[PROGRAM] X Plugin Manager : V1.87 : 2024-01-06
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Posts: 18
- Joined: Mon, 24. Nov 08, 20:23
-
- Posts: 73
- Joined: Mon, 14. Jul 08, 01:29
question about package creator
Hi all, first off love the plugin manager, but I do have a bit of a problem with the package creator, more specific the ship creator. I have been modifying some ships and noticed that if I try to modify and load M2 mostly and some new AP ships in game they always have double the amount of guns on their turrets. So my question. for Cycrow, is there a way to stop this from happening?
P.S. I am not sure if I asked this question a few years ago
, hope I am not repeating myself
.
Thanks in advance.
P.S. I am not sure if I asked this question a few years ago


Thanks in advance.
"Knowledge is power, guard it well."
-
- Posts: 1
- Joined: Sat, 12. Oct 13, 23:14
Do Not Use Save Manager!
Nuked my Saves. Lost more than a days work. Thanks Save manager.
No matter what ANYONE says, if you want to be confident that your game saves are safe, DO NOT USE SAVE MANAGER!
{Emoticon spam removed. - Terre}

No matter what ANYONE says, if you want to be confident that your game saves are safe, DO NOT USE SAVE MANAGER!
{Emoticon spam removed. - Terre}
-
- Posts: 35
- Joined: Mon, 23. Mar 09, 23:01
Alright, I'm trying to edit this ship here: http://forum.egosoft.com/viewtopic.php? ... sc&start=0
To properly support Kyon emitters in X3TC.
However, I've run into two problems with this.
The first is that the Package Creator will not read the text from the TC files. I've cleared out the paths and redirected the creator to the correct path, but it still won't read them. It has no problem reading AP's text though
The second is that when I try to change equipable lasers on the Lasers/Missiles tab, it doesn't save the changes, despite me clicking on save.
Anyone have any idea what's causing this?
To properly support Kyon emitters in X3TC.
However, I've run into two problems with this.
The first is that the Package Creator will not read the text from the TC files. I've cleared out the paths and redirected the creator to the correct path, but it still won't read them. It has no problem reading AP's text though
The second is that when I try to change equipable lasers on the Lasers/Missiles tab, it doesn't save the changes, despite me clicking on save.
Anyone have any idea what's causing this?
-
- Posts: 73
- Joined: Mon, 14. Jul 08, 01:29
-
- Posts: 35
- Joined: Mon, 23. Mar 09, 23:01
-
- Posts: 441
- Joined: Fri, 17. Nov 06, 21:09
Hi Cycrow
What are you planning on doing for X Rebirth if it uses the same packaging system/structure (.dats + folders, hopefully not), and what if it uses something different ?
Are you happy with the current iteration of the Plugin Manager (stability, modifiability and performance) ? Have you considered doing a revamp of the application ?
I see you're using Qt++, is the source code available ?
What are you planning on doing for X Rebirth if it uses the same packaging system/structure (.dats + folders, hopefully not), and what if it uses something different ?
Are you happy with the current iteration of the Plugin Manager (stability, modifiability and performance) ? Have you considered doing a revamp of the application ?
I see you're using Qt++, is the source code available ?
-
- Posts: 134
- Joined: Fri, 30. Jul 04, 21:08
Plugin Manager
HEY! Haven't been here since 2009. 
I just got Albion Prelude and am having a delicious time! But I wanted to add some of the mods I was used to. Like having a cockpit...
I play X3 now through Steam. Like I guess so many people do.
I thought it was odd that the description for the Plugin Manager does not include one bit of information for those who use the game via Steam...
Does the Plugin Manager work when the game was installed through Steam? Anything different? Thanks!
xmaestro

I just got Albion Prelude and am having a delicious time! But I wanted to add some of the mods I was used to. Like having a cockpit...

I play X3 now through Steam. Like I guess so many people do.
I thought it was odd that the description for the Plugin Manager does not include one bit of information for those who use the game via Steam...
Does the Plugin Manager work when the game was installed through Steam? Anything different? Thanks!
xmaestro
----------------------
Since 2004 (X2), capping ships (without the whole boarding with trained marines complexity) is still my favorite thing to do.
----------------------
Since 2004 (X2), capping ships (without the whole boarding with trained marines complexity) is still my favorite thing to do.

----------------------
-
- Moderator (Script&Mod)
- Posts: 22438
- Joined: Sun, 14. Nov 04, 23:26
not seen something like that before, no idea why it would work with all but TC as the process is the same, the only difference being the test it displays.Chris122990 wrote:There's only like 6 marked.
It'll save changes I make in the -Default-, X3 Reunion, and X3 Albion Prelude sections, but not Terran Conflict.
is it certain groups you select that causes the problem ?
-
- Moderator (Script&Mod)
- Posts: 22438
- Joined: Sun, 14. Nov 04, 23:26
firstly, i will be playing RebirthSesk wrote:Hi Cycrow
What are you planning on doing for X Rebirth if it uses the same packaging system/structure (.dats + folders, hopefully not), and what if it uses something different ?

eventually, when i get chance i will adapt the Plugin Manager to work with Rebirth as well, but i dont know when that'll be
Not really, i have a long list of stuff i want to do and fixes i need to make, its just finding the time to actually do itSesk wrote: Are you happy with the current iteration of the Plugin Manager (stability, modifiability and performance)
i've considered remaking the front end, switching over to QT so i can build a front end for Mac and Linux as well, but not any time soonSesk wrote: ? Have you considered doing a revamp of the application ?
No, the program uses a c++ library that does all the backend work, and a .NET front end.Sesk wrote: I see you're using Qt++, is the source code available ?
The c++ library source is available from my svn server (actually both are but i've not yet setup the access rights to the .NET source
-
- Posts: 441
- Joined: Fri, 17. Nov 06, 21:09
I wanted to help or do my own thing but since you've got hold of the widely used format Idd be doing a frontend or something. But then working on a frontend would be remaking the wheel but your frontend is divided in multiple modules trying to do everything like installing ships and managing wareslots, so it looks like a pain to remake/revamp.
My idea of a mod manager would just manage packages and their files (install, remove, monitor, conflicts)
My idea of a mod manager would just manage packages and their files (install, remove, monitor, conflicts)
-
- Posts: 12
- Joined: Sun, 7. Nov 10, 08:41
1.47 better than 2.12?
I have a problem when updating my Plugin Manager, I was using the 1.47 version which worked well with X3TC and X3AP. Now I updated to 2.12 and the app can't find the executables, because it looks for the X3.exe which is X3 Reunion, an older version of the game.
How I solve this?
How I solve this?
-
- Posts: 12
- Joined: Sun, 7. Nov 10, 08:41
Well, the 2.12 look for scripts posted in many websites such as
the x universe
egosoft.com
xtended something
And others while the 1.47 only has only a couple of packages to download.
I was looking for ships, stations, mods, but the 1.47 don't find any of these.
Also, the 2.12 has an automated version updater and if it fails to do that, there's a button on the "about" section for it. The 1.47 only has an Update search for the installed scripts.
The 2.12 has a friendly UI for ship creation, the 1.47 has a lot of more options to mark, I wanted to try assembling a Battleship to see how it would be and I found that 2.12 has lesser things to fill, I imagined it would be easier.
I know I might be talking s#@% here but its just that this plugin manager is news to me, I used to play vanilla without mods, but it got boring since everyone was friend of everyone and there was no wars. I "declared" war by myself with the other factions when I managed to buy all their production facilities and made a shipyard for myself with all the blueprints. Thus I could check which races would perform better.
But it was like I'm the only one who attacked, they didn't assemble a fleet to come after me, which made the game even more boring.
Now the AP came out with the war stuff which is awesome! But I miss the easy of claiming ships, buying stuff from the xtended mod, managing trucks with commodity logistics and such. All these things to manage is easy on plugin manager but I thought 2.12 easier, it may just be me...
Anyway, if you, cycrow, could input the capacity to search these new stuff directly from plugin manager would be great! I'm kinda lost on these lot of stuff here on forums.
the x universe
egosoft.com
xtended something
And others while the 1.47 only has only a couple of packages to download.
I was looking for ships, stations, mods, but the 1.47 don't find any of these.
Also, the 2.12 has an automated version updater and if it fails to do that, there's a button on the "about" section for it. The 1.47 only has an Update search for the installed scripts.
The 2.12 has a friendly UI for ship creation, the 1.47 has a lot of more options to mark, I wanted to try assembling a Battleship to see how it would be and I found that 2.12 has lesser things to fill, I imagined it would be easier.
I know I might be talking s#@% here but its just that this plugin manager is news to me, I used to play vanilla without mods, but it got boring since everyone was friend of everyone and there was no wars. I "declared" war by myself with the other factions when I managed to buy all their production facilities and made a shipyard for myself with all the blueprints. Thus I could check which races would perform better.
But it was like I'm the only one who attacked, they didn't assemble a fleet to come after me, which made the game even more boring.
Now the AP came out with the war stuff which is awesome! But I miss the easy of claiming ships, buying stuff from the xtended mod, managing trucks with commodity logistics and such. All these things to manage is easy on plugin manager but I thought 2.12 easier, it may just be me...
Anyway, if you, cycrow, could input the capacity to search these new stuff directly from plugin manager would be great! I'm kinda lost on these lot of stuff here on forums.
-
- Posts: 1277
- Joined: Tue, 13. Dec 11, 08:27
If you are looking for scripts/mods the library is your friend.mobius1qwe wrote:...
Also, if you find a mod and the download link is broken, make sure to check X Downloads as it has many older mods that have their original links broken.
It would be hard to get Cycrow to have the mod searching interface built into the plugin manager, due to the way that people present their mods. Many use these forums to advertise (which isn't very good for a 3rd party tool to search through) while others like Lucike only upload stuff on their own site.
1940s - Various "computers" are "programmed" using direct wiring and switches. Engineers do this in order to avoid the tabs vs spaces debate.
-
- Moderator (Script&Mod)
- Posts: 22438
- Joined: Sun, 14. Nov 04, 23:26
Actually the plugin manager can search for packages to install.
But it requires addresses for serveres where it can find these packages (which it gets from the installed package). The authors need to put up the data file onto thier server for this to work thou.
The reason for the replacement plugin manager was because the source code for 2.12 was lost, and had to be rebuilt from scratch
But it requires addresses for serveres where it can find these packages (which it gets from the installed package). The authors need to put up the data file onto thier server for this to work thou.
The reason for the replacement plugin manager was because the source code for 2.12 was lost, and had to be rebuilt from scratch
-
- Posts: 12
- Joined: Thu, 11. Jul 13, 00:18
I might have found a bug, and its making my heart race because of it, or its working as intended but the game directory I'm working in is goofed some how. Either way, I'm really annoyed (Not at the developer or software -- Just at my incompetence and timing) because I want to PLAY not FIX!
Up until tonight, I'd been using this program to install packages for several months. I had 4 directories entered. Two for steam, two for a copy of steam (I'll call non-steam) in another directory to get rid of the Win7 security crap. The pair for steam and non-steam were entered for AP and TC because I didn't know better back then. The plugin manager registered both AP and TC at the time.
A few weeks ago, I started adding a bunch of mods to X3 AP, with the XRM mod. XRM, as most of you know, add certain stations all around, and are the only ones to sell certain types of factories. Well, after a while, I started to make some money and wanted to buy some new factories. Unfortunately, the ONLY stations that sell these factories seem to be the ones added by XRM and none of my ships would dock at the stations, not to mention the station names were labeled as <<illegal>> or some jazz like that. So, last night I decided to start over, deleted the copied non-steam version, copied my original non-XRM steam version in place of the non-steam version, and started plugging away. At that time, the plugin manager still had all 4 directories entered. (My saved games are stored in a database I wrote so I have no fear about losing the game)
What I did was put in each additional mod, re-run the game, and verify that I still had access to the station. After installing XRM, I was able to get into my saved game, so I hadn't lost anything fortunately. I lost track of what the last mod was that I installed, which happened to be the mod that screwed the station naming and functionality, and I can't even be sure if it was something that was installed with the plugin manager or a manual copy. So, decided to go even deeper and this time delete everything in the non-steam version and all directories entered in the plugin manager, and start over from square one.
And here's where I'm getting peeved.
So, starting with as a vanilla game and plugin manager as I can get, I go into the plugin manager and add the non-steam directory. In "Open Dialog" in the lower right corner, I select Albion Prelude EXE in drop down, and select the x3ap.exe file, and click OPEN. The plugin manager, no matter what I do as I've done this several times now, thinks that its Terran Conflict. I've even gone and put the x3tc.exe file into the recycle bin and removed+re-added, but the plugin manager still thinks its TC for whatever reason.
So I have two questions;
Is this going to affect anything with SPKs being installed if installed with the plugin manager thinking this is TC?
How do I convince, with or without a jack hammer, sawed off shot gun, and/or high powered electromagnet the plugin manager that the game I want to play is indeed AP, not TC?
Since I don't expect an answer immediately, and I really want to play, I'm going to plug away at this in TC mode and just cross my fingers, toes, and legs and hope it works!
Edit: Just for clarification on the affected station, in my universe, Red Light has the Jonferco Showroom and that seems to be the station that is causing me grief. I KNOW its not related to this manager, but if anyone has seen this issue with the station name going bad, let me know!
Edit 2: So it seems as though it was a game issue. I blew away everything to do with X3 from Steam, re-downloaded just AP and now the manager works. However, I'm still dinked on the previous save. Oh well... Start over I guess.
Up until tonight, I'd been using this program to install packages for several months. I had 4 directories entered. Two for steam, two for a copy of steam (I'll call non-steam) in another directory to get rid of the Win7 security crap. The pair for steam and non-steam were entered for AP and TC because I didn't know better back then. The plugin manager registered both AP and TC at the time.
A few weeks ago, I started adding a bunch of mods to X3 AP, with the XRM mod. XRM, as most of you know, add certain stations all around, and are the only ones to sell certain types of factories. Well, after a while, I started to make some money and wanted to buy some new factories. Unfortunately, the ONLY stations that sell these factories seem to be the ones added by XRM and none of my ships would dock at the stations, not to mention the station names were labeled as <<illegal>> or some jazz like that. So, last night I decided to start over, deleted the copied non-steam version, copied my original non-XRM steam version in place of the non-steam version, and started plugging away. At that time, the plugin manager still had all 4 directories entered. (My saved games are stored in a database I wrote so I have no fear about losing the game)
What I did was put in each additional mod, re-run the game, and verify that I still had access to the station. After installing XRM, I was able to get into my saved game, so I hadn't lost anything fortunately. I lost track of what the last mod was that I installed, which happened to be the mod that screwed the station naming and functionality, and I can't even be sure if it was something that was installed with the plugin manager or a manual copy. So, decided to go even deeper and this time delete everything in the non-steam version and all directories entered in the plugin manager, and start over from square one.
And here's where I'm getting peeved.
So, starting with as a vanilla game and plugin manager as I can get, I go into the plugin manager and add the non-steam directory. In "Open Dialog" in the lower right corner, I select Albion Prelude EXE in drop down, and select the x3ap.exe file, and click OPEN. The plugin manager, no matter what I do as I've done this several times now, thinks that its Terran Conflict. I've even gone and put the x3tc.exe file into the recycle bin and removed+re-added, but the plugin manager still thinks its TC for whatever reason.
So I have two questions;
Is this going to affect anything with SPKs being installed if installed with the plugin manager thinking this is TC?
How do I convince, with or without a jack hammer, sawed off shot gun, and/or high powered electromagnet the plugin manager that the game I want to play is indeed AP, not TC?
Since I don't expect an answer immediately, and I really want to play, I'm going to plug away at this in TC mode and just cross my fingers, toes, and legs and hope it works!
Edit: Just for clarification on the affected station, in my universe, Red Light has the Jonferco Showroom and that seems to be the station that is causing me grief. I KNOW its not related to this manager, but if anyone has seen this issue with the station name going bad, let me know!
Edit 2: So it seems as though it was a game issue. I blew away everything to do with X3 from Steam, re-downloaded just AP and now the manager works. However, I'm still dinked on the previous save. Oh well... Start over I guess.
-
- Posts: 2
- Joined: Sun, 1. Feb 04, 03:17
I have a problem.
When I try to run the plugin manager I get a browse menu come up looking for x universe files. I don't know where I've gone wrong on the install process. I've uninstalled the old plugin manager, I've even searched all drives and deleted any files associated to the plugin manager. I've loaded the visual C++(even deleted and re-installed them). Can someone please tell me what I've done wrong and how I can install the program, so it works.
Thanking you in advance.
When I try to run the plugin manager I get a browse menu come up looking for x universe files. I don't know where I've gone wrong on the install process. I've uninstalled the old plugin manager, I've even searched all drives and deleted any files associated to the plugin manager. I've loaded the visual C++(even deleted and re-installed them). Can someone please tell me what I've done wrong and how I can install the program, so it works.
Thanking you in advance.
-
- Posts: 1277
- Joined: Tue, 13. Dec 11, 08:27
Normally the plugin manager can detect where your game is installed, however if it can't you have to navigate to it yourself and select the X3TC.exe (or X3AP.exe if you are running AP). For help on finding where the game is installed see here.
1940s - Various "computers" are "programmed" using direct wiring and switches. Engineers do this in order to avoid the tabs vs spaces debate.
-
- Posts: 18
- Joined: Tue, 5. Nov 13, 06:04
Directory
Hey I have a question after loading the XRM plugin Manager.
It seems after installing on the directory it can find the Albion Prelude, but it won't pull up the TC directory so that I am able to install mods. There anyways to actually fix this?
It seems after installing on the directory it can find the Albion Prelude, but it won't pull up the TC directory so that I am able to install mods. There anyways to actually fix this?