Kenshi
Narko's Conquest
67 Comments
AmekiKyou 22 Aug, 2022 @ 3:36am 
原来是这个mod弄得我整天都漆黑的……
Average Genestealer 13 Jul, 2022 @ 6:17am 
With the Surgery Bed mod, Narko's Conquest does not start with the surgery bed as a buildable. Surgery Bed can't be researched either as far as i know.
IHAVECOMMITEDFRAUD 30 Mar, 2022 @ 8:07pm 
is there any mods that are just the recycling station by itself
casper_unfriendly 22 Mar, 2021 @ 10:47pm 
I just wanted to know if we could steal their tech, when starting off as something different.
ryan10234 15 Jul, 2020 @ 12:24am 
will this be updated?
GeorgeMilter70 30 Mar, 2020 @ 7:05pm 
I dont understand how to conquer towns? I am talking to the followers and they tell me to find "Challah" in Abandoned Town and kill him. I don't know where to find this abandoned town
Sudo Modding 14 Mar, 2020 @ 2:12pm 
It looks like a holy nation soldier nightmare
firebit 11 Feb, 2020 @ 1:28pm 
thanks for the mod, it's good that it has 4 starts to choose from
GarlicBread 23 Jan, 2020 @ 4:24pm 
This is the best damn mod ever
Howls@TheMoon  [author] 25 Dec, 2019 @ 11:54am 
@Hartly66
It's *Okran you heretic!
Hartly66 25 Dec, 2019 @ 4:54am 
Whoever subscribes to this is a heretic and an enemy of the Holy Nation!
All hail Orkan and curse Narko's demonic servants!






Great mod though.
mingzhe、 29 Oct, 2019 @ 7:09am 
可不可以让天亮点,太黑了 玩的太压抑了
Ravayen 11 Jul, 2019 @ 9:28am 
Any chance we could get the armours from this mod as a separate crafting mod?
ryan10234 29 Jun, 2019 @ 4:00pm 
hi there,could you make a compatibility patch for more combat animations because i don't know how to do it my self.
SaintPraetor 12 Apr, 2019 @ 7:53pm 
I greatly appreciate the thorough responses, Howls@TheMoon, I will see what I can do and mess around with it when I get the chance. Thanks again for this addition to the community! We are better off for it. Have a good one!
Howls@TheMoon  [author] 12 Apr, 2019 @ 7:48pm 
Well a mod like this one where the Darkones faction is replaced with a normal faction would work, like the HN or the FN takeover the map with the help of the player.
It wouldn't be hard to make the Darkones "real" on their faction sheet, that would allow the loss of relation when attacked. Adding a Narko AI core item somewhere with a little story on how it makes darkones think the player is Narko wouldn't be to hard to do either.
Adding another override to every city to wipe out the darkones or changing the darkones city overrides to another faction will be alot of work though.
If the faction i made for Narko worked with the game starts it would have solved the problem completely lol then i could have even added a state to wipe them out with other saves.
Feel free to mess with it, it's alot to look through in the FCS though so any changes can be a bit of work with a mod this size. Have fun and Thanks :D
SaintPraetor 12 Apr, 2019 @ 7:29pm 
I had no idea the game had issues remembering player overrides haha. Seems like a pretty big oversight on part of the devs, but that's neither here nor there. I wonder if there is something could be eeked out from how some of Bob's Mod Collection was made. Seems like a lot of the world state overrides occur only after a dialogue path + specific items in player inventory, so perhaps I could further expand upon what you've created and mess around with the FCS to see what is possible.

I think it would be really awesome to have your mod peacefully coexist with the various other ones that ajdust/expand factions and world state overrides.
Howls@TheMoon  [author] 12 Apr, 2019 @ 7:00pm 
The Darkones Faction is (not real) which means that nothing you do effects reputation with them.
I did this because i wanted Narko to have full access to everything in the cities once they are taken by Darkones.
There are no reinforcement caravans nor are there overrides for any of the towns after the Darkones have taken control. They are also set to respawn so if all of them die in a city and you leave the region, they should be there again when returning. I did that to make sure there was a steady supply of Darkone mercs.
Originally i wanted to include a player takeover for every city after takeover (like ive done with the dark tower) but with player takeovers there is still a big problem with the game forgetting the city belongs to you randomly when loading saves :(
SaintPraetor 12 Apr, 2019 @ 6:49pm 
Hmm, that's actually a really intelligent way to structure your mod's override system. So, if I am understanding this correctly, no matter what start I choose (vanilla, your mod, or other mods), players will be allied with the Darkones. However, let's say I want to destroy the Darkones (or just not interact with them at all), what would happen?

More specifically, would they send reinforcements to player owned outposts under attack? Could you conceivably kill Queen Narko and not grab the AI activation item/BPs to ensure that the faction is "dead" or, at the very least, unable to override towns that the player influences. Could you lose enough rep to where you are no longer allied with the Darkones?

Thanks for the quick response. BTW, I loved the armor designs you implemented!
Howls@TheMoon  [author] 12 Apr, 2019 @ 6:14pm 
c-
I could not have Narko start as a custom faction, it always reverts to nameless which is one of the main reasons i recomended using the included starts. The Darkones dialog activated by Narko's ai item will be the same to anyone who has the item so when using this with other games they will refer to your Greenlander male as queen narko if you have killed her and taken the item or made it.
Howls@TheMoon  [author] 12 Apr, 2019 @ 6:14pm 
@SaintPraetor
1- This mod changes the day/night cycle times in the same way any other mod does, while i haven't tested this with another mod that does the same i would imagine that it could be overwritten with mod order.

2-If you don't use one of the provided starts then you will have to track down Narko or one of the two Darkspawn (looks like narko) and either recruit or kill them and take the items and BP to learn to make the items.
The conversation with DarkOnes is activated by an item so when adding this mod to other games you will see Darkones at your base and if the conditions for their takeover have been met in towns too, however the dialogs will not appear untill you have the item.

3-All of the overrides for the Darkones to takeover do not require you to be Narko but with out the AI item they will not have dialog. Also Darkones are allied with Nameless faction so they will not attack or care if you steal (in any game, narko or not).
SaintPraetor 12 Apr, 2019 @ 2:50pm 
So I would really love to keep this on my mega mod compilation that I am creating, but I have a few concerns that I was hoping you could answer.

1. If I place a mod like GenMod, Darker Nights, or any other mod that changes the day/night cycle after this mod, would that override this mod's day/night changes or is this hard coded in a way separate from other mods?

2. Is it necessary to spawn as one of the starts provided by this mod or is it possible/planned to allow non-Narko spawns to ally with the Narko faction and allow the questline to begin?

3. Will town overrides occur only when the player has directly interacted with the Narko faction and returned with life forces, or will this mod, for instance, override a city like Drifter's Last if you simply kill Lady Merin without interacting the Narkos?

Any input would be great! Otherwise, I'll just have to spend some time testing the compatibilities and let ya know when I do.
Howls@TheMoon  [author] 7 Apr, 2019 @ 11:25am 
I did attempt that originally, and if we could assign a player made faction to a game start it would be alot more compatible with that alone. Unfortunately even if I assigned the faction Narko to narko's starts she will be in the nameless faction. Because of that I had to make narko's dark ones 100% aligned with nameless instead, which means if you add this to an existing game or don't choose narko's start the dark ones will still be allied to you and it just breaks the theme.
cRaZy Wo1 6 Apr, 2019 @ 4:35pm 
This is an awesome mod, it would be great if it had any sense of compatibilty with existing saves and other mods
Gharworhin 29 Mar, 2019 @ 11:26am 
also i have a question for the book station thing. how does that thing work?(the one where u can transform damaged books into books) And there are these injurie debuffs by science and robotics and stuff how do i fix them?
Gharworhin 29 Mar, 2019 @ 10:08am 
great work for figuring that one out love the mod so far and the options u can take with it great mod;D
Howls@TheMoon  [author] 26 Mar, 2019 @ 8:24pm 
@Gharworhin @Artificial Intel/Innocuous @Sairus323
Updated~
Remade Narko's Medic Station and tested. Slightly changed position of queen bed mesh. (the bed upstairs in the Dark Tower is not the Queen bed) Added a video to demo ai/building usage.
Howls@TheMoon  [author] 25 Mar, 2019 @ 10:30am 
She won't pick up dead bodies, only unconscious.
I will check the bed out again, I thought I had made a new mesh for that that was rotated. I might have changed the position up the sleeping animation though, will check it out soon.
Sairus323 24 Mar, 2019 @ 9:39pm 
sorry... I'm kida stupid sometimes. I've already figured it myself that Narko behavior is intentional (though she won't pick up ALL the bodies. 3 or 4 then stop.)
though there is still wrong position for lying in bed. can make a screenshot of that if needed.
Howls@TheMoon  [author] 24 Mar, 2019 @ 10:30am 
I played with the medical workbench a bit more and somehow it's completely broken, it won't let me replace the node without giving me an error in the FCS. I will have to remake the medical workbench, I will try to get to that tonight.
Howls@TheMoon  [author] 23 Mar, 2019 @ 1:10pm 
Clip from description above:
Narko has an ai that will make her lift an unconsiouss body after combat, which makes it easy to recycle the gear then remove their lifeforce (killing them) and when they die she will deposit the body in the corpse disposal.

(She will only dispose of corpses on her shoulder unless the job is activated also, but i suggest only doing that after collecting souls and disposing of the auto picks)

If you don't like the auto pick up ai just move the character to squad 2, and move back when you want it on again.
Sairus323 23 Mar, 2019 @ 4:25am 
Edit: Narko will pick up the bodies while there are life essence in their inventory
Sairus323 23 Mar, 2019 @ 4:11am 
1-Narko will always pick up bodies untill you turn off jobs
2-when using queen bed character lies on the pillow, not the bed itself...
Gharworhin 23 Mar, 2019 @ 3:32am 
is the medical bench fixed yet?
SPACE ME 22 Mar, 2019 @ 5:34pm 
the scorchlanders are nartko's disciples tho
what 'bout them?
Howls@TheMoon  [author] 21 Mar, 2019 @ 8:01pm 
Thanks guys for pointing this out, sorry for the delay i missed the last comment there. I'll get this fixed asap, i have confirmed in the fcs that the use nodes for the medic and book station while still attached to the buildings somehow don't exist anymore :O I'll make new nodes and give it a quick test.
Innocuous 21 Mar, 2019 @ 5:47pm 
This mod has potential but you need a fix to the medical bench ASAP
Gharworhin 19 Mar, 2019 @ 3:39pm 
the medic workbench doesnt work for me is there a way to fix that?(the texture is there and building doesnt seem a problem but after i build them they arent interactable any more)
BonerLord 10 Feb, 2019 @ 11:11am 
All of them I suppose? I don't want to start a new game just yet so I actually haven't tried it yet. But I love the look of the armor and wanted to try them out in my current build. But it's just a sugestion.
Howls@TheMoon  [author] 9 Feb, 2019 @ 7:03pm 
@laureinaje
Any specific armor ? Alot of the armor here though only has one model for female or male but wouldnt be hard to fix that. The Dark Ones chest armor though wouldnt work with other races well because of shape and weighting.
BonerLord 9 Feb, 2019 @ 5:46pm 
Can you make a mod for just the armor?
ArchFlameAx7 1 Feb, 2019 @ 9:14pm 
ill fidlle with the mod thanks for the reply
Howls@TheMoon  [author] 1 Feb, 2019 @ 12:51pm 
Hi Kiya, to expand your army you have to find the dark ones and talk with them. You can find a few squads around the dark tower where you start and also at both abandoned villages after you take them over. The abandoned villages are taken over by finding the dark one there and talking to him then removing his life force. For any takeover to take effect you have to leave the area and return.

This mod does change game play in a number of ways and also uses systems that work well after learning vanilla gameplay, I wouldn't exactly suggest this mod for new players but after playing this mod there will still be vanilla content that you likely didn't see here because you're everyone's enemy.
ArchFlameAx7 1 Feb, 2019 @ 4:26am 
oh forgot to add that im basicily a noob
ArchFlameAx7 1 Feb, 2019 @ 4:25am 
just wondering maybe im doing this wrong but how do i basicly get more dark ones/conquer cities/expand my army/ get started effectively

im playing the revenge start where your playing as the queen
clone 27 Jan, 2019 @ 9:08pm 
loving this mod
Howls@TheMoon  [author] 27 Jan, 2019 @ 2:46am 
@Rendhart
There is a Dark Ones take over for every vannilla city and town on the map, the only things i left out were a few camps and the Skin bandits towns as they are allied. There is a player takeover for the Dark tower in the far SW of the map, you also start there on 2 of the game starts
Rendhart 27 Jan, 2019 @ 1:16am 
can you tell me in which part of the map that you make their base ? I just want to make sure that there won't be any mod conflict
Dgek1997 25 Jan, 2019 @ 6:31am 
День добрый . Это отличный мод . Спасибо автору. Надеюсь он будет поддерживаться .