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Criminal arc

The Criminal arc (story_criminal.xml, 1,155,299 bytes ~1.2MB) is the main Pirate DLC narrative. The player builds a criminal crew — Maestro (mentor), Ace (heist crew), Axiom (hacker), Chipmunk (induction) — and runs black market smuggling, station hacks, cargo robberies, and security slicer operations.

  • Script: story_criminal.xml
  • DLC: Pirate
  • Factions touched: argon, antigone, paranid, teladi, hatikvah, civilian, scaleplate, scavenger, loanshark (antagonist), ministry (antagonist), ownerless
VariableSector macroVanilla name
$EighteenBillionSectorcluster_02_sector001Eighteen Billion (criminal hub)
cluster_08_sector001(referenced separately)
$FallbackSectorcluster_44_sector001Scale Plate Green (fallback location)

Eighteen Billion is the central criminal hub of the arc.

The player joins the Empyrean Curs crew. Members:

CharacterRoleFirst Chapter
MaestroMentor (gives missions, hints, gives player a nickname)Ch1
AceHeist crew (Ch2 black market operations)Ch2
AxiomHacking specialist (Ch2 security slicer)Ch2
Boso TaCross-arc commentaryCh1 (Ch1_BosoCarefulComment)
Dal BustaCross-arc oversightCh1 (Ch1_DalMissionComment_Ref)

Player nickname: Maestro names the player “the Chipmunk” during Ch2 induction conversation (text line 30252205): “You competent smuggler; Shall call you ‘the Chipmunk’!”. So Ch2_ChipmunkInduction_Ref is the player-induction cue, not a separate NPC. The crew operates under “no names” policy — Chipmunk is the player’s pirate alias.

The Empyrean Curs setup is also referenced in dialog: “Return to Arcadian Endeavour to get to know other members of crew” — base of operations is Arcadian Endeavour.


Player meets Maestro, conducts first smuggling mission. Police detection mechanics introduced.

  • Cue: Ch1_IntroCh1_MaestroIntroductionComplete
  • In-game name: Meet Maestro (introductory)
  • Path/Chapter: Criminal Ch1
  • Find in game: Active after Pirate arc state initialized
  • Prerequisites: Pirate Prelude complete OR custom story state set
  • What player encounters:
    • Player travels to Eighteen Billion (cluster_02_sector001)
    • Meets Maestro at a station
    • Ch1_PreMission_Conversation — initial conversation
    • Ch1_Maestro_UninterestedConversation — Maestro tests player (uninterested response path)
    • Ch1_MaestroTradeHint_Ref — trade hint dialog
    • Ch1_MaestroWarning_Ref — Maestro warns player about risks
    • Ch1_MaestroDroppedWareComment_Ref — comment when player drops ware
    • Ch1_BosoCarefulComment — Boso Ta cross-arc commentary
    • Ch1_MissionBosoComment / Ch1_DeclineBosoComment — outcome variations
  • Where: Eighteen Billion sector
  • NPCs involved: Maestro, Boso Ta (remote)
  • Reward: Introduction complete; first mission offered
  • Chains to: Ch1_Create_MissionOfferCh1_OfferCreated
  • Code reference: story_criminal.xml Ch1_Intro block

Mission entry: “First Smuggling Mission”

Section titled “Mission entry: “First Smuggling Mission””
  • Cue: Ch1_Create_MissionOfferCh1_MissionAccepted_Ref
  • In-game name: First illegal-ware delivery
  • Path/Chapter: Criminal Ch1 (main)
  • Find in game: Active after Maestro intro accepted
  • Prerequisites: Maestro intro accepted
  • What player encounters:
    • Pre-mission setup includes illegal wares added to player ship (Ch1_PreMission_AddIllegalWares_DEBUG for testing; real path through Ch1_PreMission_Conversation)
    • Player must deliver illegal wares without police detection
    • Hint system: Ch1_MissionOffer_Hint, Ch1_MissionOfferHint_Ref
    • Cross-character comments: Ch1_DalMissionComment_Ref, Ch1_BosoMissionComment_Ref
    • Police encounter mechanics:
      • Ch1_Police_Halt — police order to halt
      • Ch1_Police_IllegalWareFound — police find illegal wares
      • Ch1_Police_PlayerFlee — player flees pursuit
    • Mission tracking: Ch1_Entering_S* cues track player progress
    • Trade hint when docked: Ch1_Docked_Trade_HintClosed
  • Objectives:
    • Travel to delivery destination
    • Avoid police scans en route
    • Deliver wares without detection
  • Where: Eighteen Billion → delivery target (varies)
  • NPCs involved: Maestro (handler), police patrols (hostile)
  • Reward: Credits + Maestro relation + arc progression
  • Chains to: Ch1_RewardCh1_Complete → Chapter 2
  • Code reference: story_criminal.xml Ch1_Create_MissionOffer block
  • Mods that disable police-scan mechanics trivialize the smuggling missions
  • Mods that change illegal-ware definitions break ware-detection logic
  • Mods that change Maestro NPC break the entire arc
  • Mods that change cluster_02_sector001 ownership make Maestro unreachable
  • Mods adding bulk illegal-ware sources trivialize ware-acquisition step
  • Police-rebalance mods affect difficulty calibration

Player builds the criminal crew (Ace, Axiom, Chipmunk) and conducts multiple specialized operations.

CuePlayer action
Ch2_ForceForce-start Chapter 2
Ch2_InitialAceConversationMeet Ace
Ch2_InitialAxiomConversationMeet Axiom
Ch2_ChipmunkInduction_RefPlayer induction (Maestro names player “the Chipmunk”)
Ch2_Missions_SetUp + Ch2_MissionsMission orchestrator
Ch2_MaestroConversation_TasksMaestro task dispenser
CueAction
Ch2_BlackMarketBlack market entry
Ch2_BlackMarketStationBlack market station setup
Ch2_AtBlackMarketStation_RefVerify player at black market
Ch2_AtBlackMarketStation_ScanModeHintHint scan-mode usage
Ch2_BlackMarketFinished_RefConclude black market
Ch2_ExcludedStationsTrack stations excluded from BM
CueAction
Ch2_AcePlacedAce placed in mission
Ch2_AceOrders_vAce order setup
Ch2_AceFactoryHint_RefHint about factory
Ch2_AceHeadsUp_Ref_vHeads-up dialog
Ch2_AceUndockedAce undocked
Ch2_AceRetrieved + _CheckAce retrieved
CueAction
Ch2_AxiomHackingHacking sequence
Ch2_Axiom_InSecurityRoom_RefAxiom in security room
Ch2_Axiom_WrongPanel_RefWrong panel — error path
Ch2_HackStationHack station target
Ch2_DEBUG_SecuritySlicerDEBUG: security slicer test
CueAction
Ch2_CargoRobberyCargo robbery main
Ch2_CargoRobberyFinished_Ref_vRobbery finished
Ch2_AttackLinesAttack lines (dialog during attack)
Ch2_DeliveryHint_RefHint for delivery

Vanilla provides DEBUG cues for testing mission components:

  • Ch2_DEBUG_Acquire_ApparatusMaterials
  • Ch2_DEBUG_Acquire_HackingMaterials
  • Ch2_DEBUG_Acquire_Unstable_Crystals
  • Ch2_DEBUG_SecuritySlicer

These let testers bypass acquisition steps. Mods should NOT depend on these — they’re debug only.

  • Mods that disable Ace / Axiom / Chipmunk NPCs break Chapter 2
  • Mods that disable hacking mechanics break Axiom path
  • Mods that change scan-mode mechanics affect Black Market verification
  • Mods that change black-market station definitions break BM hub
  • Cargo-robbery overhaul mods affect Ace + Axiom path

The Criminal arc uses several reusable patterns:

  • DEBUG cues for testing — every major mission has a DEBUG bypass
  • Hint refs (*_Hint_Ref) — extensive hint dialog system
  • Cross-character comments — Boso Ta + Dal Busta react to player actions
  • Police evasion — multi-cue police-control system

The arc requires Eighteen Billion sector accessible. If player’s mod has changed ownership of cluster_02_sector001, the arc uses $FallbackSector = cluster_44_sector001 (Scale Plate Green) — but fallback is incomplete coverage.

ConcernCue
Setup sectorStart.Setup$EighteenBillionSector
Fallback sector$FallbackSector (cluster_44_sector001)
Maestro characterSetup_Characters references
Ace operationCh2_Ace* block
Axiom hackingCh2_Axiom* + Ch2_AxiomHacking
Black Market hubCh2_BlackMarket* block
Cargo robberyCh2_CargoRobbery*
Police mechanicsCh1_Police_* block

The Criminal arc is X4’s most elaborate “criminal underworld” narrative. Black market hub, security slicing, cargo robberies, Police evasion mechanics — your mod’s interference with any of these breaks a 1.2MB story chain.