Stellaris
((( NSC3 - Season 1 )))
Komentarzy: 18 485
Cap Buster Boogie 2 godz. temu 
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  [autor] 3 godz. temu 
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 4 godz. temu 
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  [autor] 9 godz. temu 
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 9 godz. temu 
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  [autor] 12 godz. temu 
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 13 godz. temu 
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 14 godz. temu 
@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 16 godz. temu 
Have NSC and UI dynamic enabled but the window to modify the price and build time for ships won't show up
Bing Chillin 17 godz. temu 
im pretty sure this is a mod issue, but i cant find where to build the Colossus anymore
My sorry behind thought *all* the vanilla reactors based on all the ships got buffed with a power boost... nope, just the NSC3 ship types and the starbases+defense platforms and their tier upgrade versions.

The mod team otherwise is doing amazing work as usual, but it feels like the Strike Cruiser could use *just* a little extra power not coming from the Aux Reactor components so I don't have to start teching *down* from T3 sublights and sensors tech, much less the weapons tech being downgraded as needed.
Tia 27 maja o 4:06 
For anyone who cares, I updated the Orbitals Outliner Icon Fix for the latest NSC3 and 4.x. Tested a bunch, looks fine. Available here https://sp.zhabite.com/sharedfiles/filedetails/?id=3368185157
CaptainX3  [autor] 26 maja o 17:16 
harvin_s_dhillon - I haven’t seen anyone report this, but I’ll check into it when I can.

AncientGatekeeper - I tested this a couple days ago, I was able to click on the slot and select any level of cloak, so I can’t say what’s happening on your end unless you’re using an NSC compatibility patch that hasn’t been updated.

For those of you who have greyed out ships - turn off all mods except NSC and UIOD and test to see if it’s working. If it is not working, follow the steps on this page to reset the mod. If it does work with only NSC, you have a mod conflict. I was testing things yesterday and this bug is not happening when I use only NSC and UIOD.
SUICIDAL POINTMAN 26 maja o 11:14 
battle cruisers . regular cruisers and explorers and dreadnoughts cant be bought or made at all
Tyraenez 26 maja o 7:20 
New Issue, I can't upgrade ship designs to their newest design, it just shuffles around my existing designs whenever i try to upgrade
Tyraenez 25 maja o 19:09 
Having an issue where i can't construct my explorer, its in the shipyard menu but always greyed out (I have all required materials)
Terran 25 maja o 13:18 
Doesn't seem to have a popup for NSC Settings at the start of a game (singleplayer). Regardless, thank you so much for keeping this wonderful mod updated!
AncientGatekeeper 25 maja o 9:57 
So on the issue with the science component, if i toggle the auto fill option it fills the missing slot.
harvin_s_dhillon 25 maja o 9:44 
I know PDX only just fixed Bio Offspring Ships not appearing as of 4.0.13 (except Weaver ones) but NSC3 reverts this fix it seems.
CaptainX3  [autor] 25 maja o 2:53 
Hebrux - That’s a vanilla bug that Paradox supposedly fixed a couple updates ago. We can’t edit or modify that function.

AncientGatekeeper - Yeah, we’ve gotten dozens of reports of Steam not wanting to update files properly. Might need to unsub/resub several times.
AncientGatekeeper 24 maja o 23:39 
I'm still having an issue with "Fixed a bug where the Explorer didn't have the slot available to equip a cloaking device."

Should I resubscribe to the mod?
Hebrux 24 maja o 17:19 
Explorer ship classes are just Explorer in the shipyard menu.
Need a way to differentiate between different explorer classes
CaptainX3  [autor] 24 maja o 13:43 
Omniscronchulon - Not that I know of, NSC is the only mod I have time to maintain these days.
OMNISCRONCHULON 24 maja o 13:14 
Is there a submod that disables the starbase modifications? I like the defense stations and fortresses, but not the unholy amount of building and module slots on starbases.
Nightbane ︻芫 —— 24 maja o 9:23 
That’s okay, was just curious. Thank you so much!
CaptainX3  [autor] 24 maja o 9:16 
Nightmare - All that does is allow you to modify what’s on the ship, it does not add weapons and such. That requires a lot more work.

We don’t have any plans to make the Explorer aux components available on the science ship, that would kind of defeat the reason for the Explorer to exist.
Nightbane ︻芫 —— 24 maja o 9:04 
And will that do just the armour/shield etc, or does that allow weapons too?

And is there a way to get the explorer Aux components to work with the science ship? Or will it just be the vanilla stuff?
CaptainX3  [autor] 24 maja o 8:40 
Nightbane - Sure. In the common/ship_sizes folder, there is a file called 00_ship_sizes.txt. This file contains the main combat ships and civilian ships in the game. You'd want to edit the file in NSC since we overwrite vanilla

Civilian ships start on line 1188 with the Constructor. For any ship you want to design, simply scroll through their code block and remove the line that says "is_designable = no" and that's it.
Nightbane ︻芫 —— 24 maja o 4:05 
@CaptainX3, do you know how to do it?

I’m not too familiar with the coding of game
一天五顿饭 24 maja o 2:59 
I have located the problem, I add a new mod today. Nvm, have a nice day
CaptainX3  [autor] 24 maja o 2:55 
一天五顿饭 - No, I didn't even touch the Juggernaut files.
一天五顿饭 24 maja o 2:52 
Thanks for the mod, just one quick question. Did Juggernaut change in the 23rd update? Beause it only has one slot in my new game, instead of original four.
CaptainX3  [autor] 23 maja o 21:02 
hallsean081 - Thanks for the info!

zuozuozuo - I don’t know, I would need a lot more information to be able to answer your question.
CaptainX3  [autor] 23 maja o 21:02 
Nightbane - It is possible to equip/modify civilian ships with a simple change of one line of code, however we used to do this and people asked us to stop because they didn’t like having all of the civilian ships shown in the ship designer, and it caused them to stop auto upgrading and people didn’t want to have to keep refitting them manually.
Nightbane ︻芫 —— 23 maja o 12:00 
I apologise if this has already been asked, but is there a way to modify civilian ships, or if its something that is/will be included in this mod?
hallsean081 23 maja o 6:32 
https://sp.zhabite.com/sharedfiles/filedetails/?id=3408887903&searchtext=More+Ship+Sections Was causing me problems with getting my bio Juggernaut and Colossus. Because apparently, the coding for the bioship versions is different. Nevermind that I still got my Titans just fine. But I am kind of avoiding things that give more ship sections for the time being. The problem was NOT NSC. I just made a comment on it here after running my Bioship run and I couldn't build my Juggie.
zuozuozuo 22 maja o 22:33 
Why is NSCMOD not working in my game
kequilla 22 maja o 6:22 
Good to hear. I was hoping to stick Large autocannons on them for close defense while keeping them at carrier range.

Dream idea is to have the swarmers be given a component slot that has unique "fleet receiver" items, while the interceptor be a "transmitter."
CaptainX3  [autor] 22 maja o 4:45 
For whoever has ships greyed out - the last person who reported this bug ended up having a mod conflict, it was some mod adding new ship sections I believe.

Ghost_Dance - That shipset was included in NSC until the author updated their copy on the Steam workshop, it’s called the Machine Shipset (look for a lot of purple in its image).

kequilla - We’ve already added a weapon to test this new feature, it’s on the strike cruiser and called the Hyperdrive Scrambler or something similar. That weapon actually stops enemy ships from jumping out rather than supporting anything, but we are planning a new support ship for Season 2 that will utilize this. Nanite ships are on the Season 2 list too.
Anthony Maunder 22 maja o 0:21 
I cant build any flagships or dreadnaughts. the ships are grayed out in grand shipyard
Ghost_Dance 21 maja o 17:55 
Maybe noob question but are all the ship sets in the mod images here included in the mod? There are some cool human industrial looking ones that sort of look like Halo I'd love to use, but can't seem to find.
kequilla 21 maja o 15:22 
Also nanite ships could use some love.
kequilla 21 maja o 6:42 
The biogenesis dlc added a kind of weapon that adds a debuff or buff to friends and foes. Will you be integrating this new support weapon type in the new ship classes?
xia05106 20 maja o 23:43 
I'm not sure if there is a mod clash that caused this...... my manager jobs are broken. these jobs appear in the "expert" list, but I can't assign any population to fill those jobs. Also, whenever I upgrade the admin building, it automatically creates the same amount of unemployed experts as the number of available manager jobs----still without filling those.
AprilCantAim 19 maja o 11:37 
Anyone else having issues with the Grand Citadel crashing the game?
CaptainX3  [autor] 19 maja o 9:49 
Xefanro - I didn’t even think about Enclaves building them, I’ll check into this.

Angelis Mortis - I was just doing testing on the mod last night, there are no issues with the Strike Cruiser when I used only NSC and UIOD. Either your mod files have not been properly updated by Steam (has been happening a lot) or you have a conflict somewhere.
Xefanro 19 maja o 8:15 
I noticed a bug with Explorer ships and mercenary enclaves. Can mercenary enclaves be blocked from building explorer ships please?
Angelis Mortis 19 maja o 4:33 
Strike cruiser equipment is borked. Hyper-drive appearing in reactor spot. Placeholders for turrets. It's just the Strike Cruiser so far (only unlocked up to battleship). All other ship classes seem fine so far with the exception of the already mentioned low power reactors issue once you hit Battleship.
CaptainX3  [autor] 18 maja o 10:43 
BlackSwordsman - The Mod Menu was removed in the 4.0 update. We'll probably design a new one sometime in the future.
BlackSwordsman 18 maja o 5:09 
hello just a quick question in the prior versions of this mod at the start of a new game there was a windows prompt for upkeep of ships and megastructures and in this last version there isn't one and neither is there something in the edicts tab ? is there something wrong on my side or is that option just non existing in this new version ?