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Netherbovine
August 13th, 2021, 17:56
Hello all,

Recently I've been converting the 5e spheres system (https://spheres5e.wikidot.com/) to a few modules so my players and I can use it in FG. Recently, I have noticed that some of the class features for the custom classes start to pop up in other classes in character creation. So, for example, I leveled a Conscript to level 5 and got all the appropriate features (and I saw those and only those features appear in the chat), but when I take a look at the character I see features from the Elementalist, Armiger, Scholar, Artisan... etc. These features are not logged in the chat, while I am adding levels but just pop into existence in the Features section of my character sheet. These features come from both my Spheres of Power and my Spheres of Might module conversion (i.e. 2 separate modules). This problem does not replicate with classes from official 5e modules

I've got no idea what might cause these features to apply wildly and would love some insight!

Thank you.

SilentRuin
August 13th, 2021, 18:01
Most things that search on names in FGU will do a global search and find the first alphabetical module name match it finds it in - or so I believe.

Netherbovine
August 13th, 2021, 18:08
Welp, actually, just unloading and reloading the modules fixed the issue, so meh?

Zacchaeus
August 13th, 2021, 18:14
When you create things in FG the abilities etc are allocated an id rather than a name. So in an official class the xml will show fightingstyle but in a Homebrew one it will show id-000001 or similar. So if you create several modules then you’ll get several id-00001’s. So when you have a class that links to an id it will pick up all of the same ids from other classes in other modules. So when creating Homebrew classes create them all in the same module to avoid this.

EOTB
August 13th, 2021, 20:07
How does this interplay with the advice to create separate campaigns for separate material? For example, I have two different campaign files set up for work intended to go on the foundry - one for core rules and another for a rules supplement - and both of these have character classes that presumably FG considers "homebrew".

Should I be exporting the classes out of the supplement campaign into the primary core rules campaign, drag-copying them there, and then re-exporting them back out, to ensure some classes from both folders don't have "id-00000X" matches?

Zacchaeus
August 13th, 2021, 20:36
Yes. As I said above you should create one module for all your classes otherwise you are likely to have the same issues as the OP.

EOTB
August 13th, 2021, 21:40
OK (and sorry if this is a dumb question) but let's say I've done all that and I have a "mover mod" of the supplement classes after they're taken from the "classes campaign". If I load the mover mod into the true supplement campaign folder and drag-copy the classes back into the supplement campaign, does that retain the id number given to it in the classes campaign folder which avoids the problem?

I'm asking because I'm trying to make sure there's some way to aggregate all the supplement material into one supplement, and not have it scattered where the classes aren't in the same foundry mod file as the rest of the material.

EOTB
August 13th, 2021, 21:46
It just seems to me like this might be a headache waiting to happen with foundry material, if every "homebrew" class put up on the foundry all have the chance to duplicate each other's id-00000x

Zacchaeus
August 13th, 2021, 22:04
When you copy the classes into the campaign everything will be given a unique id in that campaign. And so when you export from there everything should work fine as far as not seeing duplication is concerned.

In a campaign everything has a unique id. The problem only exists if you have two or more modules with the same type of data in it.

EOTB
August 14th, 2021, 09:50
OK, thanks for the heads up