Did you go into the module activiation from the library window to open the books up?Quote:
Originally Posted by Laetar
They will not be available until you open the books up in the module activation.
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Did you go into the module activiation from the library window to open the books up?Quote:
Originally Posted by Laetar
They will not be available until you open the books up in the module activation.
If there's a problem with the Summonable Monsters or the Summon Nature's Ally files please let me know.. I'm happy to fix them up... but they've been working just fine for me so far.
Hrm.. I probably should build the some more levels for the Nature's Ally bit...
Is anyone actively making use of these modules?
Yes, I open the book to the module, before see them in the library, if you know.Quote:
Originally Posted by strahd1969
But they do not appear in the library.
Standard books like Monster or base rules appear normal.
Yes I am using both modules. Have made use of them in my games both for myself and the players find them very helpful. Thank you for making them and it would be great to see additional levels.Quote:
Originally Posted by Blackfoot
Thanks.
Is this problem on the host side or the client side?Quote:
Originally Posted by Laetar
Tested on both sidesQuote:
Originally Posted by Blackfoot
Well.. I know that the Bestiaries are not actually supposed to show up on the client side.. but the summonables should work for both the host and the client...
What ruleset are you running? And are you running any extensions that might be causing a conflict?
No, I do not use extension.
Maybe I'm wrong to install, I threw the files with .Mod in data\modules
And this is in the PF version of 3.5 or standard 3.5?
standard 3.5
A few more questions... sorry.
When you go to 'Module Activation' you see the modules listed and books open, but when you go back to the 'Library' the modules are not on the list?
You have the modules in your 'modules' folder under Application Data.. and they are zipped up or unzipped?
In the Modules folder are files with the extension .mod
OK.. I'm stumped.
That sounds like the configuration I've tested.
Are you running on a Mac or something by any chance?
Are you running FG version 2.9.1?
The problem is that the modules listed on the first page of the thread are zipped files within zipped files.
The majority of them need to be unzipped first, then re-name the unzipped file .mod
They will then show up in FG.
I had the same problem..... :o
hello Rands!
All the best people subscribe to this thread (clearly)... :-)Quote:
Originally Posted by damned
Was there a parser built to create the modules (i.e. the equipment module)? Or were these hand entered?
I manually added the firearms to this file, but it's so tedious, I'd rather write something to scrape this off of https://www.d20pfsrd.com and make the modules.
You can do a scrape, but you will still need to go through and correct errors in the resulting file.
Depends which you find more tedious, error checking in a large file, or manually entering just the equipment your players will actually use.
I've just released the first development build of a new module parser for FGII, its called PAR5E. The tool has been developed with support for multiple FGII rulesets and RPG systems in mind. Its currently bundled with a library that can parse D&D 5E/Next content for the new 5E FGII ruleset (in development). Moving forward I plan to release (or support) additional Libraries for other key FGII rulesets in the future.
Before then, if anyone is interested they are free to take the bundled 5E library (using it as a template) to create a 3.5E and/or Pathfinder specific version. Once its developed I'd be happy to bundle it in the master github repo.
As an example of what's possible, the bundled 5E library supports the parsing of:
- Adventuring Gear
- Armor
- Backgrounds
- Classes
- Encounters
- Feats
- Images & Maps
- Image Pins
- Magic Items
- Maneuvers
- NPCs
- Reference Manual (with automatic formatting of text to formatted text)
- Skills
- Specialities
- Spells
- Story (with automatic formatting of text to formatted text)
- Tables (Rollable)
- Tokens (with auto linking)
- Traps/Hazards
- Treasure Parcels
- Weapons
PAR5E also supports full content cross-referencing allowing you to create nice indexes and shortcut links to any module content object very easily.
PAR5E currently accepts text files for input and therefore supports traditional cut n pasting of data from PDFs or can be used in conjunction with an online scraper. As PAR5E is written in Perl its available to run on Windows/OSX and Linux and as its based on a scripting language its quite straightforward to update with new features or additional custom Libraries for any FGII ruleset.
More information can be found over at GitHub: https://github.com/drzeuss/PAR5E
This sounds really good. I was going to write a scraper in Python using Beautiful Soup to grab and parse out the table data. I could use the files created as an input for Par5e. This would save me the work of massaging the data into module format.
I see that the Ruleset Creation documentation isn't in the Par5e manual. I'm very interested in seeing it and seeing if I can make something for 3.5/Pathfinder and possibly Numenera (when it comes out. I am a kickstarter backer for it.).
Give me a few days, I'll release some developer documentation. At a high level the main app operates a standard loop. The Library (when initialised) registers the data types its supports as well as the key subroutines to handle the parsing action. When a parse action is initiated, the main app loops; each time operating on one of the registered data types, the main app provides a support library for opening/closing/reading and writing files and calling the registered Library handlers for:Quote:
Originally Posted by morgurth
- Parsing the data into internal data structures - I used HASH tables for 5E
- Generating lists of data - for FGII's window lists
- Writing the data out in module XML
- Writing the modules's definition (again in XML)
If you take a look at the PAR5Ednd5elib.pm and/or the PAR5Etemplatelib.pm in the subfolder PAR5E, you can get an idea of how it works. Each library exports 3 public routines: initLibrary(), registerDataItems() and registerCustomActions() which perform the initial registration of data and routines.
PAR5E uses abstracted subroutine references to call the custom action routines like parseData, generateReferenceList, copyImages, copyTokens, writeData, writeDefinition, writeReferenceLibrary. Each of these routines is either passed a string to parse or an XML writer object to work on.
Cool. I look forward to reading it and seeing what I can do.
With the part of PAR5E used for the Story mode, it sounds like that is ruleset independent?
Yes, pretty much. Same for Encounters (Combats), Treasure Parcels, Tables (Rollable).Quote:
Originally Posted by morgurth
It wouldn't take much to convert the other data classes, just some examples of the stat blocks, some tweaks to the regex and output XML.
Hi,
I'm a new user on Fantasy ground and I try to load .mod of this topic because I need all pathfinder rules for my kingmaker campaign. I try to use tutorial video and the help on the site but nothing work. Someone can help me?
Edit : i find ... sorry for this post
Did you work out all your questions?Quote:
Originally Posted by ekmule
.mod files are module files that get loaded into fantasy grounds from your FantasyGrounds/modules folder... then you go to the Library within FG and open click the 'Module Activation' button... you'll be able to activate your Pathfinder modules in the window that opens.
Thx for your reply.
I have questions but i wait because i want to search alone and if i really don't find then i will say "Help" here
Are there any modules that replicate the spells/skills/feats/options in the "Complete..." series of 3.5 expansion books?
Nope, because these aren't part of the OGL. The title page of these books usually contains something like this:Quote:
Originally Posted by JohnD
Quote:
Originally Posted by Complete Divine
Ah... I thought not... bummer dude.
https://goingconcern.com/sites/defau...st/spicoli.jpg
Still, nothing to say I can create these on my own when the campaign calls for it. Thanks!
Are there actually any modules besides the core 3 for DnD 3.5?
There's the Core SRD in the store for $7: https://www.fantasygrounds.com/store....xcp?id=DGA044Quote:
Originally Posted by Mgrancey
I'm not sure how up-to-date this is though, as I don't have it.
Thats from the d20srd.org site right?
For only 7 bucks that might be worth picking up if I do get in the 3.5 game.
It's from the SRD, which is posted on that site. I don't know what source was used to create the modules, so I don't know if *everything* from d20srd is in the modules. The store entry does say "Over 800 pages of information taken directly from the Standard Reference Document...".Quote:
Originally Posted by Mgrancey
It also says it's for the default d20 ruleset, which has been around for a while but the format of data is similar to the 3.5e ruleset.
Oh Ekmule !Quote:
Originally Posted by ekmule
Dis donc mon bonhomme, ça fais 2ans que je te parle de FG2, et tu viens poster sur le forum anglais plutôt que de me demander sur skype, ou encore d'aller poster sur le forum www.jdrvirtuel.com qui est la référence francophone de FG2 ? :mad:
PS : Sorry for the french text, it's a joke for my friend Ekmule ! :D
Making use of the Plottwist cards, so I providing access to players by way of module, but I am not sure if it would be okay to provide that module here?
More than likely you won't be able to post that, as "story" elements usually are not part of the OGL. Check the OGL statement that comes with the cards to be sure.Quote:
Originally Posted by Mgrancey
That's what I thought but my brain wasn't working very well last night, moreso because of the art though.
Hrm... Level 3 for Summonable Monsters seems to be broken.. I'll fix it when I get a chance. Sorry folks.
The error isn't jumping out at me. Level 3 'looks' like all the other ones .. it's probably just some little thing I'm missing.Quote:
Originally Posted by Blackfoot
Started working on a combined Summon Nature's Ally module and I'm getting the same problem. The list of names is coming up but the links aren't working.
EDIT: WOO WOO! Found it!
EDIT: The File has been uploaded to a later post with all of my Summons and Familiar Modules.
As this list increases... it seems like it would be a good idea to take advantage of one of the functions built into modules. If, when building addon modules, you give them a categoryname other than PFRPG Essentials they will get sorted into a separate group from the 'standard' material. This seems good for many of these, especially NPCs or Magic Items or whatever that isn't part of the basic 'Essentials'.
I've built all my modules as PFRPG Extras which puts them into their own separate category and seems to work out really well.
Also.. some consistent naming and imagery makes them look better in the library.