As stated a couple of posts after the quoted one, you need to talk to Midnight to make Arroyo appear (if he hasn't already by doing or skipping the Academy questline)

Okay checked a market an npc faction invaded got attached screenshot there too.
I have console commands mod is there a way to get more troubleshooting info, from that i.e. commands that reveal why nex isn't showing the invasion text.
There isn't a one-click debug, but you can check the market's current state against the code
hereIs "Tyle Outpost" a player-built outpost (the Nex feature)? Those definitely shouldn't be getting invaded by anyone (and aren't, in unmodified Nex). Did you happen to see how it got taken over?
Are the Independent Narcotic Inspector hunting fleets from here?
- They attack me without consideration for fleet strength. (Starfortress + full engame fleet and they still run at me)
- why dont they get attacked by my faction fleets?
- its also not clear why they are after me from their dialogue
They're part of the independent colony crisis from Nex. The intel tooltips for that + the dialog should tell you exactly what they're after.
The fleet behaviors sound like, presumably you're not hostile to the independent faction, so the fleet AI for both your fleets and theirs don't do any checking for hostile behavior (until you actually refuse their cargo scan). I checked rules.csv again and it seems like they shouldn't press the issue if you refuse the scan while being significantly stronger (though the game has questionable detection for this sometimes, based on the previous complaints about vulture scavengers)
Are you seeing differently ingame?
This mod really needs a list of all things that it adds, because its so big that its not obvious anymore what is from it and what isnt.
In fact it might be good to follow Hazard Mining Incorperated's / Ashes of the Domain examples and cut it into parts.
The big features are on the thread's front page, although some things may be missing; feel free to mention ones you think should be there but aren't.
I'm probably not listing every single thing even if I were to split the mod, though.
Speaking of mod split, my current thought process is that right now Nex has three main feature groups:
- 'Core' Nex, i.e. all the invasion and warfare stuff
- Remnant quests
- A hundred random little things, most of which would not merit their own mod: Prism Freeport, decivilized market encounters, the personal intel, operatives, the various new game features
#2 would be split already if I weren't so lazy (breaking compatibility is also a concern, so I was thinking I might do it during a Starsector version change). #3 wouldn't be split unless I decided "sure, let's make a second Random Assortment of Things" (note to self: find a way to backronym this to MOUSE/MICE)
How in Ludd's name are you supposed to defeat in the Salvation quest?
I've got three Paragons, a bunch of VIC capital ships, a fleet of high tech/remnant ships, the aid of the Gilead Star Fortress and the defending Luddic fleet, but that damn Spoiler
Ascendant Dronenought
pretty much singlehandedly takes us all out while his fleet takes out the star fortress.
If multiple capitals get stomped by the boss almost alone I'm not sure what you're doing wrong tbh :/
Post fleet (probably in the unofficial Discord server rather than here) and someone might help. A video, or at least a more detailed description of the combat, could be helpful too.