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.
At-a-glance table
Section titled “At-a-glance table”| Arc | Script | LoC | DLC | Touched factions | Touched sectors |
|---|---|---|---|---|---|
| Paranid civil war | story_paranid.xml | 20,236 | Base | argon, paranid, holyorder, antigone, alliance, teladi, buccaneers, trinity | 7 (see below) |
| Buccaneers | story_buccaneers.xml | 540 | Pirate | buccaneers, ownerless | Argon Prime adjacent |
| Ventures | story_ventures.xml | 499 | Ventures | (ventures-specific) | Player HQ sector |
| Diplomacy intro | story_diplomacy_intro.xml | ~3K | Kingdom End | hat (Hatikvah faction) | argon space |
| Embassy research | story_research_embassy.xml | ~2K | Kingdom End | various | Player HQ |
| Welfare research | story_research_welfare_1.xml | ~5K | Base | argon, paranid, civilian, criminal | Multi-sector |
| Xenon equipment research | story_research_xen_equipment.xml | ~3K | Base | xenon, player | Player HQ |
Paranid civil war
Section titled “Paranid civil war”Script: story_paranid.xml (20,236 lines — the largest narrative script)
DLC: Base game (vanilla)
Page reference: 30220
What happens
Section titled “What happens”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:
- Discovery of a Paranid derelict in Lasting Vengeance (cluster_35_sector001)
- Encounter with the Cardinal (Holy Order leader) in Cardinal’s Redress (cluster_36_sector001)
- Investigation of cipher/conspiracy in cluster_25_sector002
- Trinity homeworld involvement in cluster_22_sector001
- Plot revelation at Nopileos’ Fortune II (cluster_04_sector001)
- Player choice affecting Paranid faction balance
Sectors touched
Section titled “Sectors touched”| Sector macro | Vanilla name | Story role |
|---|---|---|
cluster_04_sector001 | Nopileos’ Fortune II | Chapter 2 hub |
cluster_04_sector002 | Nopileos’ Fortune V (adjacent) | Plot sector / Buccaneer overlap |
cluster_11_sector001 | Paranid sector w/ Monument | Paranid Monument location |
cluster_22_sector001 | Trinity Sanctum | Trinity home / plot sector |
cluster_25_sector002 | (Cipher sector) | Conspiracy investigation |
cluster_35_sector001 | Lasting Vengeance | Derelict discovery |
cluster_36_sector001 | Cardinal’s Redress | Cardinal encounter |
Persistent characters
Section titled “Persistent characters”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.
Relation effects
Section titled “Relation effects”The arc directly modifies:
faction.player ↔ faction.paranidfaction.player ↔ faction.holyorderfaction.player ↔ faction.godrealm(Trinity outcome)faction.player ↔ faction.trinity(chapter 4+)
Mod conflict risks
Section titled “Mod conflict risks”- ❌ 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
Buccaneers arc
Section titled “Buccaneers arc”Script: story_buccaneers.xml (540 lines)
DLC: Pirate (x4ep1)
Faction: buccaneers (Riptide), ownerless
What happens
Section titled “What happens”Short Pirate-DLC arc introducing the Buccaneers / Riptide pirate faction:
- Player encounters a buccaneer flagship (Helianthus per code reference, page 20101 line 120901)
- Buccaneer captain proposes player join their cause
- Player either joins (unlocks Pirate subscription path) or rejects (Buccaneer hostility)
- Buccaneers establish presence in Argon-adjacent space
Mod conflict risks
Section titled “Mod conflict risks”- ❌ 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
Ventures arc
Section titled “Ventures arc”Script: story_ventures.xml (499 lines)
DLC: Ventures
What happens
Section titled “What happens”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.
Mod conflict risks
Section titled “Mod conflict risks”- ⚠ 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
Diplomacy intro arc
Section titled “Diplomacy intro arc”Script: story_diplomacy_intro.xml
DLC: Kingdom End
Linked module: x4ep1_gamestart_intro (Wayward Scion start)
What happens
Section titled “What happens”The Wayward Scion start introduces this arc via HAT (Hatikvah Free League) broadcast:
- Game start fires HAT broadcast 30 seconds in (see
gs_intro.xml) - NPC named Reen opens the diplomacy storyline
- Player introduces themselves to the diplomacy system
- Embassy / first contact mechanics unlocked
Sectors touched
Section titled “Sectors touched”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_sector001These are pre-uncovered on the map at game start.
Mod conflict risks
Section titled “Mod conflict risks”- ❌ 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_Delayif you want the diplomacy intro available
Embassy research arc
Section titled “Embassy research arc”Script: story_research_embassy.xml
DLC: Kingdom End
What happens
Section titled “What happens”HQ research line that unlocks Embassy mechanic — players can establish embassies with factions for relation bonuses + content access.
Mod conflict risks
Section titled “Mod conflict risks”- ⚠ 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
Welfare research arc
Section titled “Welfare research arc”Script: story_research_welfare_1.xml (~5K lines)
DLC: Base game
What happens
Section titled “What happens”HQ research line that culminates in Welfare module unlock. Multi-step:
- Argon civilian rep approaches player (relation-gated)
- Research mission chain (deliver wares, build prototypes)
- Criminal interference subplot
- Paranid involvement in mid-stage
- Welfare module recipe unlocked
Touched factions
Section titled “Touched factions”argon, civilian, criminal, paranid, faction.list (for general checks), faction.player
Mod conflict risks
Section titled “Mod conflict risks”- ❌ 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
Xenon equipment research arc
Section titled “Xenon equipment research arc”Script: story_research_xen_equipment.xml
DLC: Base game
What happens
Section titled “What happens”HQ research line that unlocks Xenon-derived equipment (Xenon-tech mining lasers, scanners, modules). Story-gated on player encountering Xenon hostilities and recovering wreckage.
Mod conflict risks
Section titled “Mod conflict risks”- ❌ Don’t make Xenon non-hostile — wreckage-recovery missions can’t generate
- ⚠ HQ research node dependency — custom research mods must not displace this node
Persistent characters — vanilla anchors
Section titled “Persistent characters — vanilla anchors”These characters persist across save/load and across story arcs:
| Character | Script | Anchor location |
|---|---|---|
| Boso Ta | story_paranid.xml + terraforming.xml | HQ / Skipper context |
| Cardinal | story_paranid.xml | Cardinal’s Redress sector |
| Dal Busta | story_paranid.xml | Cipher sector |
| Trinity Honour Guard Leader | story_paranid.xml | Trinity Sanctum |
| Reen | story_diplomacy_intro.xml | HAT broadcaster |
| Buccaneer Captain | story_buccaneers.xml | Buccaneer 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.
Common mod-vs-story conflict patterns
Section titled “Common mod-vs-story conflict patterns”Sector-ownership mods
Section titled “Sector-ownership mods”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.
Faction relation mods
Section titled “Faction relation mods”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.
NPC spawning mods
Section titled “NPC spawning mods”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 $slottags=[tag.npc_generic] + low spawn priority.
Mission template mods
Section titled “Mission template mods”If you add new gm_* templates, vanilla catalogues (gmc_*) won’t pick them up unless you diff the catalogues. Conversely, vanilla missions WILL keep firing — your custom missions just compete for offer slots.
Code references
Section titled “Code references”| Concern | File |
|---|---|
| Paranid arc full content | story_paranid.xml |
| Sector references catalog | All story_*.xml (search find_sector macro=) |
| Persistent actor pattern | plot.xml (storage) + story_*.xml (creators) |
| Custom-gamestart skip flags | story_paranid.xml:15-40 ($story_paranid_uni_* / _esc_*) |
| HAT broadcast trigger | gs_intro.xml:30s delay → md.Story_Diplomacy_Intro.Pt_1_Call_Initial_Delay |
Related
Section titled “Related”- Vanilla content index — landscape
- Game starts catalog — which starts unlock which arcs
- Terraforming catalog — HQ research interactions
- Story missions (technical) — how to write your own
- Wiki: Mod compatibility — broader compatibility discipline
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.