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EnragedLlama
June 22nd, 2019, 03:11
So i decided i wanted to work on a few custom classes and get them into FG. I went through and created everything for the class, Clicked Export. Toggled "Classes" and "Player Module", Gave it a name and thumbnail. Exported and it said "Module Exported Successfully". But I am unable to locate it within the Modules section. I tried opening and closing a new Campaign which didn't solve it, Also tried closing the application completely and trying again and its still not able to be activated in the Library > Modules section.
I had wondered if it was being saved at all so i checked \AppData\Roaming\Fantasy Grounds\modules and i was able to locate the module.

If anyone has some ideas to help, it would be much appreciated!

Edit: To clarify, all of the class creation was done within fantasy grounds in its own campaign that i have set aside with all of my custom stuff.

damned
June 22nd, 2019, 03:33
Hello crazyspitter - so you found the filename in the right location?
Then maybe you should try a different Module Name (not filename) in the export.
Also you may have to close FG completely and restart to see the module?

EnragedLlama
June 22nd, 2019, 03:48
Hello crazyspitter - so you found the filename in the right location?
Then maybe you should try a different Module Name (not filename) in the export.
Also you may have to close FG completely and restart to see the module?

Haa crazyspitter, I like it.

Yeah i found the file in the directory.
I tried multiple different names for the Module.
I have also tried fully closing and reopening FG and also just in case tried updating FG to see if that effected anything.

Sadly the issue is still present.

damned
June 22nd, 2019, 04:08
Post the mod and your campaign db.xml and Ill have a peek...

LordEntrails
June 22nd, 2019, 05:05
Make sure you are not using any special characters in the module or file name. Not sure if they might cause problems...

EnragedLlama
June 22nd, 2019, 06:00
Post the mod and your campaign db.xml and Ill have a peek...


I'd be happy to, Where can i find the campaign db.xml?

EnragedLlama
June 22nd, 2019, 06:00
Make sure you are not using any special characters in the module or file name. Not sure if they might cause problems...

No special characters or anything fancy, Its all pretty much plain text.

damned
June 22nd, 2019, 06:17
I'd be happy to, Where can i find the campaign db.xml?

Think where you found the exported module files... backtrack... you will see it!

EnragedLlama
June 22nd, 2019, 09:06
Think where you found the exported module files... backtrack... you will see it!

That makes sense lol.
I threw it into a google drive. Here: https://drive.google.com/file/d/1LUM3kBKOOMJhSLIr8STmSv-OOw3zZ291/view?usp=sharing
It allows me to locate "Llamas Bundle of Classes" within the module list, which is one of my modules i wanted to update with additional classes information. But for some reason I am still unable to locate the V4 version of it.

Zacchaeus
June 22nd, 2019, 09:22
That makes sense lol.
I threw it into a google drive. Here: https://drive.google.com/file/d/1LUM3kBKOOMJhSLIr8STmSv-OOw3zZ291/view?usp=sharing
It allows me to locate "Llamas Bundle of Classes" within the module list, which is one of my modules i wanted to update with additional classes information. But for some reason I am still unable to locate the V4 version of it.

There's nothing in that db file apart from a name. Can you check that FG is writing to the folder you think it is writing to (click the little folder icon top right of the start screen). When you created these classes did you create everything in a new campaign from nothing or did you edit something which existed already.

EnragedLlama
June 22nd, 2019, 09:44
There's nothing in that db file apart from a name. Can you check that FG is writing to the folder you think it is writing to (click the little folder icon top right of the start screen). When you created these classes did you create everything in a new campaign from nothing or did you edit something which existed already.

Just checked the directory that everything is writing too, its going to the \AppData\Roaming\Fantasy Grounds location which appears to be right.
The Original module was created about a month ago, before my PC ended up getting a reformat. I threw the original "Llamas Bundle of Classes" module too a friend to hold onto. Once i got everything up and running again, I reopened fantasy grounds and threw the "Llamas Bundle of Classes" into a new Campaign named "Class Builder", Then modified the rest of the class direction from fantasy grounds.
This is where i am Seeing the problem. No changes I am currently doing is effecting the module its self, Just what I see from it. So i tried Exporting it as "Llamas Bundle of Classes V4". Which it created the module and it can be seen here: https://i.imgur.com/P9cC46R.png
But when searching for it in modules, The V4 version that I updated from the "Llamas Bundle of Classes" original doesnt seem to be appearing. nor is that one modified with any of the changes made within the V4 file. https://i.imgur.com/tAfK2BF.jpg
The Original module "Llamas Bundle of Classes" Was made from scratch within Fantasy grounds using no third party extensions/modules in the 5e ruleset.
The Second module "Llamas Bundle of Classes V4" was made using the Original module from within fantasy grounds.

Sorry i hope i answered everything? Still kinda new to all of this.

Edit: I think I get what you were asking with "Edit something which already existed" now. Other then taking things from my Original module, There was no other information taken from any our source like PHB or anything like that.

damned
June 22nd, 2019, 10:22
You cant edit a module from within FG
You can only create the module.

The module content you are editing isnt in the campaign you are working in so you can export the content.

Try dragging the class 1cm down and making a copy.
Unlock and make an edit to that copy and try exporting...

EnragedLlama
June 22nd, 2019, 10:30
You cant edit a module from within FG
You can only create the module.

The module content you are editing isnt in the campaign you are working in so you can export the content.

Try dragging the class 1cm down and making a copy.
Unlock and make an edit to that copy and try exporting...

Freakin Life savers, was able to get it made after copying the class by dragging as suggested then exporting.

For clarity, If i wanted to add more subclasses to my existing class, or more classes or what not. I would make the changes to the existing class, Then drag-drop to create a copy, Remove the previous loaded base module that ive made and recreate it with all of the content inside it? or is there a smarter way of merging multiple class modules?

damned
June 22nd, 2019, 10:36
Always make the changes in the original campaign where you made the original data/entries.

LordEntrails
June 22nd, 2019, 19:37
You can follow the link in my signature to adventure module creation. Though it doesn't talk about class creation, the section on development campaigns applies to class/race modules (any type of module really).