Doswelk
October 11th, 2011, 09:49
All my own extensions (themes mostly) are usually folders rather than .ext files it's easier to update and tweak them that way, this got me thinking does FGII support modules like that?
Normally when I create a library module I have to have winzip open and I edit the xml file save it (which winzip then automatically updates the mod file), then I have to unload/reload the module in FGII to test.
If I am creating an adventure module I create a new campaign and then export it when done.
But when I want to update it I have to go back to the campaign file and update and re-export (and then hack in the extra bits that export does not support that I like to use when creating a module like 'sw_referenceinlineindex' entries and such).
It would be much easier if I could have "unzipped" modules like I do with extensions?
I've not tried it to see if it can be done, just wondered if anyone knew or if it cannot anyone else thought it would be a useful feature?
Normally when I create a library module I have to have winzip open and I edit the xml file save it (which winzip then automatically updates the mod file), then I have to unload/reload the module in FGII to test.
If I am creating an adventure module I create a new campaign and then export it when done.
But when I want to update it I have to go back to the campaign file and update and re-export (and then hack in the extra bits that export does not support that I like to use when creating a module like 'sw_referenceinlineindex' entries and such).
It would be much easier if I could have "unzipped" modules like I do with extensions?
I've not tried it to see if it can be done, just wondered if anyone knew or if it cannot anyone else thought it would be a useful feature?