[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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draffutt
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Post by draffutt »

1) Fresh X3: Reunion install from DVD.
they weren't talking about TC :wink:
None of us is as smart as all of us. ~Ken Blanchard

TC player bug fixes
Reunion player bug fixes
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Argonaught.
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Post by Argonaught. »

draffutt wrote:
1) Fresh X3: Reunion install from DVD.
they weren't talking about TC :wink:
Oooppsss...pardon my mishap...I'm in the right forum though => X3TC :P

Argo.
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
<==<<Argonaught>>==>

XBTF>XT>X2TT>X3R>X3TC>X3AP>X4F

I lurk alot for the most part now
:thumb_up:
draffutt
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Post by draffutt »

@strekship

Since cycrow is busy at the moment i went ahead and taken a look at the files generated by manager for Reunion. Unfortunately ship importing isn’t working for reunion side of the house. I have found 2 possible 3 issues with the creation of the TShips alone and I haven’t checked the other files yet that manager generates. So until cycrow fixes ship importing for reunion it isn’t going to work.
None of us is as smart as all of us. ~Ken Blanchard

TC player bug fixes
Reunion player bug fixes
strekship
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Post by strekship »

Thank you for the help. I went back the the old version (2.12 or something like that) and now everything works.
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Alee Enn
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Post by Alee Enn »

Hi Cycrow, I have a couple of questions about Plugin Manager Lite Beta v1.10

1) When I select the Mods menu, it can't find any Mods even if I have them installed.
Why is this ?

2) Would it be possible for a future Plugin Manager to allow multiple Mods to be active ?

Apologies if these have already been answered or they are stupid questions.

Thanks in advance
Alien.
Formerly "Alien Tech Inc."
california3201
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need help with package AP libraries

Post by california3201 »

I recently tried to install the AP library's package. A message came up. That said, switch to modified mode if you wish to install this package . My question is how do you switch from vanilla mode modified mode. And what's the difference.

Thanks in advance for your help
Catra
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Post by Catra »

settings --> mode--> modified.

you need to be in modified mode to mount any SPK format file.
LarryBurstyn
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Problems with some XSP's

Post by LarryBurstyn »

I have some XSP that say they are installed but the ships simply do not appear in game. Others have downloaded and installed the XSP's and report no problems with the ship not appearing in game. Example: the Liberator XSP installs correctly for some but not me. PM Lite 1.10 says it is installed but again it is not in the game. I have other ships (XSP) installed and are in the game with no problems--such as the EA Omega.


Edit: some added stuff...notice first one shows up in game second one does not...

Spacepark TL
0;0;0.005;0.005;0.005;SG_SH_TL;500062;30120;1454;102;1;11;373;3132;112;247;ships\bsg\spacepark\spacepark;ships\argon\cockpits\argon_m1_cp_scene;0;0;10000;0.0179;3;5;0;9;18;18;60000;160000;87;0;0;0;0;0;0;0;0;0;0;0;0;50;5;1;120000;37;38;0;0;7;OBJ_SHIP_TL;1;1;0;ships\props\cameradummy;1;1;1;0;1;1;1;0;0;0;;1;1;36580;25;1;3;36580;0;0;0;Spacepark;

Liberator (M2 I think).
0;0;0.0666667;0.0666667;0.0666667;13;5055;50000;3000;102;1;11;373;40000;112;247;ships\MarkusXL\Liberator\Liberator_scene;ships\argon\cockpits\argon_m6_cp_scene;541638752;7;15000;0.0666667;4;6;124197947;9;10;0;1500;1500;0;0;0;0;0;0;0;0;0;0;0;0;0;0;4;1;800000;37;38;0;0;16;2027;1;1;0;ships\MarkusXL\Liberator\Parts\Wings;7;1;1;7;1;7;1;1;ships\props\weapondummy;2;;-1;2;1;ships\props\weapondummy;3;;-1;3;1;ships\props\weapondummy;3;;-1;4;1;ships\props\weapondummy;4;;-1;5;1;ships\props\weapondummy;4;;-1;6;1;ships\props\weapondummy;5;;-1;7;1;ships\props\weapondummy;5;;-1;1;200000000;25;1;0;200000000;3333;0;0;SS_MXL_BL1

The first thing I noticed was that the fifth item in the one that works is "SG_SH_TL" which is missing from the one that does not show up...When I add them in PMLite the TShips.pck file has the data for the ships that show up and does NOT for the ships that do not show up. Which explains why they do not show up...however the PMLite GUI shows the ships as added.

The text quoted for the first ship was from the TShips.pck file created by PMLite while the second ship was from the XSP file via Ship Creator (raw data tab).
Cycrow
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Post by Cycrow »

Alien ND wrote:Hi Cycrow, I have a couple of questions about Plugin Manager Lite Beta v1.10

1) When I select the Mods menu, it can't find any Mods even if I have them installed.
Why is this ?

2) Would it be possible for a future Plugin Manager to allow multiple Mods to be active ?

Apologies if these have already been answered or they are stupid questions.

Thanks in advance
Alien.
1. How are the mods installed ?
if they are fake patches, they wont appear in the mod selector. Only mods that have been installed by the plugin manager, into the mods directory will be displayed there

2. This is a limit with the game, it can only load 1 mod at a time
1.
Cycrow
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Re: Problems with some XSP's

Post by Cycrow »

LarryBurstyn wrote:I have some XSP that say they are installed but the ships simply do not appear in game. Others have downloaded and installed the XSP's and report no problems with the ship not appearing in game. Example: the Liberator XSP installs correctly for some but not me. PM Lite 1.10 says it is installed but again it is not in the game. I have other ships (XSP) installed and are in the game with no problems--such as the EA Omega.


Edit: some added stuff...notice first one shows up in game second one does not...

Spacepark TL
0;0;0.005;0.005;0.005;SG_SH_TL;500062;30120;1454;102;1;11;373;3132;112;247;ships\bsg\spacepark\spacepark;ships\argon\cockpits\argon_m1_cp_scene; 0;0;10000;0.0179;3;5;0;9;18;18;60000;160000;87;0;0;0;0;0;0;0;0;0;0;0;0;50;5;1;120000;37;38;0;0;7; OBJ_SHIP_TL;1;1;0;ships\props\cameradummy;1;1;1;0;1;1;1;0;0;0;;-1;1;36580;25;1;3;36580;0;0;0;Spacepark;

Liberator (M2 I think).
0;0;0.0666667;0.0666667;0.0666667;13;5055;50000;3000;102;1;11;373;40000;112;247;ships\MarkusXL\Liberator\Liberator_scene;ships\argon\cockpits\argon_m6_cp_scene; 541638752;7;15000;0.0666667;4;6;124197947;9;10;0;1500;1500;0;0;0;0;0;0;0;0;0;0;0;0;0;0;4;1;800000;37;38;0;0;16;2027;1;1;0; ships\MarkusXL\Liberator\Parts\Wings;7;1;1;7;1;7;1;1;ships\props\weapondummy;2;;-1;2;1;ships\props\weapondummy;3;;-1;3;1;ships\props\weapondummy;3;;-1;4;1;ships\props\weapondummy;4;;-1;5;1;ships\props\weapondummy;4;;-1;6;1;ships\props\weapondummy;5;;-1;7;1;ships\props\weapondummy;5;;-1;1;200000000;25;1;0;200000000;3333;0;0;SS_MXL_BL1

The first thing I noticed was that the fifth item in the one that works is "SG_SH_TL" which is missing from the one that does not show up...When I add them in PMLite the TShips.pck file has the data for the ships that show up and does NOT for the ships that do not show up. Which explains why they do not show up...however the PMLite GUI shows the ships as added.

The text quoted for the first ship was from the TShips.pck file created by PMLite while the second ship was from the XSP file via Ship Creator (raw data tab).
do you mean the 2nd ship is not in the TShips entry at all ?
have you made sure the ships are marked as enabled, and that u've closed the pm before checking ?

as for the missing entry, this is one of the differences between X3R and TC, in the XSP file, its viewing the raw data, but the pm will convert that to the correct format when installing, so when its installed properly, it'll display the correct values as well
LarryBurstyn
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Hi XSP not installing.

Post by LarryBurstyn »

OKay, being working on it for some time...

Yes I closed PMLite 1.1 before checking the TShips.pck file. They are simply NOT in the TShips.pck file created by PMLite. They are enabled. Maybe new ships are not being installed because they conflict somehow with ships already entered??

Here's something I found out....If I delete the TShips.pck file the PM Lite created BEFORE I open PM Lite to install ships, sometimes the new XSP show up in game and in TShips.pck file. Mostly they don't.

Experiment #2: Deleted some ships that I was not using...closed PMLite..opened game...ships deleted were gone...closed game...deleted Tships.pck file...opend PM Lite...added new ships...closed PM Lite...opened TShips.pck file...some of the new ships are there some are NOT....all of the OLD ships were there even tho I did not add them back to PMLite (did not delete them from the list PMLite has). Apparently PMLite maintains data elsewhere for ships it has added to the TShips.pck file...noted new entry in TShips.pck file where the last word was deleted...
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Targoid-1
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Post by Targoid-1 »

I remember something simular long ago (before this new update). It had something to do with the save game files. Somehow old ships seemed to be stored there, and did not disappear after deleting the blueprints in the editor. It had something to do with the unique ship codes: I copied the old ones and kept using them. Even after deletion they seem to remain somewhere in the save game file. So be sure to give every new ship a completely new id number. Hope this works :)
LarryBurstyn
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Post by LarryBurstyn »

[quote="Targoid-1"]I remember something simular long ago (before this new update). It had something to do with the save game files. Somehow old ships seemed to be stored there, and did not disappear after deleting the blueprints in the editor. It had something to do with the unique ship codes: I copied the old ones and kept using them. Even after deletion they seem to remain somewhere in the save game file. So be sure to give every new ship a completely new id number. Hope this works :)[/quote]


Don't think you understood what I was trying to say.

Deleted some ships in the PM Lite program.
closed PM Lite. OPENED game
THe Deleted ships were GONE. The ones I did not delete were still there.
Closed game.
DELETED the TShips.pck file created by PM Lite.
Opened PM Lite and added new ships. CLOSED PM Lite.
OPENED TShips.pck file created by PM Lite. Some of the new ships were in the file and ALL the old undeleted ships were in the file although I did not add them back using the PMLite program. Since I deleted the TShips.pck file I figured the old undeleted ships would not be there SINCE I did not add them back into the file via PM LIte. They were still in PM Lite as added but I thought they would be GONE from the TShips.pck file since the data was gone (when I deleted the TSHips.pck file). NEVER opened the game. Therefore, they could NOT have come from saved files thru the game. PM Lite must keep info somewhere to be able to put them in it's NEWLY created TShips.pck file when it is closed.
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apricotslice
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Post by apricotslice »

I've finally installed this, and suddenly wish I hadnt.

I was asked to look at something for someone, that would not be read by the old program, so had to install this one.

No Packager yet. So I cant see whats inside a package. And now I cant update any of my existing packages.

It refuses to install your boarding spk because 3 others are not already installed. I dont care, I just want to see whats in this one spk ! Please generate a warning message, but dont stop the installation.

How do I run both old and new plugin managers together ? I need the functionality of the old more than I need the new.

None of your to do list is at all important. The unincluded tools are much more important.
mark_a_condren
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Post by mark_a_condren »

apricotslice

Cycrow wrote this in the OP.
Old SPK Tools: These are the additional programs from the old plugin manager, SPK Explorer and Script Packager. These have yet to be updated
These are still part of the Plugin Manager Lite, they just aren't on the desktop. You just have to go in through -> All Programs, to find them.

MarCon
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apricotslice
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Post by apricotslice »

mark_a_condren wrote:apricotslice
"Cycrow" wrote:Old SPK Tools: These are the additional programs from the old plugin manager, SPK Explorer and Script Packager. These have yet to be updated
These are still part of the Plugin Manager Lite, they just aren't on the desktop. You just have to go in through -> All Programs, to find them.

MarCon
All programs only has uninstall, main program, xsp converter.

Thats what I mean though, SPK Explorer and Script Packager are the most important things to finish updating at this point, imo. Everything else is window dressing, those 2 tools are essentials.
mark_a_condren
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Post by mark_a_condren »

apricotslice

Just a Q? was SPK Tools selected on install?

You should have this or something similar in vista.

[ external image ]

SPK Tools is selctable on install, i thought they were selected by default but i may be wrong.

MarCon
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apricotslice
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Post by apricotslice »

Not the first time, but I installed it again and got them this time.

Confused : How is Cycrow creating spk's not compatible with the old program if the packager isnt converted yet ? :gruebel:
draffutt
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Post by draffutt »

apricotslice wrote:Confused : How is Cycrow creating spk's not compatible with the old program if the packager isnt converted yet ? :gruebel:
He is using the command line version and it is working. you can find it in the tools folder of where every you installed manager. The GUI version (Script packager) that uses the command line isn't finished.

SPK Explorer is fully functional in beta v1.2 and i haven't come across any issues yet with using it; if you want to use a GUI rather then command line. since you mentioned in the other thread you wanted to view/extract spks.
None of us is as smart as all of us. ~Ken Blanchard

TC player bug fixes
Reunion player bug fixes
The Boz
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Post by The Boz »

I came upon some contradicting statements on the forums, so let me ask.
If I use this, do I need the EMP or EMP 2?
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