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
Setup sectors
Section titled “Setup sectors”| Variable | Sector macro | Vanilla name |
|---|---|---|
$EighteenBillionSector | cluster_02_sector001 | Eighteen Billion (criminal hub) |
cluster_08_sector001 | (referenced separately) | |
$FallbackSector | cluster_44_sector001 | Scale Plate Green (fallback location) |
Eighteen Billion is the central criminal hub of the arc.
Persistent characters + player nickname
Section titled “Persistent characters + player nickname”The player joins the Empyrean Curs crew. Members:
| Character | Role | First Chapter |
|---|---|---|
| Maestro | Mentor (gives missions, hints, gives player a nickname) | Ch1 |
| Ace | Heist crew (Ch2 black market operations) | Ch2 |
| Axiom | Hacking specialist (Ch2 security slicer) | Ch2 |
| Boso Ta | Cross-arc commentary | Ch1 (Ch1_BosoCarefulComment) |
| Dal Busta | Cross-arc oversight | Ch1 (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.
Chapter 1 — Introduction + First Heist
Section titled “Chapter 1 — Introduction + First Heist”Player meets Maestro, conducts first smuggling mission. Police detection mechanics introduced.
Mission entry: “Maestro Introduction”
Section titled “Mission entry: “Maestro Introduction””- Cue:
Ch1_Intro→Ch1_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 conversationCh1_Maestro_UninterestedConversation— Maestro tests player (uninterested response path)Ch1_MaestroTradeHint_Ref— trade hint dialogCh1_MaestroWarning_Ref— Maestro warns player about risksCh1_MaestroDroppedWareComment_Ref— comment when player drops wareCh1_BosoCarefulComment— Boso Ta cross-arc commentaryCh1_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_MissionOffer→Ch1_OfferCreated - Code reference:
story_criminal.xmlCh1_Introblock
Mission entry: “First Smuggling Mission”
Section titled “Mission entry: “First Smuggling Mission””- Cue:
Ch1_Create_MissionOffer→Ch1_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_DEBUGfor testing; real path throughCh1_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 haltCh1_Police_IllegalWareFound— police find illegal waresCh1_Police_PlayerFlee— player flees pursuit
- Mission tracking:
Ch1_Entering_S*cues track player progress - Trade hint when docked:
Ch1_Docked_Trade_HintClosed
- Pre-mission setup includes illegal wares added to player ship (
- 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_Reward→Ch1_Complete→ Chapter 2 - Code reference:
story_criminal.xmlCh1_Create_MissionOfferblock
Mod conflict risks — Chapter 1
Section titled “Mod conflict risks — Chapter 1”- ❌ 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_sector001ownership make Maestro unreachable - ⚠ Mods adding bulk illegal-ware sources trivialize ware-acquisition step
- ⚠ Police-rebalance mods affect difficulty calibration
Chapter 2 — Criminal Crew + Heists
Section titled “Chapter 2 — Criminal Crew + Heists”Player builds the criminal crew (Ace, Axiom, Chipmunk) and conducts multiple specialized operations.
Mission entries (selected)
Section titled “Mission entries (selected)”| Cue | Player action |
|---|---|
Ch2_Force | Force-start Chapter 2 |
Ch2_InitialAceConversation | Meet Ace |
Ch2_InitialAxiomConversation | Meet Axiom |
Ch2_ChipmunkInduction_Ref | Player induction (Maestro names player “the Chipmunk”) |
Ch2_Missions_SetUp + Ch2_Missions | Mission orchestrator |
Ch2_MaestroConversation_Tasks | Maestro task dispenser |
Sub-mission: Black Market hub
Section titled “Sub-mission: Black Market hub”| Cue | Action |
|---|---|
Ch2_BlackMarket | Black market entry |
Ch2_BlackMarketStation | Black market station setup |
Ch2_AtBlackMarketStation_Ref | Verify player at black market |
Ch2_AtBlackMarketStation_ScanModeHint | Hint scan-mode usage |
Ch2_BlackMarketFinished_Ref | Conclude black market |
Ch2_ExcludedStations | Track stations excluded from BM |
Sub-mission: Ace operation
Section titled “Sub-mission: Ace operation”| Cue | Action |
|---|---|
Ch2_AcePlaced | Ace placed in mission |
Ch2_AceOrders_v | Ace order setup |
Ch2_AceFactoryHint_Ref | Hint about factory |
Ch2_AceHeadsUp_Ref_v | Heads-up dialog |
Ch2_AceUndocked | Ace undocked |
Ch2_AceRetrieved + _Check | Ace retrieved |
Sub-mission: Axiom hacking
Section titled “Sub-mission: Axiom hacking”| Cue | Action |
|---|---|
Ch2_AxiomHacking | Hacking sequence |
Ch2_Axiom_InSecurityRoom_Ref | Axiom in security room |
Ch2_Axiom_WrongPanel_Ref | Wrong panel — error path |
Ch2_HackStation | Hack station target |
Ch2_DEBUG_SecuritySlicer | DEBUG: security slicer test |
Sub-mission: Cargo Robbery
Section titled “Sub-mission: Cargo Robbery”| Cue | Action |
|---|---|
Ch2_CargoRobbery | Cargo robbery main |
Ch2_CargoRobberyFinished_Ref_v | Robbery finished |
Ch2_AttackLines | Attack lines (dialog during attack) |
Ch2_DeliveryHint_Ref | Hint for delivery |
DEBUG sub-missions (testing)
Section titled “DEBUG sub-missions (testing)”Vanilla provides DEBUG cues for testing mission components:
Ch2_DEBUG_Acquire_ApparatusMaterialsCh2_DEBUG_Acquire_HackingMaterialsCh2_DEBUG_Acquire_Unstable_CrystalsCh2_DEBUG_SecuritySlicer
These let testers bypass acquisition steps. Mods should NOT depend on these — they’re debug only.
Mod conflict risks — Chapter 2
Section titled “Mod conflict risks — Chapter 2”- ❌ 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
Sub-arc patterns
Section titled “Sub-arc patterns”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
Setup considerations
Section titled “Setup considerations”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.
Code references
Section titled “Code references”| Concern | Cue |
|---|---|
| Setup sector | Start.Setup — $EighteenBillionSector |
| Fallback sector | $FallbackSector (cluster_44_sector001) |
| Maestro character | Setup_Characters references |
| Ace operation | Ch2_Ace* block |
| Axiom hacking | Ch2_Axiom* + Ch2_AxiomHacking |
| Black Market hub | Ch2_BlackMarket* block |
| Cargo robbery | Ch2_CargoRobbery* |
| Police mechanics | Ch1_Police_* block |
Related
Section titled “Related”- Pirate arcs overview
- Pirate Prelude — preceding arc
- The Fan arc — parallel Pirate arc
- Wiki: DLC handling — Pirate DLC required
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.