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VegaFontana
July 31st, 2020, 15:13
Hello everyone,

This post is about a set of scripts that will allow you to generate Fantasy Grounds modules from the "Portable Compendium" data.


Foreword

https://i.imgur.com/9F85vc8.png

What is the Portable Compendium?
For those who never heard about the "Portable Compendium", I was like you a few weeks ago. I personally use an other called the "Offline Compendium".
These two softwares had the same goal, allow people to access DDI Compendium data without internet access.
Nowadays since the online DDI Compendium has been shut down by WotC, these data troves are the only way to access all 4E data.


But as you said, there is several compendium existing, how do I know this module generator will work with my compendium?
There is two compendium hosting 4e data these days. Or at least, two that I am aware of. These module-generating scripts will only work with the one called "Portable Compendium" or "Portable D&D Compendium.exe".
If your compendium looks like this picture below, you are in the right place. If it's not, you might want to check my other thread here https://www.fantasygrounds.com/forums/showthread.php?60221

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

How does it work and which modules will I be able to create?
The scripts I bring here will allow you to generate modules sufficient to launch any campaign of the fourth edition in Fantasy Grounds.
These are based of the scripts I originally created for the Offline Compendium and managed adapt for this one. It only create 3 base modules that should be enough to start running.
We're talking about 5000+ NPCs for you DM and for your players of 9000+ Powers and 3000+ Feats ready to drag and drop in their character sheets.


Installation & Usage

Ok so now how can I make it work ?
It should be easy, or I least I tried to make it easy.
First things first you need to download and unzip the module generation scripts here : https://drive.google.com/file/d/1hQQj8KmysX4T69KpdvTg9Wruwthup2Es

And follow carefully the detailed steps written below.

1. Copy the ddiFeat.sql, ddiPower.sql and ddiMonster.sql, files from "PathYoYourPortableCompendium/sql/".

2. Then paste them inside the sources folder of the generator located at "4E Module Generator - Portable Compendium/sources/".

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

3. Execute the "4E Module Generator - Portable Compendium/_run_all.bat" file (double clic should be fine). Then three executable will be launched and three consoles should appear (once per modules generated) with info of the parsing happening.

4. Each consoles will ask you to press enter to close them once finished.

https://i.imgur.com/rXb7JvS.png

5. Finally you will be able to find the generated modules in the "4E Module Generator - Portable Compendium/export" folder in each specific repositories (i.e. "4e_NPC_PortableCompendium.mod" in "4E Module Generator/export/npc")

6. Just copy these 3 modules from their export folders into your FG modules folder (default should be ".../Fantasy Gounds/Data/modules") and load them in your campain!

7. Don't forget to give access to your players to the basic feats / powers modules to ease character creation.

https://i.imgur.com/Dgfmn8g.png

And voilą you should be done and ready to start creating colorfull characters and dreadfull encounters!



Last notes

What is up with the 5000 monsters when there was only ~2000 in my Portable Compendium?
As @kevininrussia noted it, this seems to be an issue with the b29 version, the b30 should show all ~5000 properly so you should not be surprised.
The Portable Compendium b29 I managed to acquire only shows only 2327 entries when filtered by creatures.
But in fact, in the sql data used to initialize the database of the software, the 5326 are available but a lot of them have invalid html structure.
My guess here would be that because of their "corrupted" nature, the Portable Compendium b29 does not display them to the user.
And it was tricky to get these to work but even if you run with this older version. I managed to pull out a trick that allows to export them properly either way.
So yeah you might end up with more monsters than you could actually see in the Portable Compendium list!

I'm curious, how does it works?
You can learn more about this on the original thread for these generation scripts in the "Last notes" section :
https://www.fantasygrounds.com/forums/showthread.php?60221

Any known issues?
- Recharge for monsters skills is not tracked, this is due to the source data not storing this info at the same place every time. An upgrade of the npc script should put things back in the right order.


I sincerely hope this can help many of you the way it helped me setting up my last campain!

kevininrussia
July 31st, 2020, 17:21
Thanks for this!

FYI, D&D Compendium (Beta 30) displays all 5326 creatures.

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

VegaFontana
July 31st, 2020, 20:18
FYI, D&D Compendium (Beta 30) displays all 5326 creatures.

Oh good to know! I did not managed to get this one, I hope this will not cause the scripts to fail.
Have you tried generating modules with your (Beta 30) data?

I want to make sure that it works the same with any version :)

kevininrussia
July 31st, 2020, 20:24
Oh good to know! I did not managed to get this one, I hope this will not cause the scripts to fail.
Have you tried generating modules with your (Beta 30) data?

I want to make sure that it works the same with any version :)

I'll test this weekend and report back.

VegaFontana
July 31st, 2020, 22:39
I'll test this weekend and report back.

Thank you very much! Crossing fingers, hope it'll work well :D

qunitvineu
August 1st, 2020, 22:35
I'm struggling to get this to work. I think it's coming from one or both of two problems. First, my ddi files are not a DBeaver type they're just listed as SQL files. Should I look into changing that? Second and more likely the issue I think, I don't have a modules folder in my fantasy grounds data. It looks like my current modules are located in a "managed" folder and I tried putting the mod files I got from the generator there, but they didn't show up when I booted up FG. Should I make a new folder? Is there something else I can do?

VegaFontana
August 3rd, 2020, 09:12
Hi, let's see this through together.


First, my ddi files are not a DBeaver type they're just listed as SQL files. Should I look into changing that?

First I glad to anounce you that this is not an issue. DBeaver is the software I sure to read database and database files (*.sql). That's why it appears like that in my screenshot, the sql files are just the same and if you managed to recover the generated modules, everything should have been just fine.


Second and more likely the issue I think, I don't have a modules folder in my fantasy grounds data. It looks like my current modules are located in a "managed" folder and I tried putting the mod files I got from the generator there, but they didn't show up when I booted up FG. Should I make a new folder? Is there something else I can do?

I think we first need to check where is located you "data" folder because it can be a different place than you Fantasy Grounds software. On the launcher of FG, you can find an folder icon that allows for a quick open of the "data" folder where the "modules" sub folder whould be displayed.

FGU
https://i.imgur.com/XTiKwhS.png

FGC
https://i.imgur.com/29WJddG.png

It should open your data folder, you can see that mine looks like this (see below).

https://i.imgur.com/sZxX9w4.png

Can you give me a screenshot of yours?

qunitvineu
August 3rd, 2020, 22:23
"On the launcher of FG, you can find an folder icon that allows for a quick open of the "data" folder where the "modules" sub folder whould be displayed."

That worked! Clicking that folder brought me to an entirely different location that I didn't realize existed lol. I put the modules in there and it all works on my FG now! Thank you so much!!! For real, let me know if I can buy you a pizza. This is incredible and I really appreciate you taking the time to not only make this thing but also remake it for the portable compendium, as well as helping us troubleshoot the installation process. You're a class act Vega :)

Gurlock
August 5th, 2020, 21:27
Thank you so much for the work you've put into this, however I'm having a problem as well.

I've got Beta 29, and followed the instructions through the runall.bat. The three consoles appear on screen, but only 2 of them run through to the Press enter to Close point. The powers one more or less immediately closes.

My export folder only contains the MOD files for the feats and npc. I've tried running it again and the same thing happens.

VegaFontana
August 7th, 2020, 09:03
This is incredible and I really appreciate you taking the time to not only make this thing but also remake it for the portable compendium, as well as helping us troubleshoot the installation process. You're a class act Vega :)

I'm really glad it worked for you! The gratification of knowing that people can play 4th on FG again with the same ease as my group is all I need :D


My export folder only contains the MOD files for the feats and npc. I've tried running it again and the same thing happens.

Well this certainly is a bummer! But I'm sure we can fix it through.

First thing, please try and execute (double-click) only the power.exe file which is the one that seems having trouble since npc and feats worked well.
And then tell me if you can see the issue happening (writent in the console). If you can see the issue please screen capture it here so that I can troubleshot it :)

On a second step to further investigate this issue, I might need your "ddiPower.sql" file as private message to run tests on it and fix the script if needed!

Ridcully1984
November 30th, 2020, 20:13
Hi, thanks a lot for the work. I tried lenghtly to get my Monsters to work but didn't manage. Withe the NPC Module that one is now fixed. :D

I though got the same Problem to create a Powers module out of the Portable Compendium Beta29. Ain't a problem for me though since I want to use edited powers (Friend of mine did that in CBLoader), so I will import Characters anyways from there.
But I would be interested in Items and Traps. Since I'm in no hurry, it'd be nice to know if you plan t script these anyways. Otherwise I'd try the offline compendium obviously.

Thanks for the Information


P.S.: That is everything that is written in the console. And the it just shuts down.
41556

aoshimura
December 16th, 2020, 16:55
Hi, thx for the work, I tried to run the power.exe and the next error appeared:

4207842078

hope you can fix the problem, aslso a question, do you plan to create scripts for the items section or other sections?, thanks and congrats on the great work.

foxkoby
December 18th, 2020, 03:48
Thanks for the great work. For some reason I get a permission denied error at the end of each script. Any clues on how to troubleshoot this?

aznnoodles
December 28th, 2020, 04:18
Hey Love the program as I wasn't able to get a insider membership in time but I was wondering if you could make a script to generate the basic equipment module like your other Module Generator.

aznnoodles
December 29th, 2020, 16:14
Also it seems my copy of beta 29 has no issues as it displays all 5000+ creatures and converted without error either

judoka13
January 4th, 2021, 18:49
Where do i find the compendium? Googling is not helping.

aznnoodles
January 5th, 2021, 02:42
Ya it took me a while to find and i haven't seen it since. I do have my copy uploaded to my gdrive but am not fully sure on the rules surround this link, though if you really need it shoot me a pm and ill send the link to my backup on gdrive.

judoka13
January 5th, 2021, 14:55
Ok i copied the files into the sources file but when i run the .bat file it says they can't be found.

WillowMist
January 7th, 2021, 07:09
Did you run into issues trying to import Items with this version of the utility? I've started looking at the format, and pondering trying to duplicate your work for Items. At the moment, I'm too tired to parse everything, tho.

aznnoodles
January 26th, 2021, 04:26
Unfortunately the creator only created that script for the other compendium and it was limited to gear from the players handbook only.

firesnakearies
March 26th, 2021, 17:10
This worked perfectly for me, thank you so much!

jegharenplan
April 18th, 2021, 21:17
Not sure if this is still actively being developed, but for both the Portable Compendium and Offline Compendium trackers, NPCs are extracted with a space before their HP totals. The result is that adding any NPC to the combat tracker adds them with 0 HP. It's not too big a deal manually removing the space in the NPC entry for NPCs you plan to use, but I thought it was a bug worth mentioning (however minor).

Aston
June 7th, 2021, 16:04
I've run through the parser steps and I've had a couple of problems, has anyone run into these?

The power parser opens and runs, but then flashes up a message and closes before I can tell what it says, and no module file is created.

The feats parser creates the module and it can be loaded by Fantasy Grounds, but I can't find where it actually puts the data. My library is empty, I'm not sure if there's somewhere else I should be looking?

The NPCs worked perfectly (other than the HP thing mentioned by jegharenplan but that's not a big deal).

Am I being a dingus here and missing something obvious?

Braincain007
June 9th, 2021, 09:46
hey is there a way to do this for the items as well or would I have to make a script to do those on my own?

Braincain007
June 10th, 2021, 22:55
Not sure if this is still actively being developed, but for both the Portable Compendium and Offline Compendium trackers, NPCs are extracted with a space before their HP totals. The result is that adding any NPC to the combat tracker adds them with 0 HP. It's not too big a deal manually removing the space in the NPC entry for NPCs you plan to use, but I thought it was a bug worth mentioning (however minor).

i went into the xml file and was able to do it very quickly with a replace command in notepad++, I can explain further if needed

WalkerBait101
June 15th, 2021, 23:24
Hello everyone,

This post is about a set of scripts that will allow you to generate Fantasy Grounds modules from the "Portable Compendium" data.


Foreword

https://i.imgur.com/9F85vc8.png

What is the Portable Compendium?
For those who never heard about the "Portable Compendium", I was like you a few weeks ago. I personally use an other called the "Offline Compendium".
These two softwares had the same goal, allow people to access DDI Compendium data without internet access.
Nowadays since the online DDI Compendium has been shut down by WotC, these data troves are the only way to access all 4E data.


But as you said, there is several compendium existing, how do I know this module generator will work with my compendium?
There is two compendium hosting 4e data these days. Or at least, two that I am aware of. These module-generating scripts will only work with the one called "Portable Compendium" or "Portable D&D Compendium.exe".
If your compendium looks like this picture below, you are in the right place. If it's not, you might want to check my other thread here https://www.fantasygrounds.com/forums/showthread.php?60221

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

How does it work and which modules will I be able to create?
The scripts I bring here will allow you to generate modules sufficient to launch any campaign of the fourth edition in Fantasy Grounds.
These are based of the scripts I originally created for the Offline Compendium and managed adapt for this one. It only create 3 base modules that should be enough to start running.
We're talking about 5000+ NPCs for you DM and for your players of 9000+ Powers and 3000+ Feats ready to drag and drop in their character sheets.


Installation & Usage

Ok so now how can I make it work ?
It should be easy, or I least I tried to make it easy.
First things first you need to download and unzip the module generation scripts here : https://drive.google.com/file/d/1hQQj8KmysX4T69KpdvTg9Wruwthup2Es

And follow carefully the detailed steps written below.

1. Copy the ddiFeat.sql, ddiPower.sql and ddiMonster.sql, files from "PathYoYourPortableCompendium/sql/".

2. Then paste them inside the sources folder of the generator located at "4E Module Generator - Portable Compendium/sources/".

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

3. Execute the "4E Module Generator - Portable Compendium/_run_all.bat" file (double clic should be fine). Then three executable will be launched and three consoles should appear (once per modules generated) with info of the parsing happening.

4. Each consoles will ask you to press enter to close them once finished.

https://i.imgur.com/rXb7JvS.png

5. Finally you will be able to find the generated modules in the "4E Module Generator - Portable Compendium/export" folder in each specific repositories (i.e. "4e_NPC_PortableCompendium.mod" in "4E Module Generator/export/npc")

6. Just copy these 3 modules from their export folders into your FG modules folder (default should be ".../Fantasy Gounds/Data/modules") and load them in your campain!

7. Don't forget to give access to your players to the basic feats / powers modules to ease character creation.

https://i.imgur.com/Dgfmn8g.png

And voilą you should be done and ready to start creating colorfull characters and dreadfull encounters!



Last notes

What is up with the 5000 monsters when there was only ~2000 in my Portable Compendium?
As @kevininrussia noted it, this seems to be an issue with the b29 version, the b30 should show all ~5000 properly so you should not be surprised.
The Portable Compendium b29 I managed to acquire only shows only 2327 entries when filtered by creatures.
But in fact, in the sql data used to initialize the database of the software, the 5326 are available but a lot of them have invalid html structure.
My guess here would be that because of their "corrupted" nature, the Portable Compendium b29 does not display them to the user.
And it was tricky to get these to work but even if you run with this older version. I managed to pull out a trick that allows to export them properly either way.
So yeah you might end up with more monsters than you could actually see in the Portable Compendium list!

I'm curious, how does it works?
You can learn more about this on the original thread for these generation scripts in the "Last notes" section :
https://www.fantasygrounds.com/forums/showthread.php?60221

Any known issues?
- Recharge for monsters skills is not tracked, this is due to the source data not storing this info at the same place every time. An upgrade of the npc script should put things back in the right order.


I sincerely hope this can help many of you the way it helped me setting up my last campain!

Power.exe isnt working? It launches the command console and acts like it is trying and then crashes. Is there something else I should try?

WalkerBait101
June 15th, 2021, 23:31
Saw the same issue, cant get it to run.

supercodepoet
June 22nd, 2021, 03:39
I have the same issue. The Feats and Powers loads in the Library but I can not access them anywhere. Did you ever figure this out?

qumaciel
July 3rd, 2021, 13:52
I have the same issue. The Feats and Powers loads in the Library but I can not access them anywhere. Did you ever figure this out?

I had the same issue. Solved with Better Menus extension.
https://www.fantasygrounds.com/forums/showthread.php?58226-Better-Menus-(CoreRPG-5E-etc)

You can see Powers/Feats in the Records menu.

qunitvineu
August 5th, 2021, 01:39
i went into the xml file and was able to do it very quickly with a replace command in notepad++, I can explain further if needed

I would love to hear you explain this further! I'm looking to learn more about all this and improve my FGU experience anywhere I can :)

Braincain007
August 5th, 2021, 03:31
I would love to hear you explain this further! I'm looking to learn more about all this and improve my FGU experience anywhere I can :)

What you can do is make a copy of the .mod file (just in case) right-click on the new .mod file and replace .mod with .zip to turn it into a zip file. from there you extract it and there should be an xml file with all the data within it (db.xml). what I did was go in and saw that all the data (like health) had a space in front of it and that was messing up fantasy grounds. I believe what i did was replace "type="number"> " with "type="number">" (removing the space). Just do a big replace all and everything should work out fine. I think I also did the same for "type="string"> " just to be safe. When you are done editing, just save it, zip it back up, and rename the .zip to .mod. This should give you your edited .mod folder. Good luck! make srue to take the original mod you copied out of the modules folder if you have it in there already so you don't get confused. Good luck!

Tel Arin
August 5th, 2021, 14:21
What you can do is make a copy of the .mod file (just in case) right-click on the new .mod file and replace .mod with .zip to turn it into a zip file. from there you extract it and there should be an xml file with all the data within it (db.xml). what I did was go in and saw that all the data (like health) had a space in front of it and that was messing up fantasy grounds. I believe what i did was replace "type="number"> " with "type="number">" (removing the space). Just do a big replace all and everything should work out fine. I think I also did the same for "type="string"> " just to be safe. When you are done editing, just save it, zip it back up, and rename the .zip to .mod. This should give you your edited .mod folder. Good luck! make srue to take the original mod you copied out of the modules folder if you have it in there already so you don't get confused. Good luck!

My problem is different, the feats appears, but the description is empty

https://i.imgur.com/PLeMoh1.jpg


<id-00934>
<description type="formattedtext">
<p></p>
</description>
<flavor type="string">Dragonmark</flavor>
<linkedpowers>
</linkedpowers>
<locked type="number">1</locked>
<name type="string">Aberrant Mark of Contagion</name>
<shortdescription type="string">Heroic Tier\nBenefit: Whenever you hit an enemy with a daily attack power, that enemy takes a -2 penalty to saving throws against ongoing damage until the end of the encounter.\nPublished in Eberron Player's Guide, page(s) 86.</shortdescription>
</id-00934>

Any advice? Thank you in advance

qunitvineu
August 6th, 2021, 01:20
What you can do is make a copy of the .mod file (just in case) right-click on the new .mod file and replace .mod with .zip to turn it into a zip file. from there you extract it and there should be an xml file with all the data within it (db.xml). what I did was go in and saw that all the data (like health) had a space in front of it and that was messing up fantasy grounds. I believe what i did was replace "type="number"> " with "type="number">" (removing the space). Just do a big replace all and everything should work out fine. I think I also did the same for "type="string"> " just to be safe. When you are done editing, just save it, zip it back up, and rename the .zip to .mod. This should give you your edited .mod folder. Good luck! make srue to take the original mod you copied out of the modules folder if you have it in there already so you don't get confused. Good luck!

Okay my buddy who knows coding helped me out with this because it wasn't working at first but WE FIGURED IT OUT!!

When you go into the "db.xml" file in notepad ++ what you want to do is replace "<hp type="string"> " with "<hp type="string">" so that there is no space after the ">". Then when you pull npcs to the combat tracker their HP will come too.
*Changing the other things that you said broke it and it wasn't able to find any of the monster data in FGU so just make the above change I think.

nychton
August 10th, 2021, 01:58
I'm really glad it worked for you! The gratification of knowing that people can play 4th on FG again with the same ease as my group is all I need :D



Well this certainly is a bummer! But I'm sure we can fix it through.

First thing, please try and execute (double-click) only the power.exe file which is the one that seems having trouble since npc and feats worked well.
And then tell me if you can see the issue happening (writent in the console). If you can see the issue please screen capture it here so that I can troubleshot it :)

On a second step to further investigate this issue, I might need your "ddiPower.sql" file as private message to run tests on it and fix the script if needed!


Don't know if you'll see this but I'm having a similar issue to Gurlock. This is what I managed to screencap when I double clicked the power.exe.

48629

vegaserik
August 26th, 2021, 01:14
I also can't seem to get the Powers one to work right.

vegaserik
August 28th, 2021, 21:05
Has anyone found a work around to get the powers to work? I don't relish the thought of 9000+ powers to enter manually lol

Krabbe
September 26th, 2021, 13:13
Question, why are we only copy pasting the powers, feats, and npc files instead of everything?

Paige2208
September 27th, 2021, 22:20
I can't find a compendium download that doesn't require my DDI password, however with DDI shut down for 4e that option doesn't work is there anyway to get a compendium download that already has the 4e files??

Krabbe
September 29th, 2021, 01:11
maybe try to search around on the 4eD&D reddit, and you might find something

Braincain007
October 22nd, 2021, 09:58
ALERT TO EVERYONE

There is a problem in the python script to generate the powers for the sources section.
the line that is written is "fg_entry['source'] = str(parsed_html[0].contents[1].next)" when it should be "fg_entry['source'] = str(parsed_html[0].contents[0].next)"

Without this change, the powers will not have anything filled in for the source. For example, the source for the "Levitate" power is "Wizard Utility 6"
perhaps you could make this change in the source code @VegaFontana

Lovaan1243
October 26th, 2021, 00:38
Are there any plans to write scripts for the other sections of the compendium as well? I'd really like to be able to get backgrounds, classes, items, and races on FG.

kronovan
November 6th, 2021, 09:25
Are there any plans to write scripts for the other sections of the compendium as well? I'd really like to be able to get backgrounds, classes, items, and races on FG.

There's no support for Classes or Races in the Fantasy Grounds D&D 4e ruleset. To have such features, you'd need to create an extension that's builds upon the CoreRPG ruleset, which would be no small feat. This is also apparent in the official 13th Age ruleset, which builds upon the 4e ruleset - no classes or races for it either. It would be possible to create them under a custom Story group and then export them into a custom module that your players can use. I wouldn't know though, how feasible it would be to export the compendium content into a auto-created story module.

rdcullen
November 13th, 2021, 01:13
Has anyone found a work around to get the powers to work? I don't relish the thought of 9000+ powers to enter manually lol

Hi,

I downloaded the compendium today and ran the module generator. It failed while parsing the ddiPowers.sql file. Opening up the Python script and debugging it I found that there are 3 entries in the ddiPowers.sql file that do not confirm to the expected format for action type in the Python script. The script expects to find the action type either at contents[length -2] or contents[length - 4] for either record 1 or 2 of the parsed_html array. These entries cause the Python script to fail:

Orbmaster's Prismatic Sphere: When parsed the action type for this power is found at parsed_html[2].contents[length - 7]
Fighter Combat Challenge: When parsed the action type for this power is found at parsed_html[1].contents[length - 7]
Arcane Defiling: When parsed the action type for this power is found at parsed_html[2].contents[length - 3]

I have added a hack to the Powers.py script to get it to work. It's not pretty but it will work for now. I might look at making it better if I get time.

Chicken Champ
January 17th, 2022, 03:44
Okay my buddy who knows coding helped me out with this because it wasn't working at first but WE FIGURED IT OUT!!

When you go into the "db.xml" file in notepad ++ what you want to do is replace "<hp type="string"> " with "<hp type="string">" so that there is no space after the ">". Then when you pull npcs to the combat tracker their HP will come too.
*Changing the other things that you said broke it and it wasn't able to find any of the monster data in FGU so just make the above change I think.

Am I missing something with the rezipping->renaming process? I end up with a .MOD file that looks like it should work... but Fantasy Grounds won't recognize it like it will the .MOD that was first generated by the script? I've got both the original generated .mod and my attempt to fix and repack it sitting side by side in the modules folder, but Fantasy Grounds will only read the script-generated version.

damned
January 17th, 2022, 05:32
Welcome Chicken Champ

When you zip up
1. Zip the contents and NOT the parent folder
2. Use standard ZIP compression only - no ARJ or 7Z formats and only use default zip switches

Chicken Champ
January 17th, 2022, 06:52
Thanks! I actually had success doing an end run around this, by removing some spaces in the Portable Compendium's ddiMonster.sql itself, before using it as a source. Then the .mod generates without unwanted spaces in the first place, without needing to be unzipped, rezipped, and renamed.

Idward
February 24th, 2022, 15:38
Is there any chance in getting items parsed?

damned
February 24th, 2022, 21:48
Sharing of copyright info is not permitted.

trenth99
March 7th, 2022, 03:06
Hey everyone, i have a quick question. I have the compendium and the parser. I ran them and the NPCs came out great, but the Feats & Powers came up blank. All the cards are there, but there is no details in their descriptions at all. Am I missing something, is this a common error?

RScottSteele
March 11th, 2022, 00:45
Hey everyone, i have a quick question. I have the compendium and the parser. I ran them and the NPCs came out great, but the Feats & Powers came up blank. All the cards are there, but there is no details in their descriptions at all. Am I missing something, is this a common error?

If there is a link in the top corner of the card, try clicking on it. For me, that opens another copy of the card with all the details included that I can use on the character sheet.

Valkyrion
March 29th, 2022, 17:54
Hello! I created a GitHub repository (https://github.com/msprijatelj/4e-module-generator-portable-compendium) to build off of VegaFontana's code since they provided it under a GNU GPL-3.0 license. It works with data from the Beta 30 version of the Portable Compendium. So far I have made 2 releases:

v1.0.0: Original code from VegaFontana
v1.0.1: My refactor of the Power-generator script, so that it grabs all relevant mechanics text

I intend to work more on this project at my own pace. My goals right now (in no particular order):

Comb over the Feat and NPC generator scripts and refactor as necessary
Create an item-generating script (mundane and magical)
Create a trap-generating script
Modify scripts to create "book" mods, e.g. the Player's Handbook Power mod will have all PHB powers but no others
Split secondary powers from parent powers (e.g. Monk Full Discipline powers) and link their parent to them

If you have the Portable Compendium data, feel free to try this out! And if you're a developer who wants to contribute to this project, please feel free to fork my repository and open a pull request with your changes!

Braincain007
April 1st, 2022, 01:23
Hey this is awesome! I am going to download it and test it out now. Thanks for the work, and I cant wait to see your next improvement!

Valkyrion
April 12th, 2022, 18:24
Hello, I wanted to let you all know that with the help of GitHub user skelekon (don't know their handle on this site but feel free to chime in!), there are now Item generators for Portable Compendium data! This covers:

Basic Armors
Basic Weapons
Basic Items (generally any mundane gear that isn't Armor or a Weapon)
Magic Armors
Magic Weapons
Magic Items (generally any magic item that isn't Armor or a Weapon)

Feel free to pick up the latest release (v1.1.0) (https://github.com/msprijatelj/4e-module-generator-portable-compendium/releases/tag/v1.1.0)!

skelekon
April 13th, 2022, 01:30
Hello, I wanted to let you all know that with the help of GitHub user skelekon (don't know their handle on this site but feel free to chime in!)

I am skelekon here as well.

skelekon
April 18th, 2022, 07:59
accidental post

skelekon
April 18th, 2022, 08:57
Hi all,

After helping out Valkyrion with his work to extend the original converter by VegaFontana, I have created a new application that can create 'proper' indexed Library Modules from the Portable Compendium data (from an idea suggested by Braincain007).

It comes as an .exe to put in the Portable Compendium directory, then run it from a command line to tell it what the filename and Library name should be, and which objects you want exported to the new Module. (If you put a 'thumbnail.jpg' in the same directory it will include that as the module thumbnail.)

Usage: module_maker.exe [options]

Options:
-h, --help show this help message and exit
--filename=FILE create library at FILE
-l LIBRARY, --library=LIBRARY Fantasy Grounds' internal name for the Library
--min=MIN only include magic items of this level and above
--max=MAX only include magic items of this level and below
-p, --powers outputs Power information
-f, --feats outputs Feat information
-t, --tiers divide Magic Armor, Implements and Weapons into Tiers
-i, --items include all item types (= --mundane & --magic)
--mundane include all mundane items in the Library
--magic include all magic items in the Library
-a, --all includes everything (WARNING very large library)


So this will get you everything in three modules:

module_maker.exe --filename 4E_Powers --library "4E Powers" -p
module_maker.exe --filename 4E_Feats --library "4E Feats" -f
module_maker.exe --filename 4E_Items --library "4E Items" -i -t


Note that you want the -t switch for items to split magic armors, weapons & implements into tier lists, otherwise the lists will be too large and FG will likely start lagging.

The feat lists are quite large also - they are already split by tier, so I am open to suggestions for other ways to make the lists smaller.


You can grab the .exe here at the project github (https://github.com/skelekon/4e-portable-compendium-module-maker)

Bug reports and suggestions can be made here or at the github (https://github.com/skelekon/4e-portable-compendium-module-maker/issues).

In future I would like to add a Rituals library as they are another player-facing feature that supports drag-and-drop onto character sheets.
And roll poisons into the Items export.
Also monsters for something DM facing.

qunitvineu
April 22nd, 2022, 03:44
Hey Valkyrion! Thank you so much to you and everyone else developing this!! It is MUCH appreciated.

I'm a little confused about the instructions though. There is no 'sources' folder in your repository, so I put the sql files into the sources folder from Vega's thing but then 'run_all.bat' in your thing doesn't work. Is there something I'm missing?

Valkyrion
April 22nd, 2022, 14:57
Hey Valkyrion! Thank you so much to you and everyone else developing this!! It is MUCH appreciated.

I'm a little confused about the instructions though. There is no 'sources' folder in your repository, so I put the sql files into the sources folder from Vega's thing but then 'run_all.bat' in your thing doesn't work. Is there something I'm missing?

Thanks for letting me know! I kept the "sources" folder empty, so it looks like it didn't upload properly to GitHub. In the same folder as 'run_all.bat', make a new folder called 'sources', then put the .sql files within that folder. The 'run_all.bat' should then detect them correctly. I'll create a placeholder file in a later release so that the 'sources' folder is automatically present.

qunitvineu
April 23rd, 2022, 02:32
Worked perfectly! Thanks!

Valkyrion
April 24th, 2022, 18:16
I incorporated some of Skelekon's changes into my main repo:

ddiPoison.sql can be exported to a module now
Basic armor/weapons/equipment are now housed in a FG Library table in their respective mods. This means you can drag a link from the table onto a magic item to modify it (e.g. drag a dagger onto an Acidic Weapon +1 to make an Acidic Dagger +1).
Mods are now all exported into a single "mods" folder for easy copy/paste.
The "sources" folder has been added for ease of use.

My current release is v1.1.1, but feel free to check out Skelekon's repo linked above; they seem to be updating at a much more rapid pace than I am right now and introducing some cool features like linked powers!

thedrewboat
January 11th, 2023, 09:20
Does anyone have a 4E offline compendium shared anywhere? I think that's what's holding me up not getting this done. I'm met with these errors when using the BAT file

damned
January 11th, 2023, 09:45
No one is allowed to share the offline compendium with you. It is copyright content and sharing that is illegal. You must have your own copy of the compendium.

Xander StarFire
February 13th, 2023, 08:21
[QUOTE=damned;673686]No one is allowed to share the offline compendium with you. It is copyright content and sharing that is illegal. You must have your own copy of the co

HELLO, MAY I KNOW HOW TO GET ACCESS TO A COMPENDIUM? IF I NEED TO BUY IT, NO PROBLEMS, I PURCHASED FANTASY GROUND UNITY, BUT I HAVE NOTHING TO CREATE A 4th EDITION CAMPAIGN, I NEED HELP PLEASE

Moon Wizard
February 13th, 2023, 15:54
Unfortunately, there is no legal way to get a version of the compendium at this point in time, and the publisher has declined to provide anyone with the ability to create content for this system.

Your best bet at this point is to just enter the data that you need for your game as you need it, instead of trying to enter entire books.

Regards,
JPG

Xander StarFire
February 13th, 2023, 20:02
[QUOTE=Moon Wizard;677895]Unfortunately, there is no legal way to get a version of the compendium at this point in time, and the publisher has declined to provide anyone with the ability to create content for this system.

Your best bet at this point is to just enter the data that you need for your game as you need it, instead of trying to enter entire books.

Regards,
JPG[/Q

OK THANKS, BUT HOW ARE THESE DATA ENTERED AND WHERE DO WE GET IT FROM? FANTASY GROUND HAS NOTHING FOR THE 4TH EDITION? I JUST NEED ONE WAY TO ENTER DUNGEONS AND MONSTERS

Moon Wizard
February 13th, 2023, 21:20
There are places within each campaign to place images, stories, NPCs/monsters, items/treasure, PCs, and more. They are all available via the sidebar on the right-hand side of the screen when you open a campaign.

The campaign will be a blank slate that provides the windows for data to be entered, but we can not provide or sell the data, as no one has been given the rights to do so. We built the records such that they mimic the layouts used in the print books for easiest text entry.

The compendium used to be available online, and people built tools to convert the data into FG data modules when it was still available online. However, they shut down the service several years ago; so now the only way to legally get the data into the system is to type in the information from the print books.

Regards,
JPG

Meric Wolf
June 28th, 2023, 14:50
Hello, I’ve been trying to find a 4e software that would help me use 4e data into Fantasy Grounds, so I’ve found out about the 4e parsers, but apparently the Offline Compendium cannot be downloaded from its website without a D&D Insider account. So my only option would have been the Portable Compendium, to use in tandem with the module generator available at the start of this thread. But I can’t find it anywhere, and if I read this thread right, the Portable Compendium isn’t downloadable anymore?

Can someone tell me I’m wrong and there is a way to get the Portable Compendium somewhere? I would very much like to not have to rewrite all of the 4e data from the Offline Compendium into Fantasy Grounds.

Thank you for your patience :)

Ffozlum
March 26th, 2024, 05:34
Disregard, I can't read apparently