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celestian
November 24th, 2021, 20:10
My apologies if this has been covered before, but with 50 pages for this topic I just don't have the time to read through them all.
Anyhow...I'm using FGU and I'm having problems linking images in a story. The link gets successfully exported with the reference, but when I open any particular chapter, subchapter or page containing an image link, it only ever opens a blank image. For the images I'm linking, I previously copied the graphic file for each to my \campaignname\Images folder and created an image record for them via Assets > Images. I've tried including images when I perform my export, but that makes things worse as a duplicate of the image is then created which displays with a red question mark. Not checking Images when I export, just results in the image displaying as a blank. I've tried ensuring the image link in the story is set to be shared to players (link icon recolored as green), but that doesn't make a difference. I've tried setting my module export to "Player Module" and "Read Only", but that doesn't seem to make a difference either.

Otherwise, I have tables linked in some of stories and they get linked just fine. Anyone have any ideas how to remedy this?

Images linked/inline in a ref-manual need to be in the campaign you are exporting. Thats the only guess I have based on your description.

Zacchaeus
November 24th, 2021, 20:17
I'm not clear on whether your image link in the story entry is the problem or the image in the reference manual is the problem.

For images to properly get added to the reference manual they need to be completely free of any bold text and each link must be on it's own. By that I mean you can't have Link: My Image nor can you have two links one after the other.

If you mean the links in your story entries don't work then that suggests that you aren't linking them from the images list inside your campaign. So as you hint at above (I think) you need to import the images into your campaign (by whichever method you prefer) and then drag the link icon from the images list (not assets) and drop it into your story entry.

Edit: Also you do need to export the images as well as anything else you want in your module. If you don't export the images then they well won't get exported and any links will be broken.

sedgetone
November 24th, 2021, 20:51
Are you by any chance trying to load the exported module in the campaign you're building it in? If so, create a clean campaign and use that for loading the exported module. I was caught out with similar issues when I started using Author. Click Reference and Images when exporting.

jharp
November 24th, 2021, 20:53
You need to click the export image in addition to ref manual.

kronovan
November 24th, 2021, 21:30
Many thanks everyone, for all the replies.


Are you by any chance trying to load the exported module in the campaign you're building it in? If so, create a clean campaign and use that for loading the exported module. I was caught out with similar issues when I started using Author. Click Reference and Images when exporting.

OK cool, yes that was indeed the problem. I didn't have to create a clean campaign though, I just needed to start a 2nd instance of FGU and join my Ultimate Host. Viewing the Library reference as a pseudo-player from that 2nd instance, all of the images display correctly.

In answer to some of the other questions, the images have always displayed correctly from the link in my stories and yes I've been careful not to have anything but plain vanilla formatting on those link entries. For my latest export I did include the images, and they are in that pseudo-players Images listing.


So as you hint at above (I think) you need to import the images into your campaign (by whichever method you prefer) and then drag the link icon from the images list (not assets) and drop it into your story entry.

Yes, that's exactly what I've been doing for all of my images. I thought I was being clear in my post when I stated this:
"For the images I'm linking, I previously copied the graphic file for each to my \campaignname\Images folder and created an image record for them via Assets > Images."
But I guess my writing wasn't as explanatory there as I hoped it was.

Jiminimonka
November 25th, 2021, 21:55
This new functionality with the reference manual builder is amazing!

Is there a way to tell Author via a Story if something is 2 column or picture and column and picture etc.?

celestian
November 25th, 2021, 22:55
This new functionality with the reference manual builder is amazing!

Is there a way to tell Author via a Story if something is 2 column or picture and column and picture etc.?

No, without using a markup language that would clutter up the story entries it's not possible.

The new Author will import the story entries into Builder and there you can do all of the fancy work (once you've got all your story entries done). You'll have to use the Test channel to see how it works or wait until the new Core release comes out in a week or two.

Jiminimonka
November 25th, 2021, 23:00
No, without using a markup language that would clutter up the story entries it's not possible.

The new Author will import the story entries into Builder and there you can do all of the fancy work (once you've got all your story entries done). You'll have to use the Test channel to see how it works or wait until the new Core release comes out in a week or two.

Yeah I'm in Test most of the time these days.
Easy enough to do the markup after, just wondered if there was a hidden feature in Author.
Thanks.

sedgetone
November 26th, 2021, 18:02
This new functionality with the reference manual builder is amazing!

Is there a way to tell Author via a Story if something is 2 column or picture and column and picture etc.?

50106
I'm building out the Keeper reference for the Call of Cthulhu adventure Highway Of Blood using the current dev version. It works beautifully and as you can see I've got image side by side with text.

Jiminimonka
November 26th, 2021, 20:35
50106
I'm building out the Keeper reference for the Call of Cthulhu adventure Highway Of Blood using the current dev version. It works beautifully and as you can see I've got image side by side with text.

Nice work! However I was referring to some thing in a Story entry that would tell Author to make a 2 column page in the ref manual.

sedgetone
December 2nd, 2021, 08:03
Hi celestain,

I've been using the testing channel for a couple of months now. Started a new reference manual in it a few weeks back. Author got my basic stories entries across with no issue, I then completed the build out the rest of the reference manual adding new subchapters, page elements and images etc. and switching orders around. All looks great in the testing channel, start a new campaign in testing and opened my newly exported module and everything looks as i expect.... I then switch back to the live channel and copy over my new shiny reference module and the formatting is screwed. Subcategories have been shuffled about and elements within a page have also been swapped around and all images are not the size of postage stamps. I presume modules built in testing won't work in live but thought I'd ask.

Jiminimonka
December 2nd, 2021, 08:32
Depends on the ruleset you are using and if its been updated to the changes coming when Test becomes Live as to whether or not then formatting matches. Its for nothing to do with the Author extensions.

celestian
December 2nd, 2021, 15:38
Hi celestain,

I've been using the testing channel for a couple of months now. Started a new reference manual in it a few weeks back. Author got my basic stories entries across with no issue, I then completed the build out the rest of the reference manual adding new subchapters, page elements and images etc. and switching orders around. All looks great in the testing channel, start a new campaign in testing and opened my newly exported module and everything looks as i expect.... I then switch back to the live channel and copy over my new shiny reference module and the formatting is screwed. Subcategories have been shuffled about and elements within a page have also been swapped around and all images are not the size of postage stamps. I presume modules built in testing won't work in live but thought I'd ask.

Once the story entries are in the Builder it's out of Author's hands. Author, on test channel, has no hands in the export process. It's simply an import to "Builder" tool now.

That being said I suspect there are other issues. I've tested my own module (been working on a large one and using test channel as well) and loading the exported module in Live right now it looks fine (ref-manual).

sedgetone
December 2nd, 2021, 16:15
Good to know, I didn't think it was a Author and was curious as to whether you've seen this before. My reference manual is for the CoC 7e, what ruleset are you working with?

celestian
December 2nd, 2021, 16:25
Good to know, I didn't think it was a Author and was curious as to whether you've seen this before. My reference manual is for the CoC 7e, what ruleset are you working with?

AD&D 2e tho I expect it'd be fine in CoreRPG and 5e (the only other 2 I've some experience with). I can't speak to anything else as I do not use them. If CoC does something different with ref-manuals it could cause problems between Test/Live. If you can load a live ref-manual in Test fine with CoC then it should go the other way unless there is some odd methods used in CoC.

Jiminimonka
December 2nd, 2021, 19:16
Good to know, I didn't think it was a Author and was curious as to whether you've seen this before. My reference manual is for the CoC 7e, what ruleset are you working with?

Yeah, like I said, depends on the ruleset, maybe you should post in the COC section of the forum, not sure if that's been updated in Test yet.

dbachen
December 16th, 2021, 16:14
Howdy Celestian. Just wanted to check in.. With the big drop yesterday, we finally have the new builder in the production release. I'm getting a lot of questions from our conversion team about "what now". Builder, as it stands, requires direct text input.. Looks awesome, but that means double work for the team who already has all of those of story entries.. So the new Author acting as the "import" mechanism is really critical to our workflow. Your product is awesome and we're holding our breath waiting for the next update.

Without too much pressure, any ETA on when the new builder-compatible version you've been working on will be released?

Jiminimonka
December 16th, 2021, 16:40
Howdy Celestian. Just wanted to check in.. With the big drop yesterday, we finally have the new builder in the production release. I'm getting a lot of questions from our conversion team about "what now". Builder, as it stands, requires direct text input.. Looks awesome, but that means double work for the team who already has all of those of story entries.. So the new Author acting as the "import" mechanism is really critical to our workflow. Your product is awesome and we're holding our breath waiting for the next update.

Without too much pressure, any ETA on when the new builder-compatible version you've been working on will be released?

It's already builder compatible. Celestial updated it a few weeks ago in Test.

celestian
December 16th, 2021, 16:46
Howdy Celestian. Just wanted to check in.. With the big drop yesterday, we finally have the new builder in the production release. I'm getting a lot of questions from our conversion team about "what now". Builder, as it stands, requires direct text input.. Looks awesome, but that means double work for the team who already has all of those of story entries.. So the new Author acting as the "import" mechanism is really critical to our workflow. Your product is awesome and we're holding our breath waiting for the next update.

Without too much pressure, any ETA on when the new builder-compatible version you've been working on will be released?

The updated version to run with builder was set to live release yesterday. Im remote so can’t do much to verify but the forge has it set to live.

dbachen
December 16th, 2021, 17:39
It's already builder compatible. Celestial updated it a few weeks ago in Test.

I haven't personally tested it as I'm at work right now, but I was being told that it was generating errors.. However, C's response says that it might not have been pushed to live yet. Only passing along 3rd hand info at this point, sorry.

dbachen
December 16th, 2021, 17:45
I've asked anyone who was encountering errors and had first hand knowledge to please post a notice in this thread, so that I don't have to be the go-between who hasn't actually done his own testing. :)

Shannara
December 16th, 2021, 18:10
I've just run the update and tried to use Author. I don't get an error when it loads, and I can use it to lock / unlock all, but when I try to export I do get errors, and the last message I see is 'AUTHOR: created_refmanualindex entries for export.' but it stops there.

[12/16/2021 1:11:32 PM] [ERROR] Script execution error: [string "utility/scripts/export_author.lua"]:123: attempt to index global 'list' (a nil value)

nephranka
December 16th, 2021, 18:28
I've just run the update and tried to use Author. I don't get an error when it loads, and I can use it to lock / unlock all, but when I try to export I do get errors, and the last message I see is 'AUTHOR: created_refmanualindex entries for export.' but it stops there.

[12/16/2021 1:11:32 PM] [ERROR] Script execution error: [string "utility/scripts/export_author.lua"]:123: attempt to index global 'list' (a nil value)

I can confirm the same error and some placement of fields in the export window.

celestian
December 16th, 2021, 18:38
I've just run the update and tried to use Author. I don't get an error when it loads, and I can use it to lock / unlock all, but when I try to export I do get errors, and the last message I see is 'AUTHOR: created_refmanualindex entries for export.' but it stops there.

[12/16/2021 1:11:32 PM] [ERROR] Script execution error: [string "utility/scripts/export_author.lua"]:123: attempt to index global 'list' (a nil value)


You are running and old version. New version was released on forge pretty my in sync with the core update.


Clear out any local or extracted extensions.

The version should be 6.0

Valyar
December 16th, 2021, 18:43
Yes, I confirm the Forge version is updated and works fine for LIVE.

Shannara
December 16th, 2021, 18:57
Thank you. I had a copy of 'Author' in the extensions folder. Once that was removed, it worked perfectly.

GregRex
December 17th, 2021, 02:11
Author v6.0
FG v4.1.12 Live Build

My Story entries aren't writing to the Reference Manual.

I have 300+ pages of text parsed directly to Story records with image placement completed. Is there a way to write this all to a Reference Manual without using Builder? Or is there a way to drop my Story entries into Builder?

I feel like I am missing something or I lost 100+ hours of conversion work.

Thanks,

Greg

damned
December 17th, 2021, 02:14
Please post a screenshot.
Have you set up your categories?
Make sure you read the instructions.

GregRex
December 17th, 2021, 02:25
50383 This is what my Reference looks like today. I tried to line up some of the key points on this image.

I have been using Author successfully until my first export since the latest Core update.

damned
December 17th, 2021, 02:31
Do you have Groups/Categories? Cant see from that image.

jharp
December 17th, 2021, 02:41
I don't see any messages from Author other than the initial. Type /author and click the import button. Lets see the messages it gives.

damned
December 17th, 2021, 02:41
Ok - use /author first to copy your data into the RefMan Builder.

GregRex
December 17th, 2021, 02:54
Peeled away from the PC for bed. I’ll follow up in the morning. Thanks for the quick responses!

GregRex
December 17th, 2021, 12:10
Thats it. Beautiful work!

celestian
December 17th, 2021, 13:29
Ok - use /author first to copy your data into the RefMan Builder.

There is also a button on upper sidebar or you’ll see a menu button if you use better menus.

damned
December 18th, 2021, 01:34
Even once you pointed it out I still didnt notice it until I hovered over everything! :bandit:

celestian
December 18th, 2021, 21:04
Even once you pointed it out I still didnt notice it until I hovered over everything! :bandit:

Yeah, it would be much better if there were text based buttons there but, it is what it is ;)

smorpheus
January 2nd, 2022, 06:17
Possibly a dumb question, but I searched the thread for it. Is Project Author FGU-only now? I can't seem to find a link to the latest outside of Forge and I believe Forge is FGU?

Thank you!
Thom

damned
January 2nd, 2022, 06:45
If you have an older copy of Author it should still work in FGC.

celestian
January 2nd, 2022, 08:10
Possibly a dumb question, but I searched the thread for it. Is Project Author FGU-only now? I can't seem to find a link to the latest outside of Forge and I believe Forge is FGU?

Thank you!
Thom

Author is FGU only on the Forge. I no longer maintain working copies for FGC.

smorpheus
January 3rd, 2022, 21:09
Ah, no worries. Is the consensus that the vast majority of users have migrated to FGU?

I wanted to ensure my module was as compatible as possible for my users, but if the standard is now FGU, I'm fine with migrating up to that.

One thing is in your introductory post it says Fantasy Grounds Unity support is still experimental.


FGU support is experimental.

dbachen
January 8th, 2022, 19:35
Anyone having any problems after the last FG update with using the import function?

I wanted to rebuild a manual on a project that had some new story entries. Clicking the import locks it up. No response after a long wait. The same version of Author, but there have been FG updates since then.

I tried a different module with less story entries and it works.

I went back to an earlier db.xml copy for this module (just to test) before it had ANY reference manual. Tried the import there and locks up. i think it has to do with the number of entries. This module has 11 story "pages" to navigate through to give you an idea on the size of it (50 per page right?).. Tried it 3 times on the one which had no previous refman. On the third try, after waiting about 2 mins and not touching anything, it completed (waiting previously caused a FG lock). Took the module from about 300kb to about 1.2MB (again just for reference)

So I went back to the update version with more content (really some images and stuff, very little story changes). Starting at about 2.3MB after a purge and will wind up around 4.1MB when the refman is built. Using a frame this time (which maybe adds a little to the size)

Definitely the size. Although only a few story entries were modified, this time it took closer to 3 mins (I went back to the default frame to eliminate that)

So best thing to do is sit back and wait and do nothing on a large story entry module and (hopefully) it will eventually finish.

celestian
January 8th, 2022, 19:43
Anyone having any problems after the last FG update with using the import function?



I tested, imported a rather large module, has 509 story entries, and the story import didn't take more than about 20 seconds. This was Night Below, larged boxed set I converted. Temple of Elemental Evil was about the same. Not seeing any excessive performance issues on this end.

dbachen
January 8th, 2022, 21:33
I tested, imported a rather large module, has 509 story entries, and the story import didn't take more than about 20 seconds. This was Night Below, larged boxed set I converted. Temple of Elemental Evil was about the same. Not seeing any excessive performance issues on this end.

Thanks C.. i wonder what's making this one take so long? i went back and tested a few others and they output fairly quickly.

Do you think the nesting of the subchapters or entries per story category or anything would impact performance on the looping?

celestian
January 8th, 2022, 21:47
Thanks C.. i wonder what's making this one take so long? i went back and tested a few others and they output fairly quickly.

Do you think the nesting of the subchapters or entries per story category or anything would impact performance on the looping?

If you want, post the campaign folder zip (or send it to me in discord) and ill try run it locally and see if I have same issue.

ghen
February 13th, 2022, 14:29
Your example is correct.

Place the _ infront of the Story "Name".
Each _ counts as an indent space.

Since FG was "eating" spaces in the Story entries this is where I went. The underscores are stripped from the display in ref-manual.

is _ the only hidden feature?

I found I can keep indenting if I do:

01 _page1
02 _ page2
03 _ _page3
04 _ _ page4

but it doesn't strip out those extra underscores hehe. Also there's no other text formats but chapter/subchapter/pages. I assume that's an FG limitation.

damned
February 13th, 2022, 20:56
is _ the only hidden feature?

Its in the first post.

celestian
February 13th, 2022, 22:47
is _ the only hidden feature?

I found I can keep indenting if I do:

01 _page1
02 _ page2
03 _ _page3
04 _ _ page4

but it doesn't strip out those extra underscores hehe. Also there's no other text formats but chapter/subchapter/pages. I assume that's an FG limitation.

I did not want to add a special markup then have to leave them in the story entry. I felt _ was obscure enough in the title display that it was acceptable.

Oso Buho
May 1st, 2022, 20:25
Hey Celestian,

Any idea why the Reference Builder would be empty when trying to Import the stories?

Thanks!

52615

EDIT: Forget I ever asked... for anybody out there... remember to create a Group and add your stories to it ;)

damned
May 1st, 2022, 22:31
Hey Celestian,

Any idea why the Reference Builder would be empty when trying to Import the stories?

Thanks!

52615

EDIT: Forget I ever asked... for anybody out there... remember to create a Group and add your stories to it ;)

For everybody out there!

Jiminimonka
May 1st, 2022, 23:43
For everybody out there!

Is there anybody out there? .... cue guitar...

Temmpest
August 10th, 2022, 16:34
So, I tried to grab the "Author" extension from the forge and it says I own it, unfortunately it's not showing up in my extensions list.

Temmpest
August 10th, 2022, 16:37
Never mind. I followed the directions on how to fix this. Thank you!

MrDDT
August 15th, 2022, 22:40
For those that don't know, it's stored in the encrypted Data (AKA Vault) folder of FGU.

Natewizard
August 24th, 2022, 14:21
Is there a list of modules and extensions from the forge that work with 2e FGU, I have a few but get a lot of Errors.

celestian
August 24th, 2022, 15:43
Is there a list of modules and extensions from the forge that work with 2e FGU, I have a few but get a lot of Errors.

Not sure what you mean "2e FGU" but Author should work with any CoreRPG based system in general.

skelekon
October 25th, 2022, 05:09
Not sure what you mean "2e FGU" but Author should work with any CoreRPG based system in general.

Hi I just learned about this great module from some recent Fantasy Grounds Academy videos, and tried using this to export from a D&D 4E module I have converted.

Initially I was seeing nothing created in the Builder, and after some investigation it seems like 4E uses different tags in the reference manual index than are created by Author.

From comparing with a reference created using Builder under the 4E ruleset, it seems that 4E uses <chapter> instead of <chapters>, <section> instead of <subchapters> and <article> instead of <refpages>.

I'm using a regex in Notepad++ to convert these after saving db.xml, but it's a little inconvenient.

alyxvr
June 19th, 2023, 10:06
1) Hi, After importing all the stories into RefMan, how do I import an individual story?

2) When it gives me the choice of the Frame type, it doesn't let me select anything (I think it's a bug). Is there a way to fix it?

Thx

damned
June 19th, 2023, 11:46
You dont. Its a one time import. Any new pages you will have to do in both yourself.

Shannara
June 19th, 2023, 15:57
You can reimport - Author picks up anything new you've added.

celestian
June 20th, 2023, 05:50
You can reimport - Author picks up anything new you've added.

It will delete the current Builder ref-man and import all the existing story entries. It warns about that before you do so. If you do not want to delete the existing Builder ref-man do not import again. Manually edit the pages.

celestian
June 25th, 2023, 20:29
Update 6.1

Fixes the default frame selection.

Myrdin Potter
June 25th, 2023, 22:13
With Builder getting better and still the need for Story entries, I wish there was a reverse - reference manual to story - function. ��

celestian
June 26th, 2023, 02:30
With Builder getting better and still the need for Story entries, I wish there was a reverse - reference manual to story - function. ��

You really shouldnt need story entries any longer. You can link to pages in a ref-manual for pins. As I understand it they added a new view for ref-pages that work much like story pages. I added this to the 2E ruleset about a year ago and someone in the 5e know told me they have it there now also.

I expect moving forward Author will slowly no longer be used at all since everyone "should" be using ref-manuals entirely.

Myrdin Potter
June 26th, 2023, 02:45
The developer suggestions still want story entries. I think it is because you cannot edit a locked ref manual and you cannot really unlock it.

superteddy57
June 26th, 2023, 04:06
Source books are the only static reference manuals based on the development process currently in place. All other module types would be editable and able to be unlocked. Source book were never accompanied with story entries. So not sure what static reference manuals would need to be converted into story entries.

Myrdin Potter
June 26th, 2023, 04:30
Every module I convert has a reference manual. I include both story entries and the reference manual as the reference manual is not easily editable by people that by it off the store, especially if it is locked. Story entries are easy to edit.

Many GM like to add notes to rooms as players clear it out or to customize for the party but appreciate the readability of a reference manual.

Unless you are saying that reference manuals are not fully editable. If so, why the store request that developers include story entries?

superteddy57
June 26th, 2023, 04:40
Reference manuals are editable if the module is exported as not read only. New modules that have been released recently don't come with these story entries as it was a decision to rely on the reference manual for various reasons. Early modules prior to this decision may fall under the static state due to basically age and would need some reports to open them up. As I mentioned before the approach is for source books, like the core rulebooks, to be read only and not very easily editable. As you mentioned you would like to add notes for adventures and that is the current wish as well and thusly adventure modules are not supposed to be set to read only. So if you are encountering a situation where a module is an adventure and the reference manual is not editable, then it would be best to reach out and we can look into getting that into a more editable state.

ColoradoGM
July 14th, 2023, 04:51
When I click Import, my stories don't go into the Reference manual the way yours do in the video. I'm probably missing a step. This is in a bare FG table with Author as the only extension and the module I'm working on as the only module.

I saw another post that said something about adding the stories to a Group as a solution so i made a group and dragged the stories out of my module and into the new group, no difference.

I also tried building the reference manual in the campaign I built the module in (where everything is in "uncategorized") and got the same result.58198

celestian
July 14th, 2023, 05:54
When I click Import, my stories don't go into the Reference manual the way yours do in the video. I'm probably missing a step. This is in a bare FG table with Author as the only extension and the module I'm working on as the only module.

I saw another post that said something about adding the stories to a Group as a solution so i made a group and dragged the stories out of my module and into the new group, no difference.

I also tried building the reference manual in the campaign I built the module in (where everything is in "uncategorized") and got the same result.58198

The only reason story entries would not be put into the builder is if they are not categorized or in groups.

That said, there is no reason to use Author if you're just now starting into FG. You can edit the ref-manual directly using the builder and link those pages in whatever content you want.

damned
July 14th, 2023, 06:12
Definitely need to use Groups.
https://i.imgur.com/QsJdvnO.png

ColoradoGM
July 14th, 2023, 16:23
“Well dude, you gotta frambulate them first.”
Clearly my attempts to use groups are failing, so telling me to use groups isn’t helpful.

The steps I have followed are:
1) made all the content for my module. Everything including the stories was in the group “uncategorized”
2) exported the module
3) installed author
4) opened the module in a clean FG adventure with author
5) triedBuild - the stories were all in a group with the same name as my module. No reference manual appeared
6) created a new group, gave it a different name, and dragged all the stories into it.
Tried Build, again no result.

so I went back to the campaign I built in, where the stories are still in the “uncategorized” group, ran author, no result. Created a new group ( named by default group 1) put the stories in there and ran, no result.

is this a “up a level down a level” thing where Groups means two different things?

Asked Rob Twohy, for whom I am writing this module. He just said” it should have worked, ask Celestian”

celestian
July 14th, 2023, 19:53
“Well dude, you gotta frambulate them first.”
Clearly my attempts to use groups are failing, so telling me to use groups isn’t helpful.

The steps I have followed are:
1) made all the content for my module. Everything including the stories was in the group “uncategorized”
2) exported the module
3) installed author
4) opened the module in a clean FG adventure with author
5) triedBuild - the stories were all in a group with the same name as my module. No reference manual appeared
6) created a new group, gave it a different name, and dragged all the stories into it.
Tried Build, again no result.

so I went back to the campaign I built in, where the stories are still in the “uncategorized” group, ran author, no result. Created a new group ( named by default group 1) put the stories in there and ran, no result.

is this a “up a level down a level” thing where Groups means two different things?

Asked Rob Twohy, for whom I am writing this module. He just said” it should have worked, ask Celestian”

If this is a new module I would fall back to the "dont use story entries" and use the Ref-manual builder. Long term thats where FGU is going.

If it's something you've had for a while and have story entries from past work....

This is the part that is missing more than likely. It's called out specifically in the tutorial video in the first post.


https://i.imgur.com/QaItQBF.png

Rob probably recommended it because thats what he used, but times are changing ;)

ColoradoGM
July 14th, 2023, 20:17
I googled reference manual builder and remained perplexed, as all the pictures and videos showed a "Build" button that I didn't have. Finally figured out to unload MNM Module UI, which erases or hides that button. I should be able to build it now by copypasting from my story entries. Thanks!

damned
July 16th, 2023, 16:52
Uncategorized is not a group. It means your entries are NOT in a group.
Your Categories or Groups should match your Chapters. Prefix them numerically to ensure the correct order.

00 Introduction
01 GM Notes
02 etc

Stargrove
December 14th, 2023, 01:13
After the latest FGU update I am getting an error:


[ERROR] Script execution error: [string "Author:scripts/manager_author_adnd.lua"]:23: attempt to call field 'registerSidebarStackButton' (a nil value)

Hope fully you are still updating this as it has been very useful when creating modules. Thanks.

Stargrove
December 14th, 2023, 01:21
After the latest FGU update I am getting an error:


[ERROR] Script execution error: [string "Author:scripts/manager_author_adnd.lua"]:23: attempt to call field 'registerSidebarStackButton' (a nil value)

Hope fully you are still updating this as it has been very useful when creating modules. Thanks.

PS: Sorry for the double post.

Shannara
December 14th, 2023, 01:49
I'd like to second that hope. :-) I truly <3 this extension - not only for the refman, but also for the ability to lock/unlock all assets easily.

celestian
December 14th, 2023, 04:34
After the latest FGU update I am getting an error:


[ERROR] Script execution error: [string "Author:scripts/manager_author_adnd.lua"]:23: attempt to call field 'registerSidebarStackButton' (a nil value)

Hope fully you are still updating this as it has been very useful when creating modules. Thanks.

PS: Sorry for the double post.

I posted a fix to this earlier today if you've not updated.

As to Author, I plan to make minor tweaks, to keep it working but if it becomes a large project due to changes in FGU I will stop as the Builder is now part of the base ruleset.

I would absolutely recommend learning Builder. It's far superior tool to using story entries to make ref-manuals.

Shannara
December 14th, 2023, 05:02
Builder can make a ref-man, but can it lock/unlock all the asset windows with a single click? :D Thank you.

Moon Wizard
December 14th, 2023, 05:30
The standard reference manual builder and records system does not have a feature to lock/unlock all the records with a single click; but it does reset them all to default module settings when you create an export.

Regards,
JPG

Stargrove
December 15th, 2023, 01:38
Since I am converting mainly adventures and such and not just reference manuals I kind of like having the Story entries. I have been using FG to GM for a long time and have honestly not really used the Reference manual part of any of the adventures I run for Pathfinder or PF2E. I kind of get why it's there, and it is a bit more like having a PDF I suppose but I have not really found the utility of it yet and like the Story entries. So far I have only seen that the Ref manual has the in-line graphics unlike the story entries. But when running things, I find that they sort of just get in the way. As long as I have links to the images I need for the adventure, that is much more important to me.

I do appreciate the tool you have created and just used it to do a 300 page book conversion and was in the middle of another 300+ page book so I was a bit worried when it broke on Tuesday. Thanks for updating it.

nephranka
December 15th, 2023, 11:47
The standard reference manual builder and records system does not have a feature to lock/unlock all the records with a single click; but it does reset them all to default module settings when you create an export.

Regards,
JPG

This is the only reason I use this extension. If the functionality could make it into the UI that would be great.

Stargrove
December 27th, 2024, 22:41
When I press the SELECT button next to FRAME I get the following in the console:


[ERROR] Script execution error: [string "Author:scripts/ref_frameselect.lua"]:13: attempt to call field 'getBlockFrames' (a nil value)