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xeromex
March 26th, 2017, 19:29
Every time I attempt to go into my module folder to take a module I've created from my pc to my laptop the folder closes/crashes itself no message. Mind you this happens just opening the folder, FG isn't running at the time either.

Any ideas on how to fix this or am I just kinda screwed and have to reinstall and remake the modules I want to export?

Thanks,
Xeromex

Bidmaron
March 26th, 2017, 21:00
I will let a Windows guy answer this, but it sounds like you are having an issue with previews of .mod files. I don't know how you can turn off previews without entering the folder though. You should be able to drag the whole folder over to your laptop though. I am not sure why you would just need to move some modules and not all of them.

Zacchaeus
March 26th, 2017, 21:39
Are you saying that when you open the folder that your modules are in (or try to open it) it doesn't let you? I'm not entirely sure what the problem is. Can you give us more details please.

LordEntrails
March 26th, 2017, 22:35
I remember reading about this recently. From that I remember, Birdmaron is right, it has to do with Windows trying to preview the file (since it thinks it's a music file)

There is a Windows Update that should fix the issue; https://answers.microsoft.com/en-us/windows/forum/windows_10-performance/windows-explorer-crashing-on-mod-files/9236dc5e-258b-4f7a-8746-5bee88216577

Zacchaeus
March 26th, 2017, 23:25
Would that not be fixed by associating .mod files with Fantasy Grounds?

Talyn
March 26th, 2017, 23:29
Possibly "fixed" as in "won't crash" but then you have a file that is just tempting the user to double click it thinking it will load into FG when it really won't. Then forum threads complaining about that...

Bidmaron
March 26th, 2017, 23:33
I don't understand why FG won't take zip files as mods and extensions. It's not like some other non-FG file is going to have a db.xml or base.xml file that has the required tags for FG to recognize. Why can't FG just assume that a .zip in the appropriate folder is an extension or module and try to load the xml file? After all, it loads them anyway (since if you put in a bad .mod or .ext it doesn't show up in the relevant place)?

Trenloe
March 26th, 2017, 23:39
I don't understand why FG won't take zip files as mods and extensions. It's not like some other non-FG file is going to have a db.xml or base.xml file that has the required tags for FG to recognize. Why can't FG just assume that a .zip in the appropriate folder is an extension or module and try to load the xml file? After all, it loads them anyway (since if you put in a bad .mod or .ext it doesn't show up in the relevant place)?
Because they are specific files. ZIP is a very generic file extension. I frequently make temporary backups of FG data by quickly ZIPping up files within FG folders. I don't want FG reading any old ZIP file - that would probably cause more problems than solve anything.

That notwithstanding, having everything .ZIP would further confuse things. How would you know what a FG ZIP file was and where to put it? .pak = \rulesets, .mod = \modules, .ext = \extensions, .ppk = portraits - .ZIP = ???

Trenloe
March 26th, 2017, 23:41
@xeromex Some possible solution info here: https://www.fantasygrounds.com/forums/showthread.php?37305-MOD-and-windows-explorer

xeromex
March 27th, 2017, 00:30
So as Trenloe and LordEntrails said that fixed my issue, thank you for your help once again proving how awesome the people of these forms are.

LordEntrails
March 27th, 2017, 01:31
So as Trenloe and LordEntrails said that fixed my issue, thank you for your help once again proving how awesome the people of these forms are.
You're welcome, thanks for letting us know that fixed the problem.

Bidmaron
March 27th, 2017, 02:16
trenloe, I am not advocating eliminating the extensions. I just thought it would be good to recognize .zip files too. Especially right now while this .mod problem exists.

Trenloe
March 27th, 2017, 03:27
trenloe, I am not advocating eliminating the extensions. I just thought it would be good to recognize .zip files too. Especially right now while this .mod problem exists.
So, SmiteWorks are expected to make changes to fix a short term Microsoft update issue? And suddenly everyone who have .ZIP files in the FG data directory start to get screwy things happening, when before they didn't? You have to always look at the full implications of making a change to the data processing of an application that has been around for over 11 years. Just making a change like this can have a significant impact on people who've been running this application fine and overnight could suddenly break their FG setup. I've just had a look at my FG data folders and a few of them contain backups of old versions of FG data which I've renamed to .ZIP to stop FG loading them but allowing me to quickly open them to look at the old code/graphics. Doing the change you request would suddenly cause major issues for my FG campaigns. I'm sure this would also cause similar issues for others - people who may not be aware that any change was made and are blindly continuing with old data or suddenly get strange behaviour/errors.

Bidmaron
March 27th, 2017, 04:30
Forget it, Trenloe. It was just an idea. I was just trying to explain myself. You are quite correct, sir.