Modifying .pck files using X3 Editor
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- Hairless-Ape
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Modifying .pck files using X3 Editor
I'm trying to modify one of the XML entries in a .pck file embedded in 04.cat. I have a lot of entries to change and I don't really like the text editor built into the X3 Editor,
so I'm using "Extract files" to get the .pck out of the .cat, then winrar to get the .xml out of the .pck. Then I can use an xml editor of my choice.
However, I don't seem to have any utility that will recreate the .pck from the modified xml.
What do you guys use to create the .pck file from xml ?
Thanks.
so I'm using "Extract files" to get the .pck out of the .cat, then winrar to get the .xml out of the .pck. Then I can use an xml editor of my choice.
However, I don't seem to have any utility that will recreate the .pck from the modified xml.
What do you guys use to create the .pck file from xml ?
Thanks.
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- Hairless-Ape
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Re: Modifying .pck files using X3 Editor
I'm using X3 Editor 2. It's just not clear how to create a .pcx from xml using this?
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Re: Modifying .pck files using X3 Editor
You can use the ModManager thats built into the X3 Editor 2 and create a new mod package file, and add your file into it. It'll be packed when it gets added.
then to use it in game, you need to either rename the packages files to use as a fake patch, or add it to the mods directory and select it from the launcher
while you can add the file back into the original package file, this can cause problems, especially with steam that will think the file is corrupt and redownload it again
then to use it in game, you need to either rename the packages files to use as a fake patch, or add it to the mods directory and select it from the launcher
while you can add the file back into the original package file, this can cause problems, especially with steam that will think the file is corrupt and redownload it again
Re: Modifying .pck files using X3 Editor
https://yapx.ru/v/L9N4uHairless-Ape wrote: ↑Tue, 20. Apr 21, 13:46I'm using X3 Editor 2. It's just not clear how to create a .pcx from xml using this?
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Re: Modifying .pck files using X3 Editor
There is no need to pack the file into PCK. XML takes precedence. Just put the XML in the SCRIPTS folder.
- X2-Illuminatus
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Re: Modifying .pck files using X3 Editor
That's not true for script files. In the scripts folder if there are two identically named files, one xml and one pck, the pck file will be loaded first. So either removing or renaming the .pck file is required.
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Re: Modifying .pck files using X3 Editor
I assumed that if I change the code and put the xml in the scripts folder, then the xml will be used and not the PCK.X2-Illuminatus wrote: ↑Wed, 21. Apr 21, 20:02That's not true for script files. In the scripts folder if there are to identically named files, one xml and one pck, the pck file will be loaded first. So either removing or renaming the .pck file is required.
It turns out that you need to delete the PCK file otherwise the xml will not be used ? Does this also apply to the SCRIPTS folder?
Last edited by alexalsp on Wed, 21. Apr 21, 20:18, edited 1 time in total.
- X2-Illuminatus
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Re: Modifying .pck files using X3 Editor
Correct.
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Re: Modifying .pck files using X3 Editor
Does this also apply to the SCRIPTS folder?
- X2-Illuminatus
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Re: Modifying .pck files using X3 Editor
What do you mean with "also"? I was specifically talking about the "scripts" folder.
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Re: Modifying .pck files using X3 Editor
pck files always take precedence over xml/txt file
Re: Modifying .pck files using X3 Editor
Thank you. Oh my God. It is necessary to reinstall all mods and delete similar PCK files, leaving only XML.X2-Illuminatus wrote: ↑Wed, 21. Apr 21, 20:35What do you mean with "also"? I was specifically talking about the "scripts" folder.
Re: Modifying .pck files using X3 Editor
it depends on the mod, but most scripts add files rather than replace them, so there wont be a matching pck file