View Full Version : Export Module (Read Only) but still editable
Tokuriku
October 15th, 2020, 01:52
Hi all!
I'm having an issue where I export a module in Fantasy Grounds Unity with the `Read Only?` option checked.
When I import the module in a campaign, I can edit all the entries that I have created in the module.
I was under the impression that the lock icon would be red and I would not be able to edit the entry.
Please tell me if I didn't understand something or I did something wrong.
Thanks for any help!
Zacchaeus
October 15th, 2020, 09:52
That's certainly how it works in Classic, but my tests show that it doesn't in Unity. Not sure if that is intended or not since there's usually no reason to export a module as read only.
Trenloe
October 15th, 2020, 10:39
The reason you'd want a read only module is to make it a reference module. In FGC if you check the read-only option the data is put in reference.story, reference.item etc. within the module database. See the data file format section here: https://fantasygroundsunity.atlassian.net/wiki/spaces/FGU/pages/4096151/Module+Data+File+Overview It also sets static="true" for the reference section, which makes all the records read only. This mirrors the setup for official FG reference products.
In FGU it exports to the correct reference.xxx database structure if read-only is selected, but static="true" is not set, so the records aren't read-only.
Tokuriku
October 15th, 2020, 15:48
Awesome, thanks for the info!
It makes sense now.
Do we know if the issue is on the radar of the development team or a way to let them know?
LordEntrails
October 15th, 2020, 16:10
We don't know. But now that it's been posted here they should pick up on it in the near future. But not sure when they will work it into a fix.
Moon Wizard
October 15th, 2020, 18:28
Thanks for reporting. I've found the issue; and it will be fixed in the next build.
Regards,
JPG
Tokuriku
October 15th, 2020, 23:53
The speed on this forum is inspiring!
Thanks for all your inputs :D
Keep up the great work!
mikegraf
October 16th, 2020, 00:32
I agree, the developers focus and response to issues or bugs is truly amazing - much appreciated
Tokuriku
October 16th, 2020, 15:34
I've seen the fix being in the latest release, kudos.
That said, though it works with 5e, it does not work for me on the SavageWorlds ruleset.
Could someone confirm that please?
Moon Wizard
October 19th, 2020, 07:12
Yeah, I can confirm. It's because the SavageWorlds ruleset is currently overriding the checkbox behavior, due to backward compatibility considerations when it was layered on CoreRPG.
I've passed the issue on to the SavageWorlds developer (Ikael) to look at.
Regards,
JPG
Tokuriku
October 19th, 2020, 17:19
Thanks for the follow up!
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