[PROGRAM] X Plugin Manager : V1.87 : 2024-01-06

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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megapowa
Posts: 14
Joined: Mon, 26. Dec 11, 18:50
x3tc

Post by megapowa »

I don't know what is wrong.
But now the text is missing in almost every scipt.

This is crazy.

The jump drive plugin hotkey text is correct. But the ware text is: "No one understand special code what you saw in the matrix".

There is another plugin Satelite deployment it is add two command into the special commands menu.
Once it is read text. After that Satellite deployment ... and than again read text.

After a day sucking I could not find any solution.
So i copied manually. And some kind of magic happened! it is working. Two script. Together. Even after that i quit from the game. Then started again.

It is magic
daimond
Posts: 129
Joined: Tue, 22. Nov 05, 18:35
x3

Plugin Manager?

Post by daimond »

I have tried to get Cycrow's Plugin Manager from the main sticky but it just has a link for the beta which says 'There is currently no new beta, the latest version is the 1.40 Stable version in the main sticky'.

Can someone please post the link for it as a reply.


{Merged. jlehtone}
Hurry up and take your time.
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X2-Illuminatus
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Post by X2-Illuminatus »

Go to your profile and activate the option to show all images in posts. Then you should see the Dowload-button in the Plugin Manager's topic. ;)
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daimond
Posts: 129
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Post by daimond »

Thanks, that worked. Hopefully I'll have no problems with the manager.
Hurry up and take your time.
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hipperion
Posts: 69
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Post by hipperion »

I have installed some spk files using plugin manager but some of the scripts are not shown on the plugin manager list. They are installed as i see the files in the script folder. How do i fix it?
Ironlion45
Posts: 29
Joined: Mon, 3. Mar 08, 07:59
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Post by Ironlion45 »

Probably an issue with the Steam version of AP.

Trying to install an .Xsp into Albion Prelude with the PM basically prevents the game from launching. It doesn't launch then crash, it simply does not launch.

What the PM is doing is creating a fake patch when .xsp packages are installed. This fake patch is what prevents it from loading.

with a retail teran conflict version, there is no issue whatsoever with installing .xsp packs, so it's looking like Steam doesn't like the plugin manager.

I really wish I had a boxed retail version of Albion Prelude now, rather than being stuck with an unmoddable steam version.

Edit: No, this is clearly an issue with the package creator and AP.
Cycrow
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Post by Cycrow »

its not an issue with steam itself.

the problem is that the fake patch that is created is invalid so the game doesn't launch.

the problem is some where with the creation of the fake patch, but im not sure where exactly.

have you tried deleting the fake patch then reinstalling the ship ?
Ironlion45
Posts: 29
Joined: Mon, 3. Mar 08, 07:59
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Post by Ironlion45 »

yeah, and I can get it to... *Sometimes* work, however only sometimes. other times, the steam version simply ignores any data from the fake patch installed. Most often it won't even start;

I've found some success on installing ships on a clean PM install, which is to say that I've only loaded the PM and installed mods one time before running it; It seems in these circumstances, the best results are achieved. But if you later open the PM, then no luck.

I might just try making a manual Fake patch with all the ships I want in it. :D But I've had trouble getting steam to load up those, too :/
squall_leonhart
Posts: 27
Joined: Wed, 16. Sep 09, 08:33

Post by squall_leonhart »

does the latest beta return the ##.cat and ##.dat files that are required for some ship mods to work? (overriding a preexisting ship for instance)
cycrow wrote:if u mean installing ships (xsp files) then it doesn't currently work with AP
No. this was with X3:Reunion. the Xperimental shuttle mod by big rich doesn't work with PM1.4x because it doesn't create the fake patch dat and cat files.

also theres a UI typo "Very Installed Files"
Red_Dwarf_Miner
Posts: 5
Joined: Sat, 19. Jun 10, 15:32

Post by Red_Dwarf_Miner »

Hi Cycrow / Ironlion45 / Squall_leonhart

I have the similar result as Ironlion45 however i'm running X3 Reunion DVD + 2.5 upgrade (NOT Steam) on Win 7. and have installed only a single XSP ship using plugin Manager 1.41. After I double clik on the "Play X3 Reunion" icon on my desktop it proceeds to the Pre game loading screen where you can make the selections of "Graphics Settings", "Input Device", "Screenshot Folder" and "Select Mod Package". Clicking"Select Mod Package" and choosing original will let the game load fine. If instead you select "pluginmanager" Mod the game fails to load. No crash, it just fails to progress beyond this point. I Initially thought this may be a Win 7 UAC/ Admin mode issue but after running in administartor mode the same results were noted. (although admitedly I don't know if clicking the run game icon from within your plugin manager app will launch the game in admin mode.) tried several installs, re-installs and downloads of both X3R and plugin manager but no luck :cry: .

Had some success using your old app a while back on my old PC, Fantastic work 8) , but i'm trying to get used to the new tools and ready for Albion Prelude as i have some new ship models as a work-in-progress i'd like to finalise

I'f you got any pointers to what i'm doing wrong, any help would be appreciated. Keep up the great work. :)

thanks
Red Dwarf Miner
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Ironlion45
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Post by Ironlion45 »

Cycrow wrote:its not an issue with steam itself.

the problem is that the fake patch that is created is invalid so the game doesn't launch.

the problem is some where with the creation of the fake patch, but im not sure where exactly.

have you tried deleting the fake patch then reinstalling the ship ?
So I've had really good luck when freshly installing the ships with plugin manager all in one go. Apparently, whatever errors occur, they occur when the PM re-generates the fake patch. So the first time it is generated, it is often correct. But problems work in, even after deleting the old fake patch.

A work-around I have established basically involves saving the .cat and .dat file of the false patch when you have ones that you know are good; then if you ever have to open the PM again, copy them back into the /addon directory once you have closed the PM.

EDIT: A workaround that actually works: Use the mod manager to manually re-build the .cat produced by the plugin manager.
Shafted
Posts: 4
Joined: Thu, 16. Feb 12, 12:51

Post by Shafted »

Having a really weird problem and I have narrowed it down to something the Plugin Manager is doing.

When I use the PM to start up X3AP and get in game, none of the ships or stations have any color to them, they are just bright white.

As far as I can tell it is not being caused by a mod or script I have installed. I uninstalled everything with the PM and run the game through the PM and still have the issue. When I run the game without the PM there is no issue.

I did a completely fresh install of X3AP, completely fresh install of the PM with no mods or scripts added, when I start up the game using the PM all of the ships and stations still have no color to them.

I have tried just about everything I can think of and as far as I can tell the PM is not running any scripts all, yet when it starts the game it is changing how all of the ships and stations look for some reason.

Any help is appreciated.
Shafted
Posts: 4
Joined: Thu, 16. Feb 12, 12:51

Post by Shafted »

Found the cause I believe but I am not sure what to do now to fix it.

In the Advanced options for the PM there is an Edit Game Globals option and there are a bunch of options labeled HUE and Saturation. No idea why or how those values got changed, and also no idea what they should be set to for default. What is really weird to me is that reinstalling the PM is not correcting this and nowhere on the forums could I find a similar issue.
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DrBullwinkle
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Post by DrBullwinkle »

Shafted wrote:In the Advanced options for the PM there is an Edit Game Globals option
Yes I, too, reported trouble with Globals a week or two ago. The workaround that worked for me was to create my own Globals.txt, then eliminate every way that the PM can interact with Globals:

1) Uncheck any checked items in the Edit Game Globals screen. (I could not get the feature to work reliably anyway).

2) Use X3 Editor 2 to search all of your .Cats numbered higher than 13. You are looking for types\Globals.

3) Extract to types\Globals.txt.

(Note that it is easy to extract Globals from a .Cat -- just drag and drop into your types folder. However, you cannot easily open the Globals.pck that is generated by the Plugin Manager. The workaround is to shift-click on the Recent Files list in x3 Editor, which forces the choice of which plugin you want to use (Text Viewer).

4) Delete, rename, or move any Globals that you find in .Cat's numbered higher than 13.

(If you modify a .Cat that is not easy to download again, then you might want to make a backup before this step.)

5) If the Plugin Manager tries to create Globals.pck, then delete it.

(The PM generates several .pck files in your types folder every time you close the PM. The files generated depend on the scripts/mods/patches that you install.)

The end result that you are trying to achieve is that your real Globals either comes from vanilla files (Cat's 1-13) or from types\Globals.txt.

(Fine Print: I had inconsistent results with keeping my desired Globals in the highest-numbered .Cat file. While it *should* work, it seemed to work only sometimes. The above approach was more reliable, in my experience.)
Last edited by DrBullwinkle on Fri, 17. Feb 12, 08:42, edited 1 time in total.
Shafted
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Joined: Thu, 16. Feb 12, 12:51

Post by Shafted »

Well that sounds promising but I'm stuck on your first step. Where do I turn off Edit Game Globals?
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DrBullwinkle
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Post by DrBullwinkle »

Sorry... I just meant to uncheck any checked entries. Like you, I did not find a way to turn off the PM's Global editor behavior.
nate10587
Posts: 35
Joined: Wed, 10. Mar 10, 08:29

AP Crashing on Start up

Post by nate10587 »

AP is crashing on start. I am getting the message:

Code: Select all

Could not find part of the path "C:\Users\Nathan_2\Documents\Egosoft\X3AP\log00902.txt".
and:

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.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Users\Nathan_2\Documents\Egosoft\X3AP\log00902.txt'.
   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.File.Delete(String path)
   at GameLauncher.Form1.EndGame()
   at GameLauncher.Form1.timerGameData_Tick(Object sender, EventArgs e)
   at System.Windows.Forms.Timer.OnTick(EventArgs e)
   at System.Windows.Forms.Timer.TimerNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5448 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
GameLauncher
    Assembly Version: 1.0.4398.31487
    Win32 Version: 
    CodeBase: file:///C:/Program%20Files%20(x86)/Egosoft/X%20Plugin%20Manager/GameLauncher.exe
----------------------------------------
msvcm90
    Assembly Version: 9.0.30729.6161
    Win32 Version: 9.00.30729.6161
    CodeBase: file:///C:/Windows/WinSxS/x86_microsoft.vc90.crt_1fc8b3b9a1e18e3b_9.0.30729.6161_none_50934f2ebcb7eb57/msvcm90.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5453 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5446 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5420 (Win7SP1.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Xml
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5420 (Win7SP1.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.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. 

... any help?
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Jack08
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Post by Jack08 »

what mods and scripts do you have installed?

to be honest this error makes no sence, not sure why the game would even be trying to read a log file at startup let alone crashing when unable to find one...

Are you using any 3rd party exe's that interface with the game?

EDIT:
Actually that looks like an error from the plugin manager, try launching the game via its own exe, not via the plugin manager (as the error looks C# in origin, and refrences the plugin managers injector), and see if that maks a difrence.
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_black_cell_
Posts: 3
Joined: Fri, 4. Feb 11, 21:22

From RAR to XSP and multiple ships with albion prelude

Post by _black_cell_ »

Alright, can someone please tell me how can i get these ships converted from rar to xsp because they ware mainly made for cat files so therefore i want them for the plugin manager. So here is 1 of the files.

http://letreferit.narod2.ru/TC/SG_BC304.rar

Can anyone help please?

Edit1: I also have a problem that the game wont launch whene i install more than 1 ship in the plugin manager. I tested it on a fresh install to and no go. Any ideas on that?
Ook
Posts: 39
Joined: Sun, 28. Dec 03, 12:53
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Re: From RAR to XSP and multiple ships with albion prelude

Post by Ook »

_black_cell_ wrote:Alright, can someone please tell me how can i get these ships converted from rar to xsp because they ware mainly made for cat files so therefore i want them for the plugin manager. So here is 1 of the files.

http://letreferit.narod2.ru/TC/SG_BC304.rar

Can anyone help please?

Edit1: I also have a problem that the game wont launch whene i install more than 1 ship in the plugin manager. I tested it on a fresh install to and no go. Any ideas on that?
The pluginmanager has an issue with creating the fake patch cat/dat files atm & the file is usually corrupt, thats why the game wont run.
Check the above posts for the workaround.

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