[PROGRAM] X Plugin Manager : V1.87 : 2024-01-06
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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@Dragonessa
Most scripts that depend on EMP will need to be updated to reflect the fix to the EMP. LV discovered a problem with EMP and DIGSIN fixed and now PM uses that lastest version.
Unfortunately any script that uses a reference (I.E. >=) after the fixed entry in EMP will need to be updated. As you discovered advanced jumpdrive by Cycrow and LV’s upgrade kit are just examples.
Most scripts that depend on EMP will need to be updated to reflect the fix to the EMP. LV discovered a problem with EMP and DIGSIN fixed and now PM uses that lastest version.
Unfortunately any script that uses a reference (I.E. >=) after the fixed entry in EMP will need to be updated. As you discovered advanced jumpdrive by Cycrow and LV’s upgrade kit are just examples.
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They were created again every times I use the plugin manager, and corrupted againEmerson d'Anite wrote:Your t-file (0901-Lxxx.pck ?) and your TWareT.pck file were corrupted during the install.
I cannot open them like others .pck with 7zip, winrar, nor win-gz.

« Il suivait son idée. C'était une idée fixe et il était surpris de ne pas avancer. » 
Jacques Prévert

Jacques Prévert
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The problem is I don't know exactly what to do; what is to "fix the references".
Is it to edit the scripts and change some ZA_old to ZA_new names becase the names changed?
I actually never messed with the ingame script editor so I'm a bit lost but I'm not afraid of getting into trouble, he he. Although I might need some hints.
Is it to edit the scripts and change some ZA_old to ZA_new names becase the names changed?
I actually never messed with the ingame script editor so I'm a bit lost but I'm not afraid of getting into trouble, he he. Although I might need some hints.
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Nope, just change that ZA_something with the real name of the equipment (just press enter on ZA_ and then select ware and the correct one), save the script and then reload the save.
Acutually, i don't know what happens if you have ZA_something in any of your ships' inventory. I guess you will have to destroy that before changing the scripts (you can use the cheat menu to do that).
Also double check all the other cycrow's scripts since some might be using an incorrect ware (you will notice that easily)
Acutually, i don't know what happens if you have ZA_something in any of your ships' inventory. I guess you will have to destroy that before changing the scripts (you can use the cheat menu to do that).
Also double check all the other cycrow's scripts since some might be using an incorrect ware (you will notice that easily)
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I have uninstalled the plugin manager.Emerson d'Anite wrote:They were created again every times I use the plugin manager, and corrupted againEmerson d'Anite wrote:Your t-file (0901-Lxxx.pck ?) and your TWareT.pck file were corrupted during the install.
I cannot open them like others .pck with 7zip, winrar, nor win-gz.(Win-gz say they are not gzip files)
Then I have cleaned t and script directories (I suppressed all 3rd-party scripts)
Then I have installed plugin manager 1.20
Then t/0901-L033.pck and types/TWareT.pck are always corrupted.

What can I do ?
« Il suivait son idée. C'était une idée fixe et il était surpris de ne pas avancer. » 
Jacques Prévert

Jacques Prévert
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Ok. never used the script editor before. Have the ZA_yada_crap_ware problem. and all i did was install the cheat pack and plugin lite. The errors can be edited out? yes?Nanomad wrote:Nope, just change that ZA_something with the real name of the equipment (just press enter on ZA_ and then select ware and the correct one), save the script and then reload the save.
Acutually, i don't know what happens if you have ZA_something in any of your ships' inventory. I guess you will have to destroy that before changing the scripts (you can use the cheat menu to do that).
Also double check all the other cycrow's scripts since some might be using an incorrect ware (you will notice that easily)
please tell me how. i can open the editor. i can see a list of scripts. which one(s) do I open?
thanks
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What excatly are you trying to do with those files? PCK files can come in two modes/types. Deflat mode and PCK mode. 7zip, winrar, win-gz and the like will only open a Defalt mode PCK. If the PCK is in "PCK" mode those programs will not open.Emerson d'Anite wrote:Then t/0901-L033.pck and types/TWareT.pck are always corrupted.![]()
What can I do ?
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where exactly are you seeing all those wares ?Shootist wrote:Ok. never used the script editor before. Have the ZA_yada_crap_ware problem. and all i did was install the cheat pack and plugin lite. The errors can be edited out? yes?Nanomad wrote:Nope, just change that ZA_something with the real name of the equipment (just press enter on ZA_ and then select ware and the correct one), save the script and then reload the save.
Acutually, i don't know what happens if you have ZA_something in any of your ships' inventory. I guess you will have to destroy that before changing the scripts (you can use the cheat menu to do that).
Also double check all the other cycrow's scripts since some might be using an incorrect ware (you will notice that easily)
please tell me how. i can open the editor. i can see a list of scripts. which one(s) do I open?
thanks
the cheat scripts dont use any wares, so if thats all u've installed, then its unlikly any of those wares will be in the universe
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Thanks for the reply.Cycrow wrote:where exactly are you seeing all those wares ?Shootist wrote:Ok. never used the script editor before. Have the ZA_yada_crap_ware problem. and all i did was install the cheat pack and plugin lite. The errors can be edited out? yes?Nanomad wrote:Nope, just change that ZA_something with the real name of the equipment (just press enter on ZA_ and then select ware and the correct one), save the script and then reload the save.
Acutually, i don't know what happens if you have ZA_something in any of your ships' inventory. I guess you will have to destroy that before changing the scripts (you can use the cheat menu to do that).
Also double check all the other cycrow's scripts since some might be using an incorrect ware (you will notice that easily)
please tell me how. i can open the editor. i can see a list of scripts. which one(s) do I open?
thanks
the cheat scripts dont use any wares, so if thats all u've installed, then its unlikly any of those wares will be in the universe
I see the wares listed when ST/UT traders are checking to see what to buy. Nomenclature similar to ZA_EMP_MOD_ONLY_??? and ZZ_BLANK
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nothing you can do about that.
the ST/UT just cycle through all wares that are available in the game, weather they are used or not.
as those wares are in the data files, it will go through them.
theres really no way around this, u could remove the text, but they will still appear, jsut with ReadText##-#### instead.
only way to remove them would be to remove EMP completly, which would break most scripts
the ST/UT just cycle through all wares that are available in the game, weather they are used or not.
as those wares are in the data files, it will go through them.
theres really no way around this, u could remove the text, but they will still appear, jsut with ReadText##-#### instead.
only way to remove them would be to remove EMP completly, which would break most scripts
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Thanks for the reply and your excellent work.Cycrow wrote:nothing you can do about that.
the ST/UT just cycle through all wares that are available in the game, weather they are used or not.
as those wares are in the data files, it will go through them.
theres really no way around this, u could remove the text, but they will still appear, jsut with ReadText##-#### instead.
only way to remove them would be to remove EMP completly, which would break most scripts
So this is not a life ending bug that will bite me at the worse possible time? C'est bon and thanks.
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Just did the autoupdate for the new SPK libraries and I now get an exception when trying to run the plugin manager.
************** Exception Text **************
System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
at CPackages.ReadGameLanguage(CPackages* , Boolean )
at PluginManager.StartUp.Background_Finished(Object Sender, RunWorkerCompletedEventArgs E)
at System.ComponentModel.BackgroundWorker.OnRunWorkerCompleted(RunWorkerCompletedEventArgs e)
at System.ComponentModel.BackgroundWorker.AsyncOperationCompleted(Object arg)
This isn't my week for X3. This is my 3rd clean reinstall so far.
Any way to get plugin manager to recognize existing installed scripts based on the old information? It seems if I remove the old PluginManager folder (from version 1.20) it can start without an exception. Only.... that means it doesn't know the scripts/ships/mod I already have installed.
At this point I don't think I'm going to reinstall. I'm just going to live with it. (Otherwise I'm never going to actually play the game at this rate. *laughs*)
EDIT: OK, no sooner did I post this than I figured out how to fix it. I just opened the old .dat file and changed the UpdateTime line to: "UpdateTime: 0". Technically I have no idea what that does but PM runs now with no ill effects seemingly.
************** Exception Text **************
System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
at CPackages.ReadGameLanguage(CPackages* , Boolean )
at PluginManager.StartUp.Background_Finished(Object Sender, RunWorkerCompletedEventArgs E)
at System.ComponentModel.BackgroundWorker.OnRunWorkerCompleted(RunWorkerCompletedEventArgs e)
at System.ComponentModel.BackgroundWorker.AsyncOperationCompleted(Object arg)
This isn't my week for X3. This is my 3rd clean reinstall so far.

Any way to get plugin manager to recognize existing installed scripts based on the old information? It seems if I remove the old PluginManager folder (from version 1.20) it can start without an exception. Only.... that means it doesn't know the scripts/ships/mod I already have installed.

EDIT: OK, no sooner did I post this than I figured out how to fix it. I just opened the old .dat file and changed the UpdateTime line to: "UpdateTime: 0". Technically I have no idea what that does but PM runs now with no ill effects seemingly.

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I also really appreciate the plugin manager--and the other scripts you have put together for the game. However, the last time (yesterday) I opened the manager it did an automatic update. Of course, not a problem by itself. However, now all of the new "wares" are showing up as za_custom_something-something-something. Do I need to reload all of the scripts?
I did try reading through this thread, and noticed someone talking about renaming the wares through the script-editor. But, I am a little leery of using that--not having the slightest idea what I am doing.
Perhaps this is also helpful--specifically, the wares I am using, and so which should show up are:
boarding transporter extension
advanced jumpdrive
FTL (I think)
advanced thruster (this one I also can't buy, even though I am the highest boron rank)
advanced navigation (though, I think this one still shows up normal)
I think there are one or two others.
Also, the pluginmanager updated to v1.20 (I should probably mention this is the lite version).
Any ideas? Or, any other info you need to help?
I did try reading through this thread, and noticed someone talking about renaming the wares through the script-editor. But, I am a little leery of using that--not having the slightest idea what I am doing.
Perhaps this is also helpful--specifically, the wares I am using, and so which should show up are:
boarding transporter extension
advanced jumpdrive
FTL (I think)
advanced thruster (this one I also can't buy, even though I am the highest boron rank)
advanced navigation (though, I think this one still shows up normal)
I think there are one or two others.
Also, the pluginmanager updated to v1.20 (I should probably mention this is the lite version).
Any ideas? Or, any other info you need to help?