X3 ModManager 0.0.8 - updated 3/11/2008

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

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someone else
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Post by someone else » Tue, 14. Jul 09, 20:51

yep. I drag'n drop the folders with hundreds of files and leave blank the line that says where they should go (so they will be added to the root)

no problems in doing that so far. :D
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apricotslice
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Post by apricotslice » Wed, 15. Jul 09, 01:17

Thanks, I'll give that a try.

Anubitus
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[Packing a mod] a simpler way to do it

Post by Anubitus » Sun, 16. Aug 09, 21:15

hi,

is there a simpler way to pack a mod into a cat/dat file then doing it manually 5 files at a time (tried more then 5, but if the selected files are too big it wont do a thing.. no idea why..) ..? i got like 5000 files and its a pain to pack it.. :s

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Post by jlehtone » Sun, 16. Aug 09, 21:35

This question sounds like it would do more good in some thread. Perhaps in the thread of the application that is used to do the packing?

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Post by Anubitus » Sun, 16. Aug 09, 22:11

good point.. :p but the way to pack it doesnt have to be with the utility im using.. as long as it gets packed in a dat/cat file x3TC can use.. :)

ill post it there aswell tho.. but perhaps somebody here knows a good way to do it..? im using X3ModManager atm..

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enenra
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Post by enenra » Sun, 16. Aug 09, 23:02

There isn't really a limit to how many you can pack at a time (I mean, sure it only packs one file at a time but you can simply select the files and pull them into the mod manager window and then all the files are packed into the mod one after the other.)

Anubitus
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Post by Anubitus » Sun, 16. Aug 09, 23:28

oh.. i just use the "add" button, select a few files and press "open" and then i get a window where i have to enter the path of the file and then i have to press "ok", and then the file(s) are added to the catalog.. ill have to try that drag'n drop thing.. :o

is it possible to drag'n drop folders..? (so the files get packed inside the propper paths..?)

EDIT: i tried to drag files onto the opened modmanager window but i just get a sign wich means i cant place it there.. :o

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Post by jlehtone » Sun, 16. Aug 09, 23:59

Usage of ModManager ... merging.

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apricotslice
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Post by apricotslice » Mon, 17. Aug 09, 00:23

Yes you can drag and drop into modmanager.

Just make sure where you drop, doesnt have a file underneath or it assumes your trying to add something to the file, not the cat. Expanded to full screen and dropping into a blank area of screen works for me.

Select no directory name, as the drag brings the directory structure with it.

Anubitus
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Post by Anubitus » Mon, 17. Aug 09, 02:02

thanks guys,

i kno now why i couldnt drag and drop items, im using vista and the manager was installed in the program files map, and i think vista doesnt allow programs to change stuff in that map, so i cut/paste it into the users map and now it works..

thanks again..

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Winter Dragon
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txt files in dds folder, no pck?

Post by Winter Dragon » Sun, 23. Aug 09, 12:05

I installed X3:TC, applied the 1.01 to 2.1 patch and then used X3 Mod Manager 0.0.8 to unpack 01.dat (well, it uses .cat doesn't it)

Point is, I watched it list /dds/*.pck files being unpacked to the 'dds' folder of the folder I specified. I made a new folder called "unpacked", separate from my TC install folder.

Anyway, I go to this unpacked folder, go to the 'dds' folder and find 2,461 text files, .TXT - not .PCK. In fact there isn't a single .PCK in the unpacked folder, and I unpacked all eight dat files using mod manager.

So, where are my PCK files?
Last edited by Winter Dragon on Sun, 23. Aug 09, 12:14, edited 2 times in total.

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Re: txt files in dds folder, no pck?

Post by jlehtone » Sun, 23. Aug 09, 12:12

Winter Dragon wrote:I installed X3:TC, applied the 1.01 to 2.1 patch and then used X3 Mod Manager 0.0.8 to unpack 01.dat (well, it uses .cat doesn't it)

Point is, I watched it list /dds/*.pck files being unpacked to the 'dds' folder of the folder I specified. I made a new folder called "unpacked", separate from my TC install folder.

Anyway, I go to this unpacked folder, go to the 'dds' folder and find 2,461 text files, .TXT - not .PCK. In fact there isn't a single .PCK in the unpacked folder, and I unpacked all eight dat files using mod manager.

So, where are my PCK files?
This looks like ModManager usage question, so I will merge.

I'd guess that the MM follows simple rules on unpack&rename. AFAIK, the compressed files do not contain the original filename, and thus MM has to use some extension. But not all files use the same format (there are text XML, MD XML, script XML, CSV-like ASCII, and so forth).

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Winter Dragon
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Post by Winter Dragon » Sun, 23. Aug 09, 12:19

Oh right, thankyou for merging my post to a more suitable place.

I did use the extra search feature - which I swear is broken.

'forum1' > X3 TC scripts and modding
'forum2' > english
'terms' > dds (also tried texture, and textures)

"your search query did not match any criteria, please try again." Whatever.
Last edited by Winter Dragon on Sun, 23. Aug 09, 12:29, edited 2 times in total.

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apricotslice
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Post by apricotslice » Sun, 23. Aug 09, 12:22

At a guess, I'd say you havent set the unpacking parameters properly in modmanager. It has settings for both TC and X3R, and unpacking TC files using the R settings doesnt work.

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Winter Dragon
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Post by Winter Dragon » Sun, 23. Aug 09, 12:42

Indeed. Here's what I forgot to do:

dds files in dds folder (X3TC)

Under settings > File Handling > Extracting, there's an area with "pbd -> bod". Click the new button on the right side, and down the bottom are two fields separated by a "to:". Type "pck" in the left one and "dds" in the right one, then 'update'.

Now I've got dds files in the dds folder. Ta.

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Post by FreeMayk » Tue, 8. Sep 09, 03:37

I try to merge two modes and get popular message 'X3 ModManager has encountered a problem and needs to close.' ...
BtW i try to merge PSCO1's Cockpits 1.15c and BSG Ships 1.8.
Anyone try to merge this two modes and be succes in that?

All Best

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apricotslice
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Post by apricotslice » Tue, 8. Sep 09, 04:10

Just try again. You shouldnt have any problems merging them, however, I think you will need to edit the cockpit tships and append the bsg ships on the end for it to merge successfully.

The mods themselves wont be causing a crash of modmanager.

FreeMayk
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Post by FreeMayk » Tue, 8. Sep 09, 06:05

apricotslice wrote:Just try again. You shouldnt have any problems merging them, however, I think you will need to edit the cockpit tships and append the bsg ships on the end for it to merge successfully.

The mods themselves wont be causing a crash of modmanager.
ok tnx, but how to edit cockpit tships? Do u have some info about that?
Why u not add in ur APRICOT MERGE MOD, PSCO1's Cockpits? :) Not like that view? :D

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apricotslice
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Post by apricotslice » Tue, 8. Sep 09, 06:14

I dont use cockpits myself, and its a contentious issue. Also, it makes updating for a new patch a major problem. And there are at least 2 more patches coming.

For tships, use notepad. Edit the cockpit file. Edit the bsg file. Cut the bsg ships from the bsg file, and paste to the bottom of the cockpit file. Then update the counter at the top with the new number of total ships. (existing plus the number of bsg ships). Save.

Use X3Editor to check that it worked.

FreeMayk
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Post by FreeMayk » Tue, 8. Sep 09, 06:31

apricotslice wrote:I dont use cockpits myself, and its a contentious issue. Also, it makes updating for a new patch a major problem. And there are at least 2 more patches coming.

For tships, use notepad. Edit the cockpit file. Edit the bsg file. Cut the bsg ships from the bsg file, and paste to the bottom of the cockpit file. Then update the counter at the top with the new number of total ships. (existing plus the number of bsg ships). Save.

Use X3Editor to check that it worked.
Tnx but i will try ur merge mode 2.03. Maybe i like it? :)
I like cockpits for space combat. For X3 is big - `cos not have.
One question. Is exist a mod of real damage of the ship after the loss of the shield, but before the explosion?

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