View Full Version : Updating Custom Content
EnSabahNur
December 10th, 2024, 15:24
I created a bit of an inconvenience for myself, and wonder if there's a simple fix.
I use and love the Player Agency Extension (https://www.fantasygrounds.com/forums/showthread.php?54284-Player-Agency-Extension), and have created my own Faerun module of world-building entries. I load it into several campaigns that I run, and that all works wonderfully.
When I'm doing prep or running a session, I often jot down data in new Player Agency documents, but those are stored in my campaign. I've created and maintained campaign modules before, so I know how to export, but how do I export my new campaign Player Agency documents into the Faerun Player Agency module?
If I choose the same file name, will only the new documents go into the pre-existing Faerun module?
LordEntrails
December 10th, 2024, 15:32
You can't export content from one campaign into another module directly.
What you need to do is this:
Export the play campaign content to a new module. Only export the specific parts that you want to transfer using drag and drop into the export window.
Switch to the development campaign for your world building. Open your play content module. COPY the content from the module to your development campaign. Close the play module. Now you can re-export (which will update) your world building module. Now when you open/access your world building module in all campaigns the new content will be there.
Note, if you copy the play content into existing entries, and those entries have been modified in the various play campaigns you will need to revert the individual data object to get the new content.
EnSabahNur
December 10th, 2024, 16:31
What you need to do is this:
....
Not bad, tbh. Not quite as simple as I'd hoped, but not bad. I get why there's no way to update the original module, and my situation is pretty specific to how I'm using things, but swapping between my development campaign and play campaigns is the way I'll do it, going forward.
Thanks!
LordEntrails
December 10th, 2024, 16:51
Oh, and when you update the devl campaign and module, delete the content from your play campaign :)
And yea, it's not too tough, you just have to be disciplined so that you only have content in one place and making sure you close out the transfer module so you don't end up with issues/mistakes.
rocketvaultgames
December 10th, 2024, 17:42
I'm not sure if it would help you in this situation, but one of the best things I ever did was consolidate all 4 of my Faerunian campaigns into one campaign in Fantasy Grounds. Combat Groups extension makes it easy to keep all the parties and prepped encounters in the CT, hidden but ready at a moment's notice.
There are a few downsides, but I've found the positives far outweigh the negatives.
Positives:
Any additions/changes are instantly updated for all campaigns (and a lot of the same content is reused over the years)
Anyone from any campaign can log in to check their character on off-hours without having to swap which is loaded
Negatives:
Clock Adjuster doesn't play nice with Combat Groups so time will get advanced (and effects expired) for hidden groups (as a result I sadly just don't use Clock Adjuster)
Calendar only supports one current date
Party Sheet only supports one party
The campaign file size is pretty large but everything seems to work fine (when base FG is working fine, anyway)
Moon Wizard
December 10th, 2024, 18:02
We still recommend the separate development campaign; because the rulesets are designed to be used by one party at a time and the combat groups extension also adds extra complexity. Once a development campaign is set up, it's pretty straightforward to update for all the individual campaigns.
Regards,
JPG
EnSabahNur
December 11th, 2024, 01:22
I think for now, I'll create an export for each module (Saltmarsh Player Agency, Phandelver Player Agency, etc). This will let me activate books I need on the fly w/o the complexity of a monolithic Faerun mod.
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