[PROGRAM] X Plugin Manager : V1.87 : 2024-01-06
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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The Plugin Manager itself can only handle scripts and mods in the spk format which is generated by the Script Packager program. Zip or rar files cannot be used.
What you should do is unzip the script/mod in a temp directory then use the Script Packager to create an spk package.
What you should do is unzip the script/mod in a temp directory then use the Script Packager to create an spk package.
"For the love of the Fish-Queen!"
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im mostly lookin for the pirate guild mod if its not ziped or if ziped can be put on the lite manager. i have nothin to open a ziped file and i really dont want to just be addin stuff to the game through ziped files anyway cause i would most likely mess my game up
Just don't. Use 7zip, WinRar, or whatever other uncompress program you can find with a simple google query. Even windows itself can unzip files.What you should do is unzip the script/mod in a temp directory then use the Script Packager to create an spk package.
Pirate Guild, Yaki Armada, ADS are all inter dependent in a way that's not really possible to handle through SPK without a lot of experience. Unzip PG in your installation directory, an uninstaller is provided.
Usual installation procedure (linky)
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
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tbh, i dont see y it would be so hard to add them to a SPK file.Serial Kicked wrote:im mostly lookin for the pirate guild mod if its not ziped or if ziped can be put on the lite manager. i have nothin to open a ziped file and i really dont want to just be addin stuff to the game through ziped files anyway cause i would most likely mess my game upJust don't. Use 7zip, WinRar, or whatever other uncompress program you can find with a simple google query. Even windows itself can unzip files.What you should do is unzip the script/mod in a temp directory then use the Script Packager to create an spk package.
Pirate Guild, Yaki Armada, ADS are all inter dependent in a way that's not really possible to handle through SPK without a lot of experience. Unzip PG in your installation directory, an uninstaller is provided.
Usual installation procedure (linky)
i've not used the scripting, but a brief look, all the uninstaller does it gives a message about disablign the plugin first, then details the files, which can easily be done by the plugin manager
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Erm.
Until he uninstall/disable anything and use PG only, there's no issue.
But if he uses several of my scripts, that's the best recipe for a disaster. I spend enough time giving support for my scripts, i'm not going to deal with installation issues
I have library files shared by all my scripts. On top of that 2 scripts (ads and ecs) are used as a library by PG and YA, one is optional the other is critical and included. If he uninstall PG, and have any other of my plugin installed, chances are critical files (ECS comm script + libraries) will go missing and break the others. I know some files can be set as "library" when building a spk. I know how to do it, he doesn't.
I don't want to provide spk files for those reasons and more practical ones (hosting/packaging both zip and spk takes time and space being one of them), not speaking of non too geeky mac and linux users. So i don't really like the idea of seeing my packages moving around in spk format.
Until he uninstall/disable anything and use PG only, there's no issue.
But if he uses several of my scripts, that's the best recipe for a disaster. I spend enough time giving support for my scripts, i'm not going to deal with installation issues

I have library files shared by all my scripts. On top of that 2 scripts (ads and ecs) are used as a library by PG and YA, one is optional the other is critical and included. If he uninstall PG, and have any other of my plugin installed, chances are critical files (ECS comm script + libraries) will go missing and break the others. I know some files can be set as "library" when building a spk. I know how to do it, he doesn't.
I don't want to provide spk files for those reasons and more practical ones (hosting/packaging both zip and spk takes time and space being one of them), not speaking of non too geeky mac and linux users. So i don't really like the idea of seeing my packages moving around in spk format.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
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- Moderator (Script&Mod)
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the library files shouldn't be a problem, i have the same with my scripts, alot of them share the same files.Serial Kicked wrote:Erm.
Until he uninstall/disable anything and use PG only, there's no issue.
But if he uses several of my scripts, that's the best recipe for a disaster. I spend enough time giving support for my scripts, i'm not going to deal with installation issues
I have library files shared by all my scripts. On top of that 2 scripts (ads and ecs) are used as a library by PG and YA, one is optional the other is critical and included. If he uninstall PG, and have any other of my plugin installed, chances are critical files (ECS comm script + libraries) will go missing and break the others. I know some files can be set as "library" when building a spk. I know how to do it, he doesn't.
I don't want to provide spk files for those reasons and more practical ones (hosting/packaging both zip and spk takes time and space being one of them), not speaking of non too geeky mac and linux users. So i don't really like the idea of seeing my packages moving around in spk format.
you dont need to do anything special with those files, they are automatically detected when installed.
if 2 SPK files have the same files they are marked as shared between the 2 packages, and the files are only removed once no remaining packages are linked to those files.
also, when you are installing them, it will only install the most recent files, so will never overright new library files with old ones.
so if you have 2 packages with the same library files, and one of them is an old version, if you unpack the newer one first then the older one, then the old library files will overright the newer ones.
which doesn't happen with the plugin manager as it will know which are the latest files to use.
also, u can seperate library packages out, and set dependacies to others, so ECS could be a library package, and the others will only installed if you have that installed.
as for time creating spk files, u can create a packager script, that can be used to create the package automatically, and can use wildcards for file names so it can grab all the files for the package including new ones without u having to edit the file again.
i have a simple script that is a simple double click to load and creates all my scripts in one go.
obviously, if you dont want to use it, then thats upto you, but best to accurate information on what it can actually do
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Yes i could do all that, or use a zip file and a batch file.
I'm accurate... I never said I couldn't do it or that it was impossible, for the obvious reason that i did it in the Reunion era. I said that HE (an average user) can't do it by himself. If you're willing to explain all this to him instead of 'just unzip', feel free to do so.
I'm accurate... I never said I couldn't do it or that it was impossible, for the obvious reason that i did it in the Reunion era. I said that HE (an average user) can't do it by himself. If you're willing to explain all this to him instead of 'just unzip', feel free to do so.
'nuf said.I know how to do it, he doesn't.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
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Firstly great work.
I was wondering if starting the X3 game via the Script installer lite will include the EAX option, as long as the sound options ( Alchemy ) are setup before hand?
And does starting the game via the X3 icon with the modded scripts installed ( via the script installer lite ) ensure all the needed script files are included?
Thankx again,
Tex.
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Hi everyone 
I am trying to install a few scripts, some of which require the "EMP - Extended Mod Pack" library. EMP seems to have been included in Cycrow's Plugin Manager, which would mean there is probably no need to install it separately - is that correct?
If yes, is it the latest version of EMP? I can't find any info in Cycrow's Plugin Manager (Lite v1.20) unfortunately, regarding which version of EMP was included.
I'm mainly wondering because Cycrow's "Emergency Transporter" plugin would require EMP to be installed, but its forum thread is actually pointing to a separate EMP spk-version download. Possibly that forum thread just hasn't been updated since EMP was included with the Plugin Manager, I just wanted to make sure.
-Logician

I am trying to install a few scripts, some of which require the "EMP - Extended Mod Pack" library. EMP seems to have been included in Cycrow's Plugin Manager, which would mean there is probably no need to install it separately - is that correct?
If yes, is it the latest version of EMP? I can't find any info in Cycrow's Plugin Manager (Lite v1.20) unfortunately, regarding which version of EMP was included.
I'm mainly wondering because Cycrow's "Emergency Transporter" plugin would require EMP to be installed, but its forum thread is actually pointing to a separate EMP spk-version download. Possibly that forum thread just hasn't been updated since EMP was included with the Plugin Manager, I just wanted to make sure.
-Logician
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I tried your beta 13 app files recently, along with the Apricot Gunbus xsp files, I downloaded the gunbus ship files via the Complete Ship list in this forum.
The Plugin manager worked ok on win7 x64 but the gunbus was reduced to just three lasors when I started the game.
I'd send a copy of the xsp file. I can't see how to attach a file to this post.
The gunbus file works correctly using your 1.2 version Manager.
Thankx,
Tex.
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It seems I might need to take a step back from my previous post.
I've found that if I install the Gunbus xsp file after the other spk file ( the Marjon-Tech-Marcon trading AI plugin) the ship presents itself in the game as expected.
So, good news, I capable of loading all my present add ons with the latest Manager beta.
Thanks,
Tex.
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HI,
Tried using your new packager/installer (updated to Beta V.13) because ship models were not appearing in game when I added new ships through your old installer.
However now that I try to add scripts (mods) apart from the improved Xenon and improved Khaak I am getting the following error message from each file:
File is in old format no longer supported
or
Invalid package file
I looked through and couldn't see anything related so posted this up.
(On the plus side all of the ships are now working fine
)
P.S. Love all of your work on the game!!!
EDIT: As an after thought (although already tried) I notice people suggesting; adding/opening the file from the installer itself. I have tried this as well as opening the file itself.
Tried using your new packager/installer (updated to Beta V.13) because ship models were not appearing in game when I added new ships through your old installer.
However now that I try to add scripts (mods) apart from the improved Xenon and improved Khaak I am getting the following error message from each file:
File is in old format no longer supported
or
Invalid package file
I looked through and couldn't see anything related so posted this up.
(On the plus side all of the ships are now working fine

P.S. Love all of your work on the game!!!
EDIT: As an after thought (although already tried) I notice people suggesting; adding/opening the file from the installer itself. I have tried this as well as opening the file itself.
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