HywelPhillips
October 17th, 2020, 17:31
Hi Everyone,
I'm probably doing something dim, but since I updated FGU today my map module export procedure seems to have broken.
I keep all my battlemaps in a separate campaign (which happens to be CoreRPG ruleset, stupidly, but I'm stuck with it now). I make all the LOS mods etc there centrally then export as a module so I can use them in all my campaigns.
Today the export procedure seems to have broken and I don't know if I've just mis-remembered it or something has changed. Here's what I do, can anyone spot what's gone wrong?
In the Battlemaps campaign, do my edits. Export from that campaign, giving it a module name and comments etc. and exporting just the "Images and Maps" option tick-box.
This creates a .mod file in the modules directory.
I rename this to .zip and unzip.
I edit the definition.xml file and change the ruleset entry from CoreRPG to <ruleset>Any</ruleset>, save the file.
Rezip, rename to .mod
Now my 5e campaigns aren't picking up the module as loadable, so it doesn't appear in the list. It appears fine in a CoreRPG campaign.
I'm really confused, can anyone suggest what might be going on? It's almost like it is picking up a "phantom" version of the .mod file. Have I mis-remembered the magic incantation to get the module usable in all rulesets?
Hywel
I'm probably doing something dim, but since I updated FGU today my map module export procedure seems to have broken.
I keep all my battlemaps in a separate campaign (which happens to be CoreRPG ruleset, stupidly, but I'm stuck with it now). I make all the LOS mods etc there centrally then export as a module so I can use them in all my campaigns.
Today the export procedure seems to have broken and I don't know if I've just mis-remembered it or something has changed. Here's what I do, can anyone spot what's gone wrong?
In the Battlemaps campaign, do my edits. Export from that campaign, giving it a module name and comments etc. and exporting just the "Images and Maps" option tick-box.
This creates a .mod file in the modules directory.
I rename this to .zip and unzip.
I edit the definition.xml file and change the ruleset entry from CoreRPG to <ruleset>Any</ruleset>, save the file.
Rezip, rename to .mod
Now my 5e campaigns aren't picking up the module as loadable, so it doesn't appear in the list. It appears fine in a CoreRPG campaign.
I'm really confused, can anyone suggest what might be going on? It's almost like it is picking up a "phantom" version of the .mod file. Have I mis-remembered the magic incantation to get the module usable in all rulesets?
Hywel