- Fixed Creator extracting game data
- Fixed default EMP ware texts for X3FL
- Fixed importing of RAR files in Package Creator
[PROGRAM] X Plugin Manager : 1.91 : 2025-05-10
Moderators: Scripting / Modding Moderators, Moderators for English X Forum, Moderators for the X3:FL Forums
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Re: [PROGRAM] X Plugin Manager : 1.86 : 2023-09-26
New Update: 1.86
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- Joined: Mon, 26. Dec 05, 23:00
Re: [PROGRAM] X Plugin Manager : 1.86 : 2023-09-26
The auto updater fails in going from 1.85 to 1.86. I get a .NET Framework error. Invalid URI: The format of the URI could not be determined.
I went ahead and just re-downloaded the installer and that got me to 1.86 fine.
But just in case it's ever helpful, I have the details below (it may just be an odd quirk in my machine):
I went ahead and just re-downloaded the installer and that got me to 1.86 fine.
But just in case it's ever helpful, I have the details below (it may just be an odd quirk in my machine):
Code: Select all
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.UriFormatException: Invalid URI: The format of the URI could not be determined.
at System.Uri.CreateThis(String uri, Boolean dontEscape, UriKind uriKind)
at System.Uri..ctor(String uriString)
at System.Net.WebRequest.Create(String requestUriString)
at AutoUpdater.Form1.CheckFile()
at AutoUpdater.Form1.Form1_Load(Object sender, EventArgs e)
at System.Windows.Forms.Form.OnLoad(EventArgs e)
at System.Windows.Forms.Form.OnCreateControl()
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl()
at System.Windows.Forms.Control.WmShowWindow(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ContainerControl.WndProc(Message& m)
at System.Windows.Forms.Form.WmShowWindow(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.8.9181.0 built by: NET481REL1LAST_C
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
AutoUpdater
Assembly Version: 0.0.0.0
Win32 Version:
CodeBase: file:///C:/Users/Daniel%20Hodge/AppData/Local/Temp/AutoUpdater_old.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.8.9181.0 built by: NET481REL1LAST_C
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.8.9206.0 built by: NET481REL1LAST_B
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.8.9037.0 built by: NET481REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.8.9037.0 built by: NET481REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.8.9200.0 built by: NET481REL1LAST_C
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.8.9037.0 built by: NET481REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Accessibility
Assembly Version: 4.0.0.0
Win32 Version: 4.8.9037.0 built by: NET481REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
Arrow + Auto-Pillok + SETA = White Knuckle Terror
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Re: [PROGRAM] X Plugin Manager : 1.87 : 2024-06-01
New Update:
1.87
1.87
- Fixed shuffling of fake patches for packages with multiple
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Re: [PROGRAM] X Plugin Manager : 1.88 : 2024-02-24
Update: 1.88
- Fixed creator editing of ship data
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- Joined: Sun, 21. Jun 15, 02:51
Re: [PROGRAM] X Plugin Manager : 1.88 : 2024-02-24
Launching with the plugin manager causes in game light shading/shadowing issues - it looks as if no shadows/shading is being done at all. I think it's tied to the plugin manager's forcing -noabout, maybe it's ignoring my desired graphics settings or something.
Is there any way to get the plugin manager to launch the game's exe through steam unmodified, or at least with -noabout so I can verify it isn't overriding my graphics settings?
Thanks.
Is there any way to get the plugin manager to launch the game's exe through steam unmodified, or at least with -noabout so I can verify it isn't overriding my graphics settings?
Thanks.
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Re: [PROGRAM] X Plugin Manager : 1.88 : 2024-02-24
You don't have to launch the game via the plugin manager. You can just launch it manually.
The only time you need to use the launcher is if your using the G15 LCD
The only time you need to use the launcher is if your using the G15 LCD
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Re: [PROGRAM] X Plugin Manager : 1.88 : 2024-02-24
Hello Cycrow,
how is the "uninstall" file type of a package intended to work?
when i uninstall a script and add it again, the uninstall files are still present in game directory which causes issues for some scripts - like its installed and uninstalled on every game start.
I think we may need something like "cleanup uninstall files" or the files should be removed when adding a spk again.
example SPK:
https://drive.google.com/file/d/1xeGZUW ... drive_link
thanks
how is the "uninstall" file type of a package intended to work?
when i uninstall a script and add it again, the uninstall files are still present in game directory which causes issues for some scripts - like its installed and uninstalled on every game start.
I think we may need something like "cleanup uninstall files" or the files should be removed when adding a spk again.
example SPK:
https://drive.google.com/file/d/1xeGZUW ... drive_link
thanks

"Hope is the last force i have"
"This is how liberty dies, with thounderous applause"
***Modified***
"This is how liberty dies, with thounderous applause"
***Modified***
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Re: [PROGRAM] X Plugin Manager : 1.88 : 2024-02-24
Generally what should happen, is when you uninstall, the uninstall scripts are copied to the scripts directly so the game can run them.
Then wjen you open the plugin manager after running the game, it should then purge the uninstall scripts
Then wjen you open the plugin manager after running the game, it should then purge the uninstall scripts
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Re: [PROGRAM] X Plugin Manager : 1.88 : 2024-02-24
Hello Cycrow,
thank you for your previous answer.
I have another question/problem:
When i close plugin manager, it removes the file of my script "!move.scan.asteroid.pck".
1. i installed my fix-script: https://drive.google.com/drive/folders/ ... drive_link
(and many other but no conflicts)
2. the file is correctly installed, the original ist correctly backupped
3. when i close plugin-manager it removes my installed file
3.1 it does not restore the original file. the file is gone and will not appear again until reinstalling the script (back to 1.)
note:
my scripts and files are stored on a windows network directory (Samba) and mapped to a drive letter. Plugin manager has sometimes problems with reading these, i got a few errors when using Copy & paste. The install buttons seem to work differently compared to copy & paste.
Did you release the sourcecode of your plugin manager tool?
thank you
thank you for your previous answer.
I have another question/problem:
When i close plugin manager, it removes the file of my script "!move.scan.asteroid.pck".
1. i installed my fix-script: https://drive.google.com/drive/folders/ ... drive_link
(and many other but no conflicts)
2. the file is correctly installed, the original ist correctly backupped
3. when i close plugin-manager it removes my installed file
3.1 it does not restore the original file. the file is gone and will not appear again until reinstalling the script (back to 1.)
note:
my scripts and files are stored on a windows network directory (Samba) and mapped to a drive letter. Plugin manager has sometimes problems with reading these, i got a few errors when using Copy & paste. The install buttons seem to work differently compared to copy & paste.
Did you release the sourcecode of your plugin manager tool?
thank you

"Hope is the last force i have"
"This is how liberty dies, with thounderous applause"
***Modified***
"This is how liberty dies, with thounderous applause"
***Modified***
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Re: [PROGRAM] X Plugin Manager : 1.88 : 2024-02-24
i will take a look.
for the source code, its available on my svn server, link is in the first post
for the source code, its available on my svn server, link is in the first post
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Re: [PROGRAM] X Plugin Manager : 1.88 : 2024-02-24
I cant seem to reproduce this, the file isn't being removed when i close the plugin manager.
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Re: [PROGRAM] X Plugin Manager : 1.89 : 2024-06-18
New Update: 1.89
- Fixed installing archives
- Fixed catpck tool unpacking files
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- Joined: Thu, 17. Feb 05, 16:09
Re: [PROGRAM] X Plugin Manager : 1.90 : 2024-06-29
Whenever I load a game of X3FL or start a new one I get a voice saying
I have the following non-standard setup that is properly causing it.
1. I uninstalled X3TC plus DLCs.
2. Install X3TC, X3AP and X3FL
3. Use plugging maganger to install an FL mod. Say MyMod.
4. Check that everything works.
5. Copy the main game folder ".../X3 Terran Conflict" to another location. Say "F:/Games/X3/X3FL_MyMod"
6. Replace the X3FL.exe file with egosoft non steam executable, https://www.egosoft.com/download/x3fl/bonus_en.php.
7. Create a shortcut for the overriden X3FL.exe on the desktop.
8. Reboot PC.
9. Run the game from the desktop shortcut.
It's just a warning. The game plays fine afterwards. I have not started the plugin manager since the last reboot."Alert: ship system malfunctioning" Then, a message saying "Plugin manager not closed properly. Make sure it is closed ...."
I have the following non-standard setup that is properly causing it.
1. I uninstalled X3TC plus DLCs.
2. Install X3TC, X3AP and X3FL
3. Use plugging maganger to install an FL mod. Say MyMod.
4. Check that everything works.
5. Copy the main game folder ".../X3 Terran Conflict" to another location. Say "F:/Games/X3/X3FL_MyMod"
6. Replace the X3FL.exe file with egosoft non steam executable, https://www.egosoft.com/download/x3fl/bonus_en.php.
7. Create a shortcut for the overriden X3FL.exe on the desktop.
8. Reboot PC.
9. Run the game from the desktop shortcut.
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Re: [PROGRAM] X Plugin Manager : 1.90 : 2024-06-29
Wjen you open the Plugin Manager, it creates a text file to say its open. Then it replaces it when it's closed again.
It's possible that for some reason, the plugin manager didn't close properly last time you used it, so the text file was not updated.
Opening the plugin manager and closing it again should fox it.
Also it'll be worth waiting a few mins after closing the plugin manager before running the game.
It's also possible you copied the game too soon after closing, and it hadn't finished everything
It's possible that for some reason, the plugin manager didn't close properly last time you used it, so the text file was not updated.
Opening the plugin manager and closing it again should fox it.
Also it'll be worth waiting a few mins after closing the plugin manager before running the game.
It's also possible you copied the game too soon after closing, and it hadn't finished everything
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Re: [PROGRAM] X Plugin Manager : 1.90 : 2024-06-29
Hello! I am playing with X3 FL and Guilds mod plugin version 1.90 ... i have problems with some ships being invisible (i.e. Vidar - and apparently also invincible). When i board the ship and drive it directly the distance value to selected object also doesn't show up corretly, look like the game can't exactly locate the ship in the space.
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Re: [PROGRAM] X Plugin Manager : 1.90 : 2024-06-29
First thing, it's clear it's not a problem with the plug in or the patch, so maybe this post shouldn't even be here.Bandenere wrote: ↑Tue, 15. Apr 25, 14:35 Hello! I am playing with X3 FL and Guilds mod plugin version 1.90 ... i have problems with some ships being invisible (i.e. Vidar - and apparently also invincible). When i board the ship and drive it directly the distance value to selected object also doesn't show up corretly, look like the game can't exactly locate the ship in the space.
I re-installed everything (apparently everything like before) from scratch and the Vidar is correctly visible (i try the custom start and give myself the vidar and all textures and function of the ship are there, doing the same with previous installation, custom start, will result in same problem with the ship being invisible). Problem now is ... i can't load the previous saved game with this "good" installation.
Is there a way to manually fix the OLD installation so that the Vidar (also some other ships have this problem actually) is visible? Because it's clear the good installation won't work with previous save. I am 94 hours in and i really don't want to start over and lose all the progresses

ORIGIN OF THE PROBLEM: I used a pre guilds 0.74 saved game which was basically working perfectly ... beside this textures problem (if its a textures problem....)
EDIT 16/04/2025 The problem is in the "06.dat" missing from MAIN GAME directory of the non working properly installation, if i add this file from the fresh installation, the Vidar start working again .... but there is no way to load the old saves as this maybe contain the CAT file structure and doesn't accept a new one....resulting in corrupted save. I try to add the missing info to another cat file (12.cat) expecting this to work, indeed it did work ... game work and Vidar work in this way, but again, no way to load the old save. Oh another solution i tried was to let cat structure as it was in my bad directory and i modified the patch 1.18 instead, which btw contain only the files 06.cat and 06.dat (probably not a coincidence) ... and to my big surprise (yes i expected this to work) this did load the saved game but the Vidar still invisible, same if i try a custom game.
Finally a stupid question: Shouldn't the game be using the cat and dat files in the addon2 directory!?!?! This is so weirld....since the game directory for FL is addon2....i am really LOST.
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Re: [PROGRAM] X Plugin Manager : 1.90 : 2024-06-29
Addons can use resources from the main game.
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Re: [PROGRAM] X Plugin Manager : 1.90 : 2024-06-29
You may be able to get it working depends what which files are causing a problem.
FL is basically an addon to TC, so it uses the files from TC then any new files or changes are in addon2. Most of the files from TC it uses are things like the textures and models.
If the issue is just missing texute or model files you may be able to add this back. Just addong the whole cat file wont work as it will contain alot of other files.
Depending on what you have already done in the game, you may be able to use the cheat scripts to get most things back in a new game
FL is basically an addon to TC, so it uses the files from TC then any new files or changes are in addon2. Most of the files from TC it uses are things like the textures and models.
If the issue is just missing texute or model files you may be able to add this back. Just addong the whole cat file wont work as it will contain alot of other files.
Depending on what you have already done in the game, you may be able to use the cheat scripts to get most things back in a new game
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Re: [PROGRAM] X Plugin Manager : 1.91 : 2025-05-10
Cycrow I think I have experienced a bug with recognising the games Directory.
The GOG "X3 Terran War Pack" installs TC/AP/FL.exes' into the directory named appropriately, in my case ..
D:\Games\X3 Terran War Pack\
After installing the plugin manager, I tried to set up Directory, but its like the plugin manager does not recognise that location (or, at least there is nothing obvious in the select directory dialogue that plugin manager recognises the location as being correct, once X3 Terran War Pack folder is selected there is no "Ok" or "Continue" appears, it acts like you need to select somewhere else).
I (for some strange reason) chose the addons2 folder which seemed to be accepted, but as you will probably guess installations of scripts meant to go in addons2 went into addons2\addons2\ instead
.
I'm on shift work so cannot follow up at the moment, and I uninstalled the whole caboudle including the game afterwards to start from scratch. Main reason is every time I have tried to use the Plugin manager before (years past, 2 or 3 times) I always end up with Read Text errors, so I have no confidence at the moment.
I will be trying again when I get off work, but just giving you a heads up that I think the GOG installation location Directory "X3 Terran War Pack" may not be recognised by Plugin Manager currently.
It may just be my unfamiliarity trying to use Plugin Manager. But I noticed in the OP you have a screenshot which recognised the X3TC\ folder as a valid directory.
--------------
Unrelated question: Does the Plugin Manager handle 7zip (*.7z) files?
Not a problem I can convert them to .zip files if not.
The GOG "X3 Terran War Pack" installs TC/AP/FL.exes' into the directory named appropriately, in my case ..
D:\Games\X3 Terran War Pack\
After installing the plugin manager, I tried to set up Directory, but its like the plugin manager does not recognise that location (or, at least there is nothing obvious in the select directory dialogue that plugin manager recognises the location as being correct, once X3 Terran War Pack folder is selected there is no "Ok" or "Continue" appears, it acts like you need to select somewhere else).
I (for some strange reason) chose the addons2 folder which seemed to be accepted, but as you will probably guess installations of scripts meant to go in addons2 went into addons2\addons2\ instead

I'm on shift work so cannot follow up at the moment, and I uninstalled the whole caboudle including the game afterwards to start from scratch. Main reason is every time I have tried to use the Plugin manager before (years past, 2 or 3 times) I always end up with Read Text errors, so I have no confidence at the moment.
I will be trying again when I get off work, but just giving you a heads up that I think the GOG installation location Directory "X3 Terran War Pack" may not be recognised by Plugin Manager currently.
It may just be my unfamiliarity trying to use Plugin Manager. But I noticed in the OP you have a screenshot which recognised the X3TC\ folder as a valid directory.
--------------
Unrelated question: Does the Plugin Manager handle 7zip (*.7z) files?
Not a problem I can convert them to .zip files if not.
Spec's@2025-05-17 - Laptop - Acer Predator Helios Neo 16 AI - Win 11 x64
CPU - Intel Core Ultra 9 275HX 2.7-5.4ghz, RAM - 32gb DDR5 6400(OC),
Discrete GPU - NVidia Geforce RTX 5070 Ti, VRAM 12gb GDDR7,
SSD - M.2 PCIe NVME 1Tb, OLED WQXGA 2560x1600.
Seeker of Sohnen. Long live Queen Polypheides. 
CPU - Intel Core Ultra 9 275HX 2.7-5.4ghz, RAM - 32gb DDR5 6400(OC),
Discrete GPU - NVidia Geforce RTX 5070 Ti, VRAM 12gb GDDR7,
SSD - M.2 PCIe NVME 1Tb, OLED WQXGA 2560x1600.

