Stellaris

Stellaris

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((( NSC3 - Season 1 )))
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85.449 MB
May 12, 2016 @ 7:05pm
Nov 28 @ 3:56pm
375 Change Notes ( view )

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((( NSC3 - Season 1 )))

Description


November 28, 2025 - Season 1 - Update 23 (Mod Version 1.0.23)
New Save Game is Not Required (Unless your current save was started before 4.2 released, then you will need to start a new game now.)
  • IMPORTANT NOTE: We have added support for the Infernals shipset, but be advised that the Battlecruiser will not look seamless because the Infernal cruiser sections were designed to fit with the stern and not each other. We have done our best to make the ship look decent, but there is nothing more we can do beyond what you see in the game now. The capital ships are not affected by this problem since their sections all fit together.

  • Updated mod code for Stellaris 4.2.

  • Added support for the Infernals shipset.

  • Removed the new Eternal Vigilance policy options added by NSC until we can figure out why they are not working properly (The policy has been reverted to vanilla for now).

  • Fixed a couple of small bugs with missing turrets on certain sections of the Strike Cruiser and Carrier.



September 28, 2025 - Season 1 - Update 22 (Mod Version 1.0.22)
New Save Game is Highly Recommended
  • IMPORTANT CHANGE: Due to a limitation in the game engine, all Bioships have been returned to 1 section per growth stage, and will be set up as they were before the 4.1 update. We highly recommend starting a new game, because do not know how the AI ships will be affected by this update. If you absoutely do not want to start a new game, you must create all completely new ship designs from scratch if you're playing Bioships, otherwise you will get instability and crashes when clicking around in the ship designer. If you choose to continue your current game, be aware that AI controlled bioships may have errors, missing sections, and empty slots. As a side note, also be aware that any mod that increases the section count of Bioships will have this bug until Paradox makes a change in the game engine itself.

  • Fixed a bug where the Battleship XL bow had only 1 XL weapon slot instead of 2.

  • Fixed a gap in the ship sections of the Mindwarden Carrier.

  • Fixed a gap in the ship sections of the Mindwarden Dreadnought.

  • Fixed a gap in the ship sections of the Cybernetic Dreadnought.

  • Fixed a gap in the ship sections of the Cybernetic Flagship.




September 25, 2025 - Season 1 - Update 21 (Mod Version 1.0.21)
New Save Game is Recommended But Not Required
  • Mod code updated for Stellaris 4.1.

  • Added NSC support for the Psionic and Mindwarden shipsets.

  • All Mature Bioship classes now have two sections available, and all Elders now have three sections available. The Juvenile ships still have only 1 section. These changes were implemented for the Offspring versions as well. (At this time, the options for each section have not changed from what they were, as it will take time to design new section options and balance them properly. However, the Mature ships now have double the slots and the Elder ships now have triple the slots that they had before 4.1.)

  • Upgraded Space Citadels - Stage One will remain 1 section but has increased utility slots, Stage Two now has 3 sections, and Stage Three now has 5 sections. The section options are the same as vanilla for the time being until new ones can be designed.

  • The Eternal Vigilance policy, unlocked by the perk of the same name, will now allow the player to choose what type of defense will be randomly built at their starbases - vanilla Platforms, NSC Stations, or NSC Fortresses.

  • The Eternal Vigilance policy will now automatically build paltforms up to the starbase's full defense capacity, rather than only 50% (this basically reverts a change vanilla recently made, as this feature originally did build up to 100%)

  • Since the vanilla game now has the Solar Panel Network available to everyone, the NSC Solar Panels were redundant. We have removed the NSC version completely and have modified the vanilla version to allow them to be boosted by the Solar Capacitor building instead. (If you have built any of the NSC Solar Panels in your current save game, they will disappear and you'll need to replace them with the Solar Panel Network instead.)

  • Due to popular request, the Battleship can now equip XL weapons again. It now has a single bow option that can equip 2 XL weapons, but the section has an extremely high cost, and it loses a lot of utility slots due to the XL weapons taking up so much space, so use it wisely!

  • Increased the Planetary Housing of the Real Estate Developer building from 5 to 500 (Since 4.0 changed how housing is measured & scaled)

  • Fixed a bug where the Advanced Combat Interdiction System II (The tier 2 Strike Cruiser aura) was not available to fit on the ship.

  • Fixed a localisation bug where the name for one of the Explorer sections did not appear properly.




If you don't wish to use the Steam workshop for NSC3, you can download it directly from the NSC3 Github here: https://github.com/CaptainX3/NSC3-Mod/releases
Manual installation instructions are on the download page. You can also find all previous releases of the mod there (Starting from the first release of NSC2 Season 8).



We have uploaded the previous version of NSC to the workshop for those who wish to continue their save games before upgrading to this new version. Please note that this is only updated when a major update is released for NSC (that requires a new save game). To subscribe to the Previous Version, click here: https://steamcommunity.com/sharedfiles/filedetails/?id=2386308448






You can join our server and chat directly with the NSC devs and many other players and modders, or post ideas and suggestions for us! Over 90% of the new content added to the mod comes directly from our Discord users! Simply head to the link below to join.

Join the Official NSC Discord: https://discord.gg/8yTv5MR9H3





If the above steps don't work to solve your issue, the best way to get assistance is to open a Support Ticket on the NSC Discord: https://discord.gg/8yTv5MR9H3



To report a bug with the mod, you can file a new Bug Report on the NSC Discord: https://discord.gg/8yTv5MR9H3



If you'd like to make a donation for all of the hard work on this mod, you can click here to make a one-time or monthly donation via Paypal.[www.paypal.com]

We also have 3 monthly subscriptions on the NSC Discord that come with various benefits for those who would like to offer long term support.


Copyright 2025 T. Graham. This item is not authorized for posting on Steam except under the Steam account named CaptainX3. It is also not authorized to be posted on any other website EXCEPT the official NSC3 Github page. Copies of this mod found other than on this exact page or on the NSC3 Github page are stolen and unauthorized. All Rights Reserved.
Popular Discussions View All (10)
2
Nov 11 @ 7:42am
Cant Build Ship Classes even after building the grand shipyard
LîghtArrow0250
8
Nov 25 @ 10:23pm
There is no menu with mod settings
che-u-pin
5
Sep 15 @ 10:45pm
Any way to play NSC late game without other mods to lower fleet power?
Terran
18,844 Comments
CaptainX3  [author] 22 hours ago 
Broodje Rookworst - I encountered that twice yesterday while making them compatible with NSC - I had to delete the save game I was testing on and start a new game both times. No idea what the heck was going on there, seems to be a random vanilla bug.
Broodje Rookworst Nov 29 @ 11:53am 
Does anyone else have an issue with the infernal shipset not being loaded in properly?
crippencollin Nov 29 @ 3:27am 
any one else have ethics and civics causing compatability with NSC3?
CaptainX3  [author] Nov 28 @ 4:00pm 
MOD UPDATED!
CaptainX3  [author] Nov 28 @ 3:03pm 
Gameer4life - I'm working on the Infernals now, they're trickier due to the fancy animations.

The extra ship types are what the mod is based around... NSC stands for "New Ship Classes". I am always getting complaints that the extra weapons are unbalanced and the megastructures and starbase stuff is fluff that we shouldn't have - you're the only person who has ever complained about the new ship classes LOL.
Gameer4life Nov 28 @ 2:27pm 
I like all the added weapons from the mod, I like all extra weapons the ships get, I like the galactic mall, hospital and fleet headquarter. I love the expanded starbases but the extra ships types just seem like a hat on a hat. that's all. Also right now you have placeholder ships for the infernals and until that fix I wanted to turn off the ships types.
CaptainX3  [author] Nov 28 @ 9:46am 
Gameer4life - You can't just delete a single folder to remove the ships, you'd have to go through most of the mod's files and remove all references to each ship class to completely remove them from the game. Alternatively, you could edit the technology files to block the techs required to unlock the new classes, but you'd also have to make edits to other techs to make sure that you don't block yourself from getting the higher vanilla ships. For example, if you blocked the Battlecruiser tech, you couldn't get Battleships without also editing that tech in the files. Everything in Stellaris mods is tied together through multiple files in multiple folders, it's never easy to just simply delete something.

If you're not wanting to use the new ship classes, this might not be the mod you want, since that is its primary focus. But we have no one on the dev team with the knowledge and skills to create a new menu, so there's not much we can do about that.
CaptainX3  [author] Nov 28 @ 9:45am 
Wyccc - We're working on it, I'm hoping to have it done today.
Gameer4life Nov 28 @ 1:09am 
What folder do I delete to keep from using the ships in this mod? I miss the menu.
Wyccc Nov 27 @ 7:45pm 
Update please! without this mod, I don't want to open the game:steamfacepalm: