X3 ModManager 0.0.8 - updated 3/11/2008
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
oh.. i just use the "add" button, select a few files and press "open" and then i get a window where i have to enter the path of the file and then i have to press "ok", and then the file(s) are added to the catalog.. ill have to try that drag'n drop thing..
is it possible to drag'n drop folders..? (so the files get packed inside the propper paths..?)
EDIT: i tried to drag files onto the opened modmanager window but i just get a sign wich means i cant place it there..
is it possible to drag'n drop folders..? (so the files get packed inside the propper paths..?)
EDIT: i tried to drag files onto the opened modmanager window but i just get a sign wich means i cant place it there..
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
Yes you can drag and drop into modmanager.
Just make sure where you drop, doesnt have a file underneath or it assumes your trying to add something to the file, not the cat. Expanded to full screen and dropping into a blank area of screen works for me.
Select no directory name, as the drag brings the directory structure with it.
Just make sure where you drop, doesnt have a file underneath or it assumes your trying to add something to the file, not the cat. Expanded to full screen and dropping into a blank area of screen works for me.
Select no directory name, as the drag brings the directory structure with it.
- Winter Dragon
- Posts: 1141
- Joined: Wed, 6. Nov 02, 20:31
txt files in dds folder, no pck?
I installed X3:TC, applied the 1.01 to 2.1 patch and then used X3 Mod Manager 0.0.8 to unpack 01.dat (well, it uses .cat doesn't it)
Point is, I watched it list /dds/*.pck files being unpacked to the 'dds' folder of the folder I specified. I made a new folder called "unpacked", separate from my TC install folder.
Anyway, I go to this unpacked folder, go to the 'dds' folder and find 2,461 text files, .TXT - not .PCK. In fact there isn't a single .PCK in the unpacked folder, and I unpacked all eight dat files using mod manager.
So, where are my PCK files?
Point is, I watched it list /dds/*.pck files being unpacked to the 'dds' folder of the folder I specified. I made a new folder called "unpacked", separate from my TC install folder.
Anyway, I go to this unpacked folder, go to the 'dds' folder and find 2,461 text files, .TXT - not .PCK. In fact there isn't a single .PCK in the unpacked folder, and I unpacked all eight dat files using mod manager.
So, where are my PCK files?
Last edited by Winter Dragon on Sun, 23. Aug 09, 12:14, edited 2 times in total.
Re: txt files in dds folder, no pck?
This looks like ModManager usage question, so I will merge.Winter Dragon wrote:I installed X3:TC, applied the 1.01 to 2.1 patch and then used X3 Mod Manager 0.0.8 to unpack 01.dat (well, it uses .cat doesn't it)
Point is, I watched it list /dds/*.pck files being unpacked to the 'dds' folder of the folder I specified. I made a new folder called "unpacked", separate from my TC install folder.
Anyway, I go to this unpacked folder, go to the 'dds' folder and find 2,461 text files, .TXT - not .PCK. In fact there isn't a single .PCK in the unpacked folder, and I unpacked all eight dat files using mod manager.
So, where are my PCK files?
I'd guess that the MM follows simple rules on unpack&rename. AFAIK, the compressed files do not contain the original filename, and thus MM has to use some extension. But not all files use the same format (there are text XML, MD XML, script XML, CSV-like ASCII, and so forth).
- Winter Dragon
- Posts: 1141
- Joined: Wed, 6. Nov 02, 20:31
Oh right, thankyou for merging my post to a more suitable place.
I did use the extra search feature - which I swear is broken.
'forum1' > X3 TC scripts and modding
'forum2' > english
'terms' > dds (also tried texture, and textures)
"your search query did not match any criteria, please try again." Whatever.
I did use the extra search feature - which I swear is broken.
'forum1' > X3 TC scripts and modding
'forum2' > english
'terms' > dds (also tried texture, and textures)
"your search query did not match any criteria, please try again." Whatever.
Last edited by Winter Dragon on Sun, 23. Aug 09, 12:29, edited 2 times in total.
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
- Winter Dragon
- Posts: 1141
- Joined: Wed, 6. Nov 02, 20:31
Indeed. Here's what I forgot to do:
dds files in dds folder (X3TC)
Under settings > File Handling > Extracting, there's an area with "pbd -> bod". Click the new button on the right side, and down the bottom are two fields separated by a "to:". Type "pck" in the left one and "dds" in the right one, then 'update'.
Now I've got dds files in the dds folder. Ta.
dds files in dds folder (X3TC)
Under settings > File Handling > Extracting, there's an area with "pbd -> bod". Click the new button on the right side, and down the bottom are two fields separated by a "to:". Type "pck" in the left one and "dds" in the right one, then 'update'.
Now I've got dds files in the dds folder. Ta.
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
ok tnx, but how to edit cockpit tships? Do u have some info about that?apricotslice wrote:Just try again. You shouldnt have any problems merging them, however, I think you will need to edit the cockpit tships and append the bsg ships on the end for it to merge successfully.
The mods themselves wont be causing a crash of modmanager.
Why u not add in ur APRICOT MERGE MOD, PSCO1's Cockpits? Not like that view?
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
I dont use cockpits myself, and its a contentious issue. Also, it makes updating for a new patch a major problem. And there are at least 2 more patches coming.
For tships, use notepad. Edit the cockpit file. Edit the bsg file. Cut the bsg ships from the bsg file, and paste to the bottom of the cockpit file. Then update the counter at the top with the new number of total ships. (existing plus the number of bsg ships). Save.
Use X3Editor to check that it worked.
For tships, use notepad. Edit the cockpit file. Edit the bsg file. Cut the bsg ships from the bsg file, and paste to the bottom of the cockpit file. Then update the counter at the top with the new number of total ships. (existing plus the number of bsg ships). Save.
Use X3Editor to check that it worked.
Tnx but i will try ur merge mode 2.03. Maybe i like it?apricotslice wrote:I dont use cockpits myself, and its a contentious issue. Also, it makes updating for a new patch a major problem. And there are at least 2 more patches coming.
For tships, use notepad. Edit the cockpit file. Edit the bsg file. Cut the bsg ships from the bsg file, and paste to the bottom of the cockpit file. Then update the counter at the top with the new number of total ships. (existing plus the number of bsg ships). Save.
Use X3Editor to check that it worked.
I like cockpits for space combat. For X3 is big - `cos not have.
One question. Is exist a mod of real damage of the ship after the loss of the shield, but before the explosion?
cannot install x3modmanager successfully:
unable to install x3modmanager correctly--- "error downloading msvcr and zlib1 Runtime from x2e_runtime: resolving hostname
you may try to download the file manually"
x3modmanager won't start up: "file not found: x3mmext.dll" but i see the x3mmext.dll fle in the mxmodmanager folder, in between x2fd.dll and the x3modmanager html help file
ps- i did install "C runtime and zlib1 library installation"
how do i choose the game version (x3:tc i'm guessing) in the settings dialgoue? or maybe i can't bc x3mm won't start.
any advice?
unable to install x3modmanager correctly--- "error downloading msvcr and zlib1 Runtime from x2e_runtime: resolving hostname
you may try to download the file manually"
x3modmanager won't start up: "file not found: x3mmext.dll" but i see the x3mmext.dll fle in the mxmodmanager folder, in between x2fd.dll and the x3modmanager html help file
ps- i did install "C runtime and zlib1 library installation"
how do i choose the game version (x3:tc i'm guessing) in the settings dialgoue? or maybe i can't bc x3mm won't start.
any advice?
SeagateBarracuda320GB 7200 SATA
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EVGA GeForce8800GTX 768MB
Intel Core2Duo E6600Conroe 2.4GHz
CORSAIR 2GB DDR2 SDRAM DDR2 800
WDRaptor 150GB 10,000 RPM
EVGAnforce SLI 680imobo
LIANLI PC-7B plus II MidTower
EVGA GeForce8800GTX 768MB
Intel Core2Duo E6600Conroe 2.4GHz
CORSAIR 2GB DDR2 SDRAM DDR2 800
WDRaptor 150GB 10,000 RPM
EVGAnforce SLI 680imobo
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- Posts: 671
- Joined: Fri, 12. Mar 04, 08:14
You should install the C runtime either to the same directory where you've installed X3MM or to the SYSTEM directory.pepperg wrote:cannot install x3modmanager successfully:
unable to install x3modmanager correctly--- "error downloading msvcr and zlib1 Runtime from x2e_runtime: resolving hostname
you may try to download the file manually"
x3modmanager won't start up: "file not found: x3mmext.dll" but i see the x3mmext.dll fle in the mxmodmanager folder, in between x2fd.dll and the x3modmanager html help file
ps- i did install "C runtime and zlib1 library installation"
how do i choose the game version (x3:tc i'm guessing) in the settings dialgoue? or maybe i can't bc x3mm won't start.
any advice?
Anyway, if you have X3 Editor 2 and you update to latest version via Internet, you don't need the ModManager anymore as there is the Cat Manager plugin which can do the same the ModManager can.
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- Posts: 671
- Joined: Fri, 12. Mar 04, 08:14
They are on top of the very same page as the ModManager: http://x3mm.doubleshadow.wz.cz/downloadDrwHem wrote:i cant find the link for C runtime and zlib1 library installation