
A minor faction with historic ties to Tri-Tachyon Corp and a love of phase ships.
‘No Such Organization’ is an open secret, rebranding after the Hegemony destroyed the bases of the PHASEOPS 3rd Task Force in the end of AI Wars. Nowadays, they salvage available hulls and shove phase coils in them. These aren’t the clean R&D folks in sterile labs, these are soldiers, spacers, and technicians who want something that works NOW and are willing to make engineering compromises to make it work.
Download: No Such Organization – Phase ships v0.3.2
Requires:
Magic Lib
Recommended/Supporting:
Nexerelin with quick start and Diplomacy Profile
Commissioned Crew with a NSO bonus: Phase Logistics
Supporting Version Checker
Tenative support for Smuggler’s tricks: Tested, seems mostly compatible. See IonDragonX’s post immediately below for link.
Phase Field Save Fix 1.0 (by Histidine). Disables a call inside of the vanilla Phase Field hull mod that can sometimes cause a save crash.
Tentative support for Industrial.Evolution (whitelisting ships to allow the mod use). I don’t use Industrial.Evolution myself so hopefully someone can confirm it fully works, but it shouldn’t break anything.
Ships:
Changelog and Features:
Credits and Thanks:
Nia Tahl: Inspired to actually try modding after how comfortable the
Percale flew. Highly recommend! Also copied ScalarTech showcase mission (such a good idea). Thanks you very much!
PureTilt: Credit for the
basis of Precision Bombardment hullmod. Thank you!
IonDragonX: Thanks for showing me how to make a skin.
Sundog: Thanks for letting me base my armor regen hullmod on yours!
Tartiflette: Thank you for Magic Lib!
Histidine: Thank you for Nexerelin!
Unofficial Discord: Comments, recommendations and advice. Thanks.
Forums and Wiki: So very much information freely offered. At my peak, I think I had literally 200 browser tabs open to try to cross reference so much of the information that the community has authored. Thank you!
Thank you Alex and the rest of the StarSector team for the great game!
If there is interest, I might try to kitbash some more phase ships to fill out more roles, but mostly wanted to see if I could make enough ships to run a phase-only play-through a bit easier/more fun. The balance isn’t quite there yet and the credit prices are mostly just suggestions at this point. Feedback and interest welcome but patience and reasonable expectations asked.
Thank you!
Smugglers’ Tricks by Morrow
By changing Sensor Array hacking, your stealth runs become a lot more logical & successful. (No more beating your head against the Atzlan Comm Relay)

Questions:
1) Can I install it on an already in-progress campaign without Nex?
2) Does the faction still have planets and a faction profile without Nex?
These look amazing! Thank you!
Edit: I just noticed this is your first post on the Forum! Welcome aboard fellow Starfarer!
Noice. Just for everyone’s information: phase fleet play probably want to use the mod; to make stealth runs.
Thanks! Phase-only fleets is the niche these ships are meant to make easier, hopefully they assist folks.
Every time I’m ready to play Starsector one more vanilla expansion mod comes along and I got to comment on it and install it
Questions:
1) Can I install it on an already in-progress campaign without Nex?
2) Does the faction still have planets and a faction profile without Nex?These look amazing! Thank you!
Edit: I just noticed this is your first post on the Forum! Welcome aboard fellow Starfarer!
Answers:
1) It is my intent that this should work just fine without Nex/added to an in-progress campaign. The new ships might be a bit harder to find but should be around. The Ghoul, Pyre and Wight were added to the High Tech blueprint list so should be relatively easy to find/build, the others are rare blueprints so only drop by themselves at the moment. Additionally, all No Such Org ships should spawn in Tri-tachyon markets, due to the close relationship between Tri-Tachyon and NSO. The Poltergeist fighters might not spawn often without the NSO faction, but I can add them to Tri-tachyon as well for future updates.
2) The NSO planets and faction profile still spawn without Nex (just double checked).
I’m glad you like it so far and you’re welcome. If you have any issues/bugs, please let me know.
I’ve been playing off and on for years, finally decides that I had something worth saying on the forums.
Very small nitpick: I suggest you name the actual mod file No Such Org instead of Kayse Phase Ships. People might get confused when they look at their mod folders and can’t find this mod, especially if they’re vanilla flavour mod hoarders enjoyers like me with a mod folder that looks like this most of the time!
I swear on all that Ludd likes that I will eventually write some feedback about the content this mod introduces. The crowded envirorment will make it take a while tough
Re: Arcagnello: Good catch, I have renamed the v0.2 of the file to be a bit clearer (shouldn’t break saves since the underlying ids are unchanged, but would recommend removing the old folder just to prevent the game from potentially getting confused).
Everyone: Added a combat phase ship, the light cruiser Banshee. It’s not meant to be a powerhouse like the Doom (one Doom design is plenty, thank you), but rather something that can bully destroyers and smaller. It can briefly duel other cruisers, but expect to bleed armor in prolonged exchanges.
Edit: I’ve installed the mod mid-campaign and it works just fine, the Faction profile shows too but as you said the planets were not generated!

Updated with a minor polish release, v0.2.1.
Grim sprite improved. The coils are actually big enough to see without a magnifying glass, engines are a smaller.
Also added Commissioned Crews support, after slight badgering from TechPriest on the Discord.
The idea is that by standardizing the fleet around phase ships, phase ships might become marginally cheaper to maintain in supplies. Economy of scale, at a fleet level.
Might tweak the numbers if needed. Might lighten the colors if that’s hard to see on other’s screens.
Pushed a quick v0.2.2 to fix a spelling error. Oops.
I think you used hue/saturation adjustment to make these, fair enough I do that too, but I recommend that you copy things like the weapon mounts and the cockpit lights to a seperate layer before doing so to make sure those don’t get tinted as well

save crash everytime updated this mod….
Hmm, I just now cleared my mod and tried it from the download link, no crashes when I started up the game, logged into a campaign nor when I saved. I don’t think recreate the issue without more information.
Just to rule out some simple stuff, you should only use one layer of “No Such Org – Phase Ships” folders from the zip; depending on which tool you use to unzip the file, it might make a “No Such Org – Phase ShipsNo Such Org – Phase Shipsdata…” type structure (which is too many layers for Starsector). You should be able to go from Starsector to mods to No Such Org to data, each being a single layer of files. For me, my path to the data folder is: “D:Program Files (x86)Fractal SoftworksStarsectormodsNo Such Org – Phase Shipsdata”, but it may vary for you depending on your Starsector installation directory.
Secondly, did you delete the old mod folder when you updated the mod? It might have been called “No Such Org – Phase Ships” or “Kayse Phase Ships” depending on which version you had previously.
Finally, does the crash give an error or starsector.log which might point out why it was crashing?
I’m sorry that it wasn’t working for you. :/
great mod, one nitpick though
I think you used hue/saturation adjustment to make these, fair enough I do that too, but I recommend that you copy things like the weapon mounts and the cockpit lights to a seperate layer before doing so to make sure those don’t get tinted as well
Guilty as charged on the hue/saturation adjustment. I will try to separate mounts and lights to their own layers in the future (or when I update sprites in polish patches). I’m fairly weak at sprite art, so I’m trying to learn new techniques/processes to improve. Thank you for the tip.
fyi, Ghoul, Wight and Banshee are names that are already in use by other mods,
Thank you for letting me know (and I mean that honestly). I wasn’t aware of the magic Google Sheet with all of the previously used names until just now.
so you’ll have to find unique ones yourself.
With all due respect, but I really don’t have to. I will avoid using vanilla ship names (of course). My ship IDs have a mod specific prefix on the ship IDs to prevent any ID collision issues (of course), if someone were to load up two mods with “Ghoul” hulls. In the real world, there were two ships HMS Vampire, two ships HMAS Vampire; good ship names get reused.
Hmm,
X-Flu (which is on the magic sheet for Ghoul) hasn’t updated since 0.8.1. Plus Yui-chan on Discord is working on a Ghoul.
Neutrino Corp hasn’t updated since 0.9.1 although it looks like you are taking over for the mod (congratulations and good luck!). Maybe you could have simply asked instead of ordering me to change names.
Vayra has reserved Wight for a fighter for an unreleased commonwealth mod, plus Yui-chan on Discord is working on a Wight.
I will think on this and see if I have any better solutions. I might go with variants spellings, but don’t want to commit to anything rashly and have to change course yet again.