[PROGRAM] X Plugin Manager : V1.87 : 2024-01-06
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Joined: 31 Mar 2003
Posts: 39 on topic
Posted: Thu Oct 21, 2010 4:38 pm Post subject: pluginmanagerlite help
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hi all
I have been told to ask about my problem in here, so here goes
without going into a very long story my problem is that i brought the superbox and installed the game and i downloaded the cheatcollection-V1.60, but how do i install the spk file ?
Now please understand that i have spent hours and hours reading and trying to work this out before posting on this forum. In the game folder there is a folder with the pluginmanager already there but i cannot run this program because of error saying "app failed to start because its side by side config is incorrect
please could someone explain how to install the cheatpackage
thx for any help
Posts: 39 on topic
Posted: Thu Oct 21, 2010 4:38 pm Post subject: pluginmanagerlite help
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hi all
I have been told to ask about my problem in here, so here goes
without going into a very long story my problem is that i brought the superbox and installed the game and i downloaded the cheatcollection-V1.60, but how do i install the spk file ?
Now please understand that i have spent hours and hours reading and trying to work this out before posting on this forum. In the game folder there is a folder with the pluginmanager already there but i cannot run this program because of error saying "app failed to start because its side by side config is incorrect
please could someone explain how to install the cheatpackage
thx for any help
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no just tried that and still getting the side by side errorTrixX wrote:Get the 1.3 RC1 version of the Plugin Manager and you'll find it might solve the issue.
all i want to do is add money to start of the game
please could somebody just help me to do this, really i have spent hours trying to sort this out
just to re-cap after hours of trying this and that i just have the game installed
with all the stuff from bonus dvd which includes the pluginmanamgerlite
and thats it
how do i add more money to the game
again thx for any help
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side by side errors is missing or wrong windows dll files.stig12 wrote:no just tried that and still getting the side by side errorTrixX wrote:Get the 1.3 RC1 version of the Plugin Manager and you'll find it might solve the issue.
all i want to do is add money to start of the game
please could somebody just help me to do this, really i have spent hours trying to sort this out
just to re-cap after hours of trying this and that i just have the game installed
with all the stuff from bonus dvd which includes the pluginmanamgerlite
and thats it
how do i add more money to the game
again thx for any help
when u installed it, did u make sure u selected the option to install the redistributables ?
this is off by default, but should fix the side by side error when u install them
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Hi CycrowCycrow wrote:side by side errors is missing or wrong windows dll files.stig12 wrote:no just tried that and still getting the side by side errorTrixX wrote:Get the 1.3 RC1 version of the Plugin Manager and you'll find it might solve the issue.
all i want to do is add money to start of the game
please could somebody just help me to do this, really i have spent hours trying to sort this out
just to re-cap after hours of trying this and that i just have the game installed
with all the stuff from bonus dvd which includes the pluginmanamgerlite
and thats it
how do i add more money to the game
again thx for any help
when u installed it, did u make sure u selected the option to install the redistributables ?
this is off by default, but should fix the side by side error when u install them
A very big thx for your help all is working now, and i can't believe that with all the reading that i have done that i missed this bit
thx again
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Ill ask again
I'm kinda confused because soooo many scripts SCREAM in their thread about "YOU MUST DOWNLOAD THE EMP WARE blahblah", but then i always remember in this thread it states that "DONT DOWNLOAD ANY EMP, modmanager uses its own!".
Which is right? I trust the modmanager, but then why do nearly all major mods / scripts obsessively yell about EMP, if they know that the modmanager does it on its own?
Or is it that the mod manager only generates EMP stuff for the mods and scripts that are activated by the mod manager (hence, not the ones you manually copy)?

I'm kinda confused because soooo many scripts SCREAM in their thread about "YOU MUST DOWNLOAD THE EMP WARE blahblah", but then i always remember in this thread it states that "DONT DOWNLOAD ANY EMP, modmanager uses its own!".
Which is right? I trust the modmanager, but then why do nearly all major mods / scripts obsessively yell about EMP, if they know that the modmanager does it on its own?
Or is it that the mod manager only generates EMP stuff for the mods and scripts that are activated by the mod manager (hence, not the ones you manually copy)?
CPU: Intel i7 6300k RAM: 32gb GPU: nVidia 1070 6gb VRAM
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Not all mods need emp.
If its packaged as an spk, then you dont need to worry about it.
If its a zip or rar, then your not using Plugin manager, so you do need to install it separately if told to do so.
However, if you are loading multiple mods as false patches, and one of them uses EMP and is spk format, then plugin manager will have loaded EMP for you.
I wouldnt say its true that all mod authors know that plugin manager automatically loads EMP. It should be true, but I found out about that feature purely by accident. Not that it matters for me, I dont use it in my mods, so dont need it in my game.
By the way, please be careful about names.
Plugin Manager installs spk files. This is its thread.
Mod Manager is part of the X3Editor pack and allows the assembly and disassembly of cat/dat files.
Not the same thing at all, and using the wrong name will cause a lot of confusion and possibly a wrong answer.
If its packaged as an spk, then you dont need to worry about it.
If its a zip or rar, then your not using Plugin manager, so you do need to install it separately if told to do so.
However, if you are loading multiple mods as false patches, and one of them uses EMP and is spk format, then plugin manager will have loaded EMP for you.
I wouldnt say its true that all mod authors know that plugin manager automatically loads EMP. It should be true, but I found out about that feature purely by accident. Not that it matters for me, I dont use it in my mods, so dont need it in my game.
By the way, please be careful about names.
Plugin Manager installs spk files. This is its thread.
Mod Manager is part of the X3Editor pack and allows the assembly and disassembly of cat/dat files.
Not the same thing at all, and using the wrong name will cause a lot of confusion and possibly a wrong answer.
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I'm having lots of problems with the plug in manager. I usually install lots of mods in .spk format and hand install the .zip or .rar non mod manger mods.
How I go about this is I first install all hand installed mods first then all mods that change require a new cat dat entry. After that I install the spk mods from the mod manager. However if I choose to remove a hand installed mod it breaks the mod manager. The program then does not understand what is installed and what is not and lists all mods as not being installed. When I try to just reinstall them it claims they are all for the wrong game. When I ignore that and install them anyways and close the program it does not count them as installed when I reopen. This annoys me greatly. First this means that I have to uninstall my game and reinstall (installing from a DVD takes forever) it to remove the spk mods because I dont know what is in them to hand remove them. Which brings me up to another gripe.
I had decided to abandon your program altogether and just hand install as its easier for me to then know what mods write over witch ones and it easy to uninstall them. But there is no way to extract the data from the spk mods. This is really annoying.
What I ended up having to do was removing almost all of the data from my X3TC folders and install each mod separately and snuffle the files into folders for my reference to get at the data. This however did not always work because your program would not install one mod. Whenever I told it to install it it would put no data into the folders yet mark it as "installed". This whole process is annoying me now and I decided to complain and ask for some assistance.
How I go about this is I first install all hand installed mods first then all mods that change require a new cat dat entry. After that I install the spk mods from the mod manager. However if I choose to remove a hand installed mod it breaks the mod manager. The program then does not understand what is installed and what is not and lists all mods as not being installed. When I try to just reinstall them it claims they are all for the wrong game. When I ignore that and install them anyways and close the program it does not count them as installed when I reopen. This annoys me greatly. First this means that I have to uninstall my game and reinstall (installing from a DVD takes forever) it to remove the spk mods because I dont know what is in them to hand remove them. Which brings me up to another gripe.
I had decided to abandon your program altogether and just hand install as its easier for me to then know what mods write over witch ones and it easy to uninstall them. But there is no way to extract the data from the spk mods. This is really annoying.
What I ended up having to do was removing almost all of the data from my X3TC folders and install each mod separately and snuffle the files into folders for my reference to get at the data. This however did not always work because your program would not install one mod. Whenever I told it to install it it would put no data into the folders yet mark it as "installed". This whole process is annoying me now and I decided to complain and ask for some assistance.
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That would be the main reason why I dont use plugin manager for mods.
After you remove a mod, are you starting a new game ? Continuing an existing game after removing a mod is usually fatal, as its often impossible to remove everything created by the mod before you make that final save. Anything in the save when you restart with the mod, that needs the mod, will crash the game.
If you put the TC.exe in a temp folder, you can use that place to unpack spk's into. Then you can manually move them.
After you remove a mod, are you starting a new game ? Continuing an existing game after removing a mod is usually fatal, as its often impossible to remove everything created by the mod before you make that final save. Anything in the save when you restart with the mod, that needs the mod, will crash the game.
If you put the TC.exe in a temp folder, you can use that place to unpack spk's into. Then you can manually move them.
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apricotslice- Thanks for the info its proved quite useful I just hope the creator of the program comments on my topic soon.
Oh and no I dont even play a game while I am trying to make some mods work. This is how I do it:
I dont get the game for a long time so all the patches fix most of the bugs. Its also cheaper,
. Then I start by playing the vanilla game for a while to build up an understanding of what I think needs to be modded and changed. By the time im done with everything and have played it though enough mods have built up that I can start to choose what I want from whats out there. Then I add all the mods I want at once and start playing again but I dont play until all the mods I want are added and working properly together. That way All I need to do is update the mods or on occasion add a new one.
I really hope Cycrow will post on my comments.
Oh and no I dont even play a game while I am trying to make some mods work. This is how I do it:
I dont get the game for a long time so all the patches fix most of the bugs. Its also cheaper,

I really hope Cycrow will post on my comments.
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Seriously, it sounds like you are getting too complicated.
If your using that many actual mods, then you are much better off assembling your own mod.
So, create a temporary folder. Put the TC.exe in it. Use plugin manager to install everything into that folder.
Now create a unpack folder below that. For each mod, create a folder below that. Then use modmanager to unpack each cat/dat into its own folder. Ditto with zips and rars in to own folder, then unpack the cat/dats.
You now have a tree structure of everything you are trying to merge. And you can see relatively clearly where any potential problems will occur where 2 or more mods have the same file usage.
eg :
Temp modding
..unpack
...mod1
....mods
....scripts
....t
....types
....director
....objects
...mod2
....mods
....scripts
....t
....types
....director
....objects
...mod3
....mods
....scripts
....t
....types
....director
....objects
..director
..scripts
..t
..types
..objects
(The last 5 are the ones you get after you merge them all, the ones you drag into you new mod).
If all is well, you just do a lot of cut and pasting of each set of game files into the top temp folder, which puts all the t, scripts, director, etc over each other and merged in the right place.
Then you create a new mod file in modmanager, and drag each folder into it.
Voila ! New mod.
Its when mods contain the same files that you find problems occuring. And often you want notice it until you try to do the copy, and it asks you if you want to overwrite the existing file. And quite often, that is the only way to find conflicts in large mods. See which ones it tells you it needs to overwrite.
If those are difficult, then you need some modding skills, but everything to this point is basic file management using windows explorer, plugin manager and modmanager.
Btw, if you think that tree structure is complex, you dont want to see mine !
All my mods have their own folder structure, and I have a completely separate folder structure for other peoples mods I've downloaded to either look at, merge, or find out how they did something. I also have every patch fully expanded as well.
If your using that many actual mods, then you are much better off assembling your own mod.
So, create a temporary folder. Put the TC.exe in it. Use plugin manager to install everything into that folder.
Now create a unpack folder below that. For each mod, create a folder below that. Then use modmanager to unpack each cat/dat into its own folder. Ditto with zips and rars in to own folder, then unpack the cat/dats.
You now have a tree structure of everything you are trying to merge. And you can see relatively clearly where any potential problems will occur where 2 or more mods have the same file usage.
eg :
Temp modding
..unpack
...mod1
....mods
....scripts
....t
....types
....director
....objects
...mod2
....mods
....scripts
....t
....types
....director
....objects
...mod3
....mods
....scripts
....t
....types
....director
....objects
..director
..scripts
..t
..types
..objects
(The last 5 are the ones you get after you merge them all, the ones you drag into you new mod).
If all is well, you just do a lot of cut and pasting of each set of game files into the top temp folder, which puts all the t, scripts, director, etc over each other and merged in the right place.
Then you create a new mod file in modmanager, and drag each folder into it.
Voila ! New mod.
Its when mods contain the same files that you find problems occuring. And often you want notice it until you try to do the copy, and it asks you if you want to overwrite the existing file. And quite often, that is the only way to find conflicts in large mods. See which ones it tells you it needs to overwrite.
If those are difficult, then you need some modding skills, but everything to this point is basic file management using windows explorer, plugin manager and modmanager.
Btw, if you think that tree structure is complex, you dont want to see mine !

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Hi everyone. Ive got the superbox version installed and running on windows 7. Everything is great. One thing ive noticed with the plugin manager is that it loads some spk's but not all into the game. I tried to get the Race response fleets, Mars, medusa to name a few but they didnt show up in game,yet the plugin manager said they had been installed. Any reason for this?
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