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Johnnyr
January 19th, 2012, 21:30
Lets say I have a campaign, and within it I am using a module called "John's NPC's". How do I make changes to the module that will save? (It is automatic? It does not seem to be?)

damned
January 19th, 2012, 21:37
for an existing module i think you need to edit it outside FG to keep your changes....

Johnnyr
January 19th, 2012, 21:38
for an existing module i think you need to edit it outside FG to keep your changes....

Oh really? How do you do that? seems kind of silly...

Trenloe
January 19th, 2012, 22:19
Oh really? How do you do that? seems kind of silly...
Modules are designed to be read only add-ons to your campaign - each time you open them in a new campaign they are the same across all of the campaigns. Think of them as a rulebook or a published adventure module.

Some items in the module can be "dragged" into you campaign and modified in the campaign. Taking "John's NPCs" as an example: open the NPC you'd like to modify, open the first tab in the NPC list (not the module tab) and then click-and-drag the link icon (top left of the monster window) to the NPC list. This will create a copy of the creature in the campaign and you can modify it in the campaign and the changes will be saved. for reference, you can always use the unmodified NPC from your module too.

If you have created your own module you can change the module entry in 2 ways - modifying the XML content as damned mentioned, or go back into the campaign you used to created the module and re-export the module with the changes you want.

If you didn't purchase the module the only option to actually change the module is to edit its XML - or drag the object in question into a campaign and edit it there.

Johnnyr
January 20th, 2012, 05:38
When I drag things from a module to my campaign, save it, and exit, when I reload the campaign everything I moved over is gone, and only shows up in the originally loaded module. How do I get these "copies" to stay?

Trenloe
January 20th, 2012, 05:54
When I drag things from a module to my campaign, save it, and exit, when I reload the campaign everything I moved over is gone, and only shows up in the originally loaded module. How do I get these "copies" to stay?
A few questions:

What ruleset are you using?
What objects (NPCs? Items? Story entries? Images?) are you dragging from your module and to where?

Make sure you drag the objects to the first "tab" of the list window (in your campaign).

Johnnyr
January 20th, 2012, 14:12
A few questions:

What ruleset are you using?
What objects (NPCs? Items? Story entries? Images?) are you dragging from your module and to where?

Make sure you drag the objects to the first "tab" of the list window (in your campaign).

I figured it out! If I actually took the time to read what you wrote, I wouldn't have any problems....Thanks!

Zeus
January 21st, 2012, 00:27
Also just to add, when you open an adventure class module within a campaign, FGII maintains state information for the modules data entries.

Consequently if you edit or change the data in the module (from within FGII), the changes are recorded in the campaigns moduledb folder in <modulename>.xml files. Thereafter whenever you access the modules data from within that same campaign, FGII will recall all the latest changes from the moduledb files. If of course you open the module in a new campaign, the changes will be lost unless you have first copied over the modulesdb/<modulename>.xml into the new campaign.

You can tell if a modules data has been modified as its book icon symbol (right side) will change to include a small quill.

So there is no real need to re-copy module data to the adventure class window lists. It will just bloat the campaigns db.xml file unecessarily.

To clarify an adventure class module is a module that contains Story, Personalties, Items, Encounters, Maps & Images i.e. all data except Library reference material.

Trenloe
January 21st, 2012, 00:41
Cool - thanks for clarifying Drz! :)