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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
Sector macroVanilla nameRole
cluster_409_sector001Halls of Judgement (HOJ)Court / judgment hub
cluster_410_sector001Tharka’s Ravine IIStory 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_sector001Bone YardMajor plot hub

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_Setup v2, with HallsOfJudgement_Guardian sub-cue)
  • Skipper conversation system (Debug_Skipper_*) — for testing, mirrors actual gameplay

Two patch systems exist:

  • PATCH_AddStoryMentors — adds story mentors to existing saves
  • Accelerator_BoneYard_Patch (v2) with Warp_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.

Player must build relations before arc starts. Heavy reputation gating.

CuePlayer action
Ch0_Check_PrerequisitesAuto-checks rep + state
Ch0_Dal_Split_DialogDal Busta dialog explaining arc
Ch0_Offer_RumorsDal offers initial rumor mission
Ch0_Offer_Rumors_DoneRumor mission complete
Ch0_Prereq_Mission_CompletedPrerequisite mission done
Ch0_Prereq_Mission_Completed_FailsafeSave migration safety
Ch0_Speak_Dal_*Various Dal dialog lines
Ch0_Meet_Dal_Start_ChMeet Dal to start Chapter 1
Ch0_LogbookLogbook entry added

Where: Player anywhere; Dal Busta in player territory

NPCs: Dal Busta

Chains to: Chapter 1 — Arrival in Split space


Player arrives in Split space, encounters Loyalists, transports passengers, evades police.

CueWhat it covers
Ch1_ArrivalInitial arrival event
Ch1_Dal_Split_HQMeet Dal at the HQ (Split context)
Ch1_Dal_Split_Intro / Ch1_Dal_Split_Intro_DialogChapter intro
Ch1_Suspicious_SplitSuspicious Split activity investigation
Ch1_Story_Reminder_TalkReminder if player wanders
Ch1_Suspicious_Split_IntelIntel gathering
Ch1_Suspicious_Set_StationsMark target stations
Ch1_Suspicious_InitInitialize investigation phase
Ch1_Passenger_Transport_Loyalist (+ Ref)Transport Loyalist passenger
Ch1_Passenger_Transport_Check_ObjectCheck transport conditions
Ch1_Passenger_Transport_ContingencyFallback for failures
Ch1_Passenger_Transport_Rescue_ActorRescue passenger if ship lost
Ch1_Passenger_Transport_Station_Destroyed_Init / _Station_DestroyedRecovery if station destroyed
Ch1_Passenger_Died / Ch1_PassengerShip_LostFailure paths
Ch1_Passenger_Ship_Lost_Failsafe_PatchSave migration patch for lost-ship state
Ch1_Police_Control blockMulti-cue police-control encounter system
Ch1_Police_CutsceneCinematic for police engagement
Ch1_Loyalist_Dialog_TopicsLoyalist dialog options
Ch1_Loyalist_Hint_*Hints to player
Ch1_LogbookLogbook 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

The police-control encounter has 7+ dedicated cues:

  • Ch1_Police_Control_Init — initialization
  • Ch1_Police_Control_Check_Sector (+v variants) — verify player sector
  • Ch1_Police_Control_Event — main encounter
  • Ch1_Police_Control_Cutscene — cinematic
  • Ch1_Police_Control_ReachedTargetSector_Ref (+v) — destination check
  • Ch1_Police_Control_Retarget (+ _Objective, _Reached, _Ref, _Speak) — re-target on player deviation
  • Ch1_Police_Control_Done — completion

This is the most elaborate police-encounter in vanilla.

  • 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.

CuePlayer action
Ch2_Accepted_InvestigationPlayer accepted Chapter 2
Ch2_Brief_Funds_MissionBriefing on funding needed
Ch2_Acquire_Caviar_Eggs_InitCaviar eggs acquisition starts
Ch2_Aquire_Caviar (+ _Ref)Caviar acquisition mission
Ch2_Acquire_Caviar_Enough_Eggs_ListenerListen for eggs target
Ch2_Acquire_Caviar_Done_ListenerDetection caviar ready
Ch2_Acquire_Caviar_Eggs_HintHints during acquisition
Ch2_Acquire_Caviar_Done (+ _Init)Acquisition completed
Ch2_Caviar_GuidanceMap guidance to caviar
Ch2_Deliver_Caviar_Continue_ConversationDelivery conversation
Ch2_Deliver_Caviar_Conversation_DoneConversation done
Ch2_Deliver_Caviar_RefDelivery library ref
Ch2_Dock_At_SlaveTraderDock at slave trader
Ch2_EnforceSurrender_RefEnforce surrender on target
Ch2_Engage_GetawayShip (+ _Flee, _Objective_Attack, _Warning)Engage getaway ship
Ch2_Engage_EscapedActor_Warning_RefWarning about escaped actor
Ch2_Find_GetawayShip (+ _Failed)Find the getaway ship
Ch2_Choose_LeakStationPlayer picks signal-leak station
Ch2_Create_Leak (+ _Resetter)Create signal leak
Ch2_Coffin_In_Sector / Ch2_Coffin_Reached_Sector_RefCoffin tracking
Ch2_Force_FuneralForce funeral phase
Ch2_Funeral (+ _Ceremony, _Conversations, _Fireworks_Init, _Speech, _Speech_Done)Funeral ceremony mission

The player must:

  1. Acquire caviar (eggs) — a Split delicacy + plot device
  2. Optional: navigate slave-trader interaction (Ch2_Dock_At_SlaveTrader)
  3. Deal with getaway ship attempt
  4. Setup signal leak for arc continuation
  5. Conduct funeral ceremony with the coffin
  • 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.

  • Slave trader (optional engagement)
  • Caviar acquisition targets
  • Getaway ship pilot
  • Funeral attendees (multiple)
  • Dal Busta (oversight)

Caviar acquired; funeral conducted; Chapter 3 unlocked

  • 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

The signature Funeral Heist — break-in to retrieve coffin contents. Includes EMP, docking-denial, and elaborate funeral cutscene mechanics.

CuePlayer action
Ch3_Approach_Funeral (+ _Ref)Approach funeral ceremony
Ch3_BoneyardBone Yard sub-arc
Ch3_Boso_Speak_Scan / Ch3_Boso_Warning_DoneBoso Ta scan dialogue
Ch3_Breakin_Briefing_Completed / _DoneBreak-in briefing
Ch3_BreakIn_Docking / _Docking_Denied / _DoneDocking attempt + denial path
Ch3_BreakIn_EMP (+ _Obj)EMP weapon usage
Ch3_Coffin_BreakinCoffin break-in main cue
Ch3_Coffin_Breakin_UndockCoffin_SafetySafety check
Ch3_Coffin_In_Sector / Ch3_Coffin_Reached_Sector_RefCoffin location tracking
Ch3_ConspiracyConspiracy reveal
Ch3_Conv_Dal / Ch3_Conv_LoyalistConversations
Ch3_Conversation_Dal_Warn / _Loyalist_WarnWarning dialogs
Ch3_Dal_Funeral_Conversation (+ _Done)Dal at funeral
Ch3_Dal_SurprisedDal’s reaction
Ch3_Funeral_BreakIn_DoneBreak-in success
Ch3_Funeral_Cutscene (+ _Stop_Cutscene)Cinematic
Ch3_Funeral_Dal_Waiting / Ch3_Funeral_DalToBridgeDal position management
Ch3_Funeral_DistractionDistraction mechanic
Ch3_Funeral_Fireworks_InitFireworks
Ch3_Funeral_Speech_DoneSpeech end
Ch3_Funeral_Steps_Coffin_Fireworks / _Coffin_UndockedChoreography
Ch3_Funeral_Undock_SafetySafety check on undock
Ch3_FuneralSteps_GateClosed / _UndockedGate handling
Ch3_Cancel_Loyalist_Meetstation_PlacementCancel placement
Ch3_Balaur_Refresh_PositionBalaur (ship) reposition
Ch3_Create_LeakCreate signal leak at coffin
  • 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

Coffin contents retrieved; conspiracy uncovered

  • 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

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 start scriptTheme
gs_split1.xmlSplit-themed game start 1
gs_split2.xmlSplit-themed game start 2

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
ConcernKey cue
Setup + accelerator patchAccelerator_BoneYard_Patch (v2)
Police RattlesnakePolice_Rattlesnake block
Boneyard CarrierBoneYardCarrier_Setup
Halls of JudgementHallsOfJudgement_Setup (v2)
Skipper conversation testingDebug_Skipper_* cues
Story patch (mentors)PATCH_AddStoryMentors

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.