
[PROGRAM] X Plugin Manager : V1.87 : 2024-01-06
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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- Joined: Fri, 10. Feb 06, 23:03
Hi Everyone - I have spent a lot of time chasing the issue that people have been reporting while using PM for AP (game not starting). I have noticed the following sequence always works for me.
Step #1 - Uninstall all custom packages from PM (except the 3 that come with it).
Step #2 - Clear out all custom .dat and .cat from previous PM sessions (if they are still present).
Step #3 - Install half of the total number of ships you plan to install. (Do not install any scripts yet).
Step #4 - Close PM and wait for the process to end (watch task manager).
Step #5 - The bug will now occur, you will only get a .cat file and no .dat. Delete the .cat.
Step #6 - Go back into PM and install the remaining ships and all scripts.
Step #7 - Shut down PM and wait for the process to end (watch task manager).
Step #8 - If you check your .dat and .cat, you should have two proper files. Now would be a good time to back them up.
Step #9 - Start the game and all should work.
I hope this helps, good luck.
Step #1 - Uninstall all custom packages from PM (except the 3 that come with it).
Step #2 - Clear out all custom .dat and .cat from previous PM sessions (if they are still present).
Step #3 - Install half of the total number of ships you plan to install. (Do not install any scripts yet).
Step #4 - Close PM and wait for the process to end (watch task manager).
Step #5 - The bug will now occur, you will only get a .cat file and no .dat. Delete the .cat.
Step #6 - Go back into PM and install the remaining ships and all scripts.
Step #7 - Shut down PM and wait for the process to end (watch task manager).
Step #8 - If you check your .dat and .cat, you should have two proper files. Now would be a good time to back them up.
Step #9 - Start the game and all should work.
I hope this helps, good luck.
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- Posts: 15
- Joined: Mon, 11. Apr 05, 14:58
Could you edit that download link, please?
There is another link do a download icon right behind the link to the installation file
Took me 5 min to notice that it's two links in that line and not just one refering to the .gif
There is another link do a download icon right behind the link to the installation file
Took me 5 min to notice that it's two links in that line and not just one refering to the .gif
Wenn Realität für dich das ist was du sehen, fühlen oder riechen kannst dann ist Realität für dich nichts weiter als elektrische Impulse interpretiert von deinem Gehirn!!!
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- Posts: 131
- Joined: Sun, 5. Feb 12, 16:02
Tried this adding two ships, the first one showed up in game however the HUD was glichy and i was unable to change cockpit views. The second ship didnt make it. I am seeing both cat and dat files when i install wonder why its not working for me.GR8_ONE wrote:Hi Everyone - I have spent a lot of time chasing the issue that people have been reporting while using PM for AP (game not starting). I have noticed the following sequence always works for me.
Step #1 - Uninstall all custom packages from PM (except the 3 that come with it).
Step #2 - Clear out all custom .dat and .cat from previous PM sessions (if they are still present).
Step #3 - Install half of the total number of ships you plan to install. (Do not install any scripts yet).
Step #4 - Close PM and wait for the process to end (watch task manager).
Step #5 - The bug will now occur, you will only get a .cat file and no .dat. Delete the .cat.
Step #6 - Go back into PM and install the remaining ships and all scripts.
Step #7 - Shut down PM and wait for the process to end (watch task manager).
Step #8 - If you check your .dat and .cat, you should have two proper files. Now would be a good time to back them up.
Step #9 - Start the game and all should work.
I hope this helps, good luck.
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- Posts: 5
- Joined: Fri, 10. Feb 06, 23:03
Were they older ships? I had to open my ships in the package explorer program to let them convert automatically. When i have seen the problem you are talking about before, it was usually ships specific.Tried this adding two ships, the first one showed up in game however the HUD was glichy and i was unable to change cockpit views. The second ship didnt make it. I am seeing both cat and dat files when i install wonder why its not working for me.
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- Posts: 131
- Joined: Sun, 5. Feb 12, 16:02
One was the Daedlas fighter m3 (spelling probibly wrong) this was the one with cockpit issues and is now invisible after trying again. The other was the Phoenix m1 this one wouldn't show up at all. I also added Apricots Hyperion and that one actually works. The other two still dont.
I converted all of them to AP using the packager still no luck
The PM is adding both cat and Dat files so i am not sure what the deal is.
I am having to delete cat/dat files repeatedly while reloading the xps's eventually the game will start for me with the above issues. Why Steam games are such a pain in the arse to mess with is beyond me, I hope XR isn't steam!
I converted all of them to AP using the packager still no luck

I am having to delete cat/dat files repeatedly while reloading the xps's eventually the game will start for me with the above issues. Why Steam games are such a pain in the arse to mess with is beyond me, I hope XR isn't steam!
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- Posts: 7
- Joined: Mon, 9. Jan 06, 22:05
First of all..........THANK YOU CYCROW!!!
I've enjoyed the X-Series quite a bit, and that increased with the use of your Plugin Manager.
Now the bad news.
I have Xplugin manager 1.41 (latest version), and I know the package creation wizard has been disabled, but I finally decided to try and create my own ships. Yes, I'm a noob at ship creation, but not at handling a computer with more than "pushing buttons".
so... the problem...
I use the package creator to build the ship package.
I install it to the plugin manager.
the plugin manager seems to slot everything properly (I've made sure all the paths are saved when I add the files to the PM)... except...
in the Tships file, it's not putting in the path/file info for the ship scene, or the cockpit scene, even though PM is installing the files where I told it to in the package.
If I use X3 Editor 2 to add that info to Tships, it seems to work just fine.
BUT... I'm using the Federation Prometheus 3-piece ship in the game with my saves right now, and it's throwing an exception error when I try to open Tships with X3 Editor (even though I can play the ship just fine in the game), because of an issue with 2 of the hull pieces for the Prometheus. This means I can't use X3Editor to change the Tships if I have the Prometheus installed, and I haven't figured out which part of the code I would need to change manually (without X3 Editor) yet.
I plan on looking into how to fix the exception errors manually, and I could restart my game without the prometheus since I've recently just reinstalled and started over, but I thought I'd give a shout out here for :
1) help with a possible fix.
2) to report the bug I came across.
I know the package creation wizard was disabled, but we used to be able to use the program without the wizard to make packages, so I was hoping there was a simple step I'm missing, or something.
Thanks in advance for any help you, or anyone in the community, can offer.
key info:
I'm using a Steam install of the game.
I'm running in Admin Mode on a Win7 64bit AND have changed the *.exe's to run in Admin Mode.
I've tried to create and add multiple ships, including just reconfiguring existing ships, but it seems that on creation of the ship package, the ships scene and cockpit scene info are not being "set up" for PM to install it correctly.
I've enjoyed the X-Series quite a bit, and that increased with the use of your Plugin Manager.
Now the bad news.
I have Xplugin manager 1.41 (latest version), and I know the package creation wizard has been disabled, but I finally decided to try and create my own ships. Yes, I'm a noob at ship creation, but not at handling a computer with more than "pushing buttons".
so... the problem...
I use the package creator to build the ship package.
I install it to the plugin manager.
the plugin manager seems to slot everything properly (I've made sure all the paths are saved when I add the files to the PM)... except...
in the Tships file, it's not putting in the path/file info for the ship scene, or the cockpit scene, even though PM is installing the files where I told it to in the package.
If I use X3 Editor 2 to add that info to Tships, it seems to work just fine.
BUT... I'm using the Federation Prometheus 3-piece ship in the game with my saves right now, and it's throwing an exception error when I try to open Tships with X3 Editor (even though I can play the ship just fine in the game), because of an issue with 2 of the hull pieces for the Prometheus. This means I can't use X3Editor to change the Tships if I have the Prometheus installed, and I haven't figured out which part of the code I would need to change manually (without X3 Editor) yet.
I plan on looking into how to fix the exception errors manually, and I could restart my game without the prometheus since I've recently just reinstalled and started over, but I thought I'd give a shout out here for :
1) help with a possible fix.
2) to report the bug I came across.
I know the package creation wizard was disabled, but we used to be able to use the program without the wizard to make packages, so I was hoping there was a simple step I'm missing, or something.
Thanks in advance for any help you, or anyone in the community, can offer.
key info:
I'm using a Steam install of the game.
I'm running in Admin Mode on a Win7 64bit AND have changed the *.exe's to run in Admin Mode.
I've tried to create and add multiple ships, including just reconfiguring existing ships, but it seems that on creation of the ship package, the ships scene and cockpit scene info are not being "set up" for PM to install it correctly.
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- Joined: Sun, 26. Feb 12, 14:12
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- Joined: Mon, 9. Jan 06, 22:05
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I've installed and used the plugin manager, then after hours of game I switched back to vanilla and when I switched to modified I found out all my savegames were the old vanilla ones, no trace of my modified savegames in both modified and vanilla folders
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The MOST likely answer to this one is that you didn't run the PM in Admin mode, which caused PM to be able to read, but not overwrite, the files within your Program Files folder.
you can right click and start the shortcut with "Run as Admin" every time, or you can open up Properties of the shortcut and select and apply the same option so it always starts in Admin mode.
If you're running in admin mode (in Win Vista and Win 7), then you should recieve a warning every time you start the program asking if you want to allow the program to make changes to your files. If you don't get that warning, then you're not in Admin mode.
either way, If your modified savegames arent in the PM's folder, then I don't believe you'll be able to recover them.
It's a bit of a pain, but I suggest copying and saving your savegames manually in a different location every so often to help avoid "disasters" like this.
I've installed and used the plugin manager, then after hours of game I switched back to vanilla and when I switched to modified I found out all my savegames were the old vanilla ones, no trace of my modified savegames in both modified and vanilla folders
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The MOST likely answer to this one is that you didn't run the PM in Admin mode, which caused PM to be able to read, but not overwrite, the files within your Program Files folder.
you can right click and start the shortcut with "Run as Admin" every time, or you can open up Properties of the shortcut and select and apply the same option so it always starts in Admin mode.
If you're running in admin mode (in Win Vista and Win 7), then you should recieve a warning every time you start the program asking if you want to allow the program to make changes to your files. If you don't get that warning, then you're not in Admin mode.
either way, If your modified savegames arent in the PM's folder, then I don't believe you'll be able to recover them.
It's a bit of a pain, but I suggest copying and saving your savegames manually in a different location every so often to help avoid "disasters" like this.
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- Joined: Sun, 26. Feb 12, 14:12
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- Joined: Sat, 10. Apr 04, 01:50
Has there been any changes to support 3.2? Does it need any changes?
EDIT: i mean X3-TC 3.2
EDIT: i mean X3-TC 3.2

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- Joined: Tue, 5. Jan 10, 00:45
I ran into an odd bug with plugin manager 1.41. I used it recently to install various mods and I manually installed XRM to play on TC. FOr this version, I did cheat a bit by changing the waresize of the Jumpdrive down to m. To get it to work, part of the instructions to get the updated tware file to work was to open plugin manager and close it again. Took a bit bit I got it to work for TC. Then the patch for Albion Prelude 2.0 came out so I went back to playing AP. Tried to install all the mods and stuff for XRM. Did the same thing, changed the waresize of the jumpdrive down to m. But for some reason I couldn't get it to work.
Eventually after multiple attempts to get it to register the new tware file, suddenly plugin manager stopped working. Whenever I try to load up both plugin manager lite, and advanced, it would just crash with a non-descript error message asking if I wanted to let microsoft know it crashed
So I uninstall plugin manager and reinstall it, PM still crashes. Eventually I go into the plugin manager folder and delete the plugin manager .dat file. Reinstalled PM, and not only does PM start working again, it loads the new tware file properly. Now I have no idea what happened to the program's dat file or how it got corrupted in the first place, but it was pretty unrecoverable until I manually deleted the dat file.
Eventually after multiple attempts to get it to register the new tware file, suddenly plugin manager stopped working. Whenever I try to load up both plugin manager lite, and advanced, it would just crash with a non-descript error message asking if I wanted to let microsoft know it crashed

So I uninstall plugin manager and reinstall it, PM still crashes. Eventually I go into the plugin manager folder and delete the plugin manager .dat file. Reinstalled PM, and not only does PM start working again, it loads the new tware file properly. Now I have no idea what happened to the program's dat file or how it got corrupted in the first place, but it was pretty unrecoverable until I manually deleted the dat file.
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- Joined: Sun, 15. Aug 04, 12:21
Hi Cycrow,
Sorry to bother you but I need a clarification...
I read some posts on this forum about the potential problems in using Plugin Manager and Albion Prelude together; it is recommended to extract the files directly without the use of PM precisely.
Now I wonder if you are using plugins such as Advanced Jumpdrive, Advanced Navigation, or Slipstream Drive (among other things, these are compatible with AP
Also the overrides commands
) that requires the addition of wares to Docks what I have to manually extract for the proper functioning of the plugins?
Let me explain...... what you need to extract from the content of the directory \required?
The WareManager I think so! What about PluginManagerLibraryScriptsAP
?
Thanks in advance!
Sorry to bother you but I need a clarification...
I read some posts on this forum about the potential problems in using Plugin Manager and Albion Prelude together; it is recommended to extract the files directly without the use of PM precisely.
Now I wonder if you are using plugins such as Advanced Jumpdrive, Advanced Navigation, or Slipstream Drive (among other things, these are compatible with AP


Let me explain...... what you need to extract from the content of the directory \required?
The WareManager I think so! What about PluginManagerLibraryScriptsAP


Thanks in advance!
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- Joined: Tue, 9. Mar 10, 15:12
Hello Cycrow,
First of all I wana say thnx. I know the work that goes into these and its much appreciated.
I figured Id ask these questions before hand to save the headaches.
Ive been using a few of your scripts (ie. cheats pack, salvage claim software, and SEWN) but I was looking at AppricotMappingService mod thinking about trying it out. I notice his mod has some features that overlap what these scripts do. So, Im wondering if you know whether his mod is compatible with these, and will it install using the PM?
If not, can I simply turn yours off for now (disable them), and try a new start using the AppricotMappingService mod, or will there be files that need restoring?
FYI: All of them have been installed using the PM. I havent used the scripts much yet in this play through but the script editer has been activated. The salvage claim and SEWN havent been used at all yet. I dont think this matters but I try to give any info that might help.
Along those lines, whats the best way to prepare myself for switching back from a mod like that if the 2 do conflict? Im assuming its just a matter of making a backup copy of certain files or is there more to restoring back to pre-mod?
I appologize if I missed this somewhere in the forums when I searched. In my defense, it is a rather extensive forum these days.
First of all I wana say thnx. I know the work that goes into these and its much appreciated.
I figured Id ask these questions before hand to save the headaches.

If not, can I simply turn yours off for now (disable them), and try a new start using the AppricotMappingService mod, or will there be files that need restoring?
FYI: All of them have been installed using the PM. I havent used the scripts much yet in this play through but the script editer has been activated. The salvage claim and SEWN havent been used at all yet. I dont think this matters but I try to give any info that might help.
Along those lines, whats the best way to prepare myself for switching back from a mod like that if the 2 do conflict? Im assuming its just a matter of making a backup copy of certain files or is there more to restoring back to pre-mod?
I appologize if I missed this somewhere in the forums when I searched. In my defense, it is a rather extensive forum these days.

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I spent 2 hours trying everything I could think of to get this to work but everything I did failed. When it installed it doesn't install the spk.dll it says bascially access denied with the options of abort, retry, ignore. There are other thing that do this but that is the first one and if I can fix that one it should help fix the other problems.
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- Joined: Sun, 14. Nov 04, 23:26
there can be 2 reaons your getting access denied.
first is that the system is already using the dll so its locked from being overritten.
this happens if you have any of the plugin manager programs running, which includes the game launcher in the systray
second is that windows itself is blocking access, as it goes into the system directory, which might be restricted
first thing to try would be a reoobt, as that would remove any locks on the file.
if that doesn't work, try forcing admin mode on the installer
without the updated spk.dll, none of the programs will function correctly
first is that the system is already using the dll so its locked from being overritten.
this happens if you have any of the plugin manager programs running, which includes the game launcher in the systray
second is that windows itself is blocking access, as it goes into the system directory, which might be restricted
first thing to try would be a reoobt, as that would remove any locks on the file.
if that doesn't work, try forcing admin mode on the installer
without the updated spk.dll, none of the programs will function correctly
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- Joined: Fri, 22. Dec 06, 13:35
The problem I'm having using X-universe plugin manager lite, I add the decoratory: C:> program files>steam > steamapps > common > x3 terran conflict > x3AB (application) and when I click run, its still opens up TC start menu screen when I want AB.
I tryed the drop down menu but it only lets me select TC.
I tryed the drop down menu but it only lets me select TC.
