View Full Version : Player Side-Library Activation
ldyparadox99
May 22nd, 2007, 21:03
After posting a simpler post in the Tavern, I decided to come here as well since this very well could be a issue with my custom ruleset.
Tonight is the first night I've actually had people log in on the player side and I've been working out bugs, figuring out the character sheet, ect and I came across something weird on the players side with the library modules...
The only book I have available (my eqd20spells) will open but the moment you take the pointer off it will snap shut again. I have it available for my players to open if they wish on my side, and on my side it works completely.
I'm wondering if anyone with a custom ruleset has run into this one and has figured out a solution?? I've managed to figure out about every other bug so far but this one has left me completely puzzled.
Everything is properly tagged for my ruleset, I just can't think of anything else I might have done.
TIA!
pet
I can verify that it is not just custom rulesets... we have the same problem in a campaign I play in. I just recently converted mine as well and I think one of my players reported the same thing.
sloejack
May 23rd, 2007, 05:14
what files exist in your spellbook module? if it's db.xml players will not be able to open the rulebook.
ldyparadox99
May 23rd, 2007, 09:40
The only files that exist in the spell module is the definition, client, and thumbnail.
ldyparadox99
May 23rd, 2007, 09:51
Ok, upon reading something someone in the Tavern mentioned about player portraits...how they must be on the player's computers instead of in my client like FG1...the same held true from the module.
Evidently in order for the players to be able to access my spellbook, they must have the eqd20spells.mod file in their file module as well. I guess unlike FG1, it will not automatically download for them.
Can someone confirm this is how it's actually supposed to work and why it won't automatically upload from my PC like in FG1?
Oberoten
May 23rd, 2007, 10:08
That does sound like a major bug. Does it transfer as it should if you force-load the modules to the players?
ldyparadox99
May 23rd, 2007, 10:12
Nope. It doesn't seem to matter if I force load the module or set it as an option to be opened. If they go to activate it the little book just snaps closed again...and the cobweb sits next to the thumbnail in either instance.
joshuha
May 23rd, 2007, 11:29
The cobweb usually denotes that something is still streaming to the PCs (like when you load an image). However, I have had this same thing happen in my campaign with the default d20 modules (renamed but they show up fine), just in a custom campaign. After a 4 hour session players were still unable to open the module so I don't think it was related to a streaming issue.
ldyparadox99
May 23rd, 2007, 12:11
I'm just glad to find out others are having this problem and for once it's not something I screwed up in my endless fidgeting.
ldyparadox99
May 23rd, 2007, 19:26
As suggested by someone, I went in and used the /export to make a bunch of modules to see if they would load from the player side so I could mimic the file name with the eqd20spell.mod file. However, nothing loads.
I still have to put it manually into the player's folder.
Goblin-King
May 29th, 2007, 08:03
For anyone who might have missed it, see:
https://www.fantasygrounds.com/forums/showthread.php?t=6446
There's a support thread about books that do not stay open, please post there if you continue to experience problems:
https://www.fantasygrounds.com/forums/showthread.php?t=6351
Powered by vBulletin® Version 4.2.1 Copyright © 2026 vBulletin Solutions, Inc. All rights reserved.