Check the Pathfinder Society forum. People are posting their characters for GMs there all the time.Quote:
Originally Posted by Bidmaron
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Check the Pathfinder Society forum. People are posting their characters for GMs there all the time.Quote:
Originally Posted by Bidmaron
Actually, I just tried one of the pregens from the PFS forum (Ezren), and I keep getting the following error:
Conversion Start
Version: 2.9.0.C
Game System: PFRPG
Ruleset: 3.5E
Source Format: Fantasy Grounds (.xml)
.Path: \\psf\Home\Downloads\Ezren - Wizard 1.XML
Output to Xml: false
Import to Local Character List: true
.Path: C:\Users\Dale\AppData\Roaming\Fantasy Grounds II\characters\3.5E.xml
Import to Campaign: false
Using module manager: true
.Module: 3.5E-basicrules.mod
.Module: 3.5E-magicitems.mod
.Module: 3.5E-spells.mod
.Module: PF-SRD-Basic-Rules.mod
.Module: PF-SRD-Spells.mod
.Module: Basic Familiars
.Module: Bestiary2
.Module: Crit Fumbles
.Module: Bestiary3
.Module: Complete Magic Items
.Module: GameMastery NPCs
.Module: Advanced Rules
.Module: Basic Rules
.Module: Bestiary
.Module: Complete Spells
.Module: Spells
.Module: Summonable Monsters
.Module: Summon Nature's Ally
.Module: Summon Nature's Ally II
Using local xslt: false
----Conversion Results----
Could not convert Ezren: Object reference not set to an instance of an object.
--------------------------------------------------------------
My thought is to go in and start turning off module extensions in the importer and see what happens, but just wanted to see if someone else may have already figured this out.
Ezren works fine for me.
I think it is related to all of the modules you have enabled - there's really no need to enable all of those modules as the majority of them won't even be used by the converter. Go into "Manage Modules" in the character converter and click the "Restore Defaults" button then "Save Changes" and try converting the character again.
I bought the lite version (player only) Do i not get the character import feature? I can not locate it.
Did you press the Start Button -> All Programs -> Fantasy Grounds II -> Application Data Folder? When the Windows Explorer pops up, look in the utilities folder for characterconverter.exe.
Where do I put it once it is converted? It was converted easily just can't find where it says how to get it into Fantasy Grounds 2 after I do the conversion.
Depends how you're doing the conversion - that is, what your "output" is. There are 3 options:Quote:
Originally Posted by CrimsonCrust
- XML - you are asked to select a location and filename to store the XML output. This is then used by the GM to "import" into their own campaign.
- Local Import - this places the character in the local character cache, which is accessed via the "Manage Characters" button in the FG start screen. EDIT: Or, the character will be available to select when you connect to a campaign as a player. They are in the "Characters" selection window, but you need to press the up arrow "Import character(s)" icon at the bottom of the window to see the "Import Local Characters" screen that shows the characters in the local cache. Selecting a PC here will send the PC to the GMs campaign and any changes made in game will be with the campaign version of the character.
- Campaign Import - select a campaign on the local computer to import the character directly into. Then, start that campaign and the PC will be in the character pool.
Thanks. That helped out. I could not find it in the thread. I am sure it was somewhere obvious though. Thanks.
The character importer seems incredibly useful. I just tried it out, appeared to work great! :D
My question is: how does the presence or absence of modules affect the importer?
Specifically, I created a 4E campaign, no modules activated, imported a character and it appeared to work as designed. I can see the characters powers, they appear to work. There's a few little bits of weirdness which I can easily correct, like the powers don't have weapons assigned (and, weirdly, there is no Weapon #1 on the Combat tab, it starts with #2, but whatever).
So I see this thing working, no modules activated, and I wonder if this means my players can import their characters without needing me to push out to them all the relevant Player Data modules.
Now, I have tons of modules in the modules *folder*, is the importer using these? That's fine, super cool, just want to know. I certainly don't mind importing my player's heroes for them, it's easy.
I notice there's a checkbox for "Use modules from the module manager to lookup" but I think this refers to the "Managing Modules" function in the importer? Which has nothing selected currently.
Which makes me wonder...should I be adding my modules to the module manager? The character appeared to import successfully, what would happen if I added my player data modules?
This is something I could find out by trial and error, but while I'm here, if I as GM import a PC, then set owner to None, will a player who logs in be able to take ownership over him and have his powers and everything work without installing PC data modules?
This is exactly what I have done for my 4E campaigns and the players do not need any modules to use the imported characters even if the character sheets have links (the little red dragon icon) to modules. If the imported characters sheets do have links to modules those will not work unless the characters have the modules and they are activated. All of my imported PC's have links to modules (powers, feats etc) for easy reference for myself and although the players do not have the modules they are still able to control the character and use the character sheets just fine.Quote:
Originally Posted by mattcolville
Not sure how the rest of it works though as I have only been able to get the XML option working on the Mac using mono. If anyone else has got the Local and Campaign Import working on Mac I would be interested to hear how you achieved it.