Thread: 4E Item Parser
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February 14th, 2018, 16:09 #461
That message is not an error - it is just telling you to manually create the module if it fails. It's not telling you it fails.
Look for the directory it says it created - is there anything in there? Is there a .mod file created?Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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February 14th, 2018, 21:24 #462
Alas no, only the text and empty .XML files
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April 23rd, 2018, 06:47 #463
- Join Date
- Aug 2009
- Posts
- 261
Maldev, sorry, I had not looked at this thread for a while. I hope you figured out the problem since this is back from February.
The "Power Classes.txt" file must be in the same directory as the parser when parsing powers.
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April 23rd, 2018, 06:52 #464
No worries, it has been all sorted. Things are going well thanks. I have a new question posted earlier today " Is there a way to import edited monsters from Adventure tools?"
Any ideas?
Thanks
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July 8th, 2018, 14:28 #465
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- Jun 2018
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- 1
Yo, trying to use the 4e item parser and it says i need to give it a module name and i dont know if i quite understand where to do so. I'm using windows 7 and the text does seem be oddly scaled when i run the program, might have something to do with it.
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July 15th, 2018, 15:58 #466
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- Jul 2018
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- 2
Um.
So.
Is there a quick fix if you were a little excited and parsed everything as a db.xml instead of common?
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July 15th, 2018, 16:00 #467
welcome dvm787s
Have you tried just renaming the file to common.xml?
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July 15th, 2018, 16:47 #468
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- Jul 2018
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Thanks!
I'll give it a try when this next parse batch is done. Tried to get all the powers in one shot to run overnight, and somewhere in the rogue powers it stopped parsing and demanded my DDI login again. So now we're going to do the powers and items in small batches.
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September 27th, 2018, 03:08 #469
- Join Date
- May 2013
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- 1
Hi, please someone can explain why i cant edit modules created by parser? there is a way to edit? (red lock)
thx in advance
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September 27th, 2018, 19:07 #470
This is fairly standard for Fantasy Grounds reference modules - so that you can't accidentally change the base, original record, for reference within a campaign.
You have a couple of options;
1) Make a copy of the record you want to edit. Drag/drop the record link within the campaign data list (buttons down the right of the desktop). This will create a copy of the record in the campaign, which you can edit.
2) If you're not worried about losing the original data in the campaign (you never edit the base module through the campaign, you just "edit" a local reference in the campaign itself), and you don't mind doing some XML editing - open up the FG module and look for static="true" entries within the XML elements - they are usually in high level headers. Remove this text completely. Save and re-package your FG module. All entries should then be editable within your campaign.Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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