Nickademus
June 6th, 2015, 03:47
So I've been noticing some unusual behavior with the modules I have opened in my main campaign and I thought I'd thrown this out here in case it is a bug or something important.
When editing the actual module files (with Notepad++ out of WinRAR), I find that FG frequently will close all of open modules in my game. It will still have the module data loaded and some of it can be accessed in the library and in the individual windows. But other data will produce the chat window message "Could not load data from unloaded module" when the link is clicked on.
Furthermore, all the permissions granting access (green check mark) or force loaded (yellow lit bolt) and some of the denied access (red X) are removed and have no setting in the Activation Window. It seems the modules that use db.xml remain access denied, while anything using client.xml or common.xml are reset.
It also seems to be triggered when I make a mistake in the module I'm editing and have a bad link that will cause a console error.
When editing the actual module files (with Notepad++ out of WinRAR), I find that FG frequently will close all of open modules in my game. It will still have the module data loaded and some of it can be accessed in the library and in the individual windows. But other data will produce the chat window message "Could not load data from unloaded module" when the link is clicked on.
Furthermore, all the permissions granting access (green check mark) or force loaded (yellow lit bolt) and some of the denied access (red X) are removed and have no setting in the Activation Window. It seems the modules that use db.xml remain access denied, while anything using client.xml or common.xml are reset.
It also seems to be triggered when I make a mistake in the module I'm editing and have a bad link that will cause a console error.