ArcaneTheWoof
April 4th, 2025, 10:52
So I'm updating the Tomb of Annihilation campaign module to 2024 rules—in particular, updating all of the monsters to use 2024 versions. I figure the fastest way to do this is to just change the NPC records in the module, and this process has been going fine; however, when I change the name of the record, it gets reverted. So for example, what were Aarakocra in 2014 are now Aarakocra Skirmishers in 2024. All of the stat changes stick, but when I change the name, as soon as I page down the NPC list, when I go back, it's been changed back to Aarakocra. If I close the NPC record and immediately reopen it, it stays changed; it's only when I page away or close the NPCs window that the change is reverted. Any idea what's going on?
ArcaneTheWoof
April 4th, 2025, 10:56
Just noticed that for some reason, changing "Aldani" to "Aldani (Lobsterfolk)" did stick. "Aarakocra" to "Aarakocra Skirmisher" and "Acolyte" to "Priest Acolyte" don't stick.
Zacchaeus
April 4th, 2025, 11:53
I'm not seeing this. When I change the Aarakocra to Aarakocra Skirmisher the name stays changed no matter what I do. Are you using any extensions? Have you tested in a new campaign without extensions?
ArcaneTheWoof
April 4th, 2025, 12:05
Okay so weirdness: I restarted the app in LAN mode because I was getting some slowdown and I wanted to see if maybe it was because it was talking to the cloud unnecessarily or something, and when I started it up again, I clicked the NPCs tab and the window looked different. After a bit of fiddling, I realized that this was because originally, for some reason, I'd pulled up the NPC list from the ToA module rather than clicking the NPC tab.
If I click on the name of the NPC in the NPC tab window (the one that has "By Letter", "By CR", etc.) to open the NPC record, and edit the NPC name, it sticks—including showing the change in the module's NPC list. If I click the name of the NPC in the module's NPC list to open the record, and edit the NPC name, it doesn't stick and will revert as soon as I page away. It's really weird behavior, but at least I can get it to change now.
...Don't ask why I got to the NPC list through the module rather than the tab, I've no idea, I was probably just already in the module window.
Laerun
April 6th, 2025, 17:55
Okay so weirdness: I restarted the app in LAN mode because I was getting some slowdown and I wanted to see if maybe it was because it was talking to the cloud unnecessarily or something, and when I started it up again, I clicked the NPCs tab and the window looked different. After a bit of fiddling, I realized that this was because originally, for some reason, I'd pulled up the NPC list from the ToA module rather than clicking the NPC tab.
If I click on the name of the NPC in the NPC tab window (the one that has "By Letter", "By CR", etc.) to open the NPC record, and edit the NPC name, it sticks—including showing the change in the module's NPC list. If I click the name of the NPC in the module's NPC list to open the record, and edit the NPC name, it doesn't stick and will revert as soon as I page away. It's really weird behavior, but at least I can get it to change now.
...Don't ask why I got to the NPC list through the module rather than the tab, I've no idea, I was probably just already in the module window.
If you plan on creating or editing any records, such as NPCs, create your own group or category in the NPCs data window.
Make copies of previous NPCs that you wish to change or edit, including any new tokens, art, text, etc.
Once you are finished with you edits and changes, the new NPC records will need to be swapped out with existing encounters, in which you can also recreate an existing encounter and swap out with your own modified versions.
Anytime you modify an official module record, it is usually temporary and only changes for that campaign or session, and usually not permanent. And, if you force "revert changes ", all of your edits to official records will reset to the original defaults of the base records.
So, to achieve permanent edits and changes, creating "copies" of records, updating, etc allows one to preserve their custom work, it will leave the official and permanent work intact, and when your are done editing whichever records you intend to change, you will need to relink or connect all of your new custom edits all the way through.
So, if you edit just the combat tracker, that will not change anything down the line, before that. Fantasy Grounds will not go back through and update every modified custom records, as the changes will be static and not dynamic.
If I want to change an encounter and be able to export my work later I might need to edit, change, and relink each data type separately and independently. And, therein is the work and effort, depending on how large of a project you intend.
I might need to copy the story page entry with my own copy. And make my edits to the copy such as linking my own updated versions of encounters, NPCs, etc, especially when adding new art or editing text, etc.
NPC stat block, to Encounters, to where and if the encounter in question is actually going to be linked to.
So, if I just drag an updated encounter, it must also contain the updated NPC record if applicable. It takes some time, patience, and practice if your project and efforts are complex or grand.
Another caveat that might be throwing a wrench into your work and understanding of the content creation process is that duplicate records can get confusing and out of hand if you are building content in your campaign instead of a separate work campaign. A few minor changes are easy enough, but if you are needing to swap out lots of different items, data, art, etc., this can become somewhat complex, depending on your approach and your exact needs.
For example, NPCs, if I have more than a few, I will create the stat blocks from scratch or make copies of existing NPCs and add my own custom group or category in the NPC data window.
I then edit, organize, rename and size any custom tokens or images and add to the proper sub folders in Fantasy Grounds and 'refresh assets" when done with organizing the new images. Then I add or associate the new art, if applicable to the NPC records, and then add the new NPCs to my copies or new custom or modified encounters, and then relink my updated encounters to a map a story page, depending on how I intend to run or play with the content.
For just small edits or just one change, one will likely not need to go through all of these steps. However, just remember that you might need to work from the source and up, from the base or original data and all the way through to your custom records. Just changing a title or name is not usually permanent and can cause confusion if you do a bunch at once. Links are associated to other records by title, and the associations of links are what tend to break or get out of sync first.
ArcaneTheWoof
April 7th, 2025, 17:20
All of that sounds awful. I’ll just do what I’m doing, which seems to be working now, and back up the modified campaign folder to use as a starting point if I want to play this thing again.
Laerun
April 8th, 2025, 03:53
All of that sounds awful. I’ll just do what I’m doing, which seems to be working now, and back up the modified campaign folder to use as a starting point if I want to play this thing again.
Sounds good, I did not intend to scare you off.
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