[PROGRAM] X Plugin Manager : V1.87 : 2024-01-06

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22438
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow »

TheAtma wrote:When I first installed this app, I was able to install 4 packages.
Now I'm only able to install one.


It'll say "1/1 Available plugins" and anything that I install will overwrite the existing plugin. How can I change this? How can I install multiple plugins rather than being limited to one?
no idea y it wouldn't let you install more than one.
which packages are you trying to install ?

what happens when u install another, does it replace the list, or does it just not appear at all ?
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22438
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow »

paulms1980 wrote:cycrow ur the man! im using your old script manager, does this 1 overwrite the old 1 or will i need 2 re-install all my scripts after and fake patches?
just start using the new one, it should adjust the already installed packages just fine
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22438
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow »

Sorkvild wrote:Hola, I have a small question. There's a really cool stript bundled with Plugin Manager - addship. I use this scripts to add some unique ships (prototypes or Hyperion) to their respective shipyards.
When I added Hyperion to Paranind Prime shipyard I was hoping to have this ship only available in Paranid Prime, actually this script makes this ship available in all paranid shipyards :/
Same thing with prototype ships. I want to have Eclipse Proto. available only in Argon M148 SY, not in all Argon shipyards.

So how do I add one ship to specific one shipyard ? Is this possible with plugin managers scripts ?
the scripts were only really made to add them to all shipyards. Adding to a single one is actually alot easier to do.

u could just use the cheat scripts to add to specific ones, or create your own script to do it
User avatar
AtomicDryad
Posts: 209
Joined: Sat, 19. Jan 08, 01:04

Post by AtomicDryad »

Apparently after you install the new plugin manager, accidentally running the old one results in PLUGIN MANAGER HOLOCAUST, which means neither old nor new admits to any plugins being installed (such as the 20 I have going in my game....)

I wrote a perl script to compare the new stuff in scripts/ with matches spktool finds in my download directory. Then I deleted the extra .dats, the pluginmanager directory, and reinstalled the list of mods from scratch.

....now it CTDs when loading a save claiming corruption.

[snip tldr]

But that was due to a missing '+1' in a mod merging script I was working on right before oldXPM and newXPM had their spat. Whoopsie!

Btw, Is there a debugging option that will make the game spit out something more useful than 'lol error save corrupt BLARGDEAD' ?
StormRazor52
Posts: 74
Joined: Sat, 9. Jun 07, 19:19
xr

Post by StormRazor52 »

Hi Cycrow, not that you don't already have your hands full with the plugin mangager but will you be also in the future updating the ship editing program that came with the old manager? The program made it so easy to edit different stats on any ship I loaded. But great work on the New Mangager, for it is working fine for me. Thanks for your time.
paulms1980
Posts: 933
Joined: Fri, 5. Mar 04, 17:23
x3tc

Post by paulms1980 »

cheers dude! just install the new 1 over the old skool 1 then and magic all works?
do i need to put the plaugin manager in patching mode or anything?
LarryBurstyn
Posts: 295
Joined: Sat, 19. Nov 05, 19:26
x4

Windows7 Problem

Post by LarryBurstyn »

Okay using this to add ships. Some ships show up some dont? Probably a problem with the XSP file.

Working on mod of gamestarts but cannot find the Tships file that PM creates. It does not seem to be a dat/cat file in the X3TC folder. Look in types and the only file in there was a Tware. Made both folders reveal hidden files--still not there.

Finally found the Tship file that PM creates (I think) in the types folder but it is hidden for iexplore?? Is there a program to unpack the "HIDDEN" pck files that are created by PM? ALso noted that PM creates hidden "not there" dat/cat files for spk's that have dat/cat files. I find them with Xmod program but not with iexplore????

Basically I just wanted to add one of the ships added by PM to my gamestart.
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22438
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow »

i dont know y the file would be hidden, it just creates a normal TShips file in the types directory, doesn't hide it or anything.

if you want to use custom ships in a game start, u can do it via a script, use the PM's scripts, getship, to get the ship you want

Just use the id of the ship thats in the XSP file, this is usually the one found in TShips as well
LarryBurstyn
Posts: 295
Joined: Sat, 19. Nov 05, 19:26
x4

Post by LarryBurstyn »

Cycrow wrote:i dont know y the file would be hidden, it just creates a normal TShips file in the types directory, doesn't hide it or anything.

if you want to use custom ships in a game start, u can do it via a script, use the PM's scripts, getship, to get the ship you want

Just use the id of the ship thats in the XSP file, this is usually the one found in TShips as well
As I was saying I am using the file director\start in a cat/dat file to make a separate gamestart (actually replacing one that is in the start file). For that I need the id of the ship in the TShips. But the TShips file is a pck file--when I open it, it just looks like jibberish--I need to look at the file unpacked and I don't know how to do that since WinZip does not unpack it. And in id of the ship in the XSP file is also jibberish since I don't have a unpacking program for XSP files either.

edit--ok thought when I got the error message --invalid directory--with ship creator that it would not go further. This time tried using it and I opened the file and got the name of the ship I wanted to add. (deleted a few lines that now are not needed).

Actually having the same trouble with the Tware files in that they are also pck and I want to add SCS and trading extension onto the ship.
Ashitaka-san
Posts: 82
Joined: Sun, 28. Aug 05, 01:36
x4

Post by Ashitaka-san »

Cycrow,

I'm having a bit of a problem trying to load the Lower Poly Asteroids v2.04 with your Manager Lite 1.10. Whenever I try to load it up into Terran Conflict, I get the following error:

Error opening [file location] Invalid package file

Although this package file is from X3 Reunion, it is listed as compatible for Terran Conflict. Any idea what may be causing this problem?

I am using the Steam version of Terran Conflict, if this makes a difference.

Thanks for your help.
Igor.tverd
Posts: 266
Joined: Sun, 5. Oct 08, 10:06
x3ap

Post by Igor.tverd »

Open this package with old Spk explorer, extract it and repack it with old package creator as X3TC compatible.
Fantasy is the impossible made probable. Science fiction is the improbable made possible.
LarryBurstyn
Posts: 295
Joined: Sat, 19. Nov 05, 19:26
x4

Pck Files

Post by LarryBurstyn »

Is there any way to get a look at the file(s) created by PM? They are in PCK format and I cannot seem to find a program that will unpack them. I want to use some ship extensions and products on ships in my own gamestart but cannot seem to find anywhere where the "official" name for the extensions and products are kept. I want the wares/extensions on the ship(s) when the game starts so I don't have to add them using the "cheat" scripts.

Example I figured out that SS_WARE_TECH213 is the official name for Engine Tunings. (Figured that out by looking at other gamestarts). And some of the others are easy to figure out when I use X3 Mod on the old Tware* files in the cat/dat files. Is there any list of what Tech ??? is what product. But the X3 Mod Manager program will not open the TWare?.pck files in the Type folder that PM uses (error message says bad data in file).

Is there any way to use director/start file to run a script automatically when you pick a gamestart choice?
User avatar
Liath
Posts: 190
Joined: Sun, 25. Dec 05, 08:16
x4

Post by Liath »

Hey Cycrow,

I've been using XPM for a good while now, and there is one feature that I think would be absolutely freakin' awesome, and have always wanted.

Could you make it to where the SPK has fields for mods that list the files edited, so that say, if I release a mod that edits say, TBullets, and another mod does as well, and we both properly filled out the fields, the PM would show a possible conflict between the plugins?

This would be immensely useful for the modders, since they will no longer have to keep as long of a list of 'compatible mods', and will reduce the number of end-user issues.

Just a thought, hope it is feasible and could be made part of the standard!
X games - addictive as heck. Always something to come back to.
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22438
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow »

its already a planned feature

however, it'll work slightly differently, u wont have to enter any information at all about compatability, the pm will be able to detect it automatically.

this will most likly making it into 1.3.

1.2 full version should be available fairly soon, the last beta is almost done now
User avatar
Alee Enn
Posts: 2575
Joined: Sat, 28. Mar 09, 16:03
x4

Post by Alee Enn »

Hi Cycrow,
I have a question, are there any plans for a Linux compatible Plugin manager ?

If/when a Linux version of TC ever happens, I will switch to playing that, but will miss not using my favourite scripts which are all spk.
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22438
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow »

the spk librarys are currently compatable with linux, and i will release linux versions of them.

it wont be the full plugin manager, but they can do everything the plugin manager can do, just without the gui

eventually i will most liky build a linux gui for it as well
User avatar
Alee Enn
Posts: 2575
Joined: Sat, 28. Mar 09, 16:03
x4

Post by Alee Enn »

YAY, Thank-you.
stygia
Posts: 5
Joined: Thu, 11. Mar 10, 16:58
x4

cant download?

Post by stygia »

was trying to download this file after having some issues with xplugin manager from older posts, but when i click doownload I get a pop up tellin me server has reset? I tried to just run the file, as well as save the file eitehr dont seem to work
collecterking
Posts: 1
Joined: Thu, 11. Mar 10, 17:54

missing something

Post by collecterking »

I did everything listed. open the script editor. and i can see your scripts in the editor. but no menu and i'm totally blank on scriting. any help
arkhiel
Posts: 45
Joined: Fri, 24. Jul 09, 11:04

To add an XSP ship into a Cat/Dat

Post by arkhiel »

Adding an XSP ship to a cat/dat...
How does it work indeed ?

I can extract the files from the xsp into a fake x3 directory, put those files into a cat file, but then they don't work.

I guess they need a t-ship in that case, but i don't know how to get the ship info into the t ship as it doesn't have an own t ship.

EDIT:
It seems that there is some form of t-ship in xsp , but it needs to be extracted with ship creator instead of extracting it as an install.


{Essentially a question about xsp-format and Plugin Manager. Merge. jlehtone}
Last edited by arkhiel on Thu, 11. Mar 10, 20:31, edited 1 time in total.

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”