If anyone's home, there's a compatibility issue with Starsector+.
You need null checks for the result of getShield() on line 19 of data/weapons/beam/NovaBeamEffect.java and line 61 of data/ai/weapon/NovaDischargerAutofireAIPlugin.java to account for people installing Shield Bypass on the Abraxas with SS+. I just added a short-circuit.
public void advance(float amount, CombatEngineAPI engine, BeamAPI beam)
{
ShieldAPI myShield = beam.getSource().getShield();
if(myShield != null && myShield.isOn()) {
myShield.setActiveArc(myShield.getActiveArc() * (1 - beam.getBrightness()));
...
Great mod. Plays completely differently from anyone else, which is awesome.
By the way, I think the fuel costs for the capitals are unreasonably exorbitant and make them effectively unusable in practice. Abraxas uses 50/ly, which is absurd. Apocrypha/Voidreaver have 20/ly which I think is barely reasonable even if one of your faction's weaknesses is fuel inefficiency. For comparison the highest among vanilla capitals is 10/ly except for Onslaught, which is 15/ly; among vanilla cruisers, 3/ly except for Dominator, which is 5/ly. I took a quick look through my other installed mods and the highest cost in any class that I saw (that wasn't on an intentionally imbalanced ship) was a Mayorate capital at 20/ly. I'll leave it to the balance experts since I'm pretty new, but my suggestions would be 24/ly for Abraxas, 18/ly for Apocrypha, and 12/ly for Voidreaver, which are still 50%+ greater than other ships in their class, but makes them a viable (and expensive) choice in fleets. The other ships are pretty high too, although most of the problem there is that the Seraph is both a vital support ship and a tug, and often you don't really need a tug but are forced to eat the 9/ly.
Shalom is also 40/ly but I guess it's not really a ship you'd have in a player fleet, and 40/ly sounds pretty reasonable for a flying habitat.