[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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Sniper_Ghost20
Posts: 78
Joined: Thu, 8. Nov 07, 19:00
x3

Post by Sniper_Ghost20 »

Hi,

The Plugin Manger Folder within the X3 Reunion Directory contains :

[Icons] Folder >> Crycrow Xenon Migrations File

[Readme] Folder

[Saves] Folder

[Uninstall] Folder >> uninstall xenon migrations file.

and

PluginManager.Dat

Fake patches are installing.

I have been unable to locate the Tships.pck or a [Types] folder
.
I have been closing the launcher before running the game.
"It's time to kick ass and chew bubble gum... and I'm all outta gum!" - Duke Nukem
Tom5Cat
Posts: 107
Joined: Sun, 13. Jan 08, 19:35
x3ap

Post by Tom5Cat »

Hi Cycrow. Love your PM soo much eversince X3:R, but I'm afraid I too am at a total loss atm.

Playing X3:TC atm and used the PM to enhance gameplay, which as usual worked brilliantly. Installed some scripts and a few ships. No problems there. But today I wanted to instal an extra ship, one I know for sure shouldn't give problems because I've installed it on TC before, but for some reason it won't work any more. It gets even worse... seems I can't get any more ships to work at all, while the ones I had already put in work just fine.

It installs as it should in PM without errors/problems, but when I go and check types/tships it doesn't get added there nor, of course, is it in my game. The ships I installed before are, on both accounts. For the record, I do shut down PM before checking tships with x3Editor. Ingame I check through the cheat package to create a new ship, checking the list of all possibles.

I checked whatever I could think of to find the problem, but I frankly don't have a clue. Have any ideas? Please help. Thanks in advance!
SirDeathwalker
Posts: 385
Joined: Fri, 6. Aug 10, 03:15
x4

Post by SirDeathwalker »

Not sure if this will help, but I have encountered times where 2 or more ships do not work when both are installed, outside the mods that add multiple ships at once, I have usually installed 12-15 ships individually, but the most I got in was around 22.

(I would get symptoms ranging from it isn't showing up to create to it creates as an invisible ship, (including once where it took up the normal volume, and the only thing 'visible' were the flashing running lights) to it shows up with a silver skin and no texture looking like the t-1000 liquid metal terminator)
Tom5Cat
Posts: 107
Joined: Sun, 13. Jan 08, 19:35
x3ap

Post by Tom5Cat »

I've had the kinds of problems you mentioned too, in X3:R and with the first PM. Invisible ships and such... really weird! Even happened with the Odin, which wasn't a vanilla ship back then, but is in X3:TC.

Now, in my X3:TC game atm, I only installed 3 ships and all 3 work just fine. The strange thing is that I had installed a 4th one and it too worked as it should, but then I decided it didn't suit the looks of the other ships, so I uninstalled it again. A few days ago however, I changed my mind and wanted to install it again and that's when it didn't work anymore. So it should work because it used to, in the same configuration (same other ships). I then tried about 10 other ships, but none would install properly anymore. That is, they do in the PM, but then don't show up in the Tships file or in the game.

It gets even weirder... After my former reply, when starting up my game, it just wouldn't, got a crash to desktop. Classic case of a broken save game. Tried again immediately, same result. Quit the game. Started up the PM again. That 4th ship was still there, showing 'installed'. Uninstalled it. Started my game again, loaded the savegame and... it worked again! Go figure! Needless to say I get shivers just thinking about tampering with it again :cry: Then again, the PM is a great tool and I'd hate not to be able to use it again, because I do still want to enhance my game with scripts even futher.

Is there anything I can check to reveal what the problem might be?
SirDeathwalker
Posts: 385
Joined: Fri, 6. Aug 10, 03:15
x4

Post by SirDeathwalker »

modding ships in after the game started sometimes has unusual consequences.... like making the game unstable....
disabling ships I haven't seen a prob with, but adding or re-adding a ship causes issues.
if you merely disabled it in the PM, then just re-enable, that should have worked
VINNIPUK
Posts: 4
Joined: Sat, 3. Feb 07, 14:42
x2

Post by VINNIPUK »

hi,
having problem running plugin manager on vista home premium.
it keeps telling the game, X3reunion, is installed in a "protected directory".
UAC disabled, antivirus disabled, game outside \program files\, still no joy.
it also seems to install spk files, but in game i get a wall of read-text errors.
if i use package creator, it does not recognize scripts (xml,pck) specifically for X3Reunion, i must save them as "for all games".
if i try to use spkconvert.exe on old spk formats, an error pops up: "can`t find spk.dll".
all vc++ red. from 2005 to 2010 have been already installed, .net framework v4.5 too.
thanks for your hard work and patience in this.
Last edited by VINNIPUK on Tue, 28. Jan 14, 19:38, edited 1 time in total.
Tom5Cat
Posts: 107
Joined: Sun, 13. Jan 08, 19:35
x3ap

Post by Tom5Cat »

SirDeathwalker wrote:modding ships in after the game started sometimes has unusual consequences.... like making the game unstable....
disabling ships I haven't seen a prob with, but adding or re-adding a ship causes issues.
if you merely disabled it in the PM, then just re-enable, that should have worked
Thx, I'll keep that in mind for future reference! Makes perfect sense too.

However, that doesn't explain why the PM didn't install the 4th ship (nor the dozen more ships I tried afterwards) into the Types/Tships again. I can understand a 'bad' install there, but a 'no install'? Surely that's the reason why the ship wasn't in my game!

So I figure the solution is to be found in the PM, not the game. Why doesn't it, all of the sudden, install ships properly anymore AND why doesn't it even give an error when failing?
VINNIPUK
Posts: 4
Joined: Sat, 3. Feb 07, 14:42
x2

Post by VINNIPUK »

hi,
it seems the PM`s got some problem during install of SPKs on my laptop.
if i export a package on my hard drive, a program like Whymsy Exscriptor can read scripts in PCK format with no problem.
sadly, as i install packages with PM, those scripts become unreadble and i cannot open either one.
even if i make a new package from an archive the PCKs become unreadble, so the game is full of readtext and a window pops up with error (X3 file not found).
the Exscriptor states there are strange symbols within each spk file installed from PM, so it cannot read them.
making use of Double shadows Text Editor gets me the same problem.
as stated previously, my Antivirus is disabled, UAC control still disabled, game and PM outside \program files\ and run as administrator as usual.
windows vista home premium 32bit.
Language: russian, International Settings: English
can this be a problem?
TYIA.
Sparky Sparkycorp
Moderator (English)
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Joined: Tue, 30. Mar 04, 12:28
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Post by Sparky Sparkycorp »

Loving the installer. Thanks, Cycrow. Some feedback that I hope is helpful follows.
Cycrow wrote: :arrow: Important Information
  • Remember to close the plugin manager before running the game.
Cycrow wrote: Q: I have installed various ships, but they are not showing up in game
A: Make sure the plugin manager is closed before launching the game, or that you have used the game launcher
Version 1.47 of the plugin manager has a "launch game" button on it, which seems at odds with the advice above from page 1 of this thread. Maybe it needs a reword since it's not clear if the launch button should be used or not. The screen shot of version 1.00 on the first page doesn't seem to have a launch button so I guess the above quote could relate to older iteration of the plugin manager.

Cycrow wrote: Q: I have both TC and AP installed but its not detecting, or working with AP
A: Try deleting the pluginmanager.dat file from My Documents/Egosoft. This holds the list of directories it is using. Remove the file will cause it to re-scan for the directories and you might have to manually re add some

[/list]
I've been having a related problem with my Steam version of AP but I do not have TC installed. When I have pointed the plugin manager to the AP executable in the main TC directory, where both the TC and AP executables are located, the plugin manager doesn’t seem to do as expected.

The manager's launch button will tend to be the AP executable's colour but it will have Terran Conflict written over it without the TC executable's colour. It also seems to lead to scripts not working in AP. Whereas as I am sure it should be the AP's colour and say "Argon Prelude". It does say “Argon Prelude” eventually after uninstalling and reinstall the plugin manager a few times, and scripts seem to work more reliably then too.

It’s possible that deleting the pluginmanager.dat file would fix this issue too but just wanted to mention that there seems to be an issue for me when TC isn’t installed. I’m not very experienced with X3:AP scripts and modding at the moment so I’ve tried not to sound too exact above.

Thanks again for making the helpful tool.
Kyuki1337
Posts: 8
Joined: Wed, 5. Mar 14, 10:29

Post by Kyuki1337 »

I keep getting an error:
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
at CyString.{ctor}(CyString* , CyString* )
at PluginManager.StartUp.Background_Finished(Object Sender, RunWorkerCompletedEventArgs E)
at System.ComponentModel.BackgroundWorker.OnRunWorkerCompleted(RunWorkerCompletedEventArgs e)
at System.ComponentModel.BackgroundWorker.AsyncOperationCompleted(Object arg)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5477 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
PluginManager
Assembly Version: 1.0.4589.33379
Win32 Version:
CodeBase: file:///C:/Program%20Files%20(x86)/Egosoft/X%20Plugin%20Manager/XPluginManager.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.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5468 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5467 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5467 (Win7SP1GDR.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: 2.0.50727.5476 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Configuration
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5476 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.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.
Yet, when I launch the game, all the plugins work at least to my knowledge. I have the steam version of X3TC and running on admin rights. At first I thought it was a fake patch being overwritten by a new script or plugin so I deleted all the dats and etc, verified the game, and reinstalled the plugin manager along side of some new plugins I found.

Installed Scripts:
Asteroid Relocator (added after this error/problem)
Auto Begger (before it started)
BBS Race Reparations (before)
Bribe A Pilot (before)
Cheat Collection (before)
Explorer Command Extension (before)
Invasion Warnings (before)
LazCorp Claim Sector (before)
Marine Repairs (before)
Satellite Early Warning Network (before)
Station Repacker (after)

Fake Patches:
No mini roids mod (error started around here)
Remove Adsigns (error started around here)
SSwamp_troopers Performance Upgrade (error started around here)
** This plugin seemed to have caused stuttering with the game, after reinstalling and adding fake patches like, no fog, and no complex pipes, the game ran a lot smoother.

Script Libraries:
Community Plugin Config
Hotkey Manager
Ware Manager

I also have Auto Aim installed.

Anyone have a clue to which one of these mods corrupted something?
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

I think I got the same error when I fist used the plugin manager again a few months ago.

For me, it was to do with where my game and the plugin manager when installed despite admin privileges rather than conflicts with moods/scripts.

If no one has any better ideas, I'd suggest moving the manager off your C drive if that is where it is and trying again.
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DrBullwinkle
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Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

The Program Files folder has special privileges (and restrictions). For modding games, it is always better to install them somewhere else. (This goes for Steam, as well.)

The usual practice is to put your games into a games folder, such as C:\Games. That will eliminate most issues with file rights.
SirDeathwalker
Posts: 385
Joined: Fri, 6. Aug 10, 03:15
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Post by SirDeathwalker »

DrBullwinkle wrote:The Program Files folder has special privileges (and restrictions). For modding games, it is always better to install them somewhere else. (This goes for Steam, as well.)

The usual practice is to put your games into a games folder, such as C:\Games. That will eliminate most issues with file rights.

what he said :P

(he just beat me to it)

actually, I installed steam in to it's own directory ; C:\Steam\ , then all the steam games install there, no permissions errors or conflicts. (also requires less "management" when installing from Steam.
Kyuki1337
Posts: 8
Joined: Wed, 5. Mar 14, 10:29

Post by Kyuki1337 »

Well, as long as it doesn't create in-game issues it should be fine right?
Airoch
Posts: 2
Joined: Sun, 9. Mar 14, 19:21

Post by Airoch »

Why is there no link for windows? All I see is links for a Mac version. Does it work for both OS? If so why is it not labeled?
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DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

Enable images in your profile. Some (many?) scripts have only image "download" links. You cannot see them when images are disabled in your profile.
Airoch
Posts: 2
Joined: Sun, 9. Mar 14, 19:21

Post by Airoch »

Ah, I figured it out. Combo of me not reading and what I was reading being slightly wrong.

" NOTE: Uninstaller any previous version below 1.40. Ie, 1.30 or any of the 1.40 beta versions before installing. The installer used has changed and u'll end up with 2 seperate copies otherwise "


Red text / says uninstaller and not uninstall. No mention of it being windows version. Maybe its just me but I think that could be fixed up. Oh well I am on my way now thanks :)
Shimrod
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Post by Shimrod »

I have a script which makes use of an EMP ware. It works fine on XRM, my textfile includes a pageid 17 entry for it and I call 'load text' in my setup script which loads my override name and ware description.

However with plugin manager installed it looks like some other setup script is running after my own and loading in the original ZZ_ type name, undoing my override. E.g. if I manually run my setup script this will reassert the override ware text.

Is there some special load ordering to be observed to make sure my override is applied after plugin manager stuff executes, or is it that plugin manager is only supported with XSP based EMP users, and I need to apply some sort of workaround?

I don't plan to make an XSP version of the script, but I'd like to make it as compatible as possible.

Edit: I've applied a workaround in to the station ware restock script. I notice from tracing the ware text got switched twice following game start, first at 1 second played, then at 20 seconds played, so clearly renaming my script to setup.zzzz*.xml is not the solution. Users might observe a fleeting ware text glitch at gameload with plugin manager installed but I can live with that.

Code: Select all

* Workaround for plugin manager overwriting ware text
$Ware.Text = sprintf: fmt='%s', $Ware, null, null, null, null
if not match regular expression: 'Replicator' to string $Ware.Text
load text: id=$PageId
$Ware.Text = sprintf: fmt='%s', $Ware, null, null, null, null
if match regular expression: 'Replicator' to string $Ware.Text
= [THIS]-> call script 'glen.replication.trace' : fmt='Restock: Fixed ware text' arg1=null arg2=null arg3=null arg4=null arg5=null
else
= [THIS]-> call script 'glen.replication.trace' : fmt='Restock: Failed to fix ware text' arg1=null arg2=null arg3=null arg4=null arg5=null
end
end
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Silveressa
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Post by Silveressa »

When using the advanced plug in manager when I go to the Edit Game Globals tab the menu inside it is completely blank?

(When I installed it I told it to install everything so what am I doing wrong?

(I did skim through this thread but at 120 pages it likely over looked it if it was asked before and the search function was of no help and only pointed me to this thread.)
"Lesbian Gamers, sometimes we use our hands for other things."
lnewolf68
Posts: 2
Joined: Sun, 18. Dec 05, 01:01
x3tc

Ship Creator version for TC

Post by lnewolf68 »

Not sure if this is the right area to post this or not. Been away from the game since about 6 months after TC released, and just reinstalled it on a new system. I have a copy of Cycrow's Ship Creator that I used with X3:R. Was wondering if there was a version written for TC, as the old ver does not recognize the TC installation.

If anyone can help, would be greatly appreciated,

Lnewolf68

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