[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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karabAs
Posts: 98
Joined: Sun, 7. Dec 03, 01:58
x3tc

Post by karabAs »

StarCrack wrote:PM 1.41 not detecting AP 1.1 only TC 3.2
i'm selecting the x3ap.exe not the x3tc.exe when adding new game directory
but it's installing the scripts to the main TC scripts\types folder not AP's addon scripts\types folder.
Yep, I have the same problem. Can't use PM any more with AP 1.1...
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Malakie
Posts: 1061
Joined: Tue, 13. Apr 04, 23:08
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Post by Malakie »

StarCrack wrote:PM 1.41 not detecting AP 1.1 only TC 3.2
i'm selecting the x3ap.exe not the x3tc.exe when adding new game directory
but it's installing the scripts to the main TC scripts\types folder not AP's addon scripts\types folder.

Crap.. that's why everything just got so screwed up on my system... dam. I just had to uninstall everything and start over.. Which for me is a huge issue because I have limited internet and no broadband.. Thankfully I have TC on DVD but I will have to download Albion again.

Usually I am smart about this.. I make a backup of the entire game clean as installed before doing anything.. But no, this time I was like... nah it should be fine.. LOL boy will that teach me!

Ahh well.. I know Cycrow will fix it quickly so will just wait for that before trying again..
Take it light.....

Malakie

----------------------------------------------------
PRiME2007
Posts: 32
Joined: Tue, 10. Jul 07, 01:50

Post by PRiME2007 »

1.41 has issues with AP. Just proved that when you add a ship into the game it screws something up and AP crashes, on rare occasion it works so please it needs fixing. Just get for example (mm) ConstellationRefit_XTMCompliant_V2.xsp and drop into the manager under AP game and it often crashes on attempt to load.

Something in the CAT DAT is being messed up with this manager, perhaps 1.1 made it worse!

After further inspection I noticed my TShips.pck in AP scripts folder (I extracted mine from 02 files for easy edit and inspection) it has allot of blankship errors and such, I believe the manager is getting a bit confused and scrambling this pck, so I will clean it up myself and see if I can get some progress.

PS. Seems if you remove AP from Plugin Manager list you can't ad it back in without copying the ap exe over into the addon folder.. creates a error but least adds it to list again.


Update: Got it kinda working, I let the plugin manager install the files into my extracted tships file (this is in addons folder) and then removed the dodgy cat and dat files, then I extracted the resources of the ships into the AP addon folder. There is however one last issue, it seems certain stations get locked out from docking but its clear they have the items in INFO when I look at them.

If anyone knows why they may be locking my ship from docking certain stations (like shipyards and equipment docks don't allow docking) then let me knows.


Update2: Turns out dummies.pck was causing the no docking issue, its kinda messed up saying can't find data or other corruption crap. My guess is its being build wrong.
Cycrow
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Post by Cycrow »

Malakie wrote:
Cycrow wrote:are the t files missing after installing, or just not being loaded ?

also, you could check the file log after installing and see what it says

T files are missing.. not being installed into the T directory...

Which log file or where is the log file you want me to check?
when you install something it creates a file log of everything it did

you can access this in the help menu
StarCrack
Posts: 235
Joined: Thu, 3. Apr 08, 05:27
x3tc

Post by StarCrack »

did a full tc ap re-install works now ???
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Rakeris
Posts: 407
Joined: Wed, 31. Dec 03, 04:25
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Post by Rakeris »

Little problem here, I downloaded the newest version if the plugin manager and after it installed and clicked on the launch AP in the bottom corner. When it launched all my recent saves where gone and replaced with a bunch of old ones. I was kinda hoping they are backed up somewhere but I couldn't find them...kinda sucks as the saves it replaced the new ones with are rather old.

Guess I should have disabled the save manager thing, but any help would be great!
PRiME2007
Posts: 32
Joined: Tue, 10. Jul 07, 01:50

Post by PRiME2007 »

Fixed my problem in the end, basically this tool needs work for AP still when it comes to ship plugins.

1) its cat/dat files generated for the ships are not liked by AP, sometimes only the cat file will be generated too but no dat.

Solution Part 1: I delete those cat/dat files after installing the ships for AP, I also make sure I extracted the tships and other types files that manager needs to edit. This is in the ADDON folder in x3tc btw. I have added the ships via the manager too AP1.1. (Keep in mind that plugin manager moves these files until you close it down, THEN you edit, DO NOT EDIT with plugin manager open!!)


2) The assets are not present only the configurations are. SOOO

Solution Part 2: Add the ships ALSO to x3TC, this will extract the assets within X3tc folder allowing for AP to use them and be able to see the ships ingame, easy enough.

3) The dummies.pck causes docking issues in AP and is currupted according to X3 Editor 2.

Solution Part 3: So delete the dummies.pck file inside the addon\types folder. This will solve the docking issue. Some ships however may be have issues with ships docking to them (i.e. Prometheous TS/BS/SS).

4) Some ships will have BAD filenames for models and maybe other types.

Solution Part 3: (this may not affect you) edit the ship with the issue by right clicking on the ship plugin and doing EDIT. Look for hull top or anything else that looks like a file with space in middle, X3TC doesn't like this, and most newer ships don't have such mistakes. Just thought I mention this.

In the end it allows you to have your ships in AP, so far my testing shows they work great except some ODD ships like the 3Part Star Trek one mentioned has no dock to each part option for whatever reason. I have not figure out how to allow docking on M2 class to M2 class, maybe someone knows how to add this function to ships?
kardz
Posts: 30
Joined: Sun, 15. Jan 12, 22:07
x3ap

Post by kardz »

Okay just to make it clear, if I download this for latest AP patch, will it break my game? I'd like to use the LazCorp sector claim plugin but it requires this and if its broken then i can't use it?
PRiME2007
Posts: 32
Joined: Tue, 10. Jul 07, 01:50

Post by PRiME2007 »

I think the plugin manager works fine with AP for most standard plugins, but for ships it seems to cause mess ups inside the configuration files.

Found another flaw in this app, seems it has a virtual Tships and Ware file so if you have a custom one it will overwrite it with default AP one which it seems to have inside itself?, basically can't ad ships to a non vanilla game now :( ...even after reinstall



Ok a request: Can we have it so that the PCK files used by this plugin manager can be defined? atm it seems to use its own store and I have no control, this means if I have already modded the PCK files it dumps them in the bin and uses the vanilla ones which means all my mods are gone. Quite frustrating! This must be a AP thing.

So in lame man terms, a tick box that says "MODIFY PRE-EXISTING FILES IF EXIST"
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Malakie
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Post by Malakie »

Cycrow wrote:
Malakie wrote:
Cycrow wrote:are the t files missing after installing, or just not being loaded ?

also, you could check the file log after installing and see what it says

T files are missing.. not being installed into the T directory...

Which log file or where is the log file you want me to check?
when you install something it creates a file log of everything it did

you can access this in the help menu

I am cleaning everything out, doing a re-install due to another problem not related to the installer tool.. Once I do that I will try everything again and let you know how it goes...
Take it light.....

Malakie

----------------------------------------------------
dblade
Posts: 151
Joined: Fri, 20. Jan 12, 05:13
x3tc

Post by dblade »

Hey just getting into modding here and wanted to mention this.

I am using the saved game manager setting. Initial switching to Modified worked fine. When I switched backed to Vanilla a day later I saw all my original saves. Later on I switched it back to modified *again* and this is where all vanillla saves remain in my save folder and apparently have been copied to the Modified folder overwriting all previous Modified saves. So essentially I now have 3 folders with the same files. All files match in size and the time stamps only differ in Modified and coincide to when I re-enabled Modified setting in the plugin manager.

Documents\Egosoft\X3TC\save
Documents\ PluginManager\Saves\Vannilla
<game dir>PluginManager\Saves\Modified

I was only piddling the last day so I didn't lose anything. I think you intended for it to be able to switch back and forth as many times as someone would want?

Also Advanced Satellite Warning mod (included one) would not reenable, was giving an error saying the parent mod is not enabled or something but i simply uninstalled/reinstalled to spk and it enabled find.

All my usage has been with TC not AP
AgentExeider
Posts: 32
Joined: Mon, 16. Feb 04, 08:44
x4

Post by AgentExeider »

i have a work around that gets the PM to create the directory

Step 1, use the 'Remove Directory' in the PM to remove your directory for TC

Step 2: open up the folder (I am assuming steam install) and create a random new folder, name it (test, or misc or what ever)

Step 3: MOVE not copy, the X3TC.exe to this new folder, so X3AP is by itself.

Step 4: Add Directory on the PM and add Albion Prelude, let the directory create itself.

Step 5: Move X3TC.exe back into its original location

Step 6: Add Directory again, on the PM and create the Terran Conflict directory.

You should now be able to toggle between the two directories.

I am loading it up, and went into the script editor and found Cycrow's Community Plugin, Hotkey manager and Ware manager.

However, my Scripts that I installed, the Cheat Collection Package, Slipstream drive, and Free Jump (credits), did not seem to be in there.

I couldn't find the 'Custom' button in the Console that allows you to cheat. However I don't know if those scripts even work for Albion Prelude. You would have to tell me.

But I think because the Script Libraries are in there, I think it does work.

hope this helps.
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PRiME2007
Posts: 32
Joined: Tue, 10. Jul 07, 01:50

Post by PRiME2007 »

I figured out how to run mods like XRM and ship xsps etc in the end. Basically its what I said all above but you must run XRM or whatever big mod as a plugin/xsp.. This is so PluginManager can SORT OF figure out which types files to use for adding the ships in. Still allot of glitches and bugs to it all but it does work. Hope it can be fixed up so its more multimod friendly in the future soon. Maybe time for a another beta testing session? :)
russbo
Posts: 862
Joined: Sat, 12. Nov 05, 21:53
x4

Post by russbo »

I don't understand this save game manager. Kind of an oxymoron; after installing the latest plug in manager, all of my save games were replaced with copies of one day's save.

Used versions of this for years; never had it mess up my game like this. Can anyone explain what this "save game" manager is, other than something that loses saved games?
RavenLycanth
Posts: 100
Joined: Sat, 26. Jun 04, 11:37
x3tc

Post by RavenLycanth »

something's wrong with the savegame manager.

i've saved a modified game at slots 3, 4 and 5

then i played vanilla and overwrote everything, except for #3

then i started modified, just to notice, that only slot 3 is left.

i saved a modified at #4
started vanilla; the #4 was a vanilla savegame,
started modified; the #4 was a vanilla savegame


without the savegame manager, all mods are automatically activated!

so i guess i can't play AP until this is fixed -.-
Cycrow
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Post by Cycrow »

leave the save game manager off for now, im looking into
russbo
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Post by russbo »

Cycrow, it seems to wipe out all your save games with the latest save game in the directory (after you install this latest plug in manager, and install some spks and start x3tc; and the save game manager is on by default, I didn't even know it existed...). All the games are the same name, all the saves appear to be identical, but the only thing that is not changed is the duration of game play time on each save game, which doesn't matter, because from what I can tell, all the games are the same.

Temporarily, I guess it would help if you just turned off the save game manager by default, until you figure out what it's doing.
StormMagi
Posts: 1335
Joined: Sat, 17. Mar 07, 03:53
x4

Post by StormMagi »

PRiME2007 wrote:1.41 has issues with AP. Just proved that when you add a ship into the game it screws something up and AP crashes, on rare occasion it works so please it needs fixing. Just get for example (mm) ConstellationRefit_XTMCompliant_V2.xsp and drop into the manager under AP game and it often crashes on attempt to load.

Something in the CAT DAT is being messed up with this manager, perhaps 1.1 made it worse!

After further inspection I noticed my TShips.pck in AP scripts folder (I extracted mine from 02 files for easy edit and inspection) it has allot of blankship errors and such, I believe the manager is getting a bit confused and scrambling this pck, so I will clean it up myself and see if I can get some progress.

PS. Seems if you remove AP from Plugin Manager list you can't ad it back in without copying the ap exe over into the addon folder.. creates a error but least adds it to list again.


Update: Got it kinda working, I let the plugin manager install the files into my extracted tships file (this is in addons folder) and then removed the dodgy cat and dat files, then I extracted the resources of the ships into the AP addon folder. There is however one last issue, it seems certain stations get locked out from docking but its clear they have the items in INFO when I look at them.

If anyone knows why they may be locking my ship from docking certain stations (like shipyards and equipment docks don't allow docking) then let me knows.


Update2: Turns out dummies.pck was causing the no docking issue, its kinda messed up saying can't find data or other corruption crap. My guess is its being build wrong.
Any way to install ships without having to extract?
PRiME2007
Posts: 32
Joined: Tue, 10. Jul 07, 01:50

Post by PRiME2007 »

Yes well you can install for X3TC, you see AP will look into the X3TC folder, and the plugin manager simply extracts it all for you if X3TC is selected as the game. Then just install into AP as well but delete the bad cat/dat file it attempts to produce and also delete the dummies file in types as that is also corrupt and will prevent docking.

Think thats just about it, you can get it working with XRM as well but must be in plugin format so the plugin manager uses it as the base types files and no AP itself, thus adding ships into the type files of XRM..

Thats about best that can be done atm, and keep in mind some ships may have weird turret behaviour due to possibly wrong dummy references.. nothing major.
Senor Pez
Posts: 13
Joined: Tue, 24. Jan 12, 06:51
x4

Post by Senor Pez »

Cycrow wrote:have u made sure u have enabled the stats exporter ?

its in AL Plugin settings, make sure its turned on
I'm sorry if I'm sounding too obtuse, but there's a lot of... incomplete... information out there.

Does this mean that, in order to use the G15 display with X3:TC, you'll have to have a **MODIFIED** game? Or is there a way to turn on the stats exporter in the AL Plugin menu without getting **MODIFIED**?

Thanks!

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