Scenario Hub
The Scenario Hub (scenario_hub.xml, 1,251,276 bytes ~1.25MB) is the central orchestrator for the entire Timelines DLC. It serves three roles simultaneously:
- Game start —
x4ep1_gamestart_hub(player begins at Hub) - Scenario selection UI —
ScenarioSelectionMenufor picking which scenario to play - Hub NPC infrastructure — Background actors, scenes, cutscene system
- Script:
scenario_hub.xml - DLC: Timelines
- Text page: 30293
- MDScript module:
x4ep1_gamestart_hub
Mission entry: “Hub Game Start”
Section titled “Mission entry: “Hub Game Start””Cue: Start (module x4ep1_gamestart_hub)
Section titled “Cue: Start (module x4ep1_gamestart_hub)”- In-game name: Begin at Scenario Hub (player chooses a Timelines scenario)
- Find in game: Start a new game with the Hub gamestart selected
- Prerequisites: Timelines DLC installed
- What player encounters:
- Player spawned at the Hub location
- Reposition_Player (deprecated — comment in vanilla says “Deprecated”) — old player positioning system
- Modern player spawn via
Player_Spawn_At_Locationlibrary — supports$PlayerSpawnForceLocationfor scene-forced spawn locations - Hub greeting from background actors
- Where: Scenario Hub station (specific Timelines DLC location)
- NPCs involved: Background actors (multiple, greet player)
- Reward: Hub access; scenario selection UI available
- Chains to:
Scenario_Console_Interacted→ individual scenarios - Code reference:
scenario_hub.xmlStart
Mod conflict risks — Hub Game Start
Section titled “Mod conflict risks — Hub Game Start”- ❌ Custom-gamestart mods that override
x4ep1_gamestart_hubbreak Timelines entry - ❌ Mods that disable the Hub station macro prevent player spawn
- ⚠ Mods that override
Player_Spawn_At_Locationlibrary affect scenario re-entry
Mission entry: “Scenario Selection”
Section titled “Mission entry: “Scenario Selection””Cue: Scenario_Console_Interacted (instantiated)
Section titled “Cue: Scenario_Console_Interacted (instantiated)”- In-game name: Choose a scenario via Hub console
- Path/Chapter: Hub (selection)
- Find in game: Player interacts with a Hub console
- Prerequisites: At Hub
- What player encounters:
- Trigger event:
event_ui_triggered screen="'ScenarioSelectionMenu'" - UI presents scenario list
- Player picks scenario → exit Hub into scenario context
- Or chooses
menu_close→ return to Hub
- Trigger event:
- Where: Hub console
- Reward: Enters selected scenario
- Chains to: Selected scenario’s
Startcue - Code reference:
scenario_hub.xmlScenario_Console_Interacted
Mod conflict risks — Scenario Selection
Section titled “Mod conflict risks — Scenario Selection”- ❌ UI mods that override
ScenarioSelectionMenuscreen break selection - ❌ Mods that disable
event_ui_triggeredbreak interaction detection
Hub support systems
Section titled “Hub support systems”Reward Notifications
Section titled “Reward Notifications”Reward_Notifications (namespace=this)Handles reward delivery to player after scenario completion. Posts notifications to UI.
Tutorial reminder hints
Section titled “Tutorial reminder hints”Tutorial_Reminder_Hint (onfail=cancel)Open_Universe_Reminder_Hint (onfail=cancel)Periodic reminders if player seems lost — hints about tutorials or open-universe gameplay.
Hub actor management
Section titled “Hub actor management”| Cue | Purpose |
|---|---|
RemoveHubActors_DEBUG (ref RemoveHubActors) | Debug: remove all Hub actors for testing |
ResetHubActors_DEBUG (ref ResetHubActors) | Debug: reset Hub actors |
ResetHubActorsRef (ref ResetHubActors) | Runtime reset (post-scenario) |
PlaceAllActors (onfail=cancel) | Place all Hub actors |
Follow_Behaviour_Update (instanced, 2s) | Update follow-behavior for companion NPCs |
BackgroundActors_Greeting (instanced) | NPCs greet player |
Scenes orchestrator
Section titled “Scenes orchestrator”Scenes (comment="resetable for debugging")├── SceneActivator (instanced)│ ├── SceneActivator_CharactersTransitCheck (0.1s polling, 0.5s checktime, instanced)│ ├── ScenePlacementRunnin_GenericHello (instanced)│ └── SceneActivator_Warning_ActorNotSpawned (one-time warning)└── Scene_Manager_Helpers (collapsible VS group) ├── IntroCutscene_Dialogue_Abort (instanced) ├── SohnenCutscene_Sequence_ShotChange (instanced) └── ResetHubActorsRef (ref ResetHubActors)The Scenes block orchestrates dialogue cutscenes with the Sohnen and Intro cutscene variants. Cutscenes have abort, shot-change, end, and finished sub-cues.
Crate mechanic
Section titled “Crate mechanic”Crate_Opened (instanced)When player opens a crate at the Hub, triggers reward delivery.
Story completed cutscene
Section titled “Story completed cutscene”StoryCompleted_CreditsCutsceneStoryCompleted_CutsceneEndedAfter player completes all Timelines content, a credits cutscene plays.
Debug NPC
Section titled “Debug NPC”Scenario_Debug_NPC (onfail=cancel)├── Scenario_Debug_NPC_Conv_Started (instanced)├── Scenario_Debug_NPC_Menu_Story_Scenes (instanced)└── Scenario_Debug_NPC_Set_Scene_Uncomplete_Act_Choice (instanced)A debug NPC at the Hub allows developers to test individual scenes / set scenes as incomplete. Modders should NOT depend on this NPC.
Player spawn library
Section titled “Player spawn library”library name="Player_Spawn_At_Location" purpose="include_actions"The library spawns the player at:
$PlayerSpawnForceLocation(if a scenario forced a specific location)- Default Hub position otherwise
Modders adding scenarios should respect this library — setting $PlayerSpawnForceLocation before entering the scenario.
Cutscene infrastructure
Section titled “Cutscene infrastructure”The Hub provides shared cutscene infrastructure for all Timelines scenarios:
- Intro Cutscene with
IntroCutscene_Dialogue_Abort - Sohnen Cutscene with
SohnenCutscene_Dialogue_Abort/_EndCutscene/_Finished/_Sequence_ShotChange
The Sohnen is a recurring Timelines NPC / cutscene actor. Scenarios reference Sohnen cutscenes for narrative continuity.
Mod conflict risks (Hub-wide)
Section titled “Mod conflict risks (Hub-wide)”- ❌ Mods that override the Hub station macro break everything
- ❌ Mods that change Sohnen actor / cutscene system break narrative continuity
- ❌ Mods that disable
event_ui_triggeredbreak scenario selection - ❌ Mods that change
Player_Spawn_At_Locationlibrary affect scenario re-entry - ❌ Mods that disable cutscene system break intros + endings
- ⚠ Mods adding bulk NPCs at Hub can collide with BackgroundActors greeting
- ⚠ Tutorial-mods can collide with
Tutorial_Reminder_Hint
Code references
Section titled “Code references”| Concern | Cue |
|---|---|
| Game start | Start (module x4ep1_gamestart_hub) |
| Player spawn library | Player_Spawn_At_Location |
| Scenario selection | Scenario_Console_Interacted (instanced) |
| UI screen trigger | event_ui_triggered screen='ScenarioSelectionMenu' |
| Reward delivery | Reward_Notifications |
| Background NPCs | BackgroundActors_Greeting (instanced) |
| Follow behavior | Follow_Behaviour_Update (2s, instanced) |
| Cutscene system | IntroCutscene_*, SohnenCutscene_* |
| Crate reward | Crate_Opened (instanced) |
| Story completion | StoryCompleted_CreditsCutscene + _CutsceneEnded |
| Debug NPC | Scenario_Debug_NPC block |
| Tutorial reminder | Tutorial_Reminder_Hint |
Related
Section titled “Related”- Timelines arcs overview
- Scenarios catalog — all 20+ scenarios
- Boss + epic scenarios — boss battles and epic set-pieces
- Research + Epilogue — abandoned ships + epilogue
- Game starts catalog — Hub gamestart
The Scenario Hub is the architectural heart of Timelines — without it, no scenario can be entered. Mods that break the Hub silently break the entire DLC.