FlyboySapp
May 3rd, 2026, 15:07
I’m looking for some guidance on module sharing in Fantasy Grounds Unity when a player owns modules that the GM does not.
I’m currently a player in a friend’s campaign and have purchased several modules that my GM doesn’t own. The issue we’re encountering is that, at the start of every session, he has to reload and re-approve those modules, even though they were previously set to auto-load.
We’re aware of the past modulestate issue and attempted the commonly suggested fix of deleting the modulestate.xml file and reloading everything. Unfortunately, the problem persists. Notably, this only affects modules that I own. Modules owned by the GM load and persist normally.
When it didn't load when I could still load my local modules as player. I just loaded the ones I was needing while everyone else was joining and/or during previous sessions recap at the beginning. Our current work around has been to just to have the GM re-approve / reloaded at the beginning of every session since for the last few months as we tried figuring out what could be causing it and that this point we are both kind of stumped.
From the GM’s side, after closing Fantasy Grounds, he said the affected modules appear to be removed from the modulestate.xml file when I exit the game. When the next session starts, they are missing again, and the process has to be repeated.
Has anyone encountered this behavior or found a reliable fix? Are we possibly missing a setting or step?
I’m currently a player in a friend’s campaign and have purchased several modules that my GM doesn’t own. The issue we’re encountering is that, at the start of every session, he has to reload and re-approve those modules, even though they were previously set to auto-load.
We’re aware of the past modulestate issue and attempted the commonly suggested fix of deleting the modulestate.xml file and reloading everything. Unfortunately, the problem persists. Notably, this only affects modules that I own. Modules owned by the GM load and persist normally.
When it didn't load when I could still load my local modules as player. I just loaded the ones I was needing while everyone else was joining and/or during previous sessions recap at the beginning. Our current work around has been to just to have the GM re-approve / reloaded at the beginning of every session since for the last few months as we tried figuring out what could be causing it and that this point we are both kind of stumped.
From the GM’s side, after closing Fantasy Grounds, he said the affected modules appear to be removed from the modulestate.xml file when I exit the game. When the next session starts, they are missing again, and the process has to be repeated.
Has anyone encountered this behavior or found a reliable fix? Are we possibly missing a setting or step?