View Full Version : Force Loading Modules for Players

September 6th, 2010, 21:03
Hello again,

I'm seem to be having a hard time understanding the functionality of FG. I've tried looking in the guide, but it doesn't seem to address this issue either.

I've created a module using the "Parse" functionality of the 4E Parser. The module is quite small, and only contains the entries for the very basic elements needed for my 4E campaign. In my server (Ultimate license), I set the module to "Force Load for Players".

When my clients connect, they get nothing.

So I copied the .mod file to the client's modules directory.

The client stills gets nothing. There is no entry for the module.

The characters all have links to the module that completely describe their item and powers, but the module is not loaded. There appears to be no way to load the module on the client.

I want my clients to have access to the text that completely describes their items and powers, but the clients seem to be incapable of loading modules.

What am I missing?


September 6th, 2010, 21:42
Two things to check.

Check the module type your creating in the Parser (see module type).
client.xml = clients must have a local copy installed in their local app data/modules folder
common.xml = module transfered when client connects to host server
db.xml = host only module (default option for the parser).

Check to ensure the module is both activated (green tick or green lightning bolt) on the host and opened (book icon is open) on the client.

September 6th, 2010, 23:22
That's got it!

Thanks for the help!