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View Full Version : Modules & Multiple Campaigns



Max Silver
September 2nd, 2022, 03:27
I have read Lord Entrails' links, and it usually works out fairly well for me, but!

I have made a few modules for my own use to selectively activate when needed for the campaign. i.e. I made a whole module for the Overlord campaign I recently ran with undead races and such in that module. Worked fine, after I hammered out some kinks, which was part of the learning curve.

I am now running a homebrew campaign that is not the Overlord campaign. I have created a dedicated module for all my NPCs. Made one for the custom Classes and Races I plan allowing in future campaigns. This works fine. I have a fourth that has the Lore bit of the campaign world along with races and classes that are only to be used within the campaign.

Here's the issues: 1 For some reason when I have the campaign loaded, along with the Lore Module, my reference doc is all wonky. It is not showing stuff that I had changed in the module. Like, it is showing the placeholders I was using while writing. On my computer. For some reason the reference manual is showing up perfectly on the players computers. (my wife plays with us and I can see it) I tried deleting the mod, re-exporting, switching FGU on and off, the computer itself on and off, etc. There seems to be some residual info in there somewhere I can't figure out how to purge. I am using the Author Extension, btw.

2 The NPC module is not exporting everything I want and it is also not updating the tokens and image links. Yes, I am including images and NPCs in my export. Some of the NPCs were broken from when I originally typed all the info in. I went back to the original NPC mod and fixed them all, including the images and tokens. (Over 100 npcs, it took a while) I re-exported the NPC Module but when I load it anew, as in the first problem, the old info is there, including broken stuff, no tokens, broken images, and not the repaired stuff. Again it seems like there needs a memory purge or something.

Any fixes, or should I rewrite everything in new modules?

Zacchaeus
September 2nd, 2022, 09:45
See the last three videos here https://www.fantasygrounds.com/forums/showthread.php?55797-How-do-I-in-Unity

Most likely you'll need to revert changes in the play campaign. Make sure that you test the amended export in a new campaign without extensions to see if your edits are there. If they are then reverting changes to the module should fix the issue (assuming that you haven't committed any sins like opening the original module in the creation campaign and edited the wrong thing).

Max Silver
September 2nd, 2022, 17:00
See the last three videos here https://www.fantasygrounds.com/forums/showthread.php?55797-How-do-I-in-Unity
(assuming that you haven't committed any sins like opening the original module in the creation campaign and edited the wrong thing).

Did that ONCE and what a headache it was when I realized I effed it pretty hard. =D

I'll watch the videos when the kiddies lie down for a nap. Thank you for pointing me in the right direction.

Max Silver
September 2nd, 2022, 17:54
ok, the third video may have been what I was looking for. Maybe. I think the database is frazzled.

I have deleted my original mods and made new ones named differently to test, yet again, if the modules are at fault. When opening the campaign and looking over the list of modules under my author name it still shows the deleted modules. It IS showing the new renamed ones as well. Can the modules be saved somewhere else than the modules folder? This could be the root of the problem, the database trying to load more than one module of the same name saved in two different locations. Yes, I restarted FGU between each step.

I snipped a pic of the module pane here. (https://imgur.com/a/njaTRqM)

The EE Monsters was deleted.

Moon Wizard
September 2nd, 2022, 17:57
The "name" of the module is not the same thing as the "file name" of the module. You probably have some .mod files still saved in the modules folder that you created with different names.

One way to "reset" everything is to rename the modules folder to modules.backup (which FG is closed), start FG, and run a new Check for Updates. This will reload only the included modules and modules you own from the store.

Regards,
JPG

Max Silver
September 2nd, 2022, 18:20
i just went into the modulestate.xml and deleted the references to the old modules and this seems to have fixed it.

Thanks for the compass. =)