View Full Version : Loading Custom Modules as Player
Brynnan
November 7th, 2016, 18:26
I am wanting to create a module with various character-specific resources in it (tables, Story entries etc.) that I can then open when I'm playing that character. I know I have to request it, and the DM can confirm or deny.
But here's the problem. When I use PAR5E, the module shows up in my Module list for me to request it, but if I use /export, it doesn't even show up. What in the XML code affects that? I've tried DM/Player/and Common settings in PAR5E and they all show up. But the Exported one won't.
Zacchaeus
November 7th, 2016, 18:34
I think exported modules are exported as DM only so they won't show up in your Library as a player. If you want to par5e it use Common otherwise it'll be flagged DM only as well. I don't know encough about XML to know whether you can change that but DM only stuff is db.xml and player/DM stuff is common.xml; so it's not just what's in the xml but the name of the file that determines what does and doesn't show up.
Trenloe
November 7th, 2016, 19:00
The module database exported from the campaign is assumed to be for the GM only and not for sharing with players - it isn't recommended to share GM modules with players as they usually contain lots of entries (in particular images/maps) that are loaded into the player side memory and can overload the FG client (player). Hence why it's blocked by default.
If you're sure the module you've created is an efficient, player side module then you can manually edit the module after - rename db.xml to client.xml.
Brynnan
November 7th, 2016, 19:18
Yeah, this is for the player, and in this case, only me. For example, story entries with chat boxes for my introduction, tables for things like Bag of Tricks, custom Vicious Mockery tables, etc. This is for when I'm at the player side of the table. And then I understand that the DM has to give me permission to load it.
So the DM doesn't have to have a copy of the module?
Trenloe
November 7th, 2016, 19:33
Yeah, this is for the player, and in this case, only me. For example, story entries with chat boxes for my introduction, tables for things like Bag of Tricks, custom Vicious Mockery tables, etc.
Be aware that as a player you will not be able to edit these entries - they will be locked and you can't unlock them. There is not the GM functionality of editing a module available on the player side.
I'd recommend you do a lot of experimentation around what you can and can't do as a player with these module entries. Most of what you mention you want to use is primarily GM controlled functionality, so make sure that you can do what you want from a player side. For example, chat boxes in a story entry in a module won't come up as a character talking on the player side - they will appear as OOC text when you click the chat bubble window in the story entry. You could, however, drag the chat bubble from the story entry to the chat entry box and then press enter.
So the DM doesn't have to have a copy of the module?
Correct.
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