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?
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?