May I ask what to do/config to make mod faction actually be truly able to disable on start? I found the mod factions are still there even though I've disabled them when starting a new game. I guess generating systems and the markets with script may ignore nexerelin settings and force the faction's system and market to spawn?
Which mod faction? Is there any reason you can't uncheck the mod in the mod manager?
Yes, which faction? Some mods may not have been set up to obey the "don't generate handmade systems in random sector" behavior.
In two games the faction I am with just does not seem to like expanding, meanwhile other factions are grabbing stuff left and right, any idea why this might be?
And is there any way I can help them to actually start doing something usefull?
If you mean the
player faction specifically, it generally doesn't do much on its own, that's what you're for.
If it's a commissioning faction, depends on things like their economic production (for generating invasion fleets; this part also relies on having enemies to begin with) and whether they're set to launch colony expeditions. Which faction were you working with?
So.. I think I just "finished" the showdown quest? I lost the fleet, they went off and died I guess, no idea where I was supposed to defend. But is that it? I get a small cash reward and it's over? Nothing else from Midnight Dissonant?
That's currently the last mission, yeah.
It should probably straight-up fail the mission if you lose track of the fleet completely. But I'd like it there to be (rare, to be sure) situations where the player doesn't have the fleet in sight, but can make a guess where it's going and complete the mission that way. Hmm.