[software] X3 Editor 2.0.23.0 [10.1.2012]

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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spoidz
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Joined: Sat, 6. Mar 04, 20:43
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Post by spoidz »

Sorry to bother this thread but I have tried all the suggestions I've found in the thread as well as re-installed the Editor.

I am still getting a "create VFS error" when opening the editor.
There was an error while creating Virtual File System for path 'C:\X3TC VANILLA 3.2 BP 4.1':
Cannot find DAT File.
That location is the X3:TC install folder.


This is Win7 with UAC all off. X3 Editor V2.0.26.0. I am also using the Plugin MGR Advanced V1.47 with spk Libs V1.91 and Script ver 1.50.

I can clear the error and it opens okay but I cannot open any thing from the VFS after that.

Also when I try to open any T-ships file in the T-file editor it complains that it can't find any of the other associated files (T-lasers, T-shields etc). It will still load the T-ships but then there is no change to names when ticking the name sort button.

I have the editor in its own directory and have taken ownership and taken read-only off several times. X3:TC is also in it's own directory. Still no change.

I would like to fix the error if possible if anyone can start me on troubleshooting further.

Thanks
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DrBullwinkle
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Post by DrBullwinkle »

Have you checked your active profile to be sure that it points to the correct folder?
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apricotslice
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Post by apricotslice »

spoidz wrote:Sorry to bother this thread but I have tried all the suggestions I've found in the thread as well as re-installed the Editor.

I am still getting a "create VFS error" when opening the editor. The error says that it "Cannot find DAT file"

This is Win7 with UAC all off. X3 Editor V2.0.26.0. I am also using the Plugin MGR Advanced V1.47 with spk Libs V1.91 and Script ver 1.50.

I can clear the error and it opens okay but I cannot open any thing from the VFS after that.

Also when I try to open any T-ships file in the T-file editor it complains that it can't find any of the other associated files (T-lasers, T-shields etc). It will still load the T-ships but then there is no change to names when ticking the name sort button.

I have the editor in its own directory and have taken ownership and taken read-only off several times. X3:TC is also in it's own directory. Still no change.

I would like to fix the error if possible if anyone can start me on troubleshooting further.

Thanks
After you install the editor, you have to run the game in order for the editor to pick up all spec files.

When you are making a mod, you need to run the game in key spots to get it to hang together in the editor. For example, you add a ship to tships, new turrets to tcockpits and text entries for it in the t file. The editor will not recognise the connection between them until after you run the game (with the new files) and exit. While making a mod, its not uncommon to have to do this multiple times, every time you add something new in multiple files.
spoidz
Posts: 607
Joined: Sat, 6. Mar 04, 20:43
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Post by spoidz »

Sorry, I guess I should have stated, this is not a new start. This error started in the last weeks or so after been installed and playing since last year.

I've set and rechecked all those items. And I didn't notice anything that changed after not using the editor for several months.

Yes I believe it's a pointer somewhere but none of the obvious fixes seem to dig it out. Reloading the game files button even gives the same error.

Is there any clue to what DAT file it tries to load at startup or could this be a missing DAT from a mod somewhere but all my CATS or mirrored in the directory.
Joebloweres
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Joined: Sat, 4. Jan 14, 00:22

Post by Joebloweres »

Hey there I tried to do the m0 quicky and I thought I did it right but I guess not.. I even named it. The name went through on the x3 editor and even shows up correctly on the ship list under argon. But in the game I cannot find it... What am I doing wrong?
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DrBullwinkle
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Post by DrBullwinkle »

Joebloweres wrote:I tried to do the m0 quicky
What is that?

If you mean that you made a custom ship and do not see it in-game, well, of course you would not. You must spawn the ship with a script or the Cheat Package (or make Job for it).
akruppa
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Joined: Fri, 25. Oct 13, 13:57
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Post by akruppa »

Is there any way to extract files from .cat/.dat containers under Linux? I tried running X3 Editor 2 under Wine but keep getting errors.
Ferenczy66
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Joined: Sat, 14. May 11, 07:09
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Post by Ferenczy66 »

EDIT: did a reinstall and everything works fine; apparently the Terran Plots for XRM "fubar'd" my install and editor settings in a way I cant figure out.


*****************************
I am completely baffled atm...

Sometimes this works, sometimes it doesn't, usually when starting a new game after changing mods around I seem to run into problems.

Problem: Get X3e2 to work for Albion Prelude.

I know the configuration has to be set up for it.

the question is what path is it looking for...

Should Path point to the TC Folder or the Addon folder
Should Game Executable point to TC or AP.exe
I presume Game Version is to be AP

I've tried this forwards, backwards and upside down...

It wont load the VFS or it just plain crashes depending on which of the paths is set.

I've tried starting the game from the editor, and the mod manager thinking that might be the problem


I most commonly get this error message:

There was an error creating Virtual File System for
C:\Program Files (x86)\Steam\SteamApps\common\X3 Terran Conflict\addon

and

Could not find a part of the path of
C:\Program Files (x86)\Steam\SteamApps\common\X3 Terran Conflict\addon\addon

not sure why its looking for 2nd addon folder when its directed to the root TC folder

Major changes I've made recently are Terran Plots for XRM/AP.

Suggestions?
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DrBullwinkle
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Post by DrBullwinkle »

Ferenczy66 wrote:Should Path point to the TC Folder or the Addon folder
TC Folder


Should Game Executable point to TC or AP.exe
AP.exe (for AP)



Somewhere in the process you are aiming X3Editor toward your addon folder, which is wrong. Just point X3Editor to your TC folder and the AP.exe. It will find the addon folder by itself.
Ferenczy66
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Joined: Sat, 14. May 11, 07:09
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Post by Ferenczy66 »

Actually DB, I was more trying to understand why it wouldn't work with ..TC missions for AP and its patch for XRM.

If my limited understanding is correct those 2 mods should not completely disable X3 Editor from functioning.

With a standard XRM setup it works fine, but one or both of those mods cause it to crash.

If its only looking at CAT/DAT and t files (for my purpose) I cant understand the conflict.
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DrBullwinkle
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Post by DrBullwinkle »

They don't.

From your posts, it appears that you were directing X3Editor to your addon folder. That is wrong, which is why it did not work for you.
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DrBullwinkle
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Post by DrBullwinkle »

Ferenczy66 wrote:1. ok..right now..without the 2 mods...it works no probs...if i install the mods...it will not allow me to open cats or anything related to AP ..using VFS.....i hace tried going directly to the /addon and doing it there but then the X3 editor will certainly CTD because in order for it to switch and update it normally has to close and make a virtual file.

..thats when it crashes, so it never updates..and back to square 1.


2. Im screenshot stupid...so the best descripion is:

My steam folder is: C:\games\steam\steamapps\common\X3 Terran Conflict. (everything works fine)

after install of the 2 mods..X3 editor when trying to set a default path ofr it to works with...says my path is D:\games\...X3 Terran Conflict

even if i goto config and change it....when it crashes anfter i've input the correct file path...it never updates...and so...continues to look for D:\Games....

A pop up also appears telling me that "there is a problem, it could not find all parts of the path in D:\games.... (it cant because it doesnt exist)

3. The "00749.bod" in \objects\cut is defaulted to be opened with X3 editor...but when i tried to open it, i get a popup:

Error opening C:\users.....objects\cut\00749.bod
Interface function Openfile of plugin 3d Veiwer
(DS.XSE.ThreeDeeVeiwer.MainWindow) [3DVeiwer.plugin] threw exception System.NullReferenceException:

Object reference not set to an instance of an object.


....this seems strange to me

Hope that helps some...
The 3D viewer cannot open all object types.

FAQ - How to post a screenshot
Ferenczy66
Posts: 142
Joined: Sat, 14. May 11, 07:09
x3tc

Post by Ferenczy66 »

Finally nailed down the source of the problem.

Apparently there is something about the language files in the TCAP for XRM mod patch, the X3 Editor doesn't like...

to get around that, I have to remove my T folder, make my edits, then place the T folder back in.
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Black_hole_suN
Posts: 362
Joined: Thu, 2. Aug 12, 07:30

Post by Black_hole_suN »

Hi!!

- how does "Proximity" flag in TMissiles work? is it tied to the missile's area of effect?

- how do I add a M8 specific external docking slot?

- CFA and FBL fragments doesn't seem to do any damage (they just pass through the target and explode spectacularly), how do i change this?

thanks!
Roentgens
Posts: 4
Joined: Thu, 15. May 14, 11:09
x3ap

How do I get files to stick?

Post by Roentgens »

I'm trying to get a TLaser file to use a certain TBullet file and I just can't figure out how to do it. I can't get a TShips file to use the appropriate TCockpit file either.

The TLaser file is using a TBullet file from 09.cat when there is a loose TBullet file that should have higher precedence.

Is there a way to point these files? I tried using them as loose files, and I also tried putting the files in the same cat/dat archive. I opened them in VFS system, started and restarted the game.

I don't know what I'm doing at all.
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apricotslice
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Post by apricotslice »

higher numbered cats override the lowers. Mod overrides cats. types folder overrides mod.

So best place to put them is in the types folder.
Close X3Editor if open.
Start game
Load save
Exit game
Start X3Editor.

Make sure you use the correct types folder depending on which game you are doing this for.

No, you cannot point to a version of a file. Only make sure your version is the last one to be found.

X3Editor will only find it on a new start, after the files have been accessed by the game.
Roentgens
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x3ap

Post by Roentgens »

apricotslice wrote:higher numbered cats override the lowers. Mod overrides cats. types folder overrides mod.

So best place to put them is in the types folder.
Close X3Editor if open.
Start game
Load save
Exit game
Start X3Editor.

Make sure you use the correct types folder depending on which game you are doing this for.

No, you cannot point to a version of a file. Only make sure your version is the last one to be found.

X3Editor will only find it on a new start, after the files have been accessed by the game.
Thanks, I'm going to try that later on. Right now I'm getting by on raw inputs.
BrianManeke
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Joined: Thu, 26. Oct 06, 22:46
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Post by BrianManeke »

can this be used to edit the amount of stored items (vol) within a station? More specifically the hub?
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apricotslice
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Post by apricotslice »

BrianManeke wrote:can this be used to edit the amount of stored items (vol) within a station? More specifically the hub?
No.

To do that, you extract and edit the hq.txt file in the types folder.

The hq has its own spec file, which includes its storage. There are several variations of this on the mods list.

Beware that once you change the file, it wont change any existing PHQ. If you already have one, you will need to destroy the station, and then drop another to get the changes active.
captcurt21
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Joined: Tue, 10. Jun 14, 22:09
x4

X3 editor not saving stats

Post by captcurt21 »

Sorry, first post in the forums, I believe this is the right spot. I am using the X3 Editor 2 to change some ship stats. The modified stats don't stay modified after I save them. I have "saved as" and "saved". This is first time I have tried changing any of the vanilla X games beyond scripting. My only modding experience comes from EAW back years ago. Any help would be appreciated.
PIZZA!!!!! I NEED PIZZA!!!!!!!!!!!!!!!!!

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