View Full Version : Modifying an exported module
cbissell
June 15th, 2009, 13:23
New to modules here. I've created all the material and exported it into a module. I can go to another computer and view and use the module. However, how do I make changes to it? If I remove the data from the campaign on the original computer I can no longer export the module.
I've tried just loading the module and making changes, but when I export, it only exports my changes, the parts of the original module are not included.
Is there some sort of 'import' function?
Griogre
June 15th, 2009, 20:03
To update a module you just re-export it if it is an adventure module. If it is a library module you have to re-make it and distribute it. There is no "import" function.
If you ever have a module but don't have the original data used to build it you can always change the .mod to .zip and unzip the module to get to the components that make the module. Some unzip programs may be able to unzip the .mod file because it is just a zip file. Of course, some programs change the .mod to .zip to "help" you without telling you and then the modules don't work. :p
cbissell
June 15th, 2009, 20:13
To update a module you just re-export it if it is an adventure module. If it is a library module you have to re-make it and distribute it. There is no "import" function.
If you ever have a module but don't have the original data used to build it you can always change the .mod to .zip and unzip the module to get to the components that make the module. Some unzip programs may be able to unzip the .mod file because it is just a zip file. Of course, some programs change the .mod to .zip to "help" you without telling you and then the modules don't work. :p
Ah ok, so I just exported using '/export'. Does that make it a library module or an adventure module? How do you set that.
Sounds like worse case, I can just unzip the files, I should have realized that.
Griogre
June 16th, 2009, 08:05
If you build a module inside FG using "/export" it is an adventure module. Library modules are the spell and monster books open up in the library but not in the story book, maps/images book or any other "book" on the FG desktop.
There is some overlap between the types of modules with you being able to make some "Adventure" modules display in the library as well as in the other books and library modules can certainly contain adventures - they just don't showup in the other books on the desktops.
Zeus
June 16th, 2009, 08:16
If you build a module inside FG using "/export" it is an adventure module. Library modules are the spell and monster books open up in the library but not in the story book, maps/images book or any other "book" on the FG desktop.
There is some overlap between the types of modules with you being able to make some "Adventure" modules display in the library as well as in the other books and library modules can certainly contain adventures - they just don't showup in the other books on the desktops.
Doesn't /export also give the option to create Indexes of your Story,Encounter, Personalities and Items content. I thought these indexes were for the Library? Am I mistaken?
Griogre
June 16th, 2009, 08:49
No you are not mistaken. The thing is there is not much reason to use an index if it really is an adventure module. At the same time the export command isn't really meant to build library book modules. Most library book modules don't have a need to put things in the desktop books when the information is already in the library pane - in fact you usually don't *want* to clutter you desktop books with information in the library module.
Talen
June 26th, 2009, 05:36
...If you ever have a module but don't have the original data used to build it you can always change the .mod to .zip and unzip the module to get to the components that make the module. Some unzip programs may be able to unzip the .mod file because it is just a zip file. Of course, some programs change the .mod to .zip to "help" you without telling you and then the modules don't work. :p
I've unzipped to get at the components and made my changes...Im trying to zip it back and change the .zip to .mod, but now the campaign does not recognize the mod. Are there any settings I need to watch when repacking?
Tenian
June 26th, 2009, 11:06
The most common problem is the folder structure. The module expects to find the db/client/common.xml files in the root along with the definition.xml and thumbnail.xml.
If your module files are in a folder and you are zipping it, most zip programs will include that folder. This probably makes more sense:
Good:
root
client/common/db.xml
definition.xml
thumbnail.png
other folders/files
Bad:
root
folder
client/common/db.xml
definition.xml
thumbnail.png
other folders/files
Talen
June 26th, 2009, 13:22
Thanks Tenian - that was definitely a problem...there was another in that the zip program was adding 3 extra files that I think created an issue - seemed to be taken care of when I turned off the indexing.
Tenian
June 26th, 2009, 15:24
If you build 4E_JPG modules using the parser you have nice files which can easily be opened in a text editor and modified :) Rebuilding the module itself is extremely easy.
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