PDA

View Full Version : Module Creation Unity vs Classic



Last Post
December 2nd, 2020, 22:03
So in my attempt to create a custom critical hit/fumble module for my PFRPG campaigns I finally bit the bullet and attempted to edit a pre-existing mod in order to dip my toe into mod creation. I decided to make it in Unity although we still play in classic until our present campaign is done because.... who knows. Anyways I get everything put in just like I want it, export, load it into a new campaign, load the module, test fire and success!!

Great! I'm now ready to reprogram Alexa to hack the Skip the dishes and eat for free for the next week. I just need to get it loaded for my Classic campaign and....... it is now saying I need to have the old module loaded that I based it off of.

Is there a reason this wouldn't be back compatible with Classic if I originally made the mod in Unity?

The original mod that I based it off of works in both.

Any insight is appreciated.

Moon Wizard
December 2nd, 2020, 22:06
FGU automatically converts FGC data to the format it needs and uses. FGC does not know anything about FGU data.

If you want a module to be usable in both FGC and FGU, it must be created in FGC.

Regards,
JPG

Last Post
December 2nd, 2020, 22:08
OK! Thanks for the info.

Makes sense.