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Story arcs catalog

This catalog describes all 7 hand-authored story arcs in vanilla X4. Per arc: what happens, where, which factions/sectors/NPCs it touches, what your mod must NOT disturb.

ArcScriptLoCDLCTouched factionsTouched sectors
Paranid civil warstory_paranid.xml20,236Baseargon, paranid, holyorder, antigone, alliance, teladi, buccaneers, trinity7 (see below)
Buccaneersstory_buccaneers.xml540Piratebuccaneers, ownerlessArgon Prime adjacent
Venturesstory_ventures.xml499Ventures(ventures-specific)Player HQ sector
Diplomacy introstory_diplomacy_intro.xml~3KKingdom Endhat (Hatikvah faction)argon space
Embassy researchstory_research_embassy.xml~2KKingdom EndvariousPlayer HQ
Welfare researchstory_research_welfare_1.xml~5KBaseargon, paranid, civilian, criminalMulti-sector
Xenon equipment researchstory_research_xen_equipment.xml~3KBasexenon, playerPlayer HQ

Script: story_paranid.xml (20,236 lines — the largest narrative script)
DLC: Base game (vanilla)
Page reference: 30220

The Paranid civil war centers on the Holy Order vs Godrealm split (vanilla pre-existing schism) and the player’s role mediating it. The arc spans multiple chapters with bifurcating outcomes — universe path (story_paranid_uni_*) vs escape path (story_paranid_esc_*).

Major beats:

  1. Discovery of a Paranid derelict in Lasting Vengeance (cluster_35_sector001)
  2. Encounter with the Cardinal (Holy Order leader) in Cardinal’s Redress (cluster_36_sector001)
  3. Investigation of cipher/conspiracy in cluster_25_sector002
  4. Trinity homeworld involvement in cluster_22_sector001
  5. Plot revelation at Nopileos’ Fortune II (cluster_04_sector001)
  6. Player choice affecting Paranid faction balance
Sector macroVanilla nameStory role
cluster_04_sector001Nopileos’ Fortune IIChapter 2 hub
cluster_04_sector002Nopileos’ Fortune V (adjacent)Plot sector / Buccaneer overlap
cluster_11_sector001Paranid sector w/ MonumentParanid Monument location
cluster_22_sector001Trinity SanctumTrinity home / plot sector
cluster_25_sector002(Cipher sector)Conspiracy investigation
cluster_35_sector001Lasting VengeanceDerelict discovery
cluster_36_sector001Cardinal’s RedressCardinal encounter

The story anchors several NPCs that persist across save/load:

  • Cardinal — Holy Order leader, Cardinal’s Redress sector
  • Boso Ta — Reappears across multiple arcs (also in HQ research)
  • Dal Busta — Antagonist
  • Trinity Honour Guard Leader — Anchored to Trinity Sanctum
  • Various Holy Order officers — Sector-anchored

These actors are typically stored as md.Plot.Actors.$X for cross-arc reuse.

The arc directly modifies:

  • faction.player ↔ faction.paranid
  • faction.player ↔ faction.holyorder
  • faction.player ↔ faction.godrealm (Trinity outcome)
  • faction.player ↔ faction.trinity (chapter 4+)
  • Don’t destroy Cardinal’s Redress sector content — story will hang if Cardinal can’t be found
  • Don’t set faction.player.relationto.{faction.paranid} to max early — arc gates progression on specific tier transitions
  • Don’t spawn-replace the Paranid Monument in cluster_11_sector001
  • Don’t make Trinity Sanctum (cluster_22) hostile to player at game start — Chapter 4 hooks dialog requires neutral entry
  • Custom missions in cluster_36 risk briefing-cue collision during Cardinal encounters

Script: story_buccaneers.xml (540 lines)
DLC: Pirate (x4ep1)
Faction: buccaneers (Riptide), ownerless

Short Pirate-DLC arc introducing the Buccaneers / Riptide pirate faction:

  1. Player encounters a buccaneer flagship (Helianthus per code reference, page 20101 line 120901)
  2. Buccaneer captain proposes player join their cause
  3. Player either joins (unlocks Pirate subscription path) or rejects (Buccaneer hostility)
  4. Buccaneers establish presence in Argon-adjacent space
  • Don’t replace the Buccaneer flagship macro — story references a specific macro via find_object
  • Buccaneer relation changes affect arc availability — your mod making Buccaneers hostile-by-default skips the introduction
  • Pirate DLC presence required — see Wiki: DLC handling

Script: story_ventures.xml (499 lines)
DLC: Ventures

Introduces the Ventures NPC station traveler at the player HQ. The traveler explains the Ventures system (sending ships to other players’ games for rewards). Short tutorial-like arc.

  • Player HQ required — arc gates on HQ existing; mods that skip HQ delay or replace HQ may break the trigger
  • Ventures NPC anchor — don’t remove ventures-tagged NPCs

Script: story_diplomacy_intro.xml
DLC: Kingdom End
Linked module: x4ep1_gamestart_intro (Wayward Scion start)

The Wayward Scion start introduces this arc via HAT (Hatikvah Free League) broadcast:

  1. Game start fires HAT broadcast 30 seconds in (see gs_intro.xml)
  2. NPC named Reen opens the diplomacy storyline
  3. Player introduces themselves to the diplomacy system
  4. Embassy / first contact mechanics unlocked

Initial Wayward Scion sectors:

cluster_29_sector001, cluster_29_sector002,
cluster_14_sector001, cluster_07_sector001,
cluster_08_sector001, cluster_34_sector001,
cluster_13_sector001, cluster_12_sector001

These are pre-uncovered on the map at game start.

  • Don’t disable the HAT announcer NPC at start — story can’t begin
  • Kingdom End DLC presence required
  • Custom game starts must signal md.Story_Diplomacy_Intro.Pt_1_Call_Initial_Delay if you want the diplomacy intro available

Script: story_research_embassy.xml
DLC: Kingdom End

HQ research line that unlocks Embassy mechanic — players can establish embassies with factions for relation bonuses + content access.

  • HQ research progress required — gates on terraforming-system research nodes; don’t break research dependencies
  • Don’t add custom factions WITHOUT embassy support — diplomacy UI will list them but interactions break

Script: story_research_welfare_1.xml (~5K lines)
DLC: Base game

HQ research line that culminates in Welfare module unlock. Multi-step:

  1. Argon civilian rep approaches player (relation-gated)
  2. Research mission chain (deliver wares, build prototypes)
  3. Criminal interference subplot
  4. Paranid involvement in mid-stage
  5. Welfare module recipe unlocked

argon, civilian, criminal, paranid, faction.list (for general checks), faction.player

  • Don’t max relations with civilians by mod side-effect — arc gates on reaching specific relation
  • Don’t disable criminal faction at game start — antagonist arc breaks
  • HQ welfare-research node alteration breaks arc

Script: story_research_xen_equipment.xml
DLC: Base game

HQ research line that unlocks Xenon-derived equipment (Xenon-tech mining lasers, scanners, modules). Story-gated on player encountering Xenon hostilities and recovering wreckage.

  • Don’t make Xenon non-hostile — wreckage-recovery missions can’t generate
  • HQ research node dependency — custom research mods must not displace this node

These characters persist across save/load and across story arcs:

CharacterScriptAnchor location
Boso Tastory_paranid.xml + terraforming.xmlHQ / Skipper context
Cardinalstory_paranid.xmlCardinal’s Redress sector
Dal Bustastory_paranid.xmlCipher sector
Trinity Honour Guard Leaderstory_paranid.xmlTrinity Sanctum
Reenstory_diplomacy_intro.xmlHAT broadcaster
Buccaneer Captainstory_buccaneers.xmlBuccaneer flagship

Your mod must not destroy_object or despawn any of these. If you spawn NPCs near them, use NPC Placement Manager $slottags rather than fixed positions to avoid clash.

If your mod changes sector ownership early (e.g. “Player starts with Cardinal’s Redress”), story arcs that find_sector + check_owner will fail. Test: load mod, watch debug.log for Property lookup failed near story scripts.

Many arcs gate progression on relation thresholds. Mods that:

  • Set player ↔ faction relations at game start
  • Apply auto-rep-gain
  • Add relation events on game start

…all risk firing arc conditions out-of-order. Pre-flight test: walk through the affected story with your mod active.

Mods that bulk-spawn NPCs (admiral arcs, character mods, etc.) compete for NPC slots on stations. Story arcs may fail to place their NPCs if your mod has filled the slots. Use $slottags=[tag.npc_generic] + low spawn priority.

If you add new gm_* templates, vanilla catalogues (gmc_*) won’t pick them up unless you diff the catalogues. Conversely, vanilla missions WILL keep firing — your custom missions just compete for offer slots.

ConcernFile
Paranid arc full contentstory_paranid.xml
Sector references catalogAll story_*.xml (search find_sector macro=)
Persistent actor patternplot.xml (storage) + story_*.xml (creators)
Custom-gamestart skip flagsstory_paranid.xml:15-40 ($story_paranid_uni_* / _esc_*)
HAT broadcast triggergs_intro.xml:30s delay → md.Story_Diplomacy_Intro.Pt_1_Call_Initial_Delay

Vanilla story arcs are X4’s bedrock content. A mod that respects them coexists silently; a mod that breaks them ships the worst kind of bug — invisible to mod author, devastating to player save.