Thank you! installed the lastest ruleset. I Had trouble finding it but got their in the end and work beautifully.
Are you going to design a similar mod editor for traits and abilities, or is there one that already exsists?
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Thank you! installed the lastest ruleset. I Had trouble finding it but got their in the end and work beautifully.
Are you going to design a similar mod editor for traits and abilities, or is there one that already exsists?
Xeonen created a script to do it but I plan to add this function to mod maker when I get a chance.
Maybe I'll work on it tomorrow if work doesn't fry my brain by then.
Awesome, thank you again. Work I think is frying everyone head at the moment, take care and thank you again.
I was trying manual entry and ran into some issues:
1.) Cloth Armor turned into equipment. (Workaround was to make it a junk item and continue with the Armor cat.)
2.) Attempted to created a multi mode weapon became equipment.
3.) When attempting after a crash of the program to resume progress from last point data fields lose color coding and all items convert as equipment.
I will visit this and see what I can duplicate. Not knowing exactly what you entered it might be impossible to create the same issue but I've been focused on the import code so much it is possible issues have been introduced on the manual side of things. I'll be back :)
Please feel free to ask any clarifying questions. I do my best to answer completely. I was using info from GURPS Lite 4e and manually entering it into the mod make if that helps. I am doing it as a bit of a lark and a possible intro to GURPS for newbies you know don't overload people just start and then if there is interest then work up to more complex situations.
Sorry I wasn't quicker to respond. I actually fixed your points right away but then I forged ahead on getting Traits to work.
Colors is fixed. I added tool tips to many of the column headings to help explain what they are for.
By the way, it's helpful when creating items manually to right click on that first "cat" column to get a selection to make sure you set that up correctly. I think this was what was tripping up your dual items.
Traits
It's not perfect so consider Traits a beta feature. Right now you can only import Traits (eg, Advantages) from Gurps Character Sheet (GCS). Exactly like you import for items or vehicles.
I haven't tried all of them but Basic Set as well as Dungeon Fantasy work.
I'll work on GCA as soon as I feel like looking at Advantages again but it will probably be a few days just because I need a break. :)
Known issues
Action does not work - it has some numbers issues with multipliers I'll have to iron out.
Hopefully I didn't break anything but as usual let me know.
Hello. Thank you for the program.
Currently, the app does not work correctly with Cyrillic.
Please add character conversion. See the attached .txt file for matching the character encoding in GCS and FG.
Hi All,
I finally figured out what I was doing wrong and got myself "functional" with the Mod program. That having been said, I started working with the spreadsheet database I already created and intended to write my own VB.NET exe application for, and went to see whether or not I could get it to work with the Mod Maker. So, below are some of the thoughts I had, some of the experiments I tried, and some of my likes and dislikes. Note too - I only TOO well understand the irony of the phrase "In my copious spare time" when/where it comes to writing code and having to balance my work life with my home life and my family life and even with my Fantasy Grounds time as GM...
So, on with my "experiments". My spreadsheet that I have with my data, has but 6 columns.
It has:
Category (which would be the subtype in Fantasy Grounds xml),
Name (name in xml),
cost (cost in xml),
lc (lc in xml),
tl (tl in xml) and
notes (which would be notes in xml for fantasy grounds).
By default, all of these entries would be "Equipment" as the type...
I thought to myself "Let's try copying an entire row into clipboard, and pasting the contents of excel into the mod maker. As might be expected, they all copied into one cell rather than into 6 cells. I wasn't discouraged by that, so I tried the next trick that came to mind. I clicked on the row number in Excel so it would take every single column's worth of the row and perhaps paste it that way. Nope, that also only pastes into one cell. This is NOT a critique against the program simply because a program only does what the coder wants it to do, not one bit more.
So, I got a pleasant surprise when I tried my next experiment. Jaxilon did not (thankfully so!) arrange his columns in a fixed manner. For instance, when the program first starts up, you see the following:
cat name nameext description notes (plus another 25 fields)
Now, what if I wanted to arrange it so that the first five fields/columns of Jaxilon's Mod maker were to display things in this order...
nameext notes cat name description
It turns out, that you can click on a column name and drag it to a new location such that the order is changed. This may prove to be important for when I want to fill only those fields closest to the visible work area of the mod maker, instead of having to hunt for the proper column using the slider bar. It is a user "comfort" thing more than anything else.
I could say more, but I do NOT want to take on the tone of someone who is demanding things that the original programmer may not have the free time to supply. But as a user of the software, this would be on my wish list:
Get rid of the buttons "Convert" and "export". These are things that could be moved into the menu itself (and have hot-keys to activate). Everything else where you have the name for the mod, author name, path to save things to - can either become their own menu items, or rolled into the "Save" dialog. The picture icon - well, that needs to stay where it is because it is the part, if required, needs to be done prior to saving.
Then I'd fold all of the "Options" items into the File menu item.
Just don't get rid of Options just yet. In that menu list, I'd like to see the ability to "hide/unhide Fields" so that if we don't want or need to see a given field, we can opt out of viewing the fields we don't want. Also, if there is to be no "Import Excel data" option, then the ability to use the cipboard for multiple cell copies to multiple cell paste in his datagridview would be wonderful.
In short, Mod Maker does what it sets out to do - and I've no doubt that Jaxilon had to spend a lot of skull sweat figuring out the formatting of the XML fields exported by GCA, then arranging them as necessary. Making order out of chaos couldn't have been easy.
I'll have to let all that sink in.
You are right there was much time spent absorbing the chaos. GURPS just has so many variables it may not be possible to account for every edge case. I have done my best for a first shot endeavor.
At the moment I'm trying to nail down the last of things needed to populate everything like Advantages, Skills and so forth but I'm anxious to get back to working on my game world. I'm sure my players are wondering if I ever will.
After that, if I regenerate some energy for it I'd like to redo this as a more web based cross platform application but that is going to depend on interest and mostly my own time.
What began as a passion project to remedy the envy towards what other rulesets had at their fingertips has evolved into much more than I expected. BUT, I see the light at the end of the tunnel.
There are some things I'd like to add and some refinements that are needed but once I get this last push wrapped up I plan to rest for a bit and do some world building.
I should have an update for everyone Wednesday, I just want to test as much as i can before releasing into the yonder.
Updated version 1.0.0.9 now allows you to handle Abilities & Traits in addition to Items.
There are a few refinements I think would be helpful when manually entering things. Like changing some of the cells into drop down lists and so forth but I said I would put out an update today and I have about 35 minutes before that deadline hits in my part of the world.
I enabled Localization but have no idea if that is sufficient to allow for the Cyrillic alphabets. I'll need someone to test that for me since I'm leery of changing my entire system to Russian.
You can import from GCS and most of the things I've tested work. There are a few that do not, like some of the tactical data. I never did get around to digging at that but if it becomes important to someone drop a mention so I know it's worth my time.
I don't really use magic in my games but I tried exporting a bunch of spells from GCA and some of them have many, many subtypes. That proves to be messy when you click on "Spells" as it tends to break everything up too much. I did find however if you export by selecting the drop down menu in GCA to choose a specific area say, "Fire" it looks like it works much better.
I know there are a variety of ways to use GURPS and I don't use them all so if there is an area you need that is woefully lacking let me know and I'll do what I can to get it sorted.
In the days to come I'll be checking for feedback to see if anything needs attention.
In the meantime I'll be using it myself and making notes.
I probably should do some tutorials on how to do Traits (Advantages, Disadvantages, Perks, Quirks) and Abilities (Skills, Spells, Powers, Others) since none of that existed when I made the ones for Items.
Happy playing!
Thank you Jaxilon.
:)
Thank you for all your work!
A new tutorial would be very helpful.
It's essentially the same program with added functions to import traits and skills so you can follow his original video here https://www.youtube.com/watch?v=8dZc5PdJJHU&t=305s
Something to keep in mind is it will send traits and skill into the "rejected" category unless you have at least 1 piece of equipment. So I'm currently using to program by creating and naming characters in GCA with the categories I intend to use to make sorting in game easier. E.g. "Advantages" then I give that character all the advantages I want available in my campaign, export as xml, import into FG GURPS Mod Maker, set my name and image, export module, move said module into Fantasy Grounds, and then I have all the advantages I want in game available for drag and drop by myself and my players. Just remember to have at least on piece of equipment on your character in GCA for the import to work properly.
I made some files in the GCA with the varied items and for tests I made the skills, I am separating by type and added the vehicles type, exported as XML, I import normally in the program, but when I try to export the message Generic Error GDI + appears
I am using Windows 10 Pro fully updated.
I haven't seen either of those issues. I'll see if I can recreate them when I have time later tonight. I'm also on Windows 10 pro and updated.
@Tagger_Fox Can you send me a file that causes this issue?
@yakko: Can you share your .xml file from GCA?
Here is the file GCA4 e XML
It was my fault when attaching the file, I hope it will now.
deleted duplicate
Actually, i found out what it is...this is because your "thumbnail" image file is actually named "thumbail" and it is in the same directory your outputting to = 'directory to save to'.
I'll do something about that but if you want a work around, put the image you want to use as thumbnail in another location. Also, for the record, once you have created the thumbnail image the first time, it will keep being used automatically so you don't technically have to reload it in the app.
That's right, I renamed the file and put it in another location and then it was!
But I still need to figure out how to add the skills, or am I getting ahead of myself and that's not yet possible?
No, you should be able to do that now from either GCS or an xml exported from GCA.
I think you use GCA so just open up a new char, load up as many skills as you want then export it as xml file (using the xml checkbox in the bottom left corner of the export popup). Then import into Mod Maker the xml file of skills. That should do it.
In one of my files there is one with the vehicle skills, I exported it as XML I created the module I put in the folder it appears, but skills that is good at all, am I doing something wrong?
These are the steps I take to convert from GCA to Fantasy Grounds.
1 - I open the GCA, choose the Skills (Usually filter by groups).
2 - I add the group's skills to the worksheet.
3 - Save the file with GCA4 (so you don't have to do it again if the application freezes)
4 - Export in XML format
5 - I open the mod maker program
6 - Import the file in XML format
7 - I add name, thumbnail, author.
8 - Deselect Static Output
9 - Export the generated file
10 - Copy the file and paste it in the module folder.
But when I open the module with the advantages, disadvantages, skills, nothing appears where it should appear.
And when checking the file the module has the files but everything is blank inside them.
I followed your steps but did not have the same results. Could you by chance share the xml output you have from GCA4? That way maybe I can pull it in and see what the issue is.
You will also be happy to know the next version will take care of the GDI+ error you were getting but I want to wait a little to see if any other issues come up.
Jaxilon I'll send a zip file with all GCA4 and XML that I had created
@Yako - you helped me find a bug where earmuffs were trying to pass as weapons. That's kinda funny when you think about it. Makes me think of something out of the Bourne Identity.
The other issues had more to do with special characters in the file names, so I did some polishing that. Attached are your files in what seem to be working order. Enjoy!
Also, I made some other updates again - I know I'm like a dog with a bone. :)
Updates for version 1.0.2.0 are:
1. files held in memory and built directly into the .mod = only writes 1 file instead of 3 so less clutter on your drive.
2. Corrected format of Weight field so it shows up in FG. Had to loose "lbs" because FG just wouldn't show anything at all.
3. Can now import GCS Tactical Shooting and others that use techniques skills to create more skills.
4. Cleaned up special characters when used in file names.
5. Code cleanup
Hi Jaxilon,
Came across a popup window when trying to export exotic advantage list, I am not sure on what is means? It states "object reference not set to an instance of an object" It saves a file to the modules folder, but I can access the file in Fantasy Grounds.
Kind Regards
Can you provide the file you are importing or the manual file you have created so I can attempt the export? This way I can find and remedy the issue more easily.
But first, have you loaded an image to include in the grey box? I just was testing and the change I made to create the zip file from memory streams looks to have introduced that. I'll fix it to insert a default in a future update but for now make sure that's not your issue.
edit: In case that IS the issue I have pushed out v 1.0.2.1 (you might have to uninstall the previous version but it will tell you that). This version provides a better error message if there are problems packing up the .mod file. To get v 1.0.1.2 just re-download using the link at the top of the thread.
Hi Jaxilon
here is a link to one of the files https://schoolsnsw-my.sharepoint.com...2Dnfw?e=VCgeuA
HI Jaxilon,
Thanks for your reply, yeah, I can't seem to see in the data module activation section, I have re-started the program. Recreated the file a couple of times. Any ideas what I am doing wrong?
Cheers
Ok, I'm finding it works in FGU but not in FGC so I'll go figure out when that happened.
edit: I found it. I recently changed the Encoding to Unicode which works fine with FGU. Unfortunately it does not with FGC. I've reverted to using UTF-8 and that works on both FGU & FGC. I'll post it in a moment.
edit2: version 1.0.3.1 if you download and install will use the utf-8 encoding that works for FGC. You will need to re export your .mod file but that should work.
On a side point, where I live I can't really use FGC to host anything because the ISP here seems to be using CG Nat and I haven't been able to get past that as well as the double NAT I have at home due to my using my own router. FGU doesn't need to worry with that and I can host so that's been my playground for most of this. Sorry about the inconvenience for those of you using FGC. If I make more encoding changes anytime soon I'll be sure to verify it still works w/FGC.
Will spells be added to this? I've looked at FG to GCS Skill and Spell Import Script by Xeonen but I can't get it to work right. I'm sure it's an error on my part as I'm new to this kind of stuff and I don't have a background with it. I am able to get GURPS Mod Maker to work so I was wondering if spells would be added to it.
Oh thanks! I will see what the error on my end is and sort it out then. Much appreciated.