[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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Cyborg11
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Post by Cyborg11 »

Where can I set that?
Can't find an option in the Package Creator :(
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TrixX
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Post by TrixX »

You can't "set" that option. I just don't install the mods to the Plugin manager. If they are in SPK form I extract them and install the manually so I can remove them easier. But it does mean keeping tabs on what Fake Patches you have installed. In the Plugin manager it keeps the name of the patches so you can see which is which.
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Cyborg11
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Post by Cyborg11 »

Ah ok.
But could I add the mod files as Extras in the Package Creator and set the path to the X3 folder?
Of course I rename the files before I add them into the .spk.
If I use the same mods this method should work without any problems.

Another question: How can I create multiple packages?
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NewEonOrchestra
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Post by NewEonOrchestra »

I'm having the exact same problem as Tolmos.

XTC version: 2.7.1
Windows 7 64-bit

I did an uninstall and reinstall on the manager, same problem. Guess I'm going to have to do this manually unless someone has figured out what's going wrong.

Is there a way to unpack a .spk file to get at the \script and \t raw information? So many scripts use that format that I can't install anything good without that raw info.
Cycrow
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Post by Cycrow »

Cyborg11 wrote:Ah ok.
But could I add the mod files as Extras in the Package Creator and set the path to the X3 folder?
Of course I rename the files before I add them into the .spk.
If I use the same mods this method should work without any problems.
that woldn't work, anything added in as extras is installed exactly as they are.

so if you add say 01.cat as extras, then it'll be installed as 01.cat and overright the existing file.

for fake patches, they have to be added as fake patches.
there are several ways to do this.
u can either rename the mod files to a number, any number will do, then add them as a mod file, both cat and dat files.

or if your using the latest Creator from the Beta/RC currently available, then u can add the mod file as a mod, adding the cat will automatically add the dat file as well. Then right click on the file and select the option to switch to fake patch and it'll rename it for you
Cyborg11 wrote: Another question: How can I create multiple packages?
i assume u mean a multi package file, ie many spk packages in a single file ?
its not currently supported in the creator yet. You can use spktool from the command line to do it, and you also use SpkExplorer to add/remove packages from a multi-package spk.
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Post by Cycrow »

NewEonOrchestra wrote:I'm having the exact same problem as Tolmos.

XTC version: 2.7.1
Windows 7 64-bit

I did an uninstall and reinstall on the manager, same problem. Guess I'm going to have to do this manually unless someone has figured out what's going wrong.

Is there a way to unpack a .spk file to get at the \script and \t raw information? So many scripts use that format that I can't install anything good without that raw info.
try the latest version, 1.30 RC 1 from the beta thread.
if that doesn't solve the problem, try running the manager as adminstrator, incase windows is denying write access.

it should work fine in Windows 7, afterall, it was made and compiled in windows 7 64bit :P

for extracting and installing manually, u can use the SpkExplorer to open/view/extract the files
NewEonOrchestra
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Post by NewEonOrchestra »

Running as admin solved some of the problems, four out of five plugins I am installing. Ironically I still can't get your advanced jumpdrive v1.20 one to work. It says it is for the wrong game and needs X3TC, which is the only game I have installed and it is even in the X3TC directory.

I think someone had the same problem a bit earlier, going back to check...
In regards to this problem, the installer says it is for the wrong game in both the Lite and Beta version of the Plugin Manager. You can click "Install" anyways, but you aren't likely to notice that it hasn't automatically put a check mark next to the package (due to thinking its incompatible), and for some reason it shows up on the list as being successfully installed until you either start the game or otherwise close the manager. Basically, just click the check box and it will install and work.

The real discovery is that the Plugin Manager thinks it installed for some reason when it did not. Hopefully that is useful to Cycrow. Speaking of whom, thanks for everything you do for the community, Cycrow.
This is my problem, and texall's solution of uninstalling and reinstalling did not work. I can get the message stating it is the wrong game version to go away, but it still does not install properly.

Edit: Aaaand using Plugin Manager 1.3 beta it works.
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Cyborg11
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Post by Cyborg11 »

Cycrow wrote:
Cyborg11 wrote:Ah ok.
But could I add the mod files as Extras in the Package Creator and set the path to the X3 folder?
Of course I rename the files before I add them into the .spk.
If I use the same mods this method should work without any problems.
that woldn't work, anything added in as extras is installed exactly as they are.

so if you add say 01.cat as extras, then it'll be installed as 01.cat and overright the existing file.

for fake patches, they have to be added as fake patches.
there are several ways to do this.
u can either rename the mod files to a number, any number will do, then add them as a mod file, both cat and dat files.

or if your using the latest Creator from the Beta/RC currently available, then u can add the mod file as a mod, adding the cat will automatically add the dat file as well. Then right click on the file and select the option to switch to fake patch and it'll rename it for you
Cyborg11 wrote: Another question: How can I create multiple packages?
i assume u mean a multi package file, ie many spk packages in a single file ?
its not currently supported in the creator yet. You can use spktool from the command line to do it, and you also use SpkExplorer to add/remove packages from a multi-package spk.
Thanks for your answers :)
And yes I mean 'multi package file'. It was late yesterday (3 am) :D

If I convert the mod to fake patch and it's named 01.cat will the Plugin Manager automatically rename this file to the highest number if I install the mod? Or do I have to do that on my own?
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Cycrow
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Post by Cycrow »

yeah if its labeled as 01.cat and its set as filetype mod, then it'll be renamed automatically

and if u ever remove any fake patches, they will be renamed to fill the gap so they will continue to work
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Cyborg11
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Post by Cyborg11 »

Thank you :)

But I found a bug.
First you have to add the mod file to the .spk file and save. After saving you can convert the mod to a fake patch. Otherwise the mod isn't included in the .spk file.
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z9dragon
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Post by z9dragon »

I know this probably isn't the place for this, but can anyone redirect me to a topic that deals with questions about the ship creator? or a post that has a kind of step by step instructions to loading and customizing a ship from in-game? Or could anyone just tell me why whenever I load ship data from any of the .cat files, it just gives a list of gibberish names.

P.S. I've already been here
http://cycrow.thexuniverse.us/help_sc.html
but I couldn't find sufficient instructions on how to get the load ship data button to work right.

thanks in advance for any help, and sorry for posting this in probably the wrong topic (I couldn't find any other one though)
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Cycrow
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Post by Cycrow »

the ship creator is no longer supported and isn't compatable with TC.

u need to get the latest plugin manager beta instead
the included package creator can be used to create/import ships
russbo
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Post by russbo »

OK, after failing to get this to work back in December 09, I"m back to this.

And still no luck...

X3 game freezes after loading a saved game. Game loads, but after a minute of being "in the cockpit", it freezes. Something is not happy. I can't figure it out. Used the old plug in manager successfully for (ever).

Installed new plug in manager lite.
It found the game directory.
It found all the previously installed plugins.
It allowed me to install Cycrow's hyperdrive, ware manager, hotkey manager.

It all looked hunkey dorey, but no luck once X3 was run.
Any suggestions as to where a conflict might be, after running the old plug in manager, to upgrading to the new one?

EDIT: The more I play with this, the more disgusted I get. using win 7 64 bit, had a fully functioning x3 game, not issues at all. Install the new plug in lite, and it's borked. It doesn't created the next level cat dat files, regardless of whether I run as administrator or not, the game is in a separate directory on a different drive than windows, and it won't install scripts.

What a mess this has created. Now we have a new plug in manager that has been offering people all sorts of problems as I've been reading in this thread, scripts are designed for the old one (which worked fine) and the new one, but not for both managers; god knows how you uninstall this plug in lite, as it doesn't show up in win 7 control panel; just too many complications here.

I miss the days when it was simple, and it worked. This should have never been listed as a non beta product.
russbo
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Post by russbo »

OK, I "fixed" it.

Giving up on billions of credits, twelve CODEA task forces, a few hundred stations, forty conquered sectors, and on and off, over three years of game play. )(Has it been that long?)

I'm starting over. (With the new plug in manager).

Well, other than the fact that I feel I just threw my mother under the bus, I have to thank everyone for improving these scripts. Progress. Gotta love it.

I hope the "all plots complete" mod works....
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TrixX
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Post by TrixX »

Err Russbo, it is listed as RC1 - Release Candidate 1. Therefore it's not final.

Personally had no issues with it, and I definitely wouldn't recommend installing stuff over a working modified installation, especially one you've put 3 years into (seeing as it came out in 08 that's a pretty interesting figure!).

Personally I have 3 installs, one clean for reverting to if there's a problem. One for Naval Shuffle +Race Response Fleets and related mods, and one for Improved Races and related mods. Wouldn't mind sticking Naval Shuffle on IR but I need to get Cadius's ships working with it first otherwise the whole balance thing goes out the window.
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russbo
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Post by russbo »

It was older than three years, now that I look back at it, I think. I had converted my X3 Reunion "universe" to X3TC using I can't remember his name's script. Can't believe I've been playing the same game for so long. Well, time to start investigating some of these new mods the gang have created, and update everything plug in manager and script wise.
russbo
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Post by russbo »

OK, I hate to be a pain in the ass here, but I'm finding this new plug in manager to be a bit confusing. It's all very impressive in what it does. And also in some of the things I didn't expect it to do.

ON Win 7, 64 ultimate, new install of X3TC:
My downloaded scripts lived in users/me/documents/downloads/games/egosoft/x3tc I had downloaded quite a few to restart a new universe.

Running plug in manager lite as administrator, I installed a few scripts, after telling the plug in manager where they lived.

It all worked, apparently.

Then, when restarting plug in manager lite, I found that the scripts that I had installed, were not found by the plug in manager.

I also discovered that my folder of downloaded scripts had been erased (or moved, to who knows where, still can't find them). Scripts, and folder they were in, gone.

Am I missing something with the way this new system works?
russbo
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Post by russbo »

The new beta of this works great, and as expected. Superb stuff Cycrow. (get rid of this approved thing...)
cecil101
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Post by cecil101 »

Cycrow wrote:the plugin manager only works with its own file format, those are .spk file.

other scripts/mods that come in different formats like .zip or .rar have to be isntalled in different ways
boran_blok wrote:Or you turn em into spk's like I do. It's not that hard, and waaay easier to manage afterwards



I've searched for 2 days and can't seem to find how to actually convert .zip/ .rar files into the proper format to use in the manager. I'm tryin to convert a .zip so I can use a peticular mod http://forum.egosoft.com/viewtopic.php?p=2704437 The manager can't seem to offer any assistance from what I can tell and if it does I couldn't find it. So please can anyone explain or link something that explaines how to achieve the format conversions into manager friendly formats :)
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Liath
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Post by Liath »

Hey Cycrow, long time no chat.

I just had an idea while I was writing a post over at XTU, that seems like it would be a super help to users and modders/scripters out there. It would both reduce the amount of headache that mods give users, and therefore would help the mod and script devs by reducing the issues with installing a mod.

Okay, so here is the idea: Make some way for the spk format to allow modders (or perhaps a central database) to specify load orders. This has worked very well for Fallout3, reducing the amount of PITA 'I can't get this working' threads due to mod conflicts and such. This could be the best thing I could think about for the PM!

I'd imagine that a central 'authority' file could be maintained, and periodically updated. This file could then be periodically downloaded to the user's computer, then the PM could reference this file.

For a basic example, these mods:

Ship Re-balance Mod:C
CMOD4
MARS

According to that I'm understanding in respective threads, you should install SRM first, then MARS, then CMOD4. You also need to have certain MARS files removed (the repair drones) for SRM to work properly, and CMOD4 needs an updated file for MARS.

Perhaps the 'master database' could reflect these things, and the SPK files could already contain these extra files/commands. Then, when SRM is installed, and MARS is installed, it would know to remove the MARS repair drone file. Afterwards, if someone installs CMOD, it would autodetect that MARS is installed, and unpack the proper laser datafile to overwrite MARS's.

I know this would be a serious PITA to develop and code, but it would make your already awesome PM even more awe-inspiring easiness and would reduce a tonne of work (replying to certain posts about getting scripts to work due to other mods/scripts) for modders and scripters - like yourself!

Anyhow, I hope that something like this would be possible or perhaps already thought up and on the drawing board.
X games - addictive as heck. Always something to come back to.

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