[PROGRAM] X Plugin Manager : V1.87 : 2024-01-06
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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- Joined: Tue, 13. Oct 09, 17:43
Soooo... Cycrow. Is there still no word or support for the "import ship from Mod" function?
No matter which of many mod / .cat files I try, they all say "there was a problem trying to load the mod file".
Obviously we are all so extremely grateful for your work, and have no reasonable right to expect anything, but I would think this is a pretty important and commonly desired function by so many, to be completely abandoned. Did you run into some insurmountable problems with it? What changed from the old days when it worked fairly well?
No matter which of many mod / .cat files I try, they all say "there was a problem trying to load the mod file".
Obviously we are all so extremely grateful for your work, and have no reasonable right to expect anything, but I would think this is a pretty important and commonly desired function by so many, to be completely abandoned. Did you run into some insurmountable problems with it? What changed from the old days when it worked fairly well?
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- Posts: 251
- Joined: Tue, 13. Oct 09, 17:43
Really??? Hmmm... that is extremely interesting... I get the same error trying to use this function on three different computers I try, and a laptop as well.Cycrow wrote:The main problem i have is that i cant reproduce the problem as it works fine for me.
unfortuatlly i've not had alot of time to really look into
The mods I'm trying to use the function for are:
http://forum.egosoft.com/viewtopic.php?t=251965
http://forum.egosoft.com/viewtopic.php?t=321836
http://forum.egosoft.com/viewtopic.php?t=204348
(http://www.mediafire.com/?74d8f9kc66o8977)
Completely understand and relate about the time issue. It would be interesting though to know why it is doing that... I'll keep an eye out in case it comes up.
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- Moderator (Script&Mod)
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thats what makes it difficult to find.Ameer Nuub wrote:Really??? Hmmm... that is extremely interesting... I get the same error trying to use this function on three different computers I try, and a laptop as well.Cycrow wrote:The main problem i have is that i cant reproduce the problem as it works fine for me.
unfortuatlly i've not had alot of time to really look into
i dont know why it seems to randomly work on some and not others
if i get chance i will check it with those mods
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- Joined: Tue, 13. Oct 09, 17:43
If you happen to get a minute, that would be awfully kind of you, but I know how it is. If there is just something wrong with those particular .cat’s, then I’ll just give it up.
I’ve been trying for a year now to make .xsp’s out of mod ship files manually myself, and am doing everything I understand to be correct (correct .bob / .bod references from ship data file imported from the mod and the text versions of the .bob / .bod files themselves, .dds files, text and ship ID’s) but I can’t get the ship name to show up in the spawn list, and I can’t figure out why. I’ve been scouring the tutorials and I see things on why you might get “invisible” ships, black ships, etc. but nothing on what I’m describing, or at least in a way that I recognize is what I’m describing.
This is a link to an .xsp file I made from one of the mods in question…. It might be quicker to take a look at that and tell me what I’m doing wrong, and I won’t have to rely on the “import ship from mod” function at all!
https://skydrive.live.com/redir?resid=C ... 86BF17!151
Only if you happen to get a moment… I understand if not.
I’ve been trying for a year now to make .xsp’s out of mod ship files manually myself, and am doing everything I understand to be correct (correct .bob / .bod references from ship data file imported from the mod and the text versions of the .bob / .bod files themselves, .dds files, text and ship ID’s) but I can’t get the ship name to show up in the spawn list, and I can’t figure out why. I’ve been scouring the tutorials and I see things on why you might get “invisible” ships, black ships, etc. but nothing on what I’m describing, or at least in a way that I recognize is what I’m describing.
This is a link to an .xsp file I made from one of the mods in question…. It might be quicker to take a look at that and tell me what I’m doing wrong, and I won’t have to rely on the “import ship from mod” function at all!
https://skydrive.live.com/redir?resid=C ... 86BF17!151
Only if you happen to get a moment… I understand if not.
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- Joined: Fri, 23. Nov 12, 04:19
hey, very new to X3. A friend suggested a mod. I followed all the instructions but the last - which was to turn on and off the plugin manager. So I came here to download it. The link is to the latest beta which gives you a link to the stable version. That brings you to the original page giving you a link tto the latest beta. I might be blind but I can find no actual link for a windows download. The Mac version is fine, but I don't use a mac. Am I missing something somewhere? I tried scanning the first few pages of this thread, but I flinch at having to scan all 72 pages. Currently I cannot play X3 because of the mod not working. Help please.
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Turn on images in your profile (at least temporarily). The download link includes an image, so the text part of the link does not display.
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
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Steam does not matter. Which mod and which game?
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
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- Joined: Sat, 17. Dec 11, 01:44
How do you reconcile "followed the instructions exactly" with using the Plugin Manager? 
You can get help with installing XRM on the XRM thread.

You can get help with installing XRM on the XRM thread.
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
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- Moderator (Deutsch)
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The Plugin Manager is primarily used to install and manage scripts and mods. If you haven't used it to install the XRM in the first place, then you don't need it at all (for the XRM at least). And actually the first installation instruction in the XRM mod topic for both, TC and AP, says
paulwheeler wrote:I do not recommend using the Plugin Manager to install the XRM...
Nun verfügbar! X3: Farnham's Legacy - Ein neues Kapitel für einen alten Favoriten
Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)
Neuauflage der fünf X-Romane als Taschenbuch
The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!
Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)
Neuauflage der fünf X-Romane als Taschenbuch
The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!
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- Joined: Fri, 23. Nov 12, 04:19
yes, I didn't use it to install. It mentioned turning it on and off way down near the end of the install instructions. Been talking with another friend who told me the best way to proceed is to delete all the files in steam affected by the mods, letting steam replace them and starting over. Thanks very much for your help.
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The XRM instruction about opening and closing the PM assumes that you have other things installed with the PM. So you do not need it in your case.
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
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Hi, i'm having HUGE problems with the plugin manager,
i've so far suspected the Net Framework to be the problem, but all versions up to 4.5 are installed and working... Really about to have a nerve breakdown here..
Installing new packages, don't appear on the list of mods.
I removed all of them, and now can't install any,
when i try to add a mod, such as the ship hijacker,
here's the result.
Note: all the plugins that the installer should install, i deleted, then reinstalled the program, and they're still missing..
http://im.bilderkiste.org/7137417468090 ... ts_too.PNG
http://im.bilderkiste.org/4137417470335/failed.PNG
Edit: Please, anyone, everyone, help.
The installation folder IS correct, it is in D:\X3 Albion Prelude
both terran conflict and AP installed.
Edit2: here's a new picture while trying to remove installation folder location from pluginmanager..
http://im.bilderkiste.org/2137417540359 ... folder.PNG
___
FIXED
JUST FIXED IT!
The problem was in some fault in the X3 albion prelude folder,
Reinstalled EVERYTHING, and updated framework to version 4.5 with security upgrades and everything,
now it works fine!
i've so far suspected the Net Framework to be the problem, but all versions up to 4.5 are installed and working... Really about to have a nerve breakdown here..
Installing new packages, don't appear on the list of mods.
I removed all of them, and now can't install any,
when i try to add a mod, such as the ship hijacker,
here's the result.
Note: all the plugins that the installer should install, i deleted, then reinstalled the program, and they're still missing..
http://im.bilderkiste.org/7137417468090 ... ts_too.PNG
http://im.bilderkiste.org/4137417470335/failed.PNG
Edit: Please, anyone, everyone, help.
The installation folder IS correct, it is in D:\X3 Albion Prelude
both terran conflict and AP installed.

Edit2: here's a new picture while trying to remove installation folder location from pluginmanager..
http://im.bilderkiste.org/2137417540359 ... folder.PNG
___
FIXED
JUST FIXED IT!
The problem was in some fault in the X3 albion prelude folder,
Reinstalled EVERYTHING, and updated framework to version 4.5 with security upgrades and everything,
now it works fine!
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- Posts: 2
- Joined: Fri, 20. Jul 07, 04:23
Odd PM error - All 'non-Cycrow' mods work. His don't. Community plugin issue?
Greetings all! First time installation of PM.
I'm having this weird issue when trying to run PM for AP:steam version. All mods/scripts/libraries, when installed through PM (whether archives or packages) show up in the list as they should regardless of author. I switched to 'Mode : modified' in PM. I have enabled scripting in the game. I can see the scripting console. Some PM-installed mods have hotkeys listed in 'extensions' in-game but none of them are Cycrow's. Not even 'CommunityPluginConfiguration' shows up in extensions. Other mods that were installed through the PM DO have hotkeys ready for binding (so likely not a permissions issue). But Since none of the mod hotkeys which I set bring up any kind of access menu (adv. sat. network, factory complex calculator) I don't think this is a fault of Community plugin nor any other plugin. See below.
Here is the only clue:
When I launch the game through PM, I hear 2 'windows error chimes' but the game loads. There are no popups or dialog boxen nor any event log entries in windows proper.
What I've tried so far:
* Removed the mods from "~\X Plugin Manager\Required", removed all other mods/scripts/archives until it says '0 active mods' and launched. Windows two-chimes comes to visit.
* Reinstalled VC++ using both the included installer and the 2008VC++ runtime directly from MS for 32&64 bit.
* Tried saving/loading and docking somewhere else and saving again several times.
* Uninstalled bonus pack. Re-installed PM. Launch. Two chimes.
I've spent literally hours trying to resolve this and all that's left to do is ask you guys for help. I used to play a lot of modded Reunion and really want to mod this but am stuck.
I'm having this weird issue when trying to run PM for AP:steam version. All mods/scripts/libraries, when installed through PM (whether archives or packages) show up in the list as they should regardless of author. I switched to 'Mode : modified' in PM. I have enabled scripting in the game. I can see the scripting console. Some PM-installed mods have hotkeys listed in 'extensions' in-game but none of them are Cycrow's. Not even 'CommunityPluginConfiguration' shows up in extensions. Other mods that were installed through the PM DO have hotkeys ready for binding (so likely not a permissions issue). But Since none of the mod hotkeys which I set bring up any kind of access menu (adv. sat. network, factory complex calculator) I don't think this is a fault of Community plugin nor any other plugin. See below.
Here is the only clue:
When I launch the game through PM, I hear 2 'windows error chimes' but the game loads. There are no popups or dialog boxen nor any event log entries in windows proper.
What I've tried so far:
* Removed the mods from "~\X Plugin Manager\Required", removed all other mods/scripts/archives until it says '0 active mods' and launched. Windows two-chimes comes to visit.
* Reinstalled VC++ using both the included installer and the 2008VC++ runtime directly from MS for 32&64 bit.
* Tried saving/loading and docking somewhere else and saving again several times.
* Uninstalled bonus pack. Re-installed PM. Launch. Two chimes.
I've spent literally hours trying to resolve this and all that's left to do is ask you guys for help. I used to play a lot of modded Reunion and really want to mod this but am stuck.
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- Posts: 251
- Joined: Tue, 13. Oct 09, 17:43
Looks like when making ships with the Package Creator, it is not adding the ship data info to the T-Ships.pck. From what I understand about precedence, a T-ships.pck file in a bare "types" folder should have the highest precedence, and when I do a search for my ship with a reference keyword that should be there, it is not. I do a search for a reference keyword for other installed .xsp ships that others have made, and they are there.
I put a link to the .xsp in question in a previous post in case it might be something I did, but as of now, I don't see how.
I put a link to the .xsp in question in a previous post in case it might be something I did, but as of now, I don't see how.