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cheechako
May 21st, 2014, 07:28
As far as I can tell, a ruleset is the PAK file in the rulesets folder. I can create a module which is the same as a "paper" module. Yet the 3.5 Basic Rules are in a MOD file, although they don't act like other "story" mods.

So, I thought if I wanted to add some custom house-rule feats, skills, and so on, I could create a copy of the 3.5 Basic Rules mod and change the name inside, make my changes, and then load it as a Library Module in my 3.5E campaign.

However, all my attempts so far have not added variations of the books to the library. I can still only load the four that come with FG: Basic and Spells (blue cover) and Monsters and Magic (brown cover).

Is there any way to add extra books to the library and just pick one to load? Or am I going about adding custom feats the wrong way?

Callum
May 21st, 2014, 10:53
Here are some instructions covering this process for adding new spells into the old d20 ruleset, but they apply pretty much to what you're trying to do:

https://www.fantasygrounds.com/forums/showthread.php?16524-Help-with-Spell-Library-mod&p=124427#post124427

There's also a much more involved "Module Making Manual" by SoulOfTheReaver in the wiki:

https://www.fantasygrounds.com/wiki/index.php/Developer_Guides

Trenloe
May 21st, 2014, 13:04
So, I thought if I wanted to add some custom house-rule feats, skills, and so on, I could create a copy of the 3.5 Basic Rules mod and change the name inside, make my changes, and then load it as a Library Module in my 3.5E campaign.
One gotcha is how you zip the module back up afterwards. You need to zip from within the directory where the files are - select all of the files and zip your modules. Don't zip by selecting the directory.

A quick way to check after is to open the zip file before you rename it to .mod - if you immediately see all of the files (definition.xml, etc.) then you should be OK, but if you see a directory first then the module won't be recognised by Fantasy Grounds.

Valarian
May 21st, 2014, 13:18
There are two types of .mod file
Library Modules - rules and other information that go in to the reference library
Adventure modules - exports of story, images, items, etc.

Adventure modules put the story items, etc. in to the section where you'd use them (so Story items back in to Story). They appear in a separate tab.

cheechako
May 21st, 2014, 14:29
Thanks, all. I have a bunch of the PDFs and bookmarks to the various dev guides, but everything still seems to talk about creating adventure modules and rulesets, and the library MOD files seem to fit somewhere in the middle. This helped some.

@Callum: Saw the doc, but that forum thread was new to me and helpful.

@Trenloe: I probably zipped wrong. FG will read an un-zipped ruleset (like for testing), but it seems this is not the case with a library module.

Trenloe
May 21st, 2014, 16:53
FG will read an un-zipped ruleset (like for testing), but it seems this is not the case with a library module.
Correct.

Bidmaron
May 24th, 2014, 14:24
I wonder why tat is still the case. Why can't we use an unzipped module?

Trenloe
May 24th, 2014, 16:27
Why can't we use an unzipped module?
Because that doesn't work! ;)

Or was that a feature request? :)

https://fg2app.idea.informer.com/proj/?ia=40894

Moon Wizard
May 24th, 2014, 19:40
Originally, none of the data files could be used without repackaging. It requires rewriting the loading routines for each data pack type. Modules haven't had the need as much as extensions and rulesets, which require extensive debugging.

Definitely something to add to wish list.

Regards,
JPG

Trenloe
May 25th, 2014, 04:05
Definitely something to add to wish list.
Its already there - 20 votes, see the link I provided 2 posts above. :)