DrClarke
June 14th, 2007, 22:06
Okay, I'm finally delving in FG2 (I own two copies I like it so much!) I didn't have any real problems with FG1, especially with the tutorial located at: https://www.fantasygrounds.com/forums/showthread.php?t=4493
That walkthrough opened up all the doors I need for FG1.
Now I'm partially stuck in FG2. I've been 'searching' but I'm not finding the exact 'door opening vault of information' that will give me that "Ah Ha!" moment.
I've looked through the documentation located: https://www.fantasygrounds.com/forums/showthread.php?t=6294 and this has taught me how to get my own ruleset started by utilizing the d20unpack.exe file.
I've also seen a lot of posts on using /export on the command line, but this isn't appearingly answering my needs.
What I'm curious on doing is making, obviously, my own set of rules/data. Like hos I notice in the \Application Data\Fantasy Grounds II\modules directory. I see a few d20[some_name_here].mod files. I understand what these are and how to manipulate them by unpacking the .mod file.
One point of confusion, from the searches are it seems there are .mod files and then there are .mod files? :) Some folk refer to .mod files as, lets say for example, DM Joe created a .mod file called d20MonsterManual2 (for his own personal use and not to share) and it's populated with only MM2 data. This makes it for quick easy searching. Other folk refer to a .mod file as a module, in the sense of a D&D Game Module. I understand this is created by utilizing the /export command on the command line in FG2.
I'm more interested in how to create the .mod files that seem to come stock with FG2, all the ones that start with d20. Also, how come I can't load this in my generic created ruleset? If I do use the /export command, it seems I just get one singular file called [some_name].mod. What if I wanted to have many books available in my personal library?
This was easy to me in FG1, but it's like I'm completely missing something important here in FG2... the fabled Rosetta Stone ... if you will.
Can someone point me to my "Ah Ha!" moment while I continue tinkering and reading?
Thanks!
That walkthrough opened up all the doors I need for FG1.
Now I'm partially stuck in FG2. I've been 'searching' but I'm not finding the exact 'door opening vault of information' that will give me that "Ah Ha!" moment.
I've looked through the documentation located: https://www.fantasygrounds.com/forums/showthread.php?t=6294 and this has taught me how to get my own ruleset started by utilizing the d20unpack.exe file.
I've also seen a lot of posts on using /export on the command line, but this isn't appearingly answering my needs.
What I'm curious on doing is making, obviously, my own set of rules/data. Like hos I notice in the \Application Data\Fantasy Grounds II\modules directory. I see a few d20[some_name_here].mod files. I understand what these are and how to manipulate them by unpacking the .mod file.
One point of confusion, from the searches are it seems there are .mod files and then there are .mod files? :) Some folk refer to .mod files as, lets say for example, DM Joe created a .mod file called d20MonsterManual2 (for his own personal use and not to share) and it's populated with only MM2 data. This makes it for quick easy searching. Other folk refer to a .mod file as a module, in the sense of a D&D Game Module. I understand this is created by utilizing the /export command on the command line in FG2.
I'm more interested in how to create the .mod files that seem to come stock with FG2, all the ones that start with d20. Also, how come I can't load this in my generic created ruleset? If I do use the /export command, it seems I just get one singular file called [some_name].mod. What if I wanted to have many books available in my personal library?
This was easy to me in FG1, but it's like I'm completely missing something important here in FG2... the fabled Rosetta Stone ... if you will.
Can someone point me to my "Ah Ha!" moment while I continue tinkering and reading?
Thanks!