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Moon Wizard
February 13th, 2012, 07:33
I'm creating this sticky thread to make OGL 3.5E and PF modules easier to find. Please post a link to your modules below.

Cheers,
JPG

Moon Wizard
February 13th, 2012, 07:40
Here is a list of the ones I found posted in the forum so far. Thanks to Trenloe, PoisonAlchemist and Madman for all their great work.


Bestiary, including actions. (https://www.fantasygrounds.com/forums/showthread.php?73159-PFRPG-Bestiary) March, 2020.
Updated Bestiaries (https://www.fantasygrounds.com/forums/showthread.php?41644-Pathfinder-Bestiaries-1-2-3-4-5-6-and-Occult-Bestiary-Modules-Reformatted) Dec 2017
Bestiary 2 (https://www.fantasygrounds.com/forums/showthread.php?21644-Paizo-Bestiary-2-OGL-Module) - (Updated July 16th 2014) Now includes spells!
Bestiary 3 (https://www.fantasygrounds.com/forums/showthread.php?21857-Pathfinder-Bestiary-3-Complete-OGL-module-including-spells-and-extra-creature-info) - Complete with spells/extra info. Updated August 2014
Bestiary 4 (https://www.fantasygrounds.com/forums/showthread.php?21551-Pathfinder-Bestiary-4-OGL-Module) - (Updated July 5th, 2014). Contains spells and spell like abilities.
Bestiary 5 (https://www.fantasygrounds.com/forums/showthread.php?34851-Bestiary-5-Module) - November 2016.
Gamesmastery Guide NPCs (https://www.fantasygrounds.com/forums/attachment.php?attachmentid=2166&d=1321355626) - (Updated Nov. 15th, 2011)
NPC Codex (https://www.fantasygrounds.com/forums/showthread.php?21911-PFRPG-NPC-Codex-%28Module%29) NEW! August 27th 2014.
Book of the Damned - books 1-3 (https://www.fantasygrounds.com/forums/showthread.php?21570-PFRPG-Book-of-the-XXX-vol-1-3&p=180537&viewfull=1#post180537) July 2014.
Inner Sea Bestiary (https://www.fantasygrounds.com/forums/showthread.php?21568-PFRPG-Inner-Sea-Bestiary-mod-help&p=180539&viewfull=1#post180539) July 2014.
d20pfsrd.com Creatures and NPCs (https://www.fantasygrounds.com/forums/showthread.php?t=17286) (Updated Sept. 4th 2012)
Enhanced Bestiary 1 (https://www.fantasygrounds.com/forums/attachment.php?attachmentid=2042&d=1311923375) - (Updated Jul. 28, 2011) Tagged for d20_JPG ruleset - needs the <ruleset> tag editing in definition.xml to be able to use with FG 3.0 3.5E or PFRPG ruleset. Note: The Pathfinder Bestiary that comes with Fantasy Grounds is much more complete.


Creature related modules:

d20pfsrd.com Random Encounter Tables (https://www.fantasygrounds.com/forums/showthread.php?22951-Random-Encounter-Tables) Rollable tables from the library with pre-populated encounters and treasure parcels. Thanks to Trashkicker! New, January 2015.

Trenloe
February 13th, 2012, 07:50
Some more (thanks to Blackfoot and dellanx):

Summon Monsters I - IX with effects. (https://www.fantasygrounds.com/forums/showthread.php?65261-Summon-Monster-I-to-IX-Module-for-PFRPG)
Basic Familiars List (https://www.fantasygrounds.com/forums/showthread.php?21627-Pathfinder-Summonable-Monsters-Nature-s-Ally-amp-Familiars-Modules)
Improved Familiars List (https://www.fantasygrounds.com/forums/showthread.php?21627-Pathfinder-Summonable-Monsters-Nature-s-Ally-amp-Familiars-Modules)
Summon Nature's Ally 1-9 (https://www.fantasygrounds.com/forums/showthread.php?21627-Pathfinder-Summonable-Monsters-Nature-s-Ally-amp-Familiars-Modules) Updated November 7th, 2015.
Summonable Monster 1-9 (https://www.fantasygrounds.com/forums/showthread.php?21627-Pathfinder-Summonable-Monsters-Nature-s-Ally-amp-Familiars-Modules)


Spells and Items:

Spells with effects (https://www.fantasygrounds.com/forums/showthread.php?58962-PFRPG-Spellbook) New June 2020. Thanks dllewell!
Ultimate Equipment (https://www.fantasygrounds.com/forums/showthread.php?46593-Pathfinder-Module-Ultimate-Equipment&p=414720#post414720)
Farnaby's PFRPG Spellbook (https://www.fantasygrounds.com/forums/showthread.php?24614-Farnaby-s-PFRPG-Spellbook) Paizo 0 level and 1st - 3rd level spells, including actions/effects. New July 2015. Thanks Farnaby - amazing work!
Complete Paizo Spells (https://www.fantasygrounds.com/forums/showthread.php?26238-Updated-Complete-Paizo-Spells-Module) - Every spell released by Paizo to this date (2036 spells). Includes formatted descriptions. (Updated September 29th, 2015)
Pathfinder Magic Items generator (https://www.fantasygrounds.com/forums/showthread.php?20504-Magic-Item-tables) Updated 28th October, 2015.
PFRPG Complete Paizo Magic Items.zip (https://www.fantasygrounds.com/forums/attachment.php?attachmentid=2237&d=1325286272) - (Updated Dec. 30, 2011)
Mundane and Magical Equipment Library (https://www.fantasygrounds.com/forums/showthread.php?26494-Mundane-Equipment-Library) October 2015.


Other modules:

Prestige Classes (https://www.fantasygrounds.com/forums/showthread.php?68877-PFRPG-Prestige-Class-Mod) New June 2021
Feats (https://www.fantasygrounds.com/forums/showthread.php?59564-PFRPG-Feats) New June 2020
Races (https://www.fantasygrounds.com/forums/showthread.php?61104-PFRPG-Races) New August 2020
Kingdom build (ultimate campaign) (https://www.fantasygrounds.com/forums/showthread.php?62363-Module-for-Kingdom-Building) New Sept 2020
Class and archetypes (https://www.fantasygrounds.com/forums/showthread.php?50404-Class-and-Archetype-Module) New August 2019.
Ultimate psionic powers (Dreamscarred Press) (https://www.fantasygrounds.com/forums/showthread.php?37669-Pathfinder-Psionic-Powers-Ultimate-Psionics)
Advanced races (https://www.fantasygrounds.com/forums/showthread.php?41367-PFRPG-Advanced-Races) With drag/drop functionality. New December 2017.
Improved basic rules (https://www.fantasygrounds.com/forums/showthread.php?41243-PF-Improved-Basic-Rules) PF drag/drop functionality added to the base OGL rules module.
Mundane Equipment Library. (https://www.fantasygrounds.com/forums/showthread.php?26494-Mundane-Equipment-Library) New Sept 2016. Thanks Ken L.
Pathfinder Rules Module (https://www.fantasygrounds.com/forums/showthread.php?26669-PFRPG-Additional-Rules-mod) Work in Progress. Currently contains combat and conditions rule library. October 2015.
Pathfinder Action Library (https://www.fantasygrounds.com/forums/showthread.php?24443-PFRPG-Action-Library) Drag/Drop actions with pre-populated effects. Thanks darrenan. May 25th, 2015.
Standard conditions (appear in the campaign "Effects" list) (https://www.fantasygrounds.com/forums/showpost.php?p=115496&postcount=5)
Conditions and Effects (https://www.fantasygrounds.com/forums/showthread.php?18006-Effects-library&p=201247&viewfull=1#post201247) Thanks Blahness98, Callum and Archangel. Updated Feb 21st, 2015.
Feats, traits and equipment (https://www.fantasygrounds.com/forums/showthread.php?p=139672) from d20pfsrd.com
Character Races (https://www.fantasygrounds.com/forums/showthread.php?19363-Character-Race-Module) Thanks Nickademus42. Updated January 2015 - includes races from the Advanced Race Guide.
Character classes. (https://www.fantasygrounds.com/forums/showthread.php?19279-Character-Class-Module) Thanks Nickademus42. Updated January 2015 - includes the favored class bonuses from the Advance Race Guide.
Advanced Player Guide (https://www.fantasygrounds.com/forums/showthread.php?16633-Advanced-Player-Guide-Almost-Parsed-%28can-I-post-this-%29) Thanks bnason.
Fumble and Critical Tables (https://www.fantasygrounds.com/forums/showthread.php?16642-MOD-Pathfinder-Fumble-amp-Critical-Deck) Thanks bnason.
PFRPG Advanced Race Guide (https://www.fantasygrounds.com/forums/showthread.php?21255-PFRPG-Advanced-Race-Guide-Module) June 2014 Thanks RTFallen.
Mythic Rules (https://www.fantasygrounds.com/forums/showthread.php?21470-PFRPG-Mythic-Rules-%28Module%29) July 2014 Thanks RTFallen.
Technology Guide (https://www.fantasygrounds.com/forums/showthread.php?40621-Pathfinder-Technology-Guide-Module) Thanks Faelwen.
Mythic Adventures (https://www.fantasygrounds.com/forums/showthread.php?40737-PFRPG-Mythic-Adventures-(module)) Thanks Faelwen.


No longer available:

Improved Spell Library (https://www.fantasygrounds.com/forums/showthread.php?34185-Improved-Spell-Library). Removed by author.

Trenloe
February 13th, 2012, 07:51
Thanks to Trenloe and PoisonAlchemist for all their great work.
And Madman! :)

calseeor
April 14th, 2012, 14:26
Hello,
Thanks for putting this list of items together. :) Where do I place the files from the "Enhanced Bestiary 1"? As they are xml files I'm a bit unsure where as all the others were .mod files so I put them in the Modules directory.

Thanks and regards,
--Eryk

Trenloe
April 14th, 2012, 15:27
Hello,
Thanks for putting this list of items together. :) Where do I place the files from the "Enhanced Bestiary 1"? As they are xml files I'm a bit unsure where as all the others were .mod files so I put them in the Modules directory.

Thanks and regards,
--Eryk
Rename the .zip file extension to .mod. However, this is actually for the older d20_JPG ruleset, and there is a Pathfinder bestiary 1 included with the standard 3.5E/Pathfinder so I'd just go with the standard one.

JohnD
April 16th, 2012, 15:10
It would be nice if there was something like this that covered Human opponents/NPCs. Things like 2-3 variations of every class at each level, brigands, soldiers, guards etc....

Perhaps the NPC file does that... will have to look.

Trenloe
April 16th, 2012, 15:31
It would be nice if there was something like this that covered Human opponents/NPCs. Things like 2-3 variations of every class at each level, brigands, soldiers, guards etc....

Perhaps the NPC file does that... will have to look.
The Gamesmastery Guide NPCs are there for that. They don't do it at every level, but they give a good range. Details available here:

https://paizo.com/pathfinderRPG/prd/mastery/npcGallery.html

JohnD
April 16th, 2012, 18:37
Awesome... this just saved me tons of work. Thanks for the confirmation!

AndyT
May 10th, 2012, 02:55
I'm creating this sticky thread to make OGL 3.5E and PF modules easier to find. Please post a link to your modules below.

Thanks for posting this. I've downloaded and installed the demo version of Fantasy Grounds, and managed to figure out how to load up the 3 Pathfinder thingys that come pre-installed, but I was wondering if / where / how other Pathfinder materials (such as the Bestiary 2 and 3) were.

Thanks for this thread (and yay! my first Message Boards post!). :)

-- Andy

Moon Wizard
May 10th, 2012, 21:50
The links to those modules can be found in the second post of this thread. You can add the modules to your installation by placing the files in your FG2 Data Folder (via Start Menu link) under the modules sub-folder.

Regards,
JPG

bnason
June 5th, 2012, 15:29
Two new mods:

1) Advanced Player Guide & Adventurer's Armory: All feats, classes, basic equipment and gear. Only materials not in this mod from the sourcebooks are magic items (with the new equipment book due out from Paizo soon, no real point).
Forum link: https://www.fantasygrounds.com/forums/showthread.php?t=16633

2) Paizo Fumble / Critical Decks: 416 fumble and critical effect to add flavor to your game!
Forum link: https://www.fantasygrounds.com/forums/showthread.php?t=16642

Blackfoot
June 8th, 2012, 07:40
I built this module using Trenloe's monster parser and the Pathfinder PRD.
It is basically a bunch of NPCs that are available from the client side. It seems pretty handy but it would be a little cooler if you could drag them into the character sheet somehow and they could be brought into the tracker from there. Without an extension or new feature there doesn't seem to much more to be done with them.. but even so they allow for players to have reference to their familiar's stats and make untargeted rolls without having a separate character loaded.
I've built the same sort of thing for Summoned Monsters but I haven't quite gotten them working the way I'd like yet. Right now I have separate modules for each level of the spell... once I have them combined into one module I'll post that up too.

EDIT: Oops. Forgot to add a common file. Should be happier now on the client side.
EDIT: The File has been uploaded to a later post with all of my Summons and Familiar Modules.

Silveras
June 9th, 2012, 01:58
Very nice, Blackfoot.

I started making a similar "summonables" hero lab portfolio, although I was basing mine on the template to be applied (Celestial, Fiendish, Resolute, or Entropic). Note that, except for the Viper, these are also the same animals that can be summoned with the Summon Minor Ally and Summon Minor Monster spells.. so it has an additional use there.

Astinus
June 29th, 2012, 20:36
I've built the same sort of thing for Summoned Monsters but I haven't quite gotten them working the way I'd like yet. Right now I have separate modules for each level of the spell... once I have them combined into one module I'll post that up too.

Thanks very much, Blackfoot. And the Summoned Monsters sounds amazing.

Blackfoot
June 29th, 2012, 23:38
This zipped file contains modules for Summon Nature's Ally and Summon Monster I & II.
I still have it setup as multiple modules... but they do work. I hope they are useful for someone.

EDIT: Consolidated Version now available!

Astinus
June 29th, 2012, 23:41
Oh, they'll be extremely useful. I'll check them out this weekend. Thanks!

Crossfireue
August 10th, 2012, 15:23
Has there been any thought to creating the higher levels of the Summon Monster lists? I've got a player using enhanced Summon Monster IV, so it would be great to have that (or to learn how to create it myself!)

R.

Astinus
August 10th, 2012, 16:27
I second that. My players are completely and utterly in love with modules I & II. And I like 'em even more. It is so great, when running a long combat, to not have to worry about the PCs summoned monsters. For them to run their creatures themselves is such a huge time saver.

My players love those modules so much they only summon level I & II monsters, even though they're 14/15th level characters.

Crossfireue
August 10th, 2012, 17:19
For them to run their creatures themselves is such a huge time saver.
How do they do that? I had a player running a Conjuror last night summon an enhanced Air Elemental. What I did was get it from the Bestiary and drag it into the CT. I edited the stats there in the CT, gave it a token and added the token to the map. He told me what he wanted the Air Elemental to do and I did it. Is it possible to give the client playing the Conjuror access to run that Air Elemental? I don't mean just moving tokens around, but can the client have control of more than one creature (themselves) in the CT?

Blackfoot
August 10th, 2012, 17:20
I'm glad you are getting some use of them. I have some of the higher level ones built.. or at least started.. they are more tedious than hard to build... I just need to make a little time. I'll see about doing them tonight.

Astinus
August 10th, 2012, 17:28
I'm glad you are getting some use of them. I have some of the higher level ones built.. or at least started.. they are more tedious than hard to build... I just need to make a little time. I'll see about doing them tonight.

Thanks, Blackfoot. You're a champion :)


How do they do that? I had a player running a Conjuror last night summon an enhanced Air Elemental. What I did was get it from the Bestiary and drag it into the CT. I edited the stats there in the CT, gave it a token and added the token to the map. He told me what he wanted the Air Elemental to do and I did it. Is it possible to give the client playing the Conjuror access to run that Air Elemental? I don't mean just moving tokens around, but can the client have control of more than one creature (themselves) in the CT?

I'd have to test it again to be sure, because it was a month ago. But from memory, I add the summoned monster to the CT from Blackfoot's module. I then set the monster to 'friendly' on the CT, which means the PCs can move the token. Then, when it comes time for the monster to roll attack and damage, etc., the PCs open Blackfoot's module and drag the attack and damage strings directly to the chat box. Or maybe they dragged the strings directly to the bad guy tokens they were fighting, using damage drop, etc.

Either way, they're moving the tokens, they're rolling for attack and damage, and I can focus on other things.

Crossfireue
August 10th, 2012, 17:33
I just need to make a little time. I'll see about doing them tonight.
Great news! I won't be running another game for at least another week or so, maybe longer, but it will be great to have those modules.


Either way, they're moving the tokens, they're rolling for attack and damage, and I can focus on other things.

Ah, I did change it to friendly in the CT, but I guess that we didn't actually try having the guy running the Conjuror actually move the token. I think he tried attacking using the entries in the CT, but for some reason it didn't work. Next time we do that, we'll test it in more depth. It certainly would be nice for players to be able to control their own conjured creatures.

Blackfoot
August 11th, 2012, 01:28
The critters don't quite work perfectly (especially as far as targeting goes), but the players do get some control and a decent list of what they can summon.

Blackfoot
August 11th, 2012, 06:09
This one is the first two Levels of Summon Nature's Ally.
EDIT: Consolidated version now available.
EDIT: The File has been uploaded to a later post with all of my Summons and Familiar Modules.

Blackfoot
August 12th, 2012, 05:55
My Summonable Monsters Module is now complete.
It contains all Spell Levels in one module from 1 to 9.
EDIT: The File has been uploaded to a later post with all of my Summons and Familiar Modules.

Willot
August 12th, 2012, 08:06
My Summonable Monsters Module is now complete.
It contains all Spell Levels in one module from 1 to 6.
Downloaded!

Crossfireue
August 15th, 2012, 02:23
My Summonable Monsters Module is now complete.
It contains all Spell Levels in one module from 1 to 6.
Awesome! This is exactly what I needed for my game!

Rob.

Astinus
August 15th, 2012, 03:35
Thanks so much, Blackfoot! So very amazing ;)

Blackfoot
August 15th, 2012, 04:14
Well... you can thank Trenloe for his work on the parser and Griogre for his help sorting out my coding issues.
I just put it together.

Areaus
September 2nd, 2012, 19:26
Anyone working on the Advanced Races guide? Really love to have that info in the game.

Blackfoot
September 2nd, 2012, 19:29
Technically, I'm not sure that info is 'ok' to distribute... it isn't on the PRD although most of it IS available through d20pfsrd.com I'm not really sure what the rules are on that.

Silveras
September 2nd, 2012, 19:59
Technically, I'm not sure that info is 'ok' to distribute... it isn't on the PRD although most of it IS available through d20pfsrd.com I'm not really sure what the rules are on that.

Paizo declares all of their rules content as Open. If it was not, D20PFSRD could not host it.

Being in the PRD is not a requirement to be open content, although only open content goes into the PRD. Regardless, the ARG content has been added to the PRD, anyway. :)

Blackfoot
September 2nd, 2012, 20:01
Cool. So it has!
Hmm..

Trenloe
September 10th, 2012, 21:36
Paizo declares all of their rules content as Open. If it was not, D20PFSRD could not host it.

Being in the PRD is not a requirement to be open content, although only open content goes into the PRD. Regardless, the ARG content has been added to the PRD, anyway. :)
Just to be clear here - there are 2 main areas of the OGL that need to be considered "Open Content" and "Product Identity". As an example, from the recently released Advanced Race Guide:

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.)
Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission.
Open content can be distributed, product identity cannot. So, in theory, you can't distribute "stuff" with Pathfinder specific proper names. However, if you are distributing material for free into the community you can use the Paizo community use policy to be able to use proper names etc..

Elgrab the Infamous
December 3rd, 2012, 23:00
Ahoy Community,

I'm rather new to running Pathfinder with FGII, I'm curious as where is the best place to find ready made FGII adventure modules for Pathfinder. When we ran 3.5 we used the module Orcfest. I am having trouble finding many other examples of preset scenarios. My end goal is to run my own scenarios but the idea of having examples of how to best organize adventure material using the FGII system is very appealing to me. Any help would be appreciated!

Cheers.

Trenloe
December 3rd, 2012, 23:14
Ahoy Community,

I'm rather new to running Pathfinder with FGII, I'm curious as where is the best place to find ready made FGII adventure modules for Pathfinder. When we ran 3.5 we used the module Orcfest. I am having trouble finding many other examples of preset scenarios. My end goal is to run my own scenarios but the idea of having examples of how to best organize adventure material using the FGII system is very appealing to me. Any help would be appreciated!
Hello and welcome to the community! :)

There are a number of scenarios available for purchase from the store, and there are a couple of free ones (one is already installed with Fantasy Grounds). See this post for more details https://www.fantasygrounds.com/forums/showpost.php?p=137043&postcount=6

Laetar
December 5th, 2012, 19:20
Not sure where I wrote, but I have a problem.
When I open the book downloaded from here, they do not appear in the library.

Trenloe
December 5th, 2012, 23:03
Not sure where I wrote, but I have a problem.
When I open the book downloaded from here, they do not appear in the library.
Which book?

Laetar
December 6th, 2012, 14:56
Bestiary 3, Bestiary 2, Summon Nature's Ally I-II,Summonable Monster 1-6

strahd1969
December 6th, 2012, 15:00
Bestiary 3, Bestiary 2, Summon Nature's Ally I-II,Summonable Monster 1-6

Did you go into the module activiation from the library window to open the books up?
They will not be available until you open the books up in the module activation.

Blackfoot
December 6th, 2012, 15:11
If there's a problem with the Summonable Monsters or the Summon Nature's Ally files please let me know.. I'm happy to fix them up... but they've been working just fine for me so far.

Hrm.. I probably should build the some more levels for the Nature's Ally bit...

Is anyone actively making use of these modules?

Laetar
December 6th, 2012, 15:31
Did you go into the module activiation from the library window to open the books up?
They will not be available until you open the books up in the module activation.
Yes, I open the book to the module, before see them in the library, if you know.
But they do not appear in the library.
Standard books like Monster or base rules appear normal.

strahd1969
December 6th, 2012, 15:36
If there's a problem with the Summonable Monsters or the Summon Nature's Ally files please let me know.. I'm happy to fix them up... but they've been working just fine for me so far.

Hrm.. I probably should build the some more levels for the Nature's Ally bit...

Is anyone actively making use of these modules?

Yes I am using both modules. Have made use of them in my games both for myself and the players find them very helpful. Thank you for making them and it would be great to see additional levels.
Thanks.

Blackfoot
December 6th, 2012, 15:49
Yes, I open the book to the module, before see them in the library, if you know.
But they do not appear in the library.
Standard books like Monster or base rules appear normal.
Is this problem on the host side or the client side?

Laetar
December 6th, 2012, 16:08
Is this problem on the host side or the client side?
Tested on both sides

Blackfoot
December 6th, 2012, 16:10
Well.. I know that the Bestiaries are not actually supposed to show up on the client side.. but the summonables should work for both the host and the client...
What ruleset are you running? And are you running any extensions that might be causing a conflict?

Laetar
December 6th, 2012, 16:18
No, I do not use extension.
Maybe I'm wrong to install, I threw the files with .Mod in data\modules

Blackfoot
December 6th, 2012, 16:19
And this is in the PF version of 3.5 or standard 3.5?

Laetar
December 6th, 2012, 16:22
standard 3.5

Blackfoot
December 6th, 2012, 16:28
A few more questions... sorry.

When you go to 'Module Activation' you see the modules listed and books open, but when you go back to the 'Library' the modules are not on the list?

You have the modules in your 'modules' folder under Application Data.. and they are zipped up or unzipped?

Laetar
December 6th, 2012, 16:38
In the Modules folder are files with the extension .mod

Blackfoot
December 6th, 2012, 17:11
OK.. I'm stumped.
That sounds like the configuration I've tested.
Are you running on a Mac or something by any chance?
Are you running FG version 2.9.1?

Rands
January 7th, 2013, 08:47
The problem is that the modules listed on the first page of the thread are zipped files within zipped files.

The majority of them need to be unzipped first, then re-name the unzipped file .mod

They will then show up in FG.

I had the same problem..... :o

damned
January 7th, 2013, 09:31
hello Rands!

Rands
January 8th, 2013, 07:33
hello Rands!

All the best people subscribe to this thread (clearly)... :-)

morgurth
March 4th, 2013, 20:06
Was there a parser built to create the modules (i.e. the equipment module)? Or were these hand entered?

I manually added the firearms to this file, but it's so tedious, I'd rather write something to scrape this off of https://www.d20pfsrd.com and make the modules.

Rands
March 4th, 2013, 20:44
You can do a scrape, but you will still need to go through and correct errors in the resulting file.

Depends which you find more tedious, error checking in a large file, or manually entering just the equipment your players will actually use.

Zeus
March 5th, 2013, 21:46
I've just released the first development build of a new module parser for FGII, its called PAR5E. The tool has been developed with support for multiple FGII rulesets and RPG systems in mind. Its currently bundled with a library that can parse D&D 5E/Next content for the new 5E FGII ruleset (in development). Moving forward I plan to release (or support) additional Libraries for other key FGII rulesets in the future.

Before then, if anyone is interested they are free to take the bundled 5E library (using it as a template) to create a 3.5E and/or Pathfinder specific version. Once its developed I'd be happy to bundle it in the master github repo.

As an example of what's possible, the bundled 5E library supports the parsing of:


Adventuring Gear
Armor
Backgrounds
Classes
Encounters
Feats
Images & Maps
Image Pins
Magic Items
Maneuvers
NPCs
Reference Manual (with automatic formatting of text to formatted text)
Skills
Specialities
Spells
Story (with automatic formatting of text to formatted text)
Tables (Rollable)
Tokens (with auto linking)
Traps/Hazards
Treasure Parcels
Weapons


PAR5E also supports full content cross-referencing allowing you to create nice indexes and shortcut links to any module content object very easily.

PAR5E currently accepts text files for input and therefore supports traditional cut n pasting of data from PDFs or can be used in conjunction with an online scraper. As PAR5E is written in Perl its available to run on Windows/OSX and Linux and as its based on a scripting language its quite straightforward to update with new features or additional custom Libraries for any FGII ruleset.

More information can be found over at GitHub: https://github.com/drzeuss/PAR5E

morgurth
March 6th, 2013, 02:10
This sounds really good. I was going to write a scraper in Python using Beautiful Soup to grab and parse out the table data. I could use the files created as an input for Par5e. This would save me the work of massaging the data into module format.

I see that the Ruleset Creation documentation isn't in the Par5e manual. I'm very interested in seeing it and seeing if I can make something for 3.5/Pathfinder and possibly Numenera (when it comes out. I am a kickstarter backer for it.).

Zeus
March 6th, 2013, 07:43
This sounds really good. I was going to write a scraper in Python using Beautiful Soup to grab and parse out the table data. I could use the files created as an input for Par5e. This would save me the work of massaging the data into module format.

I see that the Ruleset Creation documentation isn't in the Par5e manual. I'm very interested in seeing it and seeing if I can make something for 3.5/Pathfinder and possibly Numenera (when it comes out. I am a kickstarter backer for it.).

Give me a few days, I'll release some developer documentation. At a high level the main app operates a standard loop. The Library (when initialised) registers the data types its supports as well as the key subroutines to handle the parsing action. When a parse action is initiated, the main app loops; each time operating on one of the registered data types, the main app provides a support library for opening/closing/reading and writing files and calling the registered Library handlers for:

- Parsing the data into internal data structures - I used HASH tables for 5E
- Generating lists of data - for FGII's window lists
- Writing the data out in module XML
- Writing the modules's definition (again in XML)

If you take a look at the PAR5Ednd5elib.pm and/or the PAR5Etemplatelib.pm in the subfolder PAR5E, you can get an idea of how it works. Each library exports 3 public routines: initLibrary(), registerDataItems() and registerCustomActions() which perform the initial registration of data and routines.

PAR5E uses abstracted subroutine references to call the custom action routines like parseData, generateReferenceList, copyImages, copyTokens, writeData, writeDefinition, writeReferenceLibrary. Each of these routines is either passed a string to parse or an XML writer object to work on.

morgurth
March 8th, 2013, 00:23
Cool. I look forward to reading it and seeing what I can do.

With the part of PAR5E used for the Story mode, it sounds like that is ruleset independent?

Zeus
March 9th, 2013, 01:13
Cool. I look forward to reading it and seeing what I can do.

With the part of PAR5E used for the Story mode, it sounds like that is ruleset independent?

Yes, pretty much. Same for Encounters (Combats), Treasure Parcels, Tables (Rollable).

It wouldn't take much to convert the other data classes, just some examples of the stat blocks, some tweaks to the regex and output XML.

ekmule
March 16th, 2013, 13:13
Hi,

I'm a new user on Fantasy ground and I try to load .mod of this topic because I need all pathfinder rules for my kingmaker campaign. I try to use tutorial video and the help on the site but nothing work. Someone can help me?

Edit : i find ... sorry for this post

Blackfoot
March 16th, 2013, 14:27
Hi,

I'm a new user on Fantasy ground and I try to load .mod of this topic because I need all pathfinder rules for my kingmaker campaign. I try to use tutorial video and the help on the site but nothing work. Someone can help me?

Edit : i find ... sorry for this post
Did you work out all your questions?

.mod files are module files that get loaded into fantasy grounds from your FantasyGrounds/modules folder... then you go to the Library within FG and open click the 'Module Activation' button... you'll be able to activate your Pathfinder modules in the window that opens.

ekmule
March 16th, 2013, 14:57
Thx for your reply.

I have questions but i wait because i want to search alone and if i really don't find then i will say "Help" here

JohnD
April 15th, 2013, 05:21
Are there any modules that replicate the spells/skills/feats/options in the "Complete..." series of 3.5 expansion books?

Trenloe
April 15th, 2013, 05:30
Are there any modules that replicate the spells/skills/feats/options in the "Complete..." series of 3.5 expansion books?
Nope, because these aren't part of the OGL. The title page of these books usually contains something like this:

This WIZARDS OF THE COAST® game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission.

JohnD
April 15th, 2013, 05:57
Ah... I thought not... bummer dude.

https://goingconcern.com/sites/default/files/styles/standard/public/post/spicoli.jpg

Still, nothing to say I can create these on my own when the campaign calls for it. Thanks!

Mgrancey
April 17th, 2013, 05:19
Are there actually any modules besides the core 3 for DnD 3.5?

Trenloe
April 17th, 2013, 05:30
Are there actually any modules besides the core 3 for DnD 3.5?
There's the Core SRD in the store for $7: https://www.fantasygrounds.com/store/product.xcp?id=DGA044

I'm not sure how up-to-date this is though, as I don't have it.

Mgrancey
April 17th, 2013, 05:58
Thats from the d20srd.org (https://www.d20srd.org/) site right?

For only 7 bucks that might be worth picking up if I do get in the 3.5 game.

Trenloe
April 17th, 2013, 14:54
Thats from the d20srd.org (https://www.d20srd.org/) site right?
It's from the SRD, which is posted on that site. I don't know what source was used to create the modules, so I don't know if *everything* from d20srd is in the modules. The store entry does say "Over 800 pages of information taken directly from the Standard Reference Document...".

It also says it's for the default d20 ruleset, which has been around for a while but the format of data is similar to the 3.5e ruleset.

kael79
April 18th, 2013, 02:15
Hi,

I'm a new user on Fantasy ground and I try to load .mod of this topic because I need all pathfinder rules for my kingmaker campaign. I try to use tutorial video and the help on the site but nothing work. Someone can help me?

Edit : i find ... sorry for this post

Oh Ekmule !
Dis donc mon bonhomme, &#231;a fais 2ans que je te parle de FG2, et tu viens poster sur le forum anglais plut&#244;t que de me demander sur skype, ou encore d'aller poster sur le forum www.jdrvirtuel.com qui est la r&#233;f&#233;rence francophone de FG2 ? :mad:

PS : Sorry for the french text, it's a joke for my friend Ekmule ! :D

Mgrancey
April 27th, 2013, 08:43
Making use of the Plottwist cards, so I providing access to players by way of module, but I am not sure if it would be okay to provide that module here?

Trenloe
April 27th, 2013, 18:03
Making use of the Plottwist cards, so I providing access to players by way of module, but I am not sure if it would be okay to provide that module here?
More than likely you won't be able to post that, as "story" elements usually are not part of the OGL. Check the OGL statement that comes with the cards to be sure.

Mgrancey
April 27th, 2013, 21:38
That's what I thought but my brain wasn't working very well last night, moreso because of the art though.

Blackfoot
May 19th, 2013, 16:50
Hrm... Level 3 for Summonable Monsters seems to be broken.. I'll fix it when I get a chance. Sorry folks.

Blackfoot
June 11th, 2013, 08:36
Hrm... Level 3 for Summonable Monsters seems to be broken.. I'll fix it when I get a chance. Sorry folks.The error isn't jumping out at me. Level 3 'looks' like all the other ones .. it's probably just some little thing I'm missing.
Started working on a combined Summon Nature's Ally module and I'm getting the same problem. The list of names is coming up but the links aren't working.

EDIT: WOO WOO! Found it!
EDIT: The File has been uploaded to a later post with all of my Summons and Familiar Modules.

Blackfoot
June 11th, 2013, 16:04
As this list increases... it seems like it would be a good idea to take advantage of one of the functions built into modules. If, when building addon modules, you give them a categoryname other than PFRPG Essentials they will get sorted into a separate group from the 'standard' material. This seems good for many of these, especially NPCs or Magic Items or whatever that isn't part of the basic 'Essentials'.
I've built all my modules as PFRPG Extras which puts them into their own separate category and seems to work out really well.

Also.. some consistent naming and imagery makes them look better in the library.

ekmule
June 11th, 2013, 16:23
Thx Blackfoot

Trenloe
July 29th, 2013, 17:58
Nickademus42's Pathfinder proficiencies module added to post #3.

Thanks Nickademus42.

Nickademus
July 29th, 2013, 19:53
More to come.

Callum
July 30th, 2013, 13:40
Here's an updated version of the Effects module, with the duplication of effects on built-in conditions removed, and some text added to outline the parts of the condition that FG doesn't handle.

Blackfoot
November 22nd, 2013, 22:07
Added additional Familiars from Ultimate Magic to the Basic Familiars module.

Bidmaron
November 23rd, 2013, 04:32
You are the man, Blackfoot!

Bidmaron
November 23rd, 2013, 15:35
Yes, pretty much. Same for Encounters (Combats), Treasure Parcels, Tables (Rollable).

It wouldn't take much to convert the other data classes, just some examples of the stat blocks, some tweaks to the regex and output XML.
How is this parser different from Trenloe's parser (it appears to do many more kinds of entries)?
Is anyone using this for 3.5/PF? If so, should we use Trenloe's for creatures and this one for everything else?

jshauber
November 30th, 2013, 04:12
OK.. I got inspired and finally finished the Summonable Monsters Module.
All the Summonable Monsters are now available up through Level 9. (and it includes a few bug fixes)
The Summon Nature's Allies has been consolidated down to one file but only goes up to Level 2... (I'll get around to building the rest of it one of these days)
Here are all 4 of my Summons and Familiar Modules.

Please let me know if you find any issues.
These work best when the GM adds in the Client NPC Controls Extension. (https://www.fantasygrounds.com/forums/showthread.php?t=17846)

EDIT: Bug Fix for Summonable Monsters 6-13-13
EDIT: Added MORE Familiars to the Basic Familiars Module 11-22-13

I have a question...When I try to DL the files it tells me it is saving them as attachment.php, not .zip files.

Does anyone know why? or how to correct?

Blackfoot
November 30th, 2013, 04:28
I have a question...When I try to DL the files it tells me it is saving them as attachment.php, not .zip files.

Does anyone know why? or how to correct?No.. that shouldn't be correct.
They should be .zip files I believe.. I'll check into it.

I checked it.. they all seem to be .zip files. What browser are you using? Perhaps it is an issue there?
When I click the file it gives me the option to save or open the .zip

jshauber
November 30th, 2013, 04:37
I am running windows 7 with IE.

I have downloaded other zip files today with no issues. I see that it says zip in the description but when I click on it, I get a message to save attachment.php. Same for every zip file on the forums I have looked at in the last 15 minutes.

Just checked a link someone sent me to mediafire with 30+ zip files and when I click on them they tell me I am DLing a zip file.

Blackfoot
November 30th, 2013, 04:47
Try closing your browser and logging back in... I know when you go to the game calendar it switches you into 'secure mode' and then things get kinda wonky.

Nickademus
November 30th, 2013, 04:58
... but when I click on it, I get a message to save attachment.php.
Instead, try right-clicking and choose Save As.

jshauber
November 30th, 2013, 04:59
Try closing your browser and logging back in... I know when you go to the game calendar it switches you into 'secure mode' and then things get kinda wonky.

That didn't work...

I can't attach the file since it isn't a supported format. It is the right size but not a zip.

It is called "attachment.php".

jshauber
November 30th, 2013, 05:00
Instead, try right-clicking and choose Save As.

Tried that...same results .php

Trenloe
November 30th, 2013, 05:50
Try:

A different browser.
Right clicking in the different browser on the link and selecting save as, save link as, download as or whatever option you have.

jshauber
November 30th, 2013, 13:58
This is massively frustrating...

I shut down my comp last night, when I entered this morning it still tells me I am DLing a php. I logged out of FG forums thinking it might be something in my settings (although I have DLd other zips with no issue), that didn't work.

Logged back in to FG and still nothing....

It is only happening here. I have DLd other zip files this morning from other sites using similar links and all is working fine....ARRRGRHRHRHRHR!!!!!!!!

Trenloe
November 30th, 2013, 16:38
Have you tried a different browser?

Silveras
November 30th, 2013, 17:22
FWIW, with Windows 7 and IE 11, I get prompted to save the files in Blackfoot's June post as ZIP files. That's true either clicking on the link the post, or right-clicking and choosing "Save Target As".

jshauber
November 30th, 2013, 23:22
Have you tried a different browser?

Don't have another browser (I assume you mean not IE) nor am I going to install one just to try and DL a few zips that are acting weird for me when all others work just fine.

Maybe I can impose on someone to email me the files and the ext file they are supposed to be put [email protected]

Trenloe
December 1st, 2013, 00:27
Don't have another browser (I assume you mean not IE) nor am I going to install one just to try and DL a few zips that are acting weird for me when all others work just fine.

Maybe I can impose on someone to email me the files and the ext file they are supposed to be put [email protected]
So, each time you want to download something from this site you're going to rely on someone to download them and email them to you? Why not just download a browser like Firefox and give that a go - if that fails too just uninstall it. This will help to identify if the problem is your browser or not.

jshauber
December 1st, 2013, 02:38
So, each time you want to download something from this site you're going to rely on someone to download them and email them to you? Why not just download a browser like Firefox and give that a go - if that fails too just uninstall it. This will help to identify if the problem is your browser or not.

Good point.

I installed Firefox and downloaded the files just fine.

Will now try and make it all work correctly.

Hopefully someone can figure out why IE didn't work but Firefox did.

Trenloe
December 1st, 2013, 05:57
Will now try and make it all work correctly.
Try:

Click on the Windows button.
In "Search Programs and Files" start typing internet explorer at some point the list above will contain "Internet Explorer" and "Internet Explorer (no add-ons)" - keep typing until you see "Internet Explorer (no add-ons)" - click this. You'll get a message "Add ons are currently disabled" - that's OK, its what we want.
Try logging into FG and downloading the files again.

This might help to identify if there is an add-on in IE that is causing the issue.

jshauber
December 1st, 2013, 13:55
Try:

Click on the Windows button.
In "Search Programs and Files" start typing internet explorer at some point the list above will contain "Internet Explorer" and "Internet Explorer (no add-ons)" - keep typing until you see "Internet Explorer (no add-ons)" - click this. You'll get a message "Add ons are currently disabled" - that's OK, its what we want.
Try logging into FG and downloading the files again.

This might help to identify if there is an add-on in IE that is causing the issue.

OK, I did the above and it is still downloading as "attachment.php". The size of the file is the same as what it says the zip will be, but it isn't the zip file.

Trenloe
December 1st, 2013, 16:48
OK, I did the above and it is still downloading as "attachment.php". The size of the file is the same as what it says the zip will be, but it isn't the zip file.
Rename the file to .zip and see if you can open it.

jshauber
December 1st, 2013, 17:01
Rename the file to .zip and see if you can open it.

That worked.

It is a movie clip so I can't really open it, but it did unzip as the file.

Trenloe
December 1st, 2013, 17:11
That worked.

It is a movie clip so I can't really open it, but it did unzip as the file.
Windows thinks that a .mod file is a movie/audio file (just based off the .mod extension). This one will not be a movie/audio file, it will be a Fantasy Grounds module file. Put that module file in your <FG app data>\modules directory.

jshauber
December 1st, 2013, 22:39
Yep I put all 4 files in the mod folder.

One more thing since I am being a pain in the A$$...does the ext file for controlling the mod files not work for Pathfinder in 3.0?

Does it have to do with the name? I opened a campaign folder I am working on in 3.0 PF and there is an extensionstate XML that only lists the backgrounds but nothing else. Do the extensions have to be enabled(for lack of a better word) for PF?

Here is what is in the XML, I tried but can't seem to edit it.

<?xml version="1.0" encoding="ISO-8859-1"?>

-<extensionstate version="3.0">


-<extension name="Theme_Dungeon">

<loaded/>

</extension>

</extensionstate>

I have all the .ext files in the extension folder.

Trenloe
December 1st, 2013, 22:54
One more thing since I am being a pain in the A$$...does the ext file for controlling the mod files not work for Pathfinder in 3.0?
Which extension are you referring to? The answer is it may work, but it will need to have the compatible rulesets listed in the extension.xml file. In FG 3.0, Pathfinder is a specific ruleset (although heavily based on the 3.5e ruleset via the ruleset layers) so extensions will need to have the PFRPG ruleset added to the compatible rulesets in the extension. e.g.:

<ruleset>
<name>PFRPG</name>
</ruleset>

guver
February 18th, 2014, 22:35
Hey guys,

Point me in the right direction.
Is this the post were all the pathfinder modules are uploaded?
When new pathfinder books are released is there a module developed and uploaded here? Or we have to parse it ourselves?

Trenloe
February 18th, 2014, 22:41
Is this the post were all the pathfinder modules are uploaded?
The community produced ones, yes.


When new pathfinder books are released is there a module developed and uploaded here? Or we have to parse it ourselves?
Someone somewhere has to create the data module, there's no one whose task it is specifically to do it.

Any OGL material or data that is covered by the Pathfinder community use policy (if you adhere to this policy) can be included in a Fantasy Grounds data module and distributed.

damned
February 18th, 2014, 22:52
Hey guys,

Point me in the right direction.
Is this the post were all the pathfinder modules are uploaded?
When new pathfinder books are released is there a module developed and uploaded here? Or we have to parse it ourselves?

Im pretty sure that new books are not allowed to be shared. You need to buy your own copies and parse.

Trenloe
February 18th, 2014, 22:57
Im pretty sure that new books are not allowed to be shared. You need to buy your own copies and parse.
It depends on the material. If it is a scenario, then the only OGL material that may be distributed is the NPC/Trap statblocks. Campaign/Player Companion books are similar - only OGL stuff (feats, spells, etc.) can be distributed.

But, the main hardback rulebooks are essentially 100% OGL (not the product identity stuff in the Inner Sea Campaign Guide) - and the contents of these can be distributed for free. These are all included in the PRD: https://paizo.com/prd/

guver
February 18th, 2014, 23:00
I mean OGL stuff that comes in a new book, like feats for ex. They are part of the pf srd so can these be put into fantasy grounds and shared?

Trenloe
February 18th, 2014, 23:06
I mean OGL stuff that comes in a new book, like feats for ex. They are part of the pf srd so can these be put into fantasy grounds and shared?
Yes.

Trenloe
February 18th, 2014, 23:24
I mean OGL stuff that comes in a new book, like feats for ex. They are part of the pf srd so can these be put into fantasy grounds and shared?
Is there anything you are looking for in particular?

Whereas new feats, etc. would be quite nice - Fantasy Grounds isn't really a character generation application. Yes, it stores all your character data, but it can import characters from Hero Lab and PCGen. Having modules covering all of the feats, etc. may have limited value - YMMV depending on what you're looking for. I usually find it is just as easy to copy/paste the feat text into a new blank feat entry on the character sheet.

Some of the modules Nickademus has put together for commonly used race and class abilties/feats are useful as these are often used:

Race Module. (https://www.fantasygrounds.com/forums/showthread.php?19363-Character-Race-Module)
Character Class Module. (https://www.fantasygrounds.com/forums/showthread.php?19279-Character-Class-Module)

See how these work for you... :)

Nickademus
February 19th, 2014, 00:14
Most of the SRD content is already parsed and available as a module. Look here (https://www.fantasygrounds.com/forums/showthread.php?16074-List-of-Modules) for the PFSRD Complete Paizo * modules as well as the Feats, traits, equipment and Effects from the second post. And there are the race & class modules of course,

Some of the new books might not be available yet, but someone will get around to them. Remember, anything from the Pathfinder Chronicles, Companion, or Campaign Setting can not be put into a distributed module due to not being covered under OGL. There are generic versions of this content on the SRD but it may not have been parsed into the compilations.

As Trenloe asked, anything specific?

Trenloe
February 19th, 2014, 09:52
Remember, anything from the Pathfinder Chronicles, Companion, or Campaign Setting can not be put into a distributed module due to not being covered under OGL.
To be clear here - 99% of Paizo material produced is released under the Open Gaming License (OGL) - this includes the Pathfinder Chronicles, Player Companion and Campaign Settings books. These books contain a copy of the OGL and usually a statement on main page about product identity and open content.

Open content from these books can be distributed - just like open content from other Paizo products.

The thing to be careful of is what is product identity which cannot be used in distributed content (exception - see the link to the Paizo community use policy below) - which is usually the non-game mechanics and all names (places, deities, characters, etc.), storyline, artwork...

This is taken from a recent Campaign Setting book:


Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.)

Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission.

If you adhere to the Paizo community use policy you can also include some limited product identity information: https://paizo.com/paizo/about/communityuse

Mgrancey
February 19th, 2014, 12:17
Yep, I've scanned the PF Pawns as well as many Item, Face, and Plottwist cards but can't distribute them since they are all artwork. I think about the only thing that hasn't been converted over yet is traps and hazards for allowable content.

Bidmaron
February 23rd, 2014, 04:57
Two new mods:

1) Advanced Player Guide & Adventurer's Armory: All feats, classes, basic equipment and gear. Only materials not in this mod from the sourcebooks are magic items (with the new equipment book due out from Paizo soon, no real point).
Forum link: https://www.fantasygrounds.com/forums/showthread.php?t=16633

2) Paizo Fumble / Critical Decks: 416 fumble and critical effect to add flavor to your game!
Forum link: https://www.fantasygrounds.com/forums/showthread.php?t=16642

Note that these from post #12 are missing in the master index entries on the first page.

Trenloe
February 23rd, 2014, 10:32
Note that these from post #12 are missing in the master index entries on the first page.
Thanks for the heads up, these are now added to post #3.

Niles
February 24th, 2014, 17:00
Is the Enhanced Bestiary 1 available for 3.5? I dropped it in my modules folder and I can't open it.

Trenloe
February 24th, 2014, 17:15
Is the Enhanced Bestiary 1 available for 3.5? I dropped it in my modules folder and I can't open it.
The Enhanced Bestiary is quite old and is compatible with the d20_JPG ruleset (the forerunner of the 3.5e ruleset). You should be able to get it to work with 3.5E if you edit the module to run in that ruleset.

The Scriven One
March 11th, 2014, 23:59
Wow, I really appreciate the community for posting these. I was just wondering, is anyone working on Mythic Adventures? I'm prepping for an Epic campaign and it would be very helpful. Thanks either way.

Myzzix
March 14th, 2014, 04:20
hi, and thanks to everyone that put these together. :D

Trenloe
March 14th, 2014, 05:19
Wow, I really appreciate the community for posting these. I was just wondering, is anyone working on Mythic Adventures? I'm prepping for an Epic campaign and it would be very helpful. Thanks either way.
I'm not aware of anyone working on a Mythic Adventures module. What content are you looking for?

The Scriven One
March 14th, 2014, 07:53
If I was a lottery winner, i'd pay to have full FG integration on the character sheet and in play, but what I'm really asking about is a library book with the content listed here:
https://www.d20pfsrd.com/mythic

Again, either way, I appreciate it. I'd be able to return the favor for anyone creating this by exporting my campaign as a series of free adventures. I'm rewriting (rebooting) my published d20 setting, Morningstar, to use Pathfinder and Mythic Adventures, and there will be a lot of content to draw from. If anyone reading this is familiar with it, this version is more "Sword and Sandal", and will turn everything up to 11. :D

damned
March 14th, 2014, 13:14
ok... there is a LOT of content there!

DaffyRoth
April 16th, 2014, 04:27
Is there a parser such as the 4e one?

Trenloe
April 16th, 2014, 04:47
Is there a parser such as the 4e one?
There isn't a parser like the 4e one as most of the 3.5e/PF material is covered by the OGL and so once someone puts it in a module it can usually be shared without copyright issue. That's what this thread is about - sharing those modules. The 4e Parser was primarily produced to allow people with a DDI subscription to make their own 4e modules as these modules could not be shared due to 4e not being released as part of the OGL or any other creative commons licence.

There is a Pathfinder creature parser that will produce FG NPC modules from NPC statblocks that adhere to the Paizo statblock standard: https://www.fantasygrounds.com/forums/showthread.php?20522-Pathfinder-Creature-Parser-V2-Beta-Version

The Parse5e project by DrZeuss could have support for parsing 3.5e/PF formatted text in the future: https://www.fantasygrounds.com/forums/showthread.php?18123-Project-Par5e

DaffyRoth
April 16th, 2014, 05:15
Hmm is there a format that I should use when I make a mod? I only ask because there is a lot of material not covered. I mean trust me what is avaible is a god send. Unless I am missing something....which is possible. Also with the Enhanced Beastiary 1, how do you go about fixing that? Forgive me if it was explained in another part of this thread.

Moon Wizard
April 16th, 2014, 05:44
The main thing is to mimic the high level XML structures used by other modules in order to replicate their behavior and potentially work with future data record field changes.

The easiest way is to use a module similar to what you want to end up with (such as bestiary), remove all the details you don't want, and replace with records you do want.

Since much of this is very data entry intensive, people on the forums have come up with their own parsers to automate.

Also, you can export a module directly from an existing FG campaign, if you just want to make adventure data modules. (Which will show up as additional tabs in the sidebar campaign record lists).

Regards,
JPG

Trenloe
April 16th, 2014, 05:49
Also with the Enhanced Beastiary 1, how do you go about fixing that?
I wouldn't bother - the Pathfinder Bestiary that comes with Fantasy Grounds is more complete than the old enhanced bestiary. I'll edit the post that refers to it to make that clear.

DaffyRoth
April 16th, 2014, 05:56
Ya I pretty much did all the 4e books by hand......hours upon hours.......even with the parser....but thxs for the help!

Blackfoot
June 9th, 2014, 09:47
Yes, it's only taken me almost 2 years to get back to it.. but the Summon Nature's Allies Module is now COMPLETE.

Syndrome
June 9th, 2014, 09:50
congratz... thats in record time on summon nature's allies

Blackfoot
June 9th, 2014, 09:58
The Nature's Allies now all include spells .. (although they are being parsed so a lot of 'effect' type spells aren't set up to function)
I added 'some' spells to the Summonable Monsters.. but they are not complete at this time... I haven't had a chance to go back through them all yet.

Syndrome
June 9th, 2014, 10:05
still good work on it.. your a far better man than i lol

RTFallen
June 9th, 2014, 10:19
Wow, I really appreciate the community for posting these. I was just wondering, is anyone working on Mythic Adventures? I'm prepping for an Epic campaign and it would be very helpful. Thanks either way.

Mythic Adventures is on my personal list to transcribe, just have to finish with Advanced Race Guide first. (At least the Racial Traits).

Resire

Blackfoot
June 10th, 2014, 07:34
Updated Summonable Files to include OGL Statement.

sukEEt
June 13th, 2014, 09:54
I am trying to figure out how to locate my library module for Mutants and Masterminds. Can someone help me?

Moon Wizard
June 13th, 2014, 10:18
https://www.fantasygrounds.com/forums/showthread.php?15685-Official-Mutants-amp-Masterminds-3rd-edition-Ruleset-In-Progress-Screenshots&p=178388#post178388

sukEEt
June 15th, 2014, 21:28
Does anyone have a Psion 3.5 and epic 3.5 module? the company quit selling the complete SRD a day or two before I bought my copy of FG ... meh!

Moon Wizard
June 15th, 2014, 22:37
Send a note to [email protected]

We pulled it from the store because it was mostly redundant, except for the 2 parts you mentioned.

Regards,
JPG

sukEEt
June 16th, 2014, 07:59
Meh! I need the Psion info ... is there still a place i can purchase this bundle?

Trenloe
June 16th, 2014, 16:13
Meh! I need the Psion info ... is there still a place i can purchase this bundle?


Send a note to [email protected]
Send them a note, they might sort you out...

sukEEt
June 16th, 2014, 16:55
thanks

sukEEt
June 17th, 2014, 09:45
Working on a long term project for 3.5 users ... i am almost done with the first module. I have compiled an NPC list of an average Barbarian NPC (human from 1-20) ... quick queston though, how do i turn a module into a Library Module?

Trenloe
June 17th, 2014, 16:01
Working on a long term project for 3.5 users ... i am almost done with the first module. I have compiled an NPC list of an average Barbarian NPC (human from 1-20) ... quick queston though, how do i turn a module into a Library Module?
When you export the module from FG (using the Module Export functionality) it will create it as both campaign data (the NPCs will be under a tab as normal in the NPCs list) and also a library list will be created.

Trenloe
June 27th, 2014, 15:53
here is M to P I'll do some more latter when I get a free moment

I have only tested the letter M in the parser. it worked ok apart from a few special abilities

This is great - thanks very much!

I'm moving the discussion about Bestiary 4 to a new thread...

sukEEt
June 30th, 2014, 10:53
i bought the complete d20 srd because i realy wanted the psion book ... this version's power list is a little disorganizednad has a wierd list that involves spells from other classes ... is there a way to correct this or am i just stuck without my favorite class? or has anyone made a psion module since?

Trenloe
July 6th, 2014, 05:47
Pathfinder Bestiary 4 added - link in post #2.

Trenloe
July 8th, 2014, 21:34
Book of the Damned - parts 1-3 and the Inner Sea Bestiary modules added to post #2.

pauljmendoza
July 15th, 2014, 04:27
I am having trouble with both the Inner Sea Bestiary and the Books of The Damned having massive scripting errors, entries within, not all of them though, generate field upon field of this sorta thing.

(Script Error: [string "campaign/scripts/spell_action.lua"]:54: attempt to index global 'toggle_attack' (a nil value))

damned
July 15th, 2014, 04:34
I am having trouble with both the Inner Sea Bestiary and the Books of The Damned having massive scripting errors, entries within, not all of them though, generate field upon field of this sorta thing.

(Script Error: [string "campaign/scripts/spell_action.lua"]:54: attempt to index global 'toggle_attack' (a nil value))

i reckon your CoreRPG is an older version...

pauljmendoza
July 15th, 2014, 04:48
How so, I am updating whenever the bar is red.
Something else do I need to do?

Moon Wizard
July 15th, 2014, 04:51
Check to see whether you have a 3.5E folder or CoreRPG folder in your FG data folder rulesets directory.

JPG

Trenloe
July 15th, 2014, 04:51
I am having trouble with both the Inner Sea Bestiary and the Books of The Damned having massive scripting errors, entries within, not all of them though, generate field upon field of this sorta thing.

(Script Error: [string "campaign/scripts/spell_action.lua"]:54: attempt to index global 'toggle_attack' (a nil value))
As damned says this looks like you're running an old version of the 3.5E/PFRPG ruleset. There is no control named "toggle_attack" in the 3.0.6 3.5E or PFRPG ruleset - there was in 3.0.3 though. When you load up your campaign in Fantasy Grounds what version is reported in the chat window? You should see 3.5E or PFRPG version 3.0.6.

Run an update to get the latest version of the rulesets.

pauljmendoza
July 15th, 2014, 04:59
What I see is....
PFRPG v3.0.6 ruleset for Fantasy Grounds.
Copyright 2013 Smiteworks USA, LLC.

Ability Damage Actions v1.5 for FGII V3.0.3 PFRPG/3.5e ruleset. Copyright 2014 Smiteworks. By Nickademus

pauljmendoza
July 15th, 2014, 05:03
And I am updated otherwise as well via the update window.

Trenloe
July 15th, 2014, 05:06
Ability Damage Actions v1.5 for FGII V3.0.3 PFRPG/3.5e ruleset. Copyright 2014 Smiteworks. By Nickademus
That is your problem - this is no longer supported from FG 3.0.4 forwards as indicated in the extension thread: https://www.fantasygrounds.com/forums/showthread.php?20517-Ext-Ability-Damage-Action

First rules of FG troubleshooting:

Make sure you're on the latest version of the ruleset.
Make sure the extensions you are using are compatible with that version.
Even if the extensions say they're compatible, remove them one-by-one to see if they're causing issues.

pauljmendoza
July 15th, 2014, 05:06
And I have neither a 3.5E folder or CoreRPG folder, but I have pak files.

pauljmendoza
July 15th, 2014, 05:07
Cool, let me see if that's it!

pauljmendoza
July 15th, 2014, 05:09
Yep, Ability Damage was it. Thanks gentlebeings!

Trenloe
July 17th, 2014, 05:30
A new version of the Bestiary 2 OGL library module has been made available. Link in post #2 updated to point to thread: https://www.fantasygrounds.com/forums/showthread.php?21644-Paizo-Bestiary-2-OGL-Module

kelbris
July 20th, 2014, 11:03
Anyone know which of these modules are for 3.5e and which are for pathfinder? I want to re-create my wilder in FG but it lacks the modules needed to do so easily.

RTFallen
July 20th, 2014, 11:23
Anyone know which of these modules are for 3.5e and which are for pathfinder? I want to re-create my wilder in FG but it lacks the modules needed to do so easily.

If I'm not mistaken, all of these are for Pathfinder. I know they have a complete 3.5 SRD module in the store.

Resire

sukEEt
July 28th, 2014, 07:10
If I'm not mistaken, all of these are for Pathfinder. I know they have a complete 3.5 SRD module in the store.

Resire

the complete SRD has everything, but it is a bit disorganized. make sure you have the books and/or the PDFs of the material and the complete SRD will do you just fine

Trenloe
August 11th, 2014, 22:44
Updates to Bestiary 3 (spells and creature info): https://www.fantasygrounds.com/forums/showthread.php?21857-Pathfinder-Bestiary-3-Complete-OGL-module-including-spells-and-extra-creature-info

And a new Bestiary 4: https://www.fantasygrounds.com/forums/showthread.php?21551-Pathfinder-Bestiary-4-OGL-Module

wigwam
August 13th, 2014, 10:10
Thanks Trenloe :)

darrenan
August 28th, 2014, 05:54
v1.0 of the Paizo PRD NPC Codex is availabale at https://www.fantasygrounds.com/forums/showthread.php?21911-PFRPG-NPC-Codex-(Module). Note that I did not include the Iconics, since they are available elsewhere on these forums, nor any of the appendices (animal companions, encounter groups).

thorun09
October 11th, 2014, 04:01
I've downloaded them. First thank you for your hard work. I currently have them as zip files, and when I click on them it makes them into a movie clip. Which I can not view. If you could help me out by giving me some directions, and also which folder to put them in FG would be great.

damned
October 11th, 2014, 04:05
Hey Thorun - for those that are ZIP files extract the MOD files.
In explorer address bar or in the windows search feature or in the windows run feature type: %appdata% and press enter. double click the Fantasy Grounds or Fantasy Grounds II folder and then modules. Stick them in there. You then need to Activate them from within Fantasy Grounds as normal.

Trenloe
October 11th, 2014, 04:10
In explorer address bar or in the windows search feature or in the windows run feature type: %appdata% and press enter. double click the Fantasy Grounds or Fantasy Grounds II folder and then modules. Stick them in there. You then need to Activate them from within Fantasy Grounds as normal.
Do *NOT* put them in the Fantasy Grounds II directory, this is no longer valid.

Your best way to get to the right directory is:

Open Fantasy Grounds. On the first screen click the "Open data folder" icon in the top right (above the 3.0.8 version number).
This opens Windows Explorer at the FG app data folder. Go into the modules directory.
Copy your .MOD files into this directory. Note: the .MOD files will be tagged as video files in Windows (this is just because windows sees .MOD as an old video/audio file format) but if you try to open them they won't play, as they aren't video files they are Fantasy Grounds data modules.

You will then be able to activate these modules within Fantasy Grounds (for the ruleset they are designed for) - see this Wiki entry on module activation: https://www.fantasygrounds.com/wiki/index.php/Library

damned
October 11th, 2014, 04:15
Do *NOT* put them in the Fantasy Grounds II directory, this is no longer valid.

that depends entirely on when you installed the product.... :)

Trenloe
October 11th, 2014, 04:19
that depends entirely on when you installed the product.... :)
Correct. But it can also exist if you installed recently but then installed an older product so it can be confusing as you might have 2 different directories. The sure way is to use the App Data Folder button from the startup screen.

damned
October 11th, 2014, 04:58
Correct. But it can also exist if you installed recently but then installed an older product so it can be confusing as you might have 2 different directories. The sure way is to use the App Data Folder button from the startup screen.

True. It is so much better a way.... but I always forget about it...

thorun09
October 11th, 2014, 12:13
I worked it out with your help. Again, things like this help a new FG player / DM with saving a lot of time. I will get alot of use out of it. Thank you very much.

ddavison
November 21st, 2014, 21:03
If you were the creator of any of these modules and you would like for them to be included in the core installation of Fantasy Grounds, please send a short email with a name of the mod file from this thread and your permission to [email protected].

We can probably save people the time to download and manually install by simply including a set of common data modules that contain only OGL material. Thanks.

Trueshots
December 26th, 2014, 06:40
Can I use these files on a Mac? or is there somewhere else I need to go to get them? Thanks

Trenloe
December 26th, 2014, 06:53
Can I use these files on a Mac? or is there somewhere else I need to go to get them? Thanks
Yes you can. There is no difference in format between FG MAC and PC files as far as modules, extensions, etc. go.

Trueshots
December 26th, 2014, 07:14
Trenloe, the ones that download as .xml files do I put those in the "modules folder" or in another folder? Thanks

lachancery
December 26th, 2014, 17:29
Trenloe, the ones that download as .xml files do I put those in the "modules folder" or in another folder? Thanks
The module ZIPs that have db.xml and definition.xml in their root directories are meant to be renamed to .mod (instead of .zip) and stored in the modules directory of FG's data folder.

In other words, a .mod file is simply a .zip renamed with a specific archive content.

Trueshots
December 26th, 2014, 17:32
The module ZIPs that have db.xml and definition.xml in their root directories are meant to be renamed to .mod (instead of .zip) and stored in the modules directory of FG's data folder.

In other words, a .mod file is simply a .zip renamed with a specific archive content.

Is this English? You people know way too much and I know way to little.

So, do I just rename the file .mod?

Callum
December 26th, 2014, 17:52
Can you give an example of a file that downloads as .xml?

Trenloe
December 26th, 2014, 17:59
Can you give an example of a file that downloads as .xml?
As far as I'm aware none of them directly download as XML files. As the FG forum doesn't allow uploading of attachments with .mod extension modules need to be packaged as .zip - some module developers just change the .mod extension to .zip, others zip the .mod up within a zip file. If the .mod is changed directly to .zip then when you open the ZIP file it will show the module XML files - I believe this is what Trueshots is referring to when he says the modules download as .xml files.

Trueshots
December 26th, 2014, 18:06
Can you give an example of a file that downloads as .xml?
thebookofthedamed1-3 does for sure. its about hale and half for me. but I changed all the .xml to .mod and am getting ready to see if it worked, cross ur fingers :)

As far as I'm aware none of them directly download as XML files. As the FG forum doesn't allow uploading of attachments with .mod extension modules need to be packaged as .zip - some module developers just change the .mod extension to .zip, others zip the .mod up within a zip file. If the .mod is changed directly to .zip then when you open the ZIP file it will show the module XML files - I believe this is what Trueshots is referring to when he says the modules download as .xml files.
Again I'm not sure what all that means, but I just started changing the names around and adding the .mod. i hope it works

Trenloe
December 26th, 2014, 18:15
thebookofthedamed1-3 does for sure. its about hale and half for me. but I changed all the .xml to .mod and am getting ready to see if it worked, cross ur fingers :)
Don't change .xml to .mod that won't work.

What I was explaining above - you won't be downloading a .xml file directly, you'll be downloading a .zip file - this is true for all downloads in this thread, including the 3 book of the damned. Open the .zip file, if you see within the zipped file a .mod file then just extract that .mod file from the zipped file and put that in your FG \modules folder. If you see XML files when you open the zipped file (in the case of the book of the damned files), exit the zip application and just rename the base .zip file you downloaded to be .mod.

Trueshots
December 26th, 2014, 18:21
Don't change .xml to .mod that won't work.


I think I have all them work, or at least 90% of them. i attached a picot on an example of what I get when I download them and they are not .mod files.

Trenloe
January 14th, 2015, 19:53
New (and awesome) Pathfinder Random Encounter Tables (FG rollable) with encounters and treasure parcels: https://www.fantasygrounds.com/forums/showthread.php?22951-Random-Encounter-Tables

swest
February 1st, 2015, 09:26
From page 1 of this thread:



.
.
And thanks to others:

Standard conditions (appear in the campaign "Effects" list) (https://www.fantasygrounds.com/forums/showpost.php?p=115496&postcount=5)
Conditions and Effects (https://www.fantasygrounds.com/forums/showthread.php?18006-Effects-library&p=153520&viewfull=1#post153520) Thanks Callum and Archangel.
Feats, traits and equipment (https://www.fantasygrounds.com/forums/showthread.php?p=139672) from d20pfsrd.com
3.5e/Pathfinder Effects: 4322 Thanks Blahness98.

Mythic Rules (https://www.fantasygrounds.com/forums/showthread.php?21470-PFRPG-Mythic-Rules-%28Module%29) July 2014 Thanks RTFallen.
.
.


Could someone (Trenloe?) please clarify why there are two 'effects' modules above?



'Conditions and Effects (https://www.fantasygrounds.com/forums/showthread.php?18006-Effects-library&p=153520&viewfull=1#post153520)' takes one to the 'Effects library' thread to acquire 'effects.zip', a .mod file in disguise (i.e., rename it to 'effects.mod' to use).

'3.5e/Pathfinder Effects: 4322' is a direct attachment. The attachment is a zipfile containing a single entry, 'Effects.mod'.

The definition.xml files inside those .mods are identical:


<?xml version="1.0" encoding="ISO-8859-1"?>
<root version="2.07">
<name>3.5 - Pathfinder Effects Library</name>
<ruleset>3.5E</ruleset>
<author>ArchAngel</author>
</root>

While the common.xml files are nearly identical; and the differences that do exist are all
like the following example pairs:




1: <label type="string">Climbing</label>
2: <label type="string">Climbing; GRANTCA</label>


1: <label type="string">Kneeling</label>
2: <label type="string">Kneeling; AC: -2 melee; AC: 2 ranged</label>


1: <label type="string">Running</label>
2: <label type="string">Running; GRANTCA</label>


Then, starting at item id-00033:


<label type="string">Aid; ATK: 1 morale</label>

and for the next 600+ lines (until almost the very end) they are identical. Then there's a bit of discrepancy involving


1: Charge bonus and Charge penalty vs. 2: Charge

Sorry for all the detail, but I wanted you to know I had done my homework.

So, anyway, what's the story?

Thanks.

- s.west

p.s. While editing and previewing this post the above 'attachment', i.e. 'Effects.zip' shows up with its name. Then, when I post the thread, it becomes, 'Attachment 4322'. Puzzling to me, but, hopefully, not confusing to you.

Trenloe
February 1st, 2015, 14:46
The difference between the two is what Callum says in the first post you link. I'll remove the module by Blahness98 as this is no longer needed.

swest
February 1st, 2015, 20:34
Thank you.

Xamusel
May 20th, 2015, 00:22
So... I decided to download some of the files I felt I needed, and I have what amounts to a few .zip files that refuse to change file type, especially when I rename the files in question. Anyone know what I'm doing wrong?

Also, yes, this is my first post here. I just needed some help with getting the program running right.

damned
May 20th, 2015, 00:34
Welcome Xamusel. This is probably a windows setting. Often windows defaults to not showing you the file extension for common file types like zip.
In Windows Explorer you want to Uncheck Hide extensions for known file types or tick File Name Extensions in windows 8.

Trenloe
May 20th, 2015, 00:36
So... I decided to download some of the files I felt I needed, and I have what amounts to a few .zip files that refuse to change file type, especially when I rename the files in question. Anyone know what I'm doing wrong?

Also, yes, this is my first post here. I just needed some help with getting the program running right.
First, open the ZIp file - if it contains a .mod file just extract that into your <FG App Data>\modules directory. If it includes .XML files inside the ZIP file then rename the .zip file to .mod. If you're running Windows you may have to enable viewing extensions for known file types, some info here: https://www.pcadvisor.co.uk/how-to/software/3341794/how-show-or-hide-file-extensions/

Xamusel
May 20th, 2015, 00:41
Thanks for the help... I'm getting to fixing it right now.

Falantrius
May 21st, 2015, 09:49
As a first time user of these modules, I was unsure which modules to get so I just got all of them - which was a mistake.
I wanted to help other first time users by letting them know my opinion here of what to grab:

Character Classes and Character Races by Nickademus42 - great work and solves some of the FG issues with character creation by providing links that you can drag/drop to your character for Race specific and class specific abilities. And the classes are very complete including Oracle, Ninja, Gunslinger, etc. These files also have the DOMAINS for Clerics, and other races.

Bestiary 2-4 - Love these because the monsters are at base level - which allows you to type in the library search - a monster and click each bestiary until you can find it. Very nice.

PFRPG Paizo Magic Items and Complete Paizo Spell lists are wonderful. I use them over all the others (PFRPG Magic Items, etc) because they have a list for "ALL Magic Items" or "All Spells" allowing me to just bring that list up - type it into search and there it is. The spell list shows even spells for Oracles and other Classes

The Equipment, Feats and Traits are also great for completing a new character but after its created - I never touch them. They seem to be about 90% complete - with a few of the newer feats, equipment, etc missing (all three need an update but for the most part - they are good).

I also grabbed some extras that I will probably not use much but it does complete my library:
Basic Familiars, Summonable Monsters, etc from Blackfoot -
Standard Conditions File
Advanced Races Guide by RTFallen
The PFRPG Magic Items is more complete than the Paizo Magic Items - so I have it as well but it doesn't contain a "All Magic Items" list which I felt made it harder to use.
PFRPG Basic Rules and PFRPG Advanced Rules - I don't use because I have it all covered above
PFRPG Spells I don't use over Nickademus42 files.
I grabbed the NPC Codex files but haven't used them yet.

So as I said - this is just my opinion but I thought it might help some of the newer users. Dulux has been using them longer so maybe he can jump in with his opinion as well.

Hope this helps

sukEEt
May 22nd, 2015, 12:16
I am going to try to parse a Psionics SRD module ... is the best thing to use par5e with the 3.5 setting checked? Or are there other 3.5 parsers available too?

Trenloe
May 22nd, 2015, 15:15
I am going to try to parse a Psionics SRD module ... is the best thing to use par5e with the 3.5 setting checked? Or are there other 3.5 parsers available too?
I don't think PAR5E is complete to this level. You'll need to do it manually. Reach out to Nickademus as he's done stuff like this recently, to see how he did it.

sukEEt
May 22nd, 2015, 15:30
I don't think PAR5E is complete to this level. You'll need to do it manually. Reach out to Nickademus as he's done stuff like this recently, to see how he did it.

thanks for the help as always! i will do that ... if i can manage an OGL version, i'll gladly post it for the rest of the community ...

Trenloe
May 25th, 2015, 17:50
Drag/drop action effects library added to post #2. Thanks darrenan.

https://www.fantasygrounds.com/forums/showthread.php?24443-PFRPG-Action-Library

Jdorty
July 1st, 2015, 03:21
How usable are some of these modules for 3.5? Such as 'Gamesmastery Guide NPCs' and 'NPC Codex'? I don't know much about Pathfinder, other than it is similar to 3.5, but after level 1 don't most of the EL and CR numbers not really match up with 3.5? The 'Gamesmastery Guide NPCs' was already enabled for 3.5, but is listed as 'PFRPG Essentials', so I'm a bit unsure on the compatibility.

Thanks!

Trenloe
July 1st, 2015, 03:42
How usable are some of these modules for 3.5? Such as 'Gamesmastery Guide NPCs' and 'NPC Codex'? I don't know much about Pathfinder, other than it is similar to 3.5, but after level 1 don't most of the EL and CR numbers not really match up with 3.5? The 'Gamesmastery Guide NPCs' was already enabled for 3.5, but is listed as 'PFRPG Essentials', so I'm a bit unsure on the compatibility.
You can review the actual stats here: https://paizo.com/pathfinderRPG/prd/ (links to the relevant guides down the left hand side).

They're usable with 3.5e - just take into account the usual 3.5E/Pathfinder differences, see the 3.5E to Pathfinder conversion guide for more info: https://paizo.com/pathfinderRPG/v5748btpy89m6

Jdorty
July 1st, 2015, 04:14
You can review the actual stats here: https://paizo.com/pathfinderRPG/prd/ (links to the relevant guides down the left hand side).

They're usable with 3.5e - just take into account the usual 3.5E/Pathfinder differences, see the 3.5E to Pathfinder conversion guide for more info: https://paizo.com/pathfinderRPG/v5748btpy89m6

Thanks, that's pretty much what I'm looking for, but the site seems to be down. I'll definitely take a look once it will load.

Jdorty
July 1st, 2015, 06:23
You can review the actual stats here: https://paizo.com/pathfinderRPG/prd/ (links to the relevant guides down the left hand side).

They're usable with 3.5e - just take into account the usual 3.5E/Pathfinder differences, see the 3.5E to Pathfinder conversion guide for more info: https://paizo.com/pathfinderRPG/v5748btpy89m6

Website isn't currently working for me, any idea if it is just currently down? Thank you, though, this is exactly what I'm looking for and I'll definitely take a look once the site comes back up!

Blackfoot
July 5th, 2015, 20:20
Try this.. then hunt around a bit.. look for the bestiaries at the bottom left.
Paizo PRD (https://paizo.com/pathfinderRPG/prd/)

GenSmicer
September 2nd, 2015, 21:14
So I have Fantasy Grounds on steam, where would I place these mod files if I want to use them?
Since I not see any DLC that would improve the current pfrpg setting to add races and classes when you drag them. Or am I missing something?

Trenloe
September 2nd, 2015, 21:15
So I have Fantasy Grounds on steam, where would I place these mod files if I want to use them?
Instructions here: https://www.fantasygrounds.com/wiki/index.php/Data_Files_Overview#Modules

Since I not see any DLC that would improve the current pfrpg setting to add races and classes when you drag them. Or am I missing something?
There is no drag/drop for races and classes in PFRPG. Only in 5E.

GenSmicer
September 2nd, 2015, 21:19
Oh dangit :p

But what's this modulelist in this topic then for? This is for 3.5e and pathfinder right?

Trenloe
September 2nd, 2015, 21:25
But what's this modulelist in this topic then for? This is for 3.5e and pathfinder right?
They are to provide library references. And to allow you to drag race and class *abilities* to the Abilities tab.

This is all for reference, they don't automate anything or change the character stats in any way.

It's still nice to have all of these reference entries within your character sheet - all in one place and at your fingertips.

GenSmicer
September 2nd, 2015, 21:33
Couldn't find the folder and then noticed the small folder icon in fantasy grounds itself sending me to the place where steam dropped it. Sigh, sometimes it just randomly picks a spot :p.

Trenloe
September 30th, 2015, 03:57
Updated the Complete Paizo Spells module (finally): https://www.fantasygrounds.com/forums/showthread.php?26238-Updated-Complete-Paizo-Spells-Module

dane2025
October 8th, 2015, 03:05
So...I guess I'm not seeing how to import the OGL content into FG...will some one explain please??

Trenloe
October 8th, 2015, 03:20
So...I guess I'm not seeing how to import the OGL content into FG...will some one explain please??
You'll need to download the ZIP files and extract them so you have.mod files. The follow the instructions here: https://www.fantasygrounds.com/wiki/index.php/Data_Files_Overview#Modules You'll need to copy them to <FG App Data>\modules - get to the <FG App Data> directory by clicking the folder icon in the top right of the main FG launch screen.

Then load up a 3.5E or PFRPG campaign and activate the modules you require. Info on module activation here: https://www.fantasygrounds.com/wiki/index.php/Library#Module_Activation

Oh, and welcome to the forums - long time, no post! :)

Ken L
October 22nd, 2015, 18:18
Mundane and magical equipment library, up-to-date as of 10-22-2015

https://www.fantasygrounds.com/forums/showthread.php?26494-Mundane-Equipment-Library

Includes all items from d20pfsrd, including items from the technology guide, and monster codex, which are rather new.

damned
October 23rd, 2015, 00:41
Well done Ken L.

Callum
November 7th, 2015, 11:29
Here's an updated version of the Summon Natures Allies module, with the fire elementals adjusted so that they deal appropriate additonal fire damage with their attacks, and also get fire immunity applied when dropped onto the Combat Tracker. I've also copied the generic elemental descriptions and special ability text into the small elementals (it was already present in all the other sizes).

Blackfoot
November 7th, 2015, 16:59
Here's an updated version of the Summon Natures Allies module, with the fire elementals adjusted so that they deal appropriate additonal fire damage with their attacks, and also get fire immunity applied when dropped onto the Combat Tracker. I've also copied the generic elemental descriptions and special ability text into the small elementals (it was already present in all the other sizes).
When I went to fix one of these sorts of things in the past I was told that it was better to report the bug than to actually fix it... that way the creator of the module wouldn't run into 'version' conflicts. Is this not the case? As the creator of this particular module I would be happy to do an update to fix this issue, I found another with one of the higher level dinosaur summonables so I need to fix that as well.

Blackfoot
November 7th, 2015, 19:00
Summon Nature's Ally module updated. (https://www.fantasygrounds.com/forums/showthread.php?21627-Pathfinder-Summonable-Monsters-Nature-s-Ally-amp-Familiars-Modules)

Callum
November 7th, 2015, 21:20
When I went to fix one of these sorts of things in the past I was told that it was better to report the bug than to actually fix it... that way the creator of the module wouldn't run into 'version' conflicts. Is this not the case?
Yeah, you're right, Blackfoot, that does make sense - sorry! I suppose I wasn't thinking of it as a bug fix, more of an enhancement - I'd made the changes for use in my own game, and then thought I might as well share them.

johntjamesonjr
January 18th, 2016, 01:04
hello moon_wizard...i have a really dumb question since i am new here.. i was looking over the .mods that were placed on here of the PF bestiaries yet there were no tokens/pogs. now for personal usage i guess how would i go about adding monster pogs/tokens for that usage? Since I am currently working on the first bestiary of making pogs for the book. If anyone knows how to set up pogs/tokens for each monster, please shoot me an email. or hit me up at [email protected] on the chat. i'll be up for a bit making the pogs. everyone have a good night

Trenloe
January 18th, 2016, 01:08
i was looking over the .mods that were placed on here of the PF bestiaries yet there were no tokens/pogs. now for personal usage i guess how would i go about adding monster pogs/tokens for that usage?
Bestiaries 2-4 were made with the creature parser and there is a standard format needed if you add tokens to the module. More info here: https://www.fantasygrounds.com/forums/showthread.php?21644-Paizo-Bestiary-2-OGL-Module&p=186590&viewfull=1#post186590

johntjamesonjr
January 18th, 2016, 18:07
ok on the book of the damned series... how do i add them? i unzipped all 3 of them.. they seem to look like they have ALL the same info.. so idk.. any help would be great.. thanks

johntjamesonjr
January 18th, 2016, 22:54
ok hi fellow pathfinder players and Gms. here's the long and short of the whole tamale. i havent played pathfinder or dnd/rp since high school.. like early 90s. shows u how old i am. lol. so now im stuck with a ton of pathfinder material.. i mean a lot.. like almost 20 GB of it on like 3 dvds worth. 99% of it was transferred from books i had before my mom's roof leaked n destroyed just about all the books so im glad i transferred them to pdf. i guess now my question is... what do i do with them. lolol im wanting to make stuff for other pathfinder gm/players to use.. but short of possibly getting sued or banned or whatever lawyers do these days idk.. any suggestions/ideas would be greatly appreciated. if anyone has any, please shoot me an email here or hit me up at [email protected] on the chat thingie it has until late tomorrow night or wednesday when i'll have my yahoo messenger n if i can hook it up a skype account up as well.. hope to hear back from someone lolol laters

Trenloe
January 19th, 2016, 04:38
ok on the book of the damned series... how do i add them? i unzipped all 3 of them.. they seem to look like they have ALL the same info.. so idk.. any help would be great.. thanks
This is answered twice in the thread where you downloaded the .zip files from.

Mr Hale
April 5th, 2016, 22:35
Does anyone know of a central location where I can find 3.5 stuff for FG?
I am looking for complete stuff that is ready to use, hoping it is like the 5th stuff so it can just be dragged/dropped.

Trenloe
April 5th, 2016, 22:39
Does anyone know of a central location where I can find 3.5 stuff for FG?
The 3.5E stuff is pretty limited as the WotC SRD wasn't anywhere near as expansive as the Paizo PRD for Pathfinder, and there was very little of the WotC 3.5E material released under the OGL. Community members can't produce non-OGL material without the permission of the copyright holders.


I am looking for complete stuff that is ready to use, hoping it is like the 5th stuff so it can just be dragged/dropped.
This relies on the drag/drop automation being built into the ruleset, not the module. There's basic drag/drop automation for the 3.5E ruleset for PCs, but this is limited to equipment and populating the text of abilities, etc.. There's nothing like the 5E character creation automation.

omegasun06
May 30th, 2016, 01:16
Hello Does anyone know if there is a module or extension out there for Pathfinder/3.5 that allows you to create items from templates? I create a ton of +# items in game and right no i have have to drag each over to my itemsa nd edit it. Was hoping i could find something that had some of the basic templates in it and i could drag the base item over and it would update the resulting items.

Trenloe
May 30th, 2016, 01:34
Hello Does anyone know if there is a module or extension out there for Pathfinder/3.5 that allows you to create items from templates? I create a ton of +# items in game and right no i have have to drag each over to my itemsa nd edit it. Was hoping i could find something that had some of the basic templates in it and i could drag the base item over and it would update the resulting items.
You still have to drag items to the Campaign items list - as this is where you edit them. Drag your base mundane item to the campaign items list (or create one there), open it and then drag the relevant +X item template from the PFRPG Magic Items module to the mundane item, it will apply the relevant bonus. There are templates for Magic Weapon +1 to Magic Weapon +5, Magic Armor +1 to Magic Armor +5. Then when you drag the weapon to the character sheet, the bonus will be applied to the damage and to-hit bonus. Any armor bonus to AC, etc. has to be manually applied to normal.

You can also drag some abilities (e.g. flaming) to a base item. But you can only do one magical ability this way - e.g. you can't make a +1 flaming longsword this way. If you want to, I'd recommend adding the flaming ability and then manually applying the relevant bonus (+1 in this example).

There's really not much automation involved here, but you can reduce some of the manual process this way. All of this has to be done in the campaign items list, you can't add abilities to items once they are on a character sheet (well, you can - but the code that calculates bonus doesn't run, it only runs when the item is first added to the character sheet).

omegasun06
May 30th, 2016, 07:34
You still have to drag items to the Campaign items list - as this is where you edit them. Drag your base mundane item to the campaign items list (or create one there), open it and then drag the relevant +X item template from the PFRPG Magic Items module to the mundane item, it will apply the relevant bonus. There are templates for Magic Weapon +1 to Magic Weapon +5, Magic Armor +1 to Magic Armor +5. Then when you drag the weapon to the character sheet, the bonus will be applied to the damage and to-hit bonus. Any armor bonus to AC, etc. has to be manually applied to normal.

You can also drag some abilities (e.g. flaming) to a base item. But you can only do one magical ability this way - e.g. you can't make a +1 flaming longsword this way. If you want to, I'd recommend adding the flaming ability and then manually applying the relevant bonus (+1 in this example).

There's really not much automation involved here, but you can reduce some of the manual process this way. All of this has to be done in the campaign items list, you can't add abilities to items once they are on a character sheet (well, you can - but the code that calculates bonus doesn't run, it only runs when the item is first added to the character sheet).

Thanks for the tip this definitely helps some.

swest
September 5th, 2016, 04:38
Greetings,

I have a couple of Modules-related questions:



I notice that there is a new Extensions (https://www.fantasygrounds.com/forums/forumdisplay.php?96-Extensions) subforum under the Armory (https://www.fantasygrounds.com/forums/forumdisplay.php?44-Armory-(campaigns-modules-rulesets-maps-and-tokens)) forum. Good move! I'm wondering why there isn't a corresponding Modules subforum? Are Modules too ruleset-specific for that to make sense? Or maybe there is some other reason?
And,

In Xorn's (Jason Hibdon's) excellent FG: Adventure Building YouTube tutorial, here (timestamped) (https://youtu.be/V-zeGC3e8Ss?list=PLePiBJtKmjLn5IzhpakEcVqAHoYfezZbe&t=736), he describes a method for implicitly linking from the new campaign module he is creating to a token residing in a separate, closed-but-present, module in the modules folder. He also mentions this in his '5E->PAR5E Tutorial' thread here (https://www.fantasygrounds.com/forums/showthread.php?21964-PAR5E-Tutorial&p=219762&viewfull=1#post219762). The relevant text from that post follows:

As far as NPCs when FG-exporting, I just open the NPCs I need in the MM mod, then drag and drop each one's link into the adventure NPCs, like in my Adventure Building tutorial. Re-link the tokens if you want the module to work without the MM module present (or just close the module and /reload to make the tokens work with a closed MM).
I tried (or, at least, I thought I tried... maybe I made a mistake (?)) to do something similar, except that the object to which I want to link is the Diplomacy entry from the list of Skills in the PFRPG Basic Rules Module.

Should that work? Or will I always be required to have that Module open when using this campaign module?


Thanks!

- s.west

damned
September 5th, 2016, 04:52
NPCs and Story and Items (and a few other things) will export in your Module. Skills will not. You will need the source module present and activated.

For the most part there have not been a lot of modules shared.

Trenloe
September 5th, 2016, 04:52
Greetings,

I have a couple of Modules-related questions:
...

1) Modules are usually pretty much ruleset specific.

2) tokens in modules work differently from everything else in a module. Everything else is stored in the FG database format. If you link to data (not tokens) within a module then that module must be installed and activated. Otherwise you'll get an error when you try to open the link: remember this? https://www.fantasygrounds.com/forums/showthread.php?20794-DOE-Locations-Extension&p=287047&viewfull=1#post287047 ;)

swest
September 5th, 2016, 05:08
Trenloe,

Yes, I remember that, but Xorn's step-by-step instructions, and the /reload operation, appeared to be demonstrating something that would overcome that limitation. However, as you point out, I now see that it's the 'type' of data that Xorn was causing to be implicitly linked (i.e., 'Token' data) that makes his example work.

I get it now.

Thanks.

- s.west

p.s. I know that you guys probably think that I'm just flying in circles, but, I assure you I am making progress. I have set a goal to become completely fluent in FG before restarting our RotRL campaign in a month (from now)...

leafgreens
November 28th, 2016, 22:47
Odd problem.

I grabbed Bestiary 2, 3, 4, 5. I did not grab the enhanced bestiary 1.

In-game under modules I show 1-5 available to active. I have activated them. Library display - All.

When I go to NPC button, go to Groups and use the pulldown menu I see All, None, PFRPG Bestiary 1 (has 5 pages of critters) and PFRPG Bestiary 5 (has 3 pages of critters in it). 2, 3, 4 do not show up there. Running windows 10.

Trenloe
November 28th, 2016, 22:48
Odd problem.

I grabbed Bestiary 2, 3, 4, 5. I did not grab the enhanced bestiary 1.

In-game under modules I show 1-5 available to active. I have activated them. Library display - All.

When I go to NPC button, go to Groups and use the pulldown menu I see All, None, PFRPG Bestiary 1 (has 5 pages of critters) and PFRPG Bestiary 5 (has 3 pages of critters in it). 2, 3, 4 do not show up there. Running windows 10.
Welcome leafgreens

This isn't a "problem" as such - some info here: https://www.fantasygrounds.com/forums/showthread.php?21644-Paizo-Bestiary-2-OGL-Module&p=299806&viewfull=1#post299806

Access the NPCs from these modules in the library until these modules are updated (probably not for a couple of months yet).

leafgreens
November 28th, 2016, 23:18
Got it, works fine that way.

Thank you.

Lillhans
January 6th, 2017, 14:47
Have finished my first Random Picks module
Found here: https://www.fantasygrounds.com/forums/showthread.php?35603-Random-picks-Bestiary-1-5-and-Basic-Familiars-random-encounter-modules

merkvah
February 11th, 2017, 17:34
I've spent several hours (maybe 10 at this point) copying from the PF CRB tables and typing items into the FG tables... and there's a lot more to do before I have a full set. But putting all that work in has me wondering...

Do I even need to do this? Is there an equipment / loot generation module which has these tables already created?

If there is no such table, and I go ahead and finish putting in all this information, is it possible to share it with the community?

I'm afraid I'm not very tech savvy, so answers will have to use short words. =) Thanks for your time.

A.J.

Trenloe
February 11th, 2017, 17:43
What exactly are you creating from the PF Core Rules? the OGL "PFRPG Basic Rules" module that comes with FG has the equipment, weapons and armour tables from the CRB.

Also, coming up imminently, will be the official Pathfinder Core Book release, which has the whole Core Rulebook in FG.

Plus you might want to have a look at the modules in post #3 of this thread.

merkvah
February 11th, 2017, 17:57
What exactly are you creating from the PF Core Rules?.

Here's a pic...
https://i205.photobucket.com/albums/bb80/Merkvah/screenie%20tables_1.png (https://s205.photobucket.com/user/Merkvah/media/screenie%20tables_1.png.html)

I'm copying the tables (the picture shows Table 15-3, armor and shields, major, as well as three rolls on the table to generate results) for all of the magic items... basically every table in chapter 15... to make it easy to generate loot or items from within FG. If there's already a way to do that better, I'd love to know about it. =)

Thank you for your reply.

A.J.

Trenloe
February 11th, 2017, 18:22
Look at "Pathfinder Magic Items generator" in post #3 of this thread.

merkvah
February 11th, 2017, 18:46
Thank you, Sir. Those are significantly better than the ones I was making. I feel like an idiot. =)

Thanks for your time.
A.J.

Chazbreed
April 26th, 2017, 06:37
I've been searching around these threads and haven't seen a .mod for the Monster Codex (PZO1130). does one exist or should i just keep plugging away at adding them manually?

Erin Righ
April 26th, 2017, 15:16
Hey Chazbreed, welcome to the forums.

Try this for inputting creatures

https://www.fantasygrounds.com/forums/showthread.php?34199-CreatureGen-Extension-Import-Stat-blocks-on-the-fly-with-populated-spells

Trenloe
April 26th, 2017, 15:33
A lot of people use this application to input creatures: https://www.fantasygrounds.com/forums/showthread.php?20522-Pathfinder-Creature-Parser-V2-Beta-Version It runs outside of FG, creates a module with all of the creatures and provides better formatting of data in the other tab. Go with the one that works for you.

Erin Righ
April 26th, 2017, 15:35
Yes, that one is excellent too, thanks Trenloe

Chazbreed
April 26th, 2017, 18:30
Thanks guys, I will check it out.
I'm currently sifting through the Idea informer forum threads to see if any of my ideas for the "developer's suggestion box" can be useful. See you over there if you happen to come across my posts.

wthrasherb
June 6th, 2017, 17:09
Anyone have the occult adventures classes in a module? I did a quick forum search, but didn't see anything...

hawkwind
June 27th, 2017, 13:37
Re there any compatibility issues between the community based modules and the new official rule set?