Skip to content

Terran Prelude

The Terran Prelude is the cinematic intro to the Terran DLC. When the player first approaches a specific gate (the Mars / Asteroid Belt connection), the prelude fires — showing a Terran patrol, a Xenon destroyer, and a brief cutscene establishing the Cradle of Humanity setting.

  • Script: story_terran_prelude.xml (807 lines)
  • Text page: 30283
  • DLC: Cradle of Humanity
  • Trigger: event_cue_completed cue="md.Setup_DLC_Terran.X4ep1_Prelude_Setup"

The prelude initializes when the DLC setup completes. It anchors:

  • Asteroid Belt (cluster_100_sector001)
  • Savage Spur (cluster_112_sector002)
  • Mars (cluster_101_sector001)
  • A Terran Actor (NPC) — same actor used for both gate variants and Teladi-trespassing event

The Terran Actor is created with:

  • group = terran.pilot.male (male Terran pilot voice)
  • page = 10155 (actor text page)
  • owner = faction.terran

The prelude has two distinct paths depending on which side of the gate the player approaches from.


Mission entry: “Terran Gate approach (Terran side)“

Section titled “Mission entry: “Terran Gate approach (Terran side)“”
  • In-game name: Brief cutscene (no UI mission marker)
  • Path: Terran-side approach
  • Find in game: Player flies through Mars → Asteroid Belt acceleration gate from the Terran (Mars) side
  • Prerequisites:
    • event_cue_completed md.Setup_DLC_Terran.Terran_Prelude_Approached_Gate
    • Gate extension is ego_dlc_terran
  • What player encounters:
    • Cutscene starts as player approaches the gate
    • Xenon Destroyer spawns nearby (ship_xen_xl_destroyer_01_a_macro)
      • Set to 15% shield, 85% hull — battle-damaged appearance
      • Oriented to “look away” from the gate
      • Position: 1.5km from gate
    • Terran patrol ships are present, engaged with Xenon
    • VoiceOver plays (Prelude_Terran_VoiceOver)
    • Player fighter launches to assist (Prelude_Terran_LaunchFighters)
  • Where: Mars / Asteroid Belt gate
  • NPCs involved: Terran patrol commander, Xenon destroyer pilot (fighter pilot tag)
  • Reward: Cinematic experience + DLC story flagged as “encountered from Terran side”
  • Chains to: Prelude_Terran_CutscenePrelude_Terran_LaunchFightersPrelude_Terran_EndCutscenePrelude_Terran_Victory
  • Code reference: story_terran_prelude.xml Prelude_Terran_Gate

Mod conflict risks — Terran Gate approach

Section titled “Mod conflict risks — Terran Gate approach”
  • Mods that disable ship_xen_xl_destroyer_01_a_macro break the cutscene Xenon spawn
  • Mods that change Mars/Asteroid Belt gate macros break the trigger
  • Mods that disable Terran-Xenon hostility prevent the combat scene
  • Combat-rebalance mods affect whether Terran patrol survives the cutscene
  • Custom Xenon mods that alter destroyer behavior break the look-away orientation

Mission entry: “Terran Gate approach (Non-Terran side)“

Section titled “Mission entry: “Terran Gate approach (Non-Terran side)“”
  • In-game name: Brief cutscene (no UI mission marker)
  • Path: Non-Terran-side approach (player comes from “outside” first)
  • Find in game: Player approaches the Mars gate from the non-Terran (Argon space) side
  • Prerequisites: Same setup as Terran-side, different gate-side conditions
  • What player encounters:
    • Cutscene from the opposite perspective
    • VoiceOver variant (Prelude_NonTerran_VoiceOver)
    • Player ship retrieval cue (Prelude_NonTerran_RetrieveFighter) — player’s own fighter may be involved
  • Where: Non-Terran side of Mars gate
  • NPCs involved: Terran patrol (perspective changed)
  • Reward: Cinematic experience + DLC story flagged as “encountered from non-Terran side”
  • Code reference: story_terran_prelude.xml Prelude_NonTerran_Gate

Mod conflict risks — Non-Terran Gate approach

Section titled “Mod conflict risks — Non-Terran Gate approach”
  • Same as Terran-side
  • Gate-overhaul mods (custom gate connections) can confuse which gate triggers which variant

Mission entry: “Fighter Victory” (post-cutscene cleanup)

Section titled “Mission entry: “Fighter Victory” (post-cutscene cleanup)”
  • In-game name: Cleanup phase
  • Path: Both variants
  • Find in game: Auto-fires after cutscene ends
  • What player encounters:
    • Verifies whether player’s deployed fighter survived
    • Prelude_Terran_FighterRemaining — fighter still alive count
    • Prelude_Terran_FighterDocked — fighter returned to player
    • Prelude_Terran_Cleanup — final cleanup
  • Reward: Story progression unlocks Restricted Core mechanic + Mars patrol awareness
  • Chains to: Setup completion → unlocks Terran Core arc
  • Code reference: story_terran_prelude.xml Prelude_Terran_Victory

After the prelude:

  • Player aware Mars gate exists + has Terran patrol
  • Restricted Core mechanic active in Mars / Earth / Venus / Moon / Asteroid Belt
  • Terran patrols approach-warn / firm-warn / trespass-warn the player (handled by RestrictedCore_Broadcasts cue chain in Terran Core)
  • DLC story flagged as “begun”
ConcernFile / cue
Prelude initializationsetup_dlc_terran.xml (X4ep1_Prelude_Setup cue)
Terran-side pathstory_terran_prelude.xml Prelude_Terran_Gate
Non-Terran-side pathstory_terran_prelude.xml Prelude_NonTerran_Gate
Cutscene fighter launchPrelude_Terran_LaunchFighters
CleanupPrelude_Terran_Cleanup / Prelude_Terran_Victory
Restricted core hookupstory_terran_core.xml RestrictedCore cue chain

The Prelude is X4’s “first-impression” Cradle of Humanity moment. Cutscene quality. Your mod’s Mars-gate or Xenon-destroyer changes break the impression.