View Full Version : Universal Module Extension - Why is it needed?
anstett
January 5th, 2026, 17:28
I often refer people to the Universal Module Extension on the Forge: FG Forge - View Item (https://forge.fantasygrounds.com/shop/items/266/view) to be able to open up any ruleset's materials.
Is there a reason why this functionality is not part of the base program?
A simple check box on the Campaign start up such as - "Check here to use materials from other rulesets"
I did check, there is not a request on the Feature Requests yet. I did not want to add one until I knew if it was possible.
Moon Wizard
January 5th, 2026, 17:56
It's because the Universal Module extension comes with a huge caveat that the data from other modules will not match your current game system, and in fact might actually cause errors that can stop gameplay depending on the ruleset implementation. We've talked about this internally, but haven't figured out yet if or how we would want to add it in a way to either give appropriate warning levels or guardrails.
Regards,
JPG
Nylanfs
January 5th, 2026, 20:24
I wonder if there would be a way to flag some data as purely fluff (description, names, etc.) that could be displayed in alternative rulesets, but NOT the crunch. This could also potentially help with auto-translation should that become a thing in the future.
This might be a good example of something a LLM might be able to handle, in regards to store and all the official data.
LordEntrails
January 6th, 2026, 00:15
I can imagine the number of support issues with people not understanding the differences between rulesets and data written for different ones. "How come all my modules NPCS are messed up?" and then after multiple rounds of Q&A support finding out they are trying to open Tomb of Annihilation in a Pathfinder campaign.
Nylanfs
January 6th, 2026, 13:04
Well yea, but that's not MY problem. ;D
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