seems to hint at an unexpected token "description". Which library are you using for parsing XMLs?Unerwartetes Token 'description'. Erwartet wird ein Leerzeichen. Zeile 3, Position 38.
[TOOL] XRMM - Mod Manager [updated 02-12]
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Without knowing what the error is you are experiencing, I'm not able to fix or troubleshoot it. If it's the same problem as above, try again as I released a version yesterday evening which should tell you the mod that's causing problems.KRM398 wrote:I see I tried doing this last night and got an error too. So we need to delete all our extensions first then retry? Maybe try again later.
It is of course not my intent to have you uninstall all mods and reinstall them, it is a bug which I'd like to fix.
Indeed, some mods seem to cause this, but I have yet to find one where it does it on my machine. I added code to mitigate this by telling the user which mod causes problems until I am able to reproduce it.malolotja wrote: It seems like an issue with the parsing of existing XMLs (probably content.xml).
Plain old .NET XDocument for the content.xml's.malolotja wrote: Which library are you using for parsing XMLs?
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ok got it loaded and worked, had to shut off my antivirus it interfered,but now np..it didn't see the unzipped versions in my game folder, so I used the zip/rar files that I still had listed in my downloads list and it went right in, it only found 1 that it said was already installed, the rest it did, so everything should be fine.
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Glad it worked for youKRM398 wrote:ok got it loaded and worked, had to shut off my antivirus it interfered,but now np..it didn't see the unzipped versions in my game folder, so I used the zip/rar files that I still had listed in my downloads list and it went right in, it only found 1 that it said was already installed, the rest it did, so everything should be fine.

Could you tell me in what way your antivirus interfered?
Also, is anybody using this where the auto-detection of the game folder did not work?
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With the antivirus running I got 2 messages as it downloaded and started installing asking that it was something rare or new and was I completely sure I wanted to run it. Then when I said yes to that and the windows pop up, it started but an error came up saying it was shut down at the other end and I needed to check my internet connection. I took a guess that the antivirus didn't like ti no matter what I said and stopped it from finishing, so I shut it off and reran it. Then the only message I got was that it couldn't find the game folder (was in the E drive) so I manually set it up and it looked and didn't see the open files, the set up was only looking for zip/rar,etc not open files so I went to my DL page and gave it all the mods I used taht were still unzipped, and it checked them and put them in as it needed. It only found 1 that was already in but 'added' the others itself, so it just redid what I already did. My antivirus is Avast free model.
[/i]

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It couldn't find the game folder? Do you by any chance use the boxed version?KRM398 wrote:With the antivirus running I got 2 messages as it downloaded and started installing asking that it was something rare or new and was I completely sure I wanted to run it. Then when I said yes to that and the windows pop up, it started but an error came up saying it was shut down at the other end and I needed to check my internet connection. I took a guess that the antivirus didn't like ti no matter what I said and stopped it from finishing, so I shut it off and reran it. Then the only message I got was that it couldn't find the game folder (was in the E drive) so I manually set it up and it looked and didn't see the open files, the set up was only looking for zip/rar,etc not open files so I went to my DL page and gave it all the mods I used taht were still unzipped, and it checked them and put them in as it needed. It only found 1 that was already in but 'added' the others itself, so it just redid what I already did. My antivirus is Avast free model.[/i]
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god morning, now that the site is back up I can answer some of your questions. First no, this is a steam game in my machine and its placed in a steam folder on my E drive. Second, after putting everything into the mod manager a few days ago I figured anything I might have done wrong would be seen and fixed, but I didn't expect what happened.
I went on playing for a while then got into a pretty big fight. The Skunk took damage before it was done,and I have the engineer complete mod so it should repair itself and any ships its docked to, but it never did even repair itself. After a while wondering I left the game to check and, in side the extensions folder...was another extensions folder...and they were not exactly the same. It seems when I added all the zipped versions to the mod manager, it did indeed put them in the game extensions folder...but as a new 'extensions' folder all to itself. Even though I was asked and did manually show it the path to the correct folder, it didn't check it and add the new mods, it just doubled the folder and made a new one inside the old one...and it clashed a little somewhere. Needless to say, I deleted the manager now and had to restart the storyline after deleting the second folder and then taking the time to look over the mods and deleted a few that I had extra of, like 3 different engineer mods all trying to get it to fix the ship right, hull and all. Now only have the complete engineer mod, hoping that does it. also deleted the save game mod because they fixed that, and one or two others I didn't like. Now have just the folder that I manually watch over, sorry.
I went on playing for a while then got into a pretty big fight. The Skunk took damage before it was done,and I have the engineer complete mod so it should repair itself and any ships its docked to, but it never did even repair itself. After a while wondering I left the game to check and, in side the extensions folder...was another extensions folder...and they were not exactly the same. It seems when I added all the zipped versions to the mod manager, it did indeed put them in the game extensions folder...but as a new 'extensions' folder all to itself. Even though I was asked and did manually show it the path to the correct folder, it didn't check it and add the new mods, it just doubled the folder and made a new one inside the old one...and it clashed a little somewhere. Needless to say, I deleted the manager now and had to restart the storyline after deleting the second folder and then taking the time to look over the mods and deleted a few that I had extra of, like 3 different engineer mods all trying to get it to fix the ship right, hull and all. Now only have the complete engineer mod, hoping that does it. also deleted the save game mod because they fixed that, and one or two others I didn't like. Now have just the folder that I manually watch over, sorry.

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Hello,KRM398 wrote:god morning, now that the site is back up I can answer some of your questions. First no, this is a steam game in my machine and its placed in a steam folder on my E drive. Second, after putting everything into the mod manager a few days ago I figured anything I might have done wrong would be seen and fixed, but I didn't expect what happened.
I went on playing for a while then got into a pretty big fight. The Skunk took damage before it was done,and I have the engineer complete mod so it should repair itself and any ships its docked to, but it never did even repair itself. After a while wondering I left the game to check and, in side the extensions folder...was another extensions folder...and they were not exactly the same. It seems when I added all the zipped versions to the mod manager, it did indeed put them in the game extensions folder...but as a new 'extensions' folder all to itself. Even though I was asked and did manually show it the path to the correct folder, it didn't check it and add the new mods, it just doubled the folder and made a new one inside the old one...and it clashed a little somewhere. Needless to say, I deleted the manager now and had to restart the storyline after deleting the second folder and then taking the time to look over the mods and deleted a few that I had extra of, like 3 different engineer mods all trying to get it to fix the ship right, hull and all. Now only have the complete engineer mod, hoping that does it. also deleted the save game mod because they fixed that, and one or two others I didn't like. Now have just the folder that I manually watch over, sorry.
no need to say sorry... I'm the one that has to apologize because my program didn't work as expected on your machine.
However, a few questions remain for me:
Do you keep your games seperate from your steam installation folder? (I just learned today that you can do that)
The manager didn't account for that possibility and that's where it may have gone wrong for you.
When you showed the manager the path, did you point it to your extensions folder to the directory where XRebirth.exe resides?
Thank you for time and asnwers!
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ok first no...my game is in the steam folder just where it was placed during install. Second, I used the browse button on your monitor to search and guide it directly to the extension folder on the E drive. To me it acted like the E drive wasn't seen at all, the second it came active (your mod) it admitted there was no XRebirth. exe it could see and please guide me to it manually. That's what I did, and I didn't open the extension folder either, just pointed to it, and then went back and added the mods again, because even though my list had some still extracted, the manager didn't see them at all, only the zipped or rar folders in my download list.
hope that helps you, thanks for trying.
hope that helps you, thanks for trying.
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@Azhwkd dude, a virus check would be nice. Also I don't want to install apps on win desktop so would be nice if:
- you renamed your .exe not just "setup.exe" but with this app name and what's important IMO with its version number. Something like as -> "ModManager_setup_v0.8.exe"
- installation destination via a file-browser (I can be able install it wherever I want)
On the other hand, If you don't have time to achieve this or not interested, could you please share the source-code? I can handle it.
ps.: oh, and btw, nice one, good work Mate!
- you renamed your .exe not just "setup.exe" but with this app name and what's important IMO with its version number. Something like as -> "ModManager_setup_v0.8.exe"
- installation destination via a file-browser (I can be able install it wherever I want)
On the other hand, If you don't have time to achieve this or not interested, could you please share the source-code? I can handle it.
ps.: oh, and btw, nice one, good work Mate!
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Hello, please find a virustotal check Here.Pimpace wrote:@Azhwkd dude, a virus check would be nice. Also I don't want to install apps on win desktop so would be nice if:
- you renamed your .exe not just "setup.exe" but with this app name and what's important IMO with its version number. Something like as -> "ModManager_setup_v0.8.exe"
- installation destination via a file-browser (I can be able install it wherever I want)
On the other hand, If you don't have time to achieve this or not interested, could you please share the source-code? I can handle it.
ps.: oh, and btw, nice one, good work Mate!
I could rename the .exe, but I won't put version information into it as that would break the download link every time I upload a new version.
The setup in this case does not contain any application files but is rather used to bootstrap the environment.
I'm using Microsoft ClickOnce deployment for the app, that's also why you can't choose where to install.
It always installs to %SYSTEMDRIVE%\Users\%USERNAME%\AppData\Local\Apps.
This is due to my use of ClickOnce and one can't change that because the aim of this folder is that it doesn't need administrative privileges to install there.
I will look into other means of distribution, but so far this is the easiest way of providing an auto-updating program.
-az
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Ok Dude. As you wish. On the other hand if you don't mind, can you share your source of this app?
Another problem is that I have error reported for some mod.
For example; THIS
you app said "invalid mod descriptor" and wont load the installed mod-list correctly, however the mod itself has been copied to extension folder
Now every time I start ModManager, always pops this error message.
Another thing that date format is not unified. I suppose some dev uses another date-format, but IMO you should show us unified date-format here. It's not big deal, just a remark.
Another problem is that I have error reported for some mod.
For example; THIS
you app said "invalid mod descriptor" and wont load the installed mod-list correctly, however the mod itself has been copied to extension folder
Now every time I start ModManager, always pops this error message.
Another thing that date format is not unified. I suppose some dev uses another date-format, but IMO you should show us unified date-format here. It's not big deal, just a remark.
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This loading bug should be fixed in 0.2.9.28 pushed today.Pimpace wrote:Ok Dude. As you wish. On the other hand if you don't mind, can you share your source of this app?
Another problem is that I have error reported for some mod.
For example; THIS
you app said "invalid mod descriptor" and wont load the installed mod-list correctly, however the mod itself has been copied to extension folder
Now every time I start ModManager, always pops this error message.
Another thing that date format is not unified. I suppose some dev uses another date-format, but IMO you should show us unified date-format here. It's not big deal, just a remark.
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Wouldn't it be better if I'd just use the existing activate / deactivate feature that's already in the game. Adding that wouldn't be much of a hassle reallyjhanford wrote:How about the "Remove" functionality just moves the mod folder to a DisabledMods folder (say) in the X:R folder?
That way they can be "toggled".

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I don't know if that's possible from outside the game.Azhwkd wrote:Wouldn't it be better if I'd just use the existing activate / deactivate feature that's already in the game. Adding that wouldn't be much of a hassle reallyjhanford wrote:How about the "Remove" functionality just moves the mod folder to a DisabledMods folder (say) in the X:R folder?
That way they can be "toggled".
What he could do is the following:
Add a "Mod" only containing a content.xml with id="disabed" named A_XRMM_Mod_Disable (or similar BUT beginning with a so it gets loaded first).
On the disabled mods just change the ids in the content.xml to disabled too so it doesn't get loaded. (Only the first mod with the same id will get loaded as far as known).
On enable change the id back
X-Tension: > 100h
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Dude, I'm getting "invalid mod descriptor" error again... :-/
check this mod: THIS
I've downloaded the "Highway Clear VFX - no distant lanes" version, not regular...
*** EDIT ***
Also I found a bug when you try to remove mod from saves (dangerous remove).
1. it takes eons while app removes the contents, meanwhile hang the system and/or file-system (nowadays we have at least 4gig of ram, you should pull save files into memory then make removal functions on the fly)
2. I found one or more mod if you try to unsafe removal, app will crash.
3. app doesn't clean its trash, so my save folder full of "tmp" snapshots which is not so good
check this mod: THIS
I've downloaded the "Highway Clear VFX - no distant lanes" version, not regular...
*** EDIT ***
Also I found a bug when you try to remove mod from saves (dangerous remove).
1. it takes eons while app removes the contents, meanwhile hang the system and/or file-system (nowadays we have at least 4gig of ram, you should pull save files into memory then make removal functions on the fly)
2. I found one or more mod if you try to unsafe removal, app will crash.
3. app doesn't clean its trash, so my save folder full of "tmp" snapshots which is not so good
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Problem with this mod is an unsupported XML version.Pimpace wrote: check this mod: THIS
You can edit the content.xml and change the version="1.1" to version="1.0" and it will load fine.
This issue comes from the .NET framework and I did not find a viable workaround for that.
Well, even with 4gb of ram, it would take longer to read the whole file into memory and then write it back. At the moment I'm streaming the file and editing it on the fly but I will have a look at speeding things up.Pimpace wrote: it takes eons while app removes the contents, meanwhile hang the system and/or file-system (nowadays we have at least 4gig of ram, you should pull save files into memory then make removal functions on the fly)
Care to share them?Pimpace wrote: I found one or more mod if you try to unsafe removal, app will crash.
This is by design. If the program **** up and you don't notice, you will be happy it did thisPimpace wrote: app doesn't clean its trash, so my save folder full of "tmp" snapshots which is not so good
