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None of my mods are working.
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riddler251





Joined: 19 Jul 2011
Posts: 13 on topic

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PostPosted: Sun, 4. Mar 12, 10:22    Post subject: None of my mods are working. Reply with quote Print

Ok, so I used mods in X3:R; however, since I am through steam I get AP for free so I have been playing it. I was trying to add some mods to my game, such as Prospector. I used the latest Plugin Manager for AP but my mods are not working in game. Any thoughts?

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SpaceAcid





Joined: 07 Feb 2012



PostPosted: Sun, 4. Mar 12, 10:44    Post subject: Re: None of my mods are working. Reply with quote Print

riddler251 wrote:
Ok, so I used mods in X3:R; however, since I am through steam I get AP for free so I have been playing it. I was trying to add some mods to my game, such as Prospector. I used the latest Plugin Manager for AP but my mods are not working in game. Any thoughts?


sometimes & not always it's just a simple matter of changing the engine version # in the xml script.

should be one at the top & another hidden near the bottom so do a search
in your text editor for the tag <engineversion>

make sure it looks like this:

<engineversion>44</engineversion>

I breathed life back into a few old reuinon modscripts I really like
this way ..killroids & asteroidrelocater I think.

change your name to Thereshallbewings and run reinit scripts from inside
the script editor & you should now see the enabled mod script in the lists
of scripts ready to run
_____________________

note:
_____________________

It goes without saying backup your xml before fidling & dont save
in game until you are sure it works.

so if we all hear a deep ((Bo0OM)) coming from off in the distance
we can presume your pc exploded because something went wrong
while fidling with old outdated code.

in which case don't contact me.. so try at your own risk!

*snicker*

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Jack08





Joined: 25 Dec 2005
Posts: 2234 on topic
Location: Australia
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PostPosted: Sun, 4. Mar 12, 11:26    Post subject: Reply with quote Print

riddler251, are you trying to install X3:R Scripts into X3:AP?

If so it wont work, or you have to do the slow and aganising task of changing the version number of every script in the package as SpaceAcid said above..

Try installing scripts for TC/AP insted, there is a TC/AP version of Prospector somewhere.

Also, Ensure you run the plugin manager as administrator (if you have UAC Enabled)

and make sure the plugin manager is set to modified mode, and not vanilla mode.


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jack775544





Joined: 13 Dec 2011
Posts: 771 on topic
Location: On the bridge of a Xenon CPU ship (Australia)
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PostPosted: Sun, 4. Mar 12, 12:29    Post subject: Reply with quote Print

When installing some of Lucike's scripts as zips using the the plugin manager they might not work for some reason. Try either installing the scripts by manually unpacking them directly into the directory or by unpacking the script and creating an .spk package yourself.

Yes, I do know this from personal experience.


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"The greatest trick the devil ever pulled was convincing the world he doesn't exist" - Charles Baudelaire
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riddler251





Joined: 19 Jul 2011
Posts: 13 on topic

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PostPosted: Sun, 4. Mar 12, 22:24    Post subject: Reply with quote Print

As to the mods I am installing, all are AP versions of the mod. I am running the Plugin Manager in Admin. I will try manually installing them. I am thinking it might be an order in which I am installing Prospector itself.

I tried installing the Command pack he requires first, then running the game and after which, installing Prospector. I will try it again, I might uninstall The Bonus Pack first though.

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SpaceAcid





Joined: 07 Feb 2012



PostPosted: Mon, 5. Mar 12, 04:38    Post subject: Reply with quote Print

Quote:
jack775544

When installing some of Lucike's scripts as zips using the the plugin manager they might not work for some reason. Try either installing the scripts by manually unpacking them directly into the directory or by unpacking the script and creating an .spk package yourself.


As jack stated above you should in most cases always pack them yourself.

I wouldn't ever recommend using any existing mod spk's
without unpack exploring them all indevidualy first anyway
to ensure there isn't a conflicting #.cat-dat or xml that will
overwrite other mods you may have previously installed.

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jack775544





Joined: 13 Dec 2011
Posts: 771 on topic
Location: On the bridge of a Xenon CPU ship (Australia)
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PostPosted: Mon, 5. Mar 12, 10:08    Post subject: Reply with quote Print

it has to do with the weird way that Lucike packages his scripts. In his zip archive there is 4 folders, scripts, t, scripts.uninstall and scripts.delete. Because of the folders scripts.uninstall and scripts.delete which are not recognised by the plugin manager (as they are not normal game directories) the plugin manager stuffs up when installing them. GENERALLY, when installing zip's using the plugin manager, you don't have any errors when trying to install a script.


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