You should be able to add flavour text back in. A lot of that would be in the reference section at the bottom of the file.
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You should be able to add flavour text back in. A lot of that would be in the reference section at the bottom of the file.
Hi Valarian! Before posting to the forum, I was able to add flavor text back in but only for the Callings section while FG was running. I didn't have to open the Players.mod and unzip and edit the XML. Here is a screenshot example where with the Scholar, I added flavor... I just could just click my mouse in this section and type info in. I could do the same for Slayer, Treasure Hunter, Wanderer and Warden. When I go to the other sections, I can not just click and edit.
Attachment 10146
I was thinking maybe it was a Mac issue as I read some threads where Mac doesn't play nice with some editing.
You shouldn't be able to edit directly in to the library entries at all. Very strange. Does it save the changes to the module? Are they still there if you create a new campaign and open the library? It may be that it's creating a local copy of the reference item for some of the entries. Basically, you have to unzip the module, edit the data file and then re-zip (from within the directory as Trenloe notes above).
These changes/additions will only be available within the campaign where the edits were made. All modules are read-only in terms of the base module data not be able to be changed through the FG interface - unless you write an extension to specifically update module data, there is only one such extension that I know of and this is specific to the Savage Worlds ruleset.
It does save the changes to the module. At first I thought it wouldn't, I would close everything down and go back in and my flavor was still there.
If I create a new campaign and open the library, the flavor is gone.
Must be some weird glitch, I thought that would be way too easy. I am brand new to FG so I did not write any extensions of my own, I just placed the files in the folders and went into the FG interface. I figured maybe there was a way to make modules read/edit somehow as I was able to do so with the Callings section.
No worries, I'm doing it as you guys are instructing. I've got a lot to add but I so appreciate you guys giving us TOR fans something to work with!
Thanks to both of you, I was just trying to understand how to add and edit and don't mind going through the normal editing of the data file. :)
Unfortunately each person has to do their own file. The template gives you the skill names, stats, etc. But none of the flavour or description. An official module would be nice but, from conversations with C7, I don't think their license extends to be able to do that.
I totally get it. :)
Thanks again!
The flavor missing in the new campaign proves that the data is *not* getting saved to the base module.
For some fields in a module, FG gives the appearance that you've edited the module but you haven't edited the base module - the changes are stored in the campaign and "merged" with the module data just for that campaign. The changes aren't applied to the base module.
Hey guys, so I've been working the last week with adding data to the library from my TOR pdf. I just got to Part 3: Fundamentals and noticed 08. Treasure isn't displaying. So looking at the .mod, I noticed you had the ID for "09. Standing" as ID00008, which I assumed it overwrote "08. Treasure" as it was using the same ID.
I just edited the "09. Standing" to ID00009 and now 08. Treasure is showing. Just a FYI.
Thanks. I'll have to have a look in my own version, and fix the template version.