View Full Version : Reference module creation - Is this even possible?
DNH
August 9th, 2008, 10:02
What I want to do is create a reference module for my campaign, with articles and links and images and so on. Something like an encyclopaedia or knowledge base. Is this possible to do? What I mean is, I was hoping for something a bit more "attractive" than the standard reference modules (ie with linked images included). And can I do this from within FG2 and export it, or do I have to hard-code it from examples somewhere?
Thanks.
Griogre
August 9th, 2008, 21:00
If you want something like the d20 referance modules, spells, basics and so on those type of library book modules have to be built by hand usually because the /export won't usually do what you want.
I'm not sure exactly what you mean by more attractive. You can't have graphics inbedded with text and you have to go with look of the ruleset you make the referance for.
It sounds like you want to make a common type module like the player guides from the Savage World convertions.
Foen
August 10th, 2008, 09:50
I distribute a reference module for my Withered Lands campaign, which the players install locally. It includes maps and political/geographical information and other campaign standing data.
Instead of a common module, it is a client module: on the one hand it means every player has to load it themselves, but on the other hand access to the content is very quick. It is about 1.2MB.
You are welcome to take a look (it loads into the default d20 ruleset):
https://www.witheredlands.co.uk/download/LegendsWLReference.zip
You unzip the file directly into your modules folder.
Cheers
Stuart
DNH
August 10th, 2008, 23:43
Excellent Stuart! That is exactly the kind of thing I have in mind. Can I create this from within FG2 (which I would prefer)? And if so, how do I export it? Or do I need to hardcode it in xml (not a problem)?
Thanks for the pointers, in any case.
David
Foen
August 11th, 2008, 06:23
Unfortunately you'll need to create this by hand in XML. The MOD file is actually just a ZIP file renamed: once you have renamed it back to ZIP, you can open it and see/edit the contents.
Just to make life a little bit more interesting, I distribute the MOD file inside another ZIP file. My internet host machine won't serve MOD files for some reason (must be a security thing) and my players don't want to do the renaming themselves, so I distribute the MOD inside a ZIP.
Give me a shout if you want any pointers.
Stuart
docplutonium
August 11th, 2008, 15:56
Man, Great minds think alike.
Here's the reference set I give my players.
It's nice for them to have the information in their hands for when they want to look some thing up.
It's not epic or anything, but it gets the job done...
Copy it to your modules folder in FG and then just change the extension from .zip to .mod
Thanks
Doc
docplutonium
August 11th, 2008, 16:00
Unfortunately you'll need to create this by hand in XML. The MOD file is actually just a ZIP file renamed: once you have renamed it back to ZIP, you can open it and see/edit the contents.
Just to make life a little bit more interesting, I distribute the MOD file inside another ZIP file. My internet host machine won't serve MOD files for some reason (must be a security thing) and my players don't want to do the renaming themselves, so I distribute the MOD inside a ZIP.
Give me a shout if you want any pointers.
Stuart
I didn't do this...
I created a new campaign, copied over all my files and text. And then I exported the whole thing as a client with Indexes.
That way as I add more, I load up the campaign, add what I need, re-export and let my players know where to come and get it.
I wouldn't touch hard code XML with a 10' pole
I am sure you will do the way that suits you best.
Doc
Foen
August 11th, 2008, 17:32
I think that's how I started too: having Indices turns Story entries into something players can browse from the Library.
Stuart
Xorn
August 12th, 2008, 00:15
Using WinRAR I can actually just right click the .mod file and choose Open With... > WinRAR, and I can edit the files without unzipping them. It's handy.
Foen
August 12th, 2008, 05:54
I've edited the registry entries for .pak and .mod to open directly with WinZip when double-clicked. I also added some icons for this file type.
Stuart
DNH
August 12th, 2008, 09:30
Yeah, WinRAR's the dog's.
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