.
Moderators: Scripting / Modding Moderators, Moderators for English X Forum, Moderators for the X3:FL Forums
-
Aranov
- Posts: 136
- Joined: Mon, 3. Jun 13, 23:08

Re: [PROGRAM] X3 Editor 2 v2.0.27.0 updated for FL [Unofficial Update]
Tried this, It's not working for me.
Jobs editor saying it only supports job files up version 21, and the t files aren't being read.
Jobs editor saying it only supports job files up version 21, and the t files aren't being read.
-
Forleyor
- Posts: 45
- Joined: Thu, 11. Jun 15, 19:09
Re: [PROGRAM] X3 Editor 2 v2.0.27.0 updated for FL [Unofficial Update]
Hey,
The Job Editor is a .plugin file in the plugins folder, are you sure you moved it across? it should definatly not say it doesnt support version 21 as thats one of the things I definately updated.
As for the strings, the strings dont work without x3objectsFLPatcher.dll which should be placed in the same directory as X3 Editor 2.exe
I would appreciatre any feedback on what you did, as I really dont understand how it cant of had any effect if you installed X3 Editor 2 and then overwrote with the new files
-
Aranov
- Posts: 136
- Joined: Mon, 3. Jun 13, 23:08

Re: [PROGRAM] X3 Editor 2 v2.0.27.0 updated for FL [Unofficial Update]
I'm mystified myself.
I did just as you said, copied the exe, the dll and the plugins folder to the root folder.
It has some effect, as I could set FL as the default mode, but that's all that changed.
It also won't even pick up AP or TC strings.
I do have the Editor and Game install on a secondary drive (D:)
Now the error says v22 is unsupported, and that is the file version at top of the Jobs file I extracted from the latest beta.
Changing it to 21 led to it loading, but still no strings. It does how appear to have new options in the editor, they are just labeled via number.
EDIT: I had the wrong version of the editor installed.
Sooo sorry about that. Now the text loads but job editor still giving issues about version 22
I did just as you said, copied the exe, the dll and the plugins folder to the root folder.
It has some effect, as I could set FL as the default mode, but that's all that changed.
It also won't even pick up AP or TC strings.
I do have the Editor and Game install on a secondary drive (D:)
Now the error says v22 is unsupported, and that is the file version at top of the Jobs file I extracted from the latest beta.
Changing it to 21 led to it loading, but still no strings. It does how appear to have new options in the editor, they are just labeled via number.
EDIT: I had the wrong version of the editor installed.
Sooo sorry about that. Now the text loads but job editor still giving issues about version 22
-
Forleyor
- Posts: 45
- Joined: Thu, 11. Jun 15, 19:09
Re: [PROGRAM] X3 Editor 2 v2.0.27.0 updated for FL [Unofficial Update]
No need to be sorry its fineAranov wrote: ↑Sun, 16. May 21, 08:25 Now the error says v22 is unsupported, and that is the file version at top of the Jobs file I extracted from the latest beta.
Changing it to 21 led to it loading, but still no strings. It does how appear to have new options in the editor, they are just labeled via number.
EDIT: I had the wrong version of the editor installed.
Sooo sorry about that. Now the text loads but job editor still giving issues about version 22
I just installed the 1.10 beta and also get the version 22 unsupported....Are you on the Beta aswell? Might be the beta changes the version number.
EDIT: misread that you are in fact on beta haha, Will upload a new version for beta support
EDIT 2: Uploaded Update 1 to gdrive and edited download link in first post.
-
X2-Illuminatus
- Moderator (Deutsch)

- Posts: 25130
- Joined: Sun, 2. Apr 06, 16:38

Re: [PROGRAM] X3 Editor 2 v2.0.27.0 updated for FL [Unofficial Update]
Thanks a lot for creating this updated version.
I added it to the Tutorials and Resources Sticky.
Nun verfügbar! X3: Farnham's Legacy - Ein neues Kapitel für einen alten Favoriten
Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)
Neuauflage der fünf X-Romane als Taschenbuch
The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!
Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)
Neuauflage der fünf X-Romane als Taschenbuch
The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!
-
Forleyor
- Posts: 45
- Joined: Thu, 11. Jun 15, 19:09
Re: [PROGRAM] X3 Editor 2 v2.0.27.0 updated for FL [Unofficial Update]
Update 3 uploaded
Update 3:
Changed how job editor detects FL jobs file so it doesnt keep breaking when egosoft update FL jobs file version number.
Update 3:
Changed how job editor detects FL jobs file so it doesnt keep breaking when egosoft update FL jobs file version number.
-
Aranov
- Posts: 136
- Joined: Mon, 3. Jun 13, 23:08

Re: [PROGRAM] X3 Editor 2 v2.0.27.0 updated for FL [Unofficial Update]
I Tested the new version finally, Works great!
TYVM for updating this.
TYVM for updating this.
-
Aldebaran_Prime
- Posts: 1387
- Joined: Sat, 20. Feb 10, 17:47

Re: [PROGRAM] X3 Editor 2 v2.0.27.0 updated for FL [Unofficial Update]
Great initiative of you, Forleyor! Thank you so much for providing this great tool now for FL, too!
I just tested your update-installation and it looks good!
One question: When I configured the path for FL and then reload the VFS, an "addon" folder is shown in VFS, but no "addon2" folder - is this correct?
But generally the VFS content seems to show the correct FL-content from addon2, because I checked the types/TShips and the new FL ships appear there.
When I open the TShips, it will open correctly, but in the list of ships, the new races-IDs 20,21,22,23,24 seems no to pull the text of this new races from the t-file to be shown in the user interface. just cosmetics, but I wanted to mention it.
I just tested your update-installation and it looks good!
One question: When I configured the path for FL and then reload the VFS, an "addon" folder is shown in VFS, but no "addon2" folder - is this correct?
But generally the VFS content seems to show the correct FL-content from addon2, because I checked the types/TShips and the new FL ships appear there.
When I open the TShips, it will open correctly, but in the list of ships, the new races-IDs 20,21,22,23,24 seems no to pull the text of this new races from the t-file to be shown in the user interface. just cosmetics, but I wanted to mention it.
-
Cycrow
- Moderator (Script&Mod)

- Posts: 22510
- Joined: Sun, 14. Nov 04, 23:26

Re: [PROGRAM] X3 Editor 2 v2.0.27.0 updated for FL [Unofficial Update]
the addon directory of the current game is merged with the base.
so if you set the game to TC, you will see both addon and addon2, if you set it to AP, you will just see addon2
so if you set the game to TC, you will see both addon and addon2, if you set it to AP, you will just see addon2
-
Aldebaran_Prime
- Posts: 1387
- Joined: Sat, 20. Feb 10, 17:47

Re: [PROGRAM] X3 Editor 2 v2.0.27.0 updated for FL [Unofficial Update]
O.K. Thx for the quick reply - yes, now this makes sense for me!
-
Forleyor
- Posts: 45
- Joined: Thu, 11. Jun 15, 19:09
Re: [PROGRAM] X3 Editor 2 v2.0.27.0 updated for FL [Unofficial Update]
Great, Glad to hear it!
Good catch, just uploaded update 4 that fixes thisAldebaran_Prime wrote: ↑Wed, 19. May 21, 23:08 When I open the TShips, it will open correctly, but in the list of ships, the new races-IDs 20,21,22,23,24 seems no to pull the text of this new races from the t-file to be shown in the user interface. just cosmetics, but I wanted to mention it.
On another note, I could probably hide addon folder if in FL (addon2) mode or hide addon2 if in AP (addon) mode, I wasnt really sure when updating the tool so left as is, if it would be better to hide the other addon folder I probably could if users would prefer it.
-
Forleyor
- Posts: 45
- Joined: Thu, 11. Jun 15, 19:09
Re: [PROGRAM] X3 Editor 2 v2.0.27.0 updated for FL [Unofficial Update]
I have gone ahead and done this to keep things tidy in Update 5, if for any reason anyone needs to see addon folder when in FL mode or addon2 when in AP mode please let me know and I will undo this change, although I cant think of any reason why anyone would want to see the other addon/addon2 directory? since the games are kept separate.Forleyor wrote: ↑Thu, 20. May 21, 07:13 On another note, I could probably hide addon folder if in FL (addon2) mode or hide addon2 if in AP (addon) mode, I wasnt really sure when updating the tool so left as is, if it would be better to hide the other addon folder I probably could if users would prefer it.
Edit: sorry for the double post, hope noone minds that
-
Aldebaran_Prime
- Posts: 1387
- Joined: Sat, 20. Feb 10, 17:47

Re: [PROGRAM] X3 Editor 2 v2.0.27.0 updated for FL [Unofficial Update]
Update works well! Thanks again!
Regarding the /addon/ folder I'm a bit abivalent. On one hand it makes no sense, if you are in a FL-mode to see Ap content, on other hand it may make it easier, to migrate content from an AP- to a new FL-mod. Bu for moving content it is stll possible to open a AP.cat/dat and copy content to another FL.cat/dat. So I propose to keep your latest hiding of the addon-folder, because it is more intuitive.
Regarding the /addon/ folder I'm a bit abivalent. On one hand it makes no sense, if you are in a FL-mode to see Ap content, on other hand it may make it easier, to migrate content from an AP- to a new FL-mod. Bu for moving content it is stll possible to open a AP.cat/dat and copy content to another FL.cat/dat. So I propose to keep your latest hiding of the addon-folder, because it is more intuitive.
-
Forleyor
- Posts: 45
- Joined: Thu, 11. Jun 15, 19:09
Re: [PROGRAM] X3 Editor 2 v2.0.27.0 updated for FL [Unofficial Update]
Glad to hear it is working wellAldebaran_Prime wrote: ↑Thu, 20. May 21, 23:00 Update works well! Thanks again!
Regarding the /addon/ folder I'm a bit abivalent. On one hand it makes no sense, if you are in a FL-mode to see Ap content, on other hand it may make it easier, to migrate content from an AP- to a new FL-mod. Bu for moving content it is stll possible to open a AP.cat/dat and copy content to another FL.cat/dat. So I propose to keep your latest hiding of the addon-folder, because it is more intuitive.
Just released a small update (Update 6)
It turns out I included VersionGenerator.plugin in the download, This plugin appears to only have been needed by doubleshadow when preparing to release new versions of X3 Editor 2 or plugins. Because of this (and the fact its not actually part of X3 Editor 2 release or ever installed to users) I have uploaded a new version without this plugin, If you have VersionGenerator.plugin in your X3 Editor 2\Plugins directory from one of my previous downloads feel free to remove VersionGenerator.plugin
Note: If you remove VersionGenerator.plugin from one of my old downloads and then start X3 Editor 2, there is a chance you will get a message box saying:
"X3 Editor 2 has detected that a previously installed plugin "VersionGenerator" is longer installed. Do you wish to delete its settings"
Click "Yes" to delete its settings and that messagebox wont be shown again.
Sorry for the inconvenience!
-
Aranov
- Posts: 136
- Joined: Mon, 3. Jun 13, 23:08

Re: [PROGRAM] X3 Editor 2 v2.0.27.0 updated for FL [Unofficial Update]
So I'm getting around to adding new jobs using this, and found an odd problem on my end.
It seems the following races: Pirates, Goner, ATF, Terran, Yaki, and OTAS are all autofilling-in on save if one is selected.
Step by step example:
Take a job entry, remove all the races assigned to it.
Assign the Terrans. Save the Jobs file, close the editor and reopen it.
Now the Pirates, Goner, ATF, Terran, Yaki, and OTAS are ALL assigned to said job.
For both choice of ship, and ship owner.
This resulted in, among other things, Pirates taking over Legends Home, and the ATF spawning in the Yaki systems.
It seems the following races: Pirates, Goner, ATF, Terran, Yaki, and OTAS are all autofilling-in on save if one is selected.
Step by step example:
Take a job entry, remove all the races assigned to it.
Assign the Terrans. Save the Jobs file, close the editor and reopen it.
Now the Pirates, Goner, ATF, Terran, Yaki, and OTAS are ALL assigned to said job.
For both choice of ship, and ship owner.
This resulted in, among other things, Pirates taking over Legends Home, and the ATF spawning in the Yaki systems.
-
Forleyor
- Posts: 45
- Joined: Thu, 11. Jun 15, 19:09
Re: [PROGRAM] X3 Editor 2 v2.0.27.0 updated for FL [Unofficial Update]
Update 7 released in first post
Job Editor should be fixed now.
I hope it didn't cause you too much headache and mess up your mod files too much Aranov. Many thanks for reporting it, much appreciated!
Job Editor should be fixed now.
I hope it didn't cause you too much headache and mess up your mod files too much Aranov. Many thanks for reporting it, much appreciated!
-
Forleyor
- Posts: 45
- Joined: Thu, 11. Jun 15, 19:09
Re: [PROGRAM] X3 Editor 2 v2.0.27.0 updated for FL [Unofficial Update]
Update 8 released.
Small fix for an issue with unpacking scripts from .pck to .xml in the VFS where filenames would loose part of their name when extracting as noted by Ramdat here viewtopic.php?f=201&t=436989&start=45#p5061535
I know scripts arent the main focus of X3 Editor 2, but should anyone need to unpack the scripts to .xml format in the VFS they should now unpack properly and not loose part of their filenames.
Small fix for an issue with unpacking scripts from .pck to .xml in the VFS where filenames would loose part of their name when extracting as noted by Ramdat here viewtopic.php?f=201&t=436989&start=45#p5061535
I know scripts arent the main focus of X3 Editor 2, but should anyone need to unpack the scripts to .xml format in the VFS they should now unpack properly and not loose part of their filenames.
-
Ramdat
- Posts: 124
- Joined: Sun, 1. Jun 14, 02:53

Re: [PROGRAM] X3 Editor 2 v2.0.27.0 updated for FL [Unofficial Update]
How do I unpack the scripts into xml?Forleyor wrote: ↑Sun, 6. Jun 21, 07:51 Update 8 released.
Small fix for an issue with unpacking scripts from .pck to .xml in the VFS where filenames would loose part of their name when extracting as noted by Ramdat here viewtopic.php?f=201&t=436989&start=45#p5061535
I know scripts arent the main focus of X3 Editor 2, but should anyone need to unpack the scripts to .xml format in the VFS they should now unpack properly and not loose part of their filenames.
-
Forleyor
- Posts: 45
- Joined: Thu, 11. Jun 15, 19:09
Re: [PROGRAM] X3 Editor 2 v2.0.27.0 updated for FL [Unofficial Update]
You can extract the scripts folder in the Cat Manager, Click Scripts folder and then click extract when in the VFS view.
Note though that you will need the ingame script editor to actually load and edit files properly or X Studio from this forum here: viewtopic.php?f=201&t=439195
