Stellaris

Stellaris

((( NSC3 - Season 1 )))
18,525 Comments
CaptainX3  [author] 5 hours ago 
Unforgotten Socks - Only thing I can suggest is to keep resetting the mod until it works, or follow the instructions above to reset the launcher (the launcher is a separate installation from the game itself.) I just started up the game with NSC and UIOD and I'm not seeing any crashes.

I have seen that type of crash when using a custom shipset from the workshop that has not been properly updated, but you said you're using only NSC and UIOD, so I can only guess corrupted/missing files.

est.on.est - I might have them in my files somewhere, I'd have to look. You can join the NSC Discord so I can send them to you if I do have them.

The Chezmeister - Yes, because increasing the speed of ships too high causes significant bugs and issues in the game, and I got tired of everyone blaming NSC for those bugs and repeatedly explaining that they're not caused by NSC but by ships having speeds that are too high.
Unforgotten Socks 6 hours ago 
seems to CTD any time I try to select shipsets while making a custom faction. Only this and the UI overhaul installed. Tried the troubleshooting steps and even a fresh install of the game, still happening.
est.on.est 9 hours ago 
captainX3 - ah, I see! thanks for the response, is there anywhere they might still be available? i really liked the nsc namelists and thought they were super cool.
Tia 14 hours ago 
Woot, ty for fixing the orbital outliner icons gang!
The Chezmeister Jun 6 @ 1:08pm 
Does this mod make it so you can only have one afterburner on a ship?
Quackinator Jun 5 @ 8:09pm 
I discovered a new confliction that also causes the listed ships to be unable to equip vanilla reactors! Having Better Ship Behaviours on with NSC also breaks it!
CaptainX3  [author] Jun 5 @ 3:18pm 
57z - Thisbug was fixed today, please read the comments right below yours from someone else who had the same issue.

Raidboss_L - The AI will build the new ships… as for “properly”, that’s more a matter of opinion LOL. Most people I talk to set crisis strength to 25x to keep it challenging. And I don’t know anything about the modules mod you’re referring to…
Thanks for the reminder! After manually updating, everything works fine now. Note: If you need to manually update, you can directly go to the NSC mod folder in the Paradox launcher—just empty the folder and re-extract the files. It works fine! (I couldn’t find the folder using the installation guide on Discord.)
Raidboss_L Jun 5 @ 2:46pm 
hey i just found out about this mod and it looks insane! But i have a question about ai. do they properly build those chips too? Do even crisis get those ships? If not, what is minimum crisis difficulty people would tell you to go for with this mod? would crisis 2x all be to easy? i still want the game to keep beeing a challenge you know :) would be great if someone has an answer for me.

And is there a difference if im using the addon for 18 more ship modules in terms of balance?
57z Jun 5 @ 2:14pm 
For me now strike cruisers just dont have a power core. At all. the only power it can get is from reactor boosters boosting a "reactor" that doesnt exist, also not auto generating a design
CaptainX3  [author] Jun 5 @ 12:44pm 
Azurewrath - Glad you got it fixed! Yeah, Steam can be a pain about that sometimes :-)
Azurewrath Jun 5 @ 12:27pm 
Thank you. I forced an update and it worked after that. I guess it was just slow with the auto update. Thank you!
CaptainX3  [author] Jun 5 @ 12:15pm 
Azurewrath - I just ran the game and tested on a brand new game and empire - the Explorer is working properly, and has the normal Level 1 reactor. I also used the console and researched all techs, and was able to access all reactors of all tiers that are available to it.

Steam may not have updated your mod files properly, you can try the Reset instructions above to force it to update.
Azurewrath Jun 5 @ 12:08pm 
I can confirm the below problem is NSC specific as I duplicated it with only NSC running.
Azurewrath Jun 5 @ 12:06pm 
The problem with the exploration cruiser is still present. No cruiser template is generated at the start of the game and when you try to make one manually, it does not have a power core slot.
CaptainX3  [author] Jun 5 @ 11:25am 
I've added new troubleshooting instructions to this page to help with issues, please read under the yellow banner above if you are having issues.
To the comment below mine... what's your mod loadout look like? Try running *just* NSC3, then NSC3 with one mod down the list until you find the problem mod causing the CSGs(Strike Cruiser hullcode prefix, currently defunct AFAIK) to not be capable of being saved/auto-generated.
Hi dev, after the base game update, I encountered the following bugs during gameplay:

In the ship details panel, Strike Cruisers cannot be saved as loadouts, though Battleships and other ship types can. Additionally, when researching Battleships or Strike Cruisers completes, auto-generated loadouts fail to appear. The ship utility widget in the bottom-right corner of the loadout interface displays abnormally.
The "Cruiser" technology disappeared from the tech tree. Consequently, researching Battleships or Strike Cruisers directly unlocked the base Cruiser ship class.

If this issue was caused by my configuration/setup, kindly inform me, and I'll conduct repeated testing with different empire types to verify.

No other issues observed so far. I'm playing as a Machine Intelligence (Gestalt Consciousness). Hope this helps with debugging/maintaining this mod. Thanks for creating such a great mod!:D
CaptainX3  [author] Jun 4 @ 9:53pm 
Mod updated to fix bugs introduced by today's patch, along with a few small changes.
Azurewrath Jun 4 @ 6:00pm 
I do have science ships, but Just forgot that they don't show up in the ship design screen lol. But yes, the reactor problem is really messing with Exploration cruisers. I can make one because I have the reactor mod that gives me an additional power source I can use, but I have to use an "A" slot for it, where I would normally put the survey module. This is very odd.
Azurewrath Jun 4 @ 5:51pm 
I am having a problem starting a new game with Exploration Cruisers. I get the technology as usual, but when I go to build it, the ship does not appear in my ship templates. Oddly, I do not have a standard science ship either. If i create a new template the exploration cruiser is there, but has no reactor slot at all, so I cannot power the ship. This is currently broken.
Ava4WSO Jun 4 @ 10:08am 
Cool, looking forward to it! Thank you so much!
CaptainX3  [author] Jun 4 @ 9:10am 
I’ll get an update out later today, I am at a doctor appointment right now.
Ava4WSO Jun 4 @ 7:54am 
Yeah same issue here. Even worse if I use clear design it removes the reactor slot entirely from the template ...
Van Darkholme Jun 4 @ 7:37am 
After today's patch, Strike Cruisers and Explorers will no longer be equipped with vanilla reactors other than the NSC Reactor.
Maggot99 Jun 2 @ 10:29am 
Maybe a dumb question, how do I build construction ships?
CaptainX3  [author] Jun 2 @ 10:10am 
Please read this entire page.
Rubicon373 Jun 2 @ 9:23am 
So I'm researching power reactors but they are not appearing in the ship design, also for some reason the strike cruiser is borked, i.e it's not generating and if I try it says SHIPDESIGNER_SAVEFILE_MISSING_REQUIRED_COMPONENTS, help?
CaptainX3  [author] Jun 2 @ 3:26am 
night_pryanik - I'm not 100% sure what I'd call it but I'll take a look at it next time I am doing an update.
night_pryanik Jun 2 @ 3:19am 
Ok, thanks for the info. Not trying to tell you how to develop the mod or something, but I guess the name of this building could be changed to something more appropriate for starting level technology, some day?
CaptainX3  [author] Jun 2 @ 12:37am 
night_pryanik - To be fair, that building existed long before Nanites were a thing in Stellaris, it was simply meant as an armor repair building that we happened to use the name “Nanites” for how it functioned. It’s not something I even remotely thought about while trying to keep the mod up to date and fixing bugs.
night_pryanik Jun 1 @ 9:46pm 
Don't you think having a nanite technology right from the start - in particular, in form of a Nanite Dispensary Field starbase building - breaks the immersion/lore? I mean, other nanite technologies become available much later in the game, and yet this starbase building is available for any civilization without any research done.
Hope i will be able to bully fallen empires with them.
Lima⚧ May 31 @ 4:06pm 
I have the research for the explorer but I cannot design/build them. Frigates hasn't shown up either. neither is formation components. Stations etc, work fine.
Cybertryx May 30 @ 3:14pm 
Not entirely sure if im just blind but i cant seem to find the settings to deactivate content and add the ai boost like the old version
LupineDawn May 30 @ 3:25am 
I am having trouble with building any type of cruiser. Be it an exploration cruiser or a regular cruiser. The exploration cruiser is greyed out in the Shipyard, and any cruiser I try to design, i get a particular error, "SHIPDESIGNER_SAVEFILE_MISSING_REQUIRED_COMPONENTS." All other vessels seem to work fine. It's just the cruisers and exploration cruisers that seem to have trouble.
含住灬好好感受温度 May 28 @ 7:54pm 
If you ever notice a ship section missing, just load this mod ​last​ in your order. Trust me, you'll be glad you did!
Tested and works!​
1Dan May 28 @ 6:19pm 
Hello, I was interested in your mod, but I usually play with max amount of empires. Does this mod in any way effect game performance adversely?
Thanks.
CaptainX3  [author] May 28 @ 5:43pm 
Carjaxx - Right now, we have boosted the Bio ships so they can compete with NSC ships, but there will be a more advanced redesign of them for Season 2.
Carjaxx May 28 @ 4:39pm 
Does this mod re-balance or change the Biological ships? If not is there a plan to? I really enjoy playing the bio ships and would love to see this mod effect them as well.
Cap Buster Boogie May 28 @ 6:21am 
I guess I should clarify. I actually *have* followed those steps. Originally the bug was with ESC Component progression and Destroyers, for some reason. (Same problem)

But reorganizing it and adding the mods in one by one, and then rebuilding my load order fixed it
This literally just showed up again for some reason in the middle of my game.

If I do follow the instructions in the description again, and run the test, everything works just fine. All the ships in the designer have their reactors in tact, and I can choose from any of them. (And that's with all the mods loaded too)

This literally just happened in the middle of a game post doing this test. (And not my first game either)

And I appreciate the suggestion. Honestly, the only reason I haven't is the experience of being told (Not by you, or anyone on NSC, but just a general experience) "Figure it our yourself, not our problem" over and over.
CaptainX3  [author] May 28 @ 5:44am 
Cap Buster Boogie - The best way to test this out is to enable only a few mods at a time, run the game, and use the console to research all techs and then check and see if everything is working.

I can tell you that ESC and Gigas work fine with NSC, and I haven’t heard anyone say Real space is a problem either. I’m going to take a wild guess that one of your tradition mods is doing something that you’re not expecting it to (a lot of mods change things they don’t always mention).

I don’t know if you have a Discord account or not, but you’re welcome to join the NSC Discord and open a help ticket so you’ll get your own dedicated channel and either myself or some community members can help you troubleshoot.
Cap Buster Boogie May 28 @ 5:16am 
So this is kind of a Hopeless quest I'm on, but I figure I'd ask anyway.

I cannot for the life of me figure out which mod I've got that's causing this glitch, because I'm running only a handful of them, and they always worked together before.

NCS3
ESC (+addons)
Gigastructures
Real Space
Amazing Space Battles
Technological Ascendancy

A handful of origin, perk and tradition mods.
And for some reason, after I unlock Anti Matter Reactors, none of my ships can build reactors. They don't even have slots to place reactors in.

I'm genuinely at a loss here. Is this like a known bug? An extension of an in game bug? Or am I just getting incredibly unlucky?

If you've got nothing to go on because I've got other mods installed, I completely get it and apologize for wasting your time.

I'm just actually at my wits end and have nothing else to turn too.
CaptainX3  [author] May 28 @ 12:17am 
hallsean081 - The character limit here is too small to list the plans for Season 2, but suffice it to say it will be the largest update in the 9 year history of NSC. I can’t give an exact release date though, it’s such a huge project and all the devs have real lives too :-)
hallsean081 May 27 @ 11:57pm 
To make sure I'm clear before doing my happy dance: Season 2 gives love to: Bio Ships (they need it, base reactors suck on anything bigger than a mature Mauler), and nanite ships (which have needed love for a while). Not expecting anything for Shadows of the Shroud, since Season 2 should be out before Shadows, unless it releases early June (highly unlikely).
CaptainX3  [author] May 27 @ 8:33pm 
Sora - Thanks for the suggestion, we’ll check into the power levels for the strike cruiser.

Bing Chillin - As far as I know, you should be able to build the Colossus as you could before, NSC does not modify it at all or touch its files.

Lion - The NSC Mod Menu was removed for the time being.

AncientGatekeeper - The issue would be in the main ship_sizes file, under the “explorationship”, you need to have the civilian cloaking slot in the required components list. You can see it in the science ship entry, or in the NSC file. That’s what was missing to cause the Explorer to not have a cloak - it’s not an aux slot on the science ships, it’s a side slot.

Colesizecole - We’ve seen multiple complaints of the AI not building much anymore since 4.0, both with and without mods. I assume PDX will be fixing or tweaking that sometime soon.
Colesizecole May 27 @ 8:09pm 
whenever I have this enabled it makes it so some empires just dont build any warships or some do and some dont.

Is there a possible mod conflict that could cause this or has anyone had the same issue? (not using any AI mods)
AncientGatekeeper May 27 @ 6:42pm 
@CaptainX3 I'm the Dev for the (-NSC2 Addon: Civilian Ships Weaponized 2-) mod. It's possible that in my files I somehow touched the stealth component for the explorer. I'm not 100% sure tho since Stellaris modding is not my forte. Other games however are. I'm still learning the ins and outs of modding Stellaris.

I am willing to learn from the best how to make a proper compat though.
Lion May 27 @ 4:42pm 
Have NSC and UI dynamic enabled but the window to modify the price and build time for ships won't show up
Bing Chillin May 27 @ 3:51pm 
im pretty sure this is a mod issue, but i cant find where to build the Colossus anymore