story_paranid.xmlPrerequisites_Trigger_Dal_Call_HQ_Skip_Header
Mod conflict risks — “Talk to Dal at HQ”
Section titled “Mod conflict risks — “Talk to Dal at HQ””- ❌ HQ-replacement mods break the
$HQcontext check - ❌ Mods that prevent Dal Busta from visiting HQ disable this shortcut
- ⚠ Mods that change HQ dock context may confuse
hascontext.{$HQ}check
Mission entry: “Accept Dal Busta’s Offer”
Section titled “Mission entry: “Accept Dal Busta’s Offer””Cue: Prerequisites_Dal_Conversation_Section_Accept
Section titled “Cue: Prerequisites_Dal_Conversation_Section_Accept”- In-game name: Conversation continuation
- Path/Chapter: Prologue (final entry step)
- Find in game: Player has continued through Dal Busta’s conversation, reaches the “accept” choice
- Prerequisites: Player chose to continue through prerequisites conversation
- What player encounters:
- Dal Busta: “Nice!” (text ref
{30220, 30220359}) - Arc commits — player is now in Chapter 1
- Dal Busta: “Nice!” (text ref
- Where: Wherever conversation started (HQ or remote comm)
- NPCs involved: Dal Busta
- Reward: Arc starts
- Chains to:
Ch1_Intro→ Chapter 1 missions begin - Code reference:
story_paranid.xmlPrerequisites_Dal_Conversation_Section_Accept
Mod conflict risks — “Accept Dal Busta’s Offer”
Section titled “Mod conflict risks — “Accept Dal Busta’s Offer””- ❌ Mods that intercept
event_conversation_next_sectionfor Dal Busta block acceptance - ⚠ Mods that mass-bind Dal Busta conversations may collide
Mission entry: “Decline Dal Busta’s Offer”
Section titled “Mission entry: “Decline Dal Busta’s Offer””Cue: Prerequisites_Dal_Conversation_Section_Abort
Section titled “Cue: Prerequisites_Dal_Conversation_Section_Abort”- In-game name: Conversation continuation
- Path/Chapter: Prologue (declined)
- Find in game: Player chose “I’m not interested.” in prerequisites conversation
- Prerequisites: Player declined entry
- What player encounters:
- Dal Busta: “That’s too bad.” (text ref
{30200, 30200005}) - Arc enters declined state but CAN be re-accepted later via the same prerequisites mechanism (relation re-check)
- Dal Busta: “That’s too bad.” (text ref
- Where: Same as conversation context
- NPCs involved: Dal Busta
- Reward: None — narrative branch
- Chains to: Arc returns to
Prerequisites_Trigger_Availabilitywaiting state — relation re-meets prerequisite → fire again - Code reference:
story_paranid.xml:Prerequisites_Dal_Conversation_Section_Abort
Mod conflict risks — “Decline Dal Busta’s Offer”
Section titled “Mod conflict risks — “Decline Dal Busta’s Offer””- ⚠ Multiple abort cycles — vanilla guards via
$PrerequisitesAbortedAlreadyflag; your mod’s mass-relation-changes may exhaust patience - ⚠ Mods that disable conversation aborts may hang the prerequisite flow
Mission entry: “Escape — skip the arc entirely”
Section titled “Mission entry: “Escape — skip the arc entirely””Cue: Prerequisites_Dal_Conversation_Escape
Section titled “Cue: Prerequisites_Dal_Conversation_Escape”A permanent decline option. Player chooses to skip the arc forever (cutscene fires, arc state set to “completed-via-escape”).
- Cue:
Prerequisites_Dal_Conversation_Escape - In-game name: Escape sequence (cutscene)
- Path/Chapter: Prologue (permanently declined)
- Find in game: Player chose to escape during the prerequisites cutscene
- Prerequisites: Player initiated escape flow
- What player encounters:
- Brief cutscene
- Dal Busta speaks final line
- Arc state set to permanently skipped — no further calls
- Where: Cutscene
- NPCs involved: Dal Busta
- Reward: Player loses access to all Paranid Civil War rewards (Trinity blueprint, Haven blueprint, faction rep boosts)
- Chains to: End of arc for this save
- Code reference:
story_paranid.xmlPrerequisites_Dal_Conversation_Escape
Mod conflict risks — “Escape — skip the arc”
Section titled “Mod conflict risks — “Escape — skip the arc””- ❌ Mods that re-trigger story arcs that should be permanently skipped — check
$HasCustomGamestartSkipflag before re-triggering - ⚠ Save-migration: Custom game starts that skip the arc via
gamestart.storystate.story_paranid_esc_0..3must respect this flag
Path commitment
Section titled “Path commitment”After accepting Dal Busta’s offer in the prologue, the player enters Chapter 1. Chapter 1 is shared logic between Universal and Escalation paths — the path divides based on player decisions during Chapter 1 dialogues.
Specifically, the player’s response to the Sink Explanation event determines:
- Choosing a mediation response → Universal path (Uni_1)
- Choosing an escalation response → Escalation path (Esc_1)
For details of Chapter 1 missions and the path-split, see:
- Universal path — Uni_1 onwards
- Escalation path — Esc_1 onwards
Related
Section titled “Related”- Paranid Civil War overview — arc landscape
- Universal path — mediator-route missions
- Escalation path — escalator-route missions
- Mission encyclopedia — other vanilla arcs
- Story arcs catalog — high-level reference
The Prologue is short but critical — break it and the entire 20K-line arc is unreachable. Most “Paranid story doesn’t start” bug reports trace to mod side-effects in this 30-line window.