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SerratedEdge83
October 12th, 2025, 20:44
I'm trying to create a Warden class for 3.5 ruleset, but I cant get the module to show up to activate or work at all.

I create the follow folder structure

Warden folder containing the db.xml & definition.xml

I used Notepad++ to make make .xml files, and save them into the Warden folder.
I use 7zip to add to archive, Achieve format .7z and Compression level 0-store to get the .7z file
I rename the .7z to .mod
place the .mod file into the fantasy groups module folder

Nothing shows up to activate.

Trenloe
October 12th, 2025, 20:53
I use 7zip to add to archive, Achieve format .7z and Compression level 0-store to get the .7z file
The compression needs to the ZIP, not 7z.

SerratedEdge83
October 12th, 2025, 21:40
The compression needs to the ZIP, not 7z.


When I select .zip the icon changes to a Compressed (zipped) Folder (.zip), when I rename it it doesn't change to a .mod.

Trenloe
October 12th, 2025, 22:55
You may need to show file extensions to be able to properly rename a ZIP file to .mod.

Additionally, as mentioned earlier, you need to ensure you're using ZIP compression when creating the initial file - just renaming a 7z file to .zip doesn't change the base compression type.

SerratedEdge83
October 13th, 2025, 01:44
Is this the right way to zip it?

Zacchaeus
October 13th, 2025, 08:44
To zip up your module select all of the contents of the folder (not the folder itself) and then right click and select Compress to... and select ZIP. Rename the file to the same name as that in the definition and then change the .zip to .mod. (This is windows 10/11 - I can't remember if other versions of windows had this and I don't know how you'd do this on another OS). Your screenshot looks like you are using something other than windows to zip files.

SerratedEdge83
October 13th, 2025, 14:57
Is there a video showing how to do this with the correct apps. From the research i have done i have to use a third party zip tool like 7zip with the setting to compress level 0 and set it to .7z in order to be able to convert the .7z archive folder to a .mod. If i do .zip with the tool it doesn't allow me to change the .zip to a .mod file. instruction on this process is very limited.

Trenloe
October 13th, 2025, 15:55
From the research i have done i have to use a third party zip tool like 7zip with the setting to compress level 0 and set it to .7z in order to be able to convert the .7z archive folder to a .mod. If i do .zip with the tool it doesn't allow me to change the .zip to a .mod file. instruction on this process is very limited.
Sounds like you're referring to an AI summary of your search parameters as this information is incorrect - AI summaries for FG content are notoriously unreliable, refer to specific (reliable) pages, not AI summaries for FG information.

As mentioned by Zacchaeus - use the built in Windows compression process. Some information here: https://support.microsoft.com/en-us/windows/zip-and-unzip-files-8d28fa72-f2f9-712f-67df-f80cf89fd4e5 Make sure you compress from within the folder as Zacchaeus outlines.

Question - why are you developing your module using XML? You can create this within FG and export as a module from within FG - this will give you a compatible module without the need for compression/renaming, etc..

SerratedEdge83
October 13th, 2025, 16:16
It doesn't a way to add a section where i can add custom spell list link, for a warlock class on invocations I'm also working on.

I understand the process in zipping the file the problem comes in when i try to change the file to a .mod file. The standard zip tool on windows will zip the file but it doesn't allow me to convert that .zip to a .mod, you can not simple change the extension from .zip compressed file to .mod file.

Trenloe
October 13th, 2025, 16:24
As mentioned earlier, you need to show filename extensions within Windows File Explorer to be able to properly rename a ZIP file to .mod.

Info here: https://fileinfo.com/help/windows_11_show_file_extensions

Trenloe
October 13th, 2025, 21:18
See the attached video for steps.

65623

SerratedEdge83
October 13th, 2025, 23:05
Thank you, feel like such a noob. How do I go about creating a spell list that I can go back and add a link to the class like the Sorcerer/Wizard spell list.

Zacchaeus
October 14th, 2025, 09:13
Thank you, feel like such a noob. How do I go about creating a spell list that I can go back and add a link to the class like the Sorcerer/Wizard spell list.

In the Level section of the spell add the class that can cast the spell and the spell level. The spell can then be filtered using the 'source' filter at the bottom of the spell window and when you export to a module it will create a spell list for the class. (Now this is how it works in 5e, but I have no reason to doubt that it also works in 3.5).

SerratedEdge83
October 14th, 2025, 11:47
Thank you Zacchaeus and Trenloe , I will try this out this evening. I do appreciate all yalls help on this.

SerratedEdge83
October 14th, 2025, 23:29
Is their a way I can add a spell list to the class like what shown in the picture attached? The linked list I mean.

Trenloe
October 15th, 2025, 13:54
Is their a way I can add a spell list to the class like what shown in the picture attached? The linked list I mean.
In the 3.5E ruleset, I think this can only be done by hand in the XML. What you show seems to be quite specific to the 3.5E OGL spells module - I believe the developer of that product hand coded the spell lists in the XML (probably used an Smiteworks internal dev tool no longer available), I don't see anything like this in other products based on the 3.5E ruleset (e.g. Pathfinder).

SerratedEdge83
October 15th, 2025, 14:12
Can I create a spell manual .mod file to be loaded, and link the spell list by adding a refence to that .mod file so it look like the other classes?

Trenloe
October 15th, 2025, 14:33
The <spellist> section in the OGL 3.5E module was created manually, if you really want this functionality you'd need to do the same (you could copy/paste the data from the 3.5E module as a starting point), so it would be best to do it in the same module. You could create your base module using the FG export functionality, but then manually modify that with the custom <spelllist> data and repackage the module.

This is something you'd need to maintain manually if you add any new spells into your campaign. It's a lot of work, especially for someone not familiar with this process. I'd recommend you only do this if it's something you truly can't live without.

SerratedEdge83
October 15th, 2025, 14:44
Its not a must have, just thought it would be nice to have. The players can still link their known spells on their character sheet and get access to the description that way. I may still play around with it just to see if I can make it work. Thank you for all of yalls help. I still have a lot to learn, trying to understand the process of add light of sight to my maps, and lighting for tokens.