Split Vendetta arc
The Split Vendetta story is a 1.2MB narrative arc (story_split.xml) covering the Fallen Families civil split, Free Split vs Loyalists, with elaborate set-piece missions including a Split funeral break-in heist. The arc anchors 875 cues — second-largest individual story script after Boron.
- Script:
story_split.xml(1,171,891 bytes) - DLC: Split Vendetta
- MDScript version: 13 (heavily patched)
- Factions involved: faction.split, faction.freesplit, faction.fallensplit (Fallen Families), faction.fallenfamilies, faction.court, faction.argon, faction.antigone, faction.buccaneers, faction.civilian, faction.xenon, faction.ownerless
Trigger sectors
Section titled “Trigger sectors”| Sector macro | Vanilla name | Role |
|---|---|---|
cluster_409_sector001 | Halls of Judgement (HOJ) | Court / judgment hub |
cluster_410_sector001 | Tharka’s Ravine II | Story content |
cluster_411_sector001 | (various Split sectors) | Story content |
cluster_412_sector001 | (various Split sectors) | Story content |
cluster_413_sector001 | (various Split sectors) | Story content |
cluster_425_sector001 | Bone Yard | Major plot hub |
Persistent infrastructure
Section titled “Persistent infrastructure”The arc setup creates several persistent objects:
- Police Rattlesnake (
Police_Rattlesnake) — police ship that patrols early sectors; has destruction + uncovered detection cues - Boneyard Carrier (
BoneYardCarrier_Setup) — carrier with subordinate ships at Bone Yard - Halls of Judgement Guardian (
HallsOfJudgement_Setupv2, withHallsOfJudgement_Guardiansub-cue) - Skipper conversation system (
Debug_Skipper_*) — for testing, mirrors actual gameplay
Patch infrastructure
Section titled “Patch infrastructure”Two patch systems exist:
PATCH_AddStoryMentors— adds story mentors to existing savesAccelerator_BoneYard_Patch(v2) withWarp_Back/Warp_Back_Ships_Patch— fixes accelerator warp issue for in-progress saves
This signals the arc is heavily save-migration-aware. Your mod’s save migration must respect these patches.
Chapter 0 — Prerequisites
Section titled “Chapter 0 — Prerequisites”Player must build relations before arc starts. Heavy reputation gating.
Missions
Section titled “Missions”| Cue | Player action |
|---|---|
Ch0_Check_Prerequisites | Auto-checks rep + state |
Ch0_Dal_Split_Dialog | Dal Busta dialog explaining arc |
Ch0_Offer_Rumors | Dal offers initial rumor mission |
Ch0_Offer_Rumors_Done | Rumor mission complete |
Ch0_Prereq_Mission_Completed | Prerequisite mission done |
Ch0_Prereq_Mission_Completed_Failsafe | Save migration safety |
Ch0_Speak_Dal_* | Various Dal dialog lines |
Ch0_Meet_Dal_Start_Ch | Meet Dal to start Chapter 1 |
Ch0_Logbook | Logbook entry added |
Where: Player anywhere; Dal Busta in player territory
NPCs: Dal Busta
Chains to: Chapter 1 — Arrival in Split space
Chapter 1 — Arrival + Investigation
Section titled “Chapter 1 — Arrival + Investigation”Player arrives in Split space, encounters Loyalists, transports passengers, evades police.
Mission entries
Section titled “Mission entries”| Cue | What it covers |
|---|---|
Ch1_Arrival | Initial arrival event |
Ch1_Dal_Split_HQ | Meet Dal at the HQ (Split context) |
Ch1_Dal_Split_Intro / Ch1_Dal_Split_Intro_Dialog | Chapter intro |
Ch1_Suspicious_Split | Suspicious Split activity investigation |
Ch1_Story_Reminder_Talk | Reminder if player wanders |
Ch1_Suspicious_Split_Intel | Intel gathering |
Ch1_Suspicious_Set_Stations | Mark target stations |
Ch1_Suspicious_Init | Initialize investigation phase |
Ch1_Passenger_Transport_Loyalist (+ Ref) | Transport Loyalist passenger |
Ch1_Passenger_Transport_Check_Object | Check transport conditions |
Ch1_Passenger_Transport_Contingency | Fallback for failures |
Ch1_Passenger_Transport_Rescue_Actor | Rescue passenger if ship lost |
Ch1_Passenger_Transport_Station_Destroyed_Init / _Station_Destroyed | Recovery if station destroyed |
Ch1_Passenger_Died / Ch1_PassengerShip_Lost | Failure paths |
Ch1_Passenger_Ship_Lost_Failsafe_Patch | Save migration patch for lost-ship state |
Ch1_Police_Control block | Multi-cue police-control encounter system |
Ch1_Police_Cutscene | Cinematic for police engagement |
Ch1_Loyalist_Dialog_Topics | Loyalist dialog options |
Ch1_Loyalist_Hint_* | Hints to player |
Ch1_Logbook | Logbook entry |
Where: Halls of Judgement → Tharka’s Ravine II → other Split sectors
NPCs involved:
- Dal Busta
- Loyalist NPCs (multiple)
- Police officers (encounter)
- Passenger NPC
Reward: Loyalist intel gathered; passenger delivered; Chapter 2 unlocked
Police Control mechanic detail
Section titled “Police Control mechanic detail”The police-control encounter has 7+ dedicated cues:
Ch1_Police_Control_Init— initializationCh1_Police_Control_Check_Sector(+v variants) — verify player sectorCh1_Police_Control_Event— main encounterCh1_Police_Control_Cutscene— cinematicCh1_Police_Control_ReachedTargetSector_Ref(+v) — destination checkCh1_Police_Control_Retarget(+_Objective,_Reached,_Ref,_Speak) — re-target on player deviationCh1_Police_Control_Done— completion
This is the most elaborate police-encounter in vanilla.
Mod conflict risks — Chapter 1
Section titled “Mod conflict risks — Chapter 1”- ❌ Mods that disable police behavior break the police control encounter
- ❌ Mods that affect Loyalist NPC spawning prevent Chapter 1 progression
- ❌ Mods that change passenger-transport mechanics affect rescue paths
- ⚠ Sector ownership changes in Split space affect intel gathering
- ⚠ Mods adding mass NPC spawning may collide with police control NPCs
Chapter 2 — Caviar Acquisition + Investigation
Section titled “Chapter 2 — Caviar Acquisition + Investigation”The famous “Caviar Heist” arc. Player must acquire Split caviar (eggs) and navigate slave-trader content. Includes the funeral preparation.
Mission entries (selected)
Section titled “Mission entries (selected)”| Cue | Player action |
|---|---|
Ch2_Accepted_Investigation | Player accepted Chapter 2 |
Ch2_Brief_Funds_Mission | Briefing on funding needed |
Ch2_Acquire_Caviar_Eggs_Init | Caviar eggs acquisition starts |
Ch2_Aquire_Caviar (+ _Ref) | Caviar acquisition mission |
Ch2_Acquire_Caviar_Enough_Eggs_Listener | Listen for eggs target |
Ch2_Acquire_Caviar_Done_Listener | Detection caviar ready |
Ch2_Acquire_Caviar_Eggs_Hint | Hints during acquisition |
Ch2_Acquire_Caviar_Done (+ _Init) | Acquisition completed |
Ch2_Caviar_Guidance | Map guidance to caviar |
Ch2_Deliver_Caviar_Continue_Conversation | Delivery conversation |
Ch2_Deliver_Caviar_Conversation_Done | Conversation done |
Ch2_Deliver_Caviar_Ref | Delivery library ref |
Ch2_Dock_At_SlaveTrader | Dock at slave trader |
Ch2_EnforceSurrender_Ref | Enforce surrender on target |
Ch2_Engage_GetawayShip (+ _Flee, _Objective_Attack, _Warning) | Engage getaway ship |
Ch2_Engage_EscapedActor_Warning_Ref | Warning about escaped actor |
Ch2_Find_GetawayShip (+ _Failed) | Find the getaway ship |
Ch2_Choose_LeakStation | Player picks signal-leak station |
Ch2_Create_Leak (+ _Resetter) | Create signal leak |
Ch2_Coffin_In_Sector / Ch2_Coffin_Reached_Sector_Ref | Coffin tracking |
Ch2_Force_Funeral | Force funeral phase |
Ch2_Funeral (+ _Ceremony, _Conversations, _Fireworks_Init, _Speech, _Speech_Done) | Funeral ceremony mission |
The Caviar Heist sub-arc
Section titled “The Caviar Heist sub-arc”The player must:
- Acquire caviar (eggs) — a Split delicacy + plot device
- Optional: navigate slave-trader interaction (
Ch2_Dock_At_SlaveTrader) - Deal with getaway ship attempt
- Setup signal leak for arc continuation
- Conduct funeral ceremony with the coffin
The Funeral Ceremony
Section titled “The Funeral Ceremony”- Conduct ceremony at coffin location
- Fireworks
- Speech delivery
- All choreographed via dedicated cues
Multiple Split sectors. Caviar acquisition in Free Split territory; funeral in Fallen Families court.
NPCs involved
Section titled “NPCs involved”- Slave trader (optional engagement)
- Caviar acquisition targets
- Getaway ship pilot
- Funeral attendees (multiple)
- Dal Busta (oversight)
Reward
Section titled “Reward”Caviar acquired; funeral conducted; Chapter 3 unlocked
Mod conflict risks — Chapter 2
Section titled “Mod conflict risks — Chapter 2”- ❌ Mods that affect signal-leak mechanics break Ch2_Create_Leak
- ❌ Slaver-rebalance mods affect slave trader encounter
- ⚠ Mods that change Split court rituals may collide with funeral
- ⚠ Combat mods that change getaway ship behavior affect engagement
Chapter 3 — Funeral Break-In
Section titled “Chapter 3 — Funeral Break-In”The signature Funeral Heist — break-in to retrieve coffin contents. Includes EMP, docking-denial, and elaborate funeral cutscene mechanics.
Mission entries (selected)
Section titled “Mission entries (selected)”| Cue | Player action |
|---|---|
Ch3_Approach_Funeral (+ _Ref) | Approach funeral ceremony |
Ch3_Boneyard | Bone Yard sub-arc |
Ch3_Boso_Speak_Scan / Ch3_Boso_Warning_Done | Boso Ta scan dialogue |
Ch3_Breakin_Briefing_Completed / _Done | Break-in briefing |
Ch3_BreakIn_Docking / _Docking_Denied / _Done | Docking attempt + denial path |
Ch3_BreakIn_EMP (+ _Obj) | EMP weapon usage |
Ch3_Coffin_Breakin | Coffin break-in main cue |
Ch3_Coffin_Breakin_UndockCoffin_Safety | Safety check |
Ch3_Coffin_In_Sector / Ch3_Coffin_Reached_Sector_Ref | Coffin location tracking |
Ch3_Conspiracy | Conspiracy reveal |
Ch3_Conv_Dal / Ch3_Conv_Loyalist | Conversations |
Ch3_Conversation_Dal_Warn / _Loyalist_Warn | Warning dialogs |
Ch3_Dal_Funeral_Conversation (+ _Done) | Dal at funeral |
Ch3_Dal_Surprised | Dal’s reaction |
Ch3_Funeral_BreakIn_Done | Break-in success |
Ch3_Funeral_Cutscene (+ _Stop_Cutscene) | Cinematic |
Ch3_Funeral_Dal_Waiting / Ch3_Funeral_DalToBridge | Dal position management |
Ch3_Funeral_Distraction | Distraction mechanic |
Ch3_Funeral_Fireworks_Init | Fireworks |
Ch3_Funeral_Speech_Done | Speech end |
Ch3_Funeral_Steps_Coffin_Fireworks / _Coffin_Undocked | Choreography |
Ch3_Funeral_Undock_Safety | Safety check on undock |
Ch3_FuneralSteps_GateClosed / _Undocked | Gate handling |
Ch3_Cancel_Loyalist_Meetstation_Placement | Cancel placement |
Ch3_Balaur_Refresh_Position | Balaur (ship) reposition |
Ch3_Create_Leak | Create signal leak at coffin |
What player does
Section titled “What player does”- Approach funeral ceremony (
Ch3_Approach_Funeral) - Receive briefing for break-in (
Ch3_Breakin_Briefing_*) - Use EMP to bypass docking denial (
Ch3_BreakIn_EMP) - Break into coffin (
Ch3_Coffin_Breakin) - Cause distraction (
Ch3_Funeral_Distraction) - Bone Yard side-content (
Ch3_Boneyard) - Discover conspiracy (
Ch3_Conspiracy)
Funeral ceremony location + Bone Yard + Halls of Judgement
- Dal Busta (multi-position throughout funeral)
- Loyalist NPCs
- Boso Ta (scan support)
- Balaur ship + crew
Reward
Section titled “Reward”Coffin contents retrieved; conspiracy uncovered
Mod conflict risks — Chapter 3
Section titled “Mod conflict risks — Chapter 3”- ❌ Mods that disable EMP weapons break the docking-denial bypass
- ❌ Mods that affect docking mechanics break docking-denied path
- ❌ Mods that change Halls of Judgement layout affect break-in
- ⚠ Funeral-cutscene mods can collide
Higher chapters
Section titled “Higher chapters”The arc continues with additional chapters (Ch4+) covering aftermath of the funeral break-in, faction-relationship shifts, and Halls of Judgement resolution. Specific Ch4+ cues exist (e.g. Ch4_AbandonedShip and others) — extending the encyclopedia further is feasible reading the same script.
Game starts hooked
Section titled “Game starts hooked”| Game start script | Theme |
|---|---|
gs_split1.xml | Split-themed game start 1 |
gs_split2.xml | Split-themed game start 2 |
Arc completion summary
Section titled “Arc completion summary”A completed Split arc yields:
- Caviar Heist resolved
- Funeral break-in conducted; coffin contents retrieved
- Conspiracy uncovered; Fallen Families relations shifted
- Major Split faction relation impacts (positive or negative depending on choices)
- Story state set; arc unavailable to retrigger
Code references
Section titled “Code references”| Concern | Key cue |
|---|---|
| Setup + accelerator patch | Accelerator_BoneYard_Patch (v2) |
| Police Rattlesnake | Police_Rattlesnake block |
| Boneyard Carrier | BoneYardCarrier_Setup |
| Halls of Judgement | HallsOfJudgement_Setup (v2) |
| Skipper conversation testing | Debug_Skipper_* cues |
| Story patch (mentors) | PATCH_AddStoryMentors |
Related
Section titled “Related”- Mission encyclopedia — landscape
- Game starts catalog — Split-themed starts
- Faction subscriptions catalog — Split war subs
- Wiki: DLC handling — Split Vendetta required
The Split arc is X4’s heist-narrative showcase — the Funeral Break-In is one of the most elaborate scripted set-pieces in any X4 DLC. Your mod’s interference with EMP weapons, docking-denial mechanics, or Split-faction relations breaks the most cinematic moment in the DLC.