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Hex08
November 15th, 2025, 02:58
I am running a sci-fi campaign (The Last Parsec) and only want certain skills, edges, items, etc. to be available. For example no spellcasting but psionics is ok, no elves but insectoids are ok. To make it easier on myself and my players under the character dropdown on the right of the screen I opened each of the options; edges, hinderances skills, powers, races, etc. and in the group dropdown for each it lists the core rules (SWADE), the Science Fiction Companion and the other modules I have made available to the players. I added another group with the name of the campaign. I then drag and drop something from the appropriate group to the group named after the campaign so the players can just choose the campaign group and see all of the options that should be available without having to sort through unavailable stuff. Unfortunately, sometimes nothing stays in the campaign group or just some items stay in the campaign group.

For example; I open Races and I drag and drop Insectoid from the Sci Fi Companion group to my campaign group and Human from the SWADE group and into my campaign group. Both stay in the group I moved them to until I exit Fantasy Grounds. When I reopen Fantasy Grounds Insectoids are in my campaign group but Humans are gone. Wen I do this with Skills nothing stays in the campaign group. The only way I have found around this, and I have only tried it with skills, is to make a copy and move the copy. Doing it that way, especially for equipment, will take forever.

Am I doing something wrong?

wndrngdru
November 15th, 2025, 04:08
To do what you're wanting, I think you'd need to make a module in a separate campaign of all the stuff you want to allow, dragging from the sources the way you're currently doing it. Export that module, then open it in your main campaign. The newly created module should have it's own group in the libraries.

You will still need the other sources loaded as the module will link to those but they should be gathered the way you want.

Mike Serfass
November 15th, 2025, 14:44
@Hex08: You're doing this correctly.
There's an error deleting the files that are created to track these changes. They get deleted when the application closes.
This also happens when you change editable module records (like NPCs). The changes are lost when you restart the game.
I reported this here: moduledb Files Deleted On Close (https://www.fantasygrounds.com/forums/showthread.php?86184-moduledb-Files-Deleted-On-Close&p=753785&viewfull=1#post753785)

Hex08
November 15th, 2025, 17:16
Thanks for the answer. I thought I was doing it right but started to think I was crazy

Moon Wizard
November 16th, 2025, 02:07
The TLP modules are marked as read-only within the module data; as they are setting material and most rulebook/setting material is read-only by default.

Any "issue" in this case is that the core system allows you to do it; when it will just get unwound on the next reload.

Regards,
JPG