When you say aborts, do you mean to stop the cutscene, ie stop and back to player action. if so these would be what you use.
void CutDisableCutscene(int nCutscene, float fCleanupDelay, float fDestPCCopyDelay, int nRestoreType = RESTORE_TYPE_NORMAL);
// Disables the possibility to disable nCutscene. Pressing ESC would do nothing after calling this function.
void CutDisableAbort(int nCutscene);
// returns TRUE if it is not possible to abort nCutscene, FALSE otherwise.
int CutGetIsAbortDisabled(int nCutscene);
I would suggest on your module Events On_load set CutDisableAbort(FALSE) because defalt is true not allowing player to abbort also dont forget to include the "x2_inc_cutscene" include in your on load. And if you read the include file it does have some simple notes to help you set up the abort function... I'm not 100% sure but at quick glance it seems the most logical answer. Why are you trying to abort...IE: altering premade module I think it would work