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PS 121 posts... what'll it take to make you take the plunge?
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Attachment 8257
PS 121 posts... what'll it take to make you take the plunge?
One other thing - I've got a funny feeling that the Sample Module may not work exactly the same as regular modules - the data is there but I think (from memory) I did a "hack" late one night to get it to load.
The data WILL be available (once the Module is opened) on the various Place Lists under a new Group Tab/Banner (can't remember the Colour).
EDIT: I just checked - Group Tab/Banner is Blue with a Globe on it :)
Cheers
doh! didnt read that very well did I....
it was the sample content that you werent seeing...
Oh, one other thing - when you say you unzipped the mod do you mean you unzipped the original file to reveal the dot mod file, or did you then unzip the dot mod file as well?
Tip: Don't unzip the dot mod file - simply place the dot mod file in the modules directory.
I'll also assume that you've loaded the Extension before trying to open the Module.
FYI I just loaded it successfully into a clean CoreRPG Campaign, using the Extension and Module files downloaded fresh from this thread.
Cheers
its because he is running the 3.5 ruleset.
the mod only specifies CoreRPG
Blue Tab.
I edited the file and it loads in Castles and Crusades once added...
hrmm...
Ok, so I downloaded the .zip file,
unzipped the zip file to reveal Sample_Locations_DB.mod,
started the free FG, and got to Loading screen,
clicked on the folder on the upper right to open the directory hierarchy,
moved the Sample_Locations_DB.mod into the modules subdirectory (along with 3.5E-basicrules.mod, 3.5E-magicitems.mod, etc...),
clicked Load Demo Campaign,
selected 'A Tale of Dinor -3.5E', checked 'Locations Database' and 'Weather Extension',
clicked Start,
opened Library,
clicked Modules,
<no Sample_Locations_DB>,
opened Locations,
clicked through all tabs (right), and hovered/clicked all group banners (bottom),
I see nothing...
?
Sorry for being a problem... I just wanted to get a feel for what the beginnings of a database was going to look like. And, man, it looks like it's going to be a <lot> of work to get a useable quantity of data entered (not as much work as creating the extension, I know, but still...)
- s.west
Does it? If I was silly enough to only specify CoreRPG for the Module then that'll be the reason.
Yeap, just tried it under 3.5E - no Module! :(
Sorry about that!
I'm actually in the process of doing an update to both the Locations and Weather Extensions, so I'll update the Sample Module as well.
In the meantime, can you look at it under a CoreRPG Campaign? It'll be the same, so if you're just having a look-see it should be no problem.
Cheers
No problem - if you're having issues then so are other people, and I need to know about any issues so I can get them fixed/resolved.
As far as the beginnings are, do what most GM's do when they set up a new (non-FG) campaign - start small, with maybe a village and a couple of the buildings in the village, plus the location/area surrounding the village. As your PCs gain more experience and begin to explore the surrounding area, create those areas and the parent area to hold them.
A good example is the old 1E adventure, the Village of Homlet, followed by the rest of the Temple of Elemental Evil series.
The Sample Module was put together to give people some ideas of how the Locations Extension could be used, in both a fantasy and a SF setting - hence the "Portal" to the FG Website :)
Cheers
Ok, when I create a new demo CoreRPG campaign, then everything shows like you probably expect it to...
That's all I needed.
Thanks.
- s.west
This will sound totally Lazy, and Self-serving (and I am willing to endure the slings and arrows of, etc...), but has anyone created a Locations DB for Varisia (i.e., a Locations DB for the Pathfinder setting) that could be shared?
If not, has anyone considered the idea that we (as a FG/Pathfinder community) could organize the man-(person)-power to accomplish said feat?
I've been looking for a job that I could take on (as a FG/Pathfinder community member), to begin to try to pay back those who have given... uhh, those from whom I have taken... so much (now there's a slightly obscure film reference that I'm sure all of you will get), so I would be motivated to give it a go.
I haven't thought through the licensing implications of that kind of shared content, but I'm sure it is something that must be considered... so I would appreciate some guidance before starting out on something that might violate copyrights...
Thoughts?
Thanks.
- s.west
p.s. I'll post this over in the Pathfinder Forum, as well.
dulux-oz,
I have no idea if this is useful, or even of interest to you, but, just in case...
While browsing around the Sample DB, I clicked on the 'Systems' tab, and then the 'Sample DB' group.
'Solar System' is presented... If I click on 'Solar System', I get the following in the GM Console (and
after multiple attempts, I have multiple lines):
Script Error: [string "Scripts/lsSystemMain.lua"]:88: attempt to index global 'btcuccUseCampaignCalendar' (a nil value)
Ruleset Warning: Could not find template (tbtUseCampaignCalendar) in windowclass (wcSystemMain)
Script Error: [string "Scripts/lsSystemMain.lua"]:88: attempt to index global 'btcuccUseCampaignCalendar' (a nil value)
Also, if I hover over either 'Set Date' button, I get a tooltip that says, 'Use Current Date'. But clicking on the 'Set Date' button doesn't do anything (and I made sure I had set the Calendar date).
Like I said, I don't know if any of this is useful to you, or not, but I thought I'd pass it along. I don't know if it's the Sample DB, or the Extension...
- s.west
Yes, this stuff is ALWAYS of interest to me - thanks
OK, the first one is a bug in the Extension (damn global find & replace) - Sorry, I'll have it fixed in the next release.
The 'Set Date' issue stems from the bug (and is actually working as designed) - because the System Record does not have a Calender set (because the Button to set it on the Record is missing due to the bug) the 'Set Date' Buttons are doing what they are supposed to do, which is default back to "None Set".
Cheers
I found some strange behavior with the NPCs in this extension. Be careful if you add them to the location without actually building NPCs... they seem to create blank NPCs in the NPC list but do not bring their names over... the whole piece is a bit squishy.
Yeah, I've never been totally happy with the NPCs sub-section - it was sort of "tacked on" because I wanted to keep the Locations Extension backwards compatible with the old Town & Shops Extensions.
However, I'm working on v4 of the Locations Extension and I'm devoting a lot of time and effort into getting both the NPCs sub-section and the Inventory sub-sections "done better".
In the meantime, I suggest the best way to use the existing NPCs sub-section is make the NPCs first in NPCs section of the main program and then drag each one over to the Locations Extension.
Cheers
Made a building, added some things to the inventory. Shared the sheet with the player (creating a P in a circle next to it in the Buildings list). Upon clicking the circle-P the console displays this error:
Script Error: [string "access"]:1: attempt to call field 'unshare' (a nil value)
The circle-P disappears and the building is still shared. I can right-click the building in the list and choose the Stop Sharing Sheet option with no error (and it works). Then if I share the sheet again and click the circle-P, same error and behavior.
Yeah, I found that a few weeks ago, which was one of the things that prompted me to raise the Sharing Bug with JPG (which he subsequently fixed in the v3.0.10 update).
I'm currently working on v4 of that Extension and that particular bug will be (actually, is) fixed in the new version, along with a whole lot more functionality around Inventories and therefore Shop-type Buildings.
Thanks for raising it - it proves its not just me :p
Good to know.
Since I'm lazy and you're here, I have a question about this here extension. If I make a building (shop) and give it an inventory, then export it as part of a module, can the inventory be changed in other campaigns I load the module in or is it locked until I drag the building into the campaign to make a local copy of it?
I've never tried doing that, so in all honesty I don't know.
HOWEVER, thinking about it, any Place Record in a Module I believe is locked - this would include the Items in a Building's Inventory and the Inventory itself, so the only way to change the record (ie the Inventory's Items) would be copy the Building Record to the Campaign - use the "Copy Without Links" function to do this, as opposed to dragging it.
If you check the very first post of this thread (or the Wiki Documentation) what you are talking about is a "Template Record" - I provide some suggestions in the doco about using Template Records in your games.
Hope that helps
Cheers
Thanks for the feedback. That's unfortunate since the reason I use the modules is to keep things like shops out of my main campaign. Oh well.
Leave it with me - as I said earlier, I'm working on v4 which will have a LOT more functionality around the Inventory "stuff". I might be able to re-work the Referential Integrity code to allow "Shops" and other Buildings with Inventories to be used straight from a Module - I'm working hard to get my head around exactly how Module Data interacts with Campaign Data at the Node level - so we'll see.
Cheers
Interesting. Upon exporting a shop as a module and opening it up, I find I can unlock the building. I cannot click any fields to change the text/number, as you may have guessed. But I can drag a number from a number field onto another number field in the same shop and it will add the numbers. I cannot, however, drag a number from the chat window to one of the shop's number fields.
So looking at the way your extension exports a building, the <shop> section is not tagged as static="true" but something else is blocking data or events from going between the scope of the module and the campaign. Or some such; I'm tired.
Hope this helps at least a little to figure out how to make the shops and other things interactive from a module.
Thanks Nick - I'll look into things further.
Upon some thinking (and some sleeping), I get a feeling we may be talking about different things.
I am not referring to modifying a module while it is loaded into a campaign. When I open a module with non-static components and make a change to one of the components, it does not actually change the module but rather create an xml file in the moduledb folder noting the changes. Then when I open that campaign it applies the changes, but loading the module in a different campaign yields the original data without any changes.
This is what I'm referring to with the buildings (shops) and any Locations data, the use of a change log per campaign.
EDIT: ... and then I go read your other post. Bah.
I ran into a similar sort of error when I tried to 'unshare' something from this that I'd accidentally shared.
Blackfoot, use the redial menu to unshare things and it will work.
I believe I fixed it by going into the database and manually removing the sharing from the item.. I was commenting on the bug.
The 'normal' functionality is that if you click on the P it removes sharing... in Locations.. it causes an error... one that really doesn't want to go away very easily.
I retract my statement. Upon recreating my experiment with a shop from a module, I find I am able to modify the shop... to an extent. It seems the problem I experienced before, and am still experiencing, comes from the locking and unlocking of the sheet.
The building entity seem to lock while I'm typing at times and refuse to lock or unlock at other times. I find myself able to edit a locked building or not edit an unlocked one. Closing and reopening the building seems to make it conform to the behavior of its lock setting.
Sorry, I'm now a little confused about where we stand with things - is everything OK now (barring the Locking/Unlocking issue - which I'm in the process of fixing/have fixed) or is something else wrong - including (but not limited to) upsetting you in some way (never my intention)?
The only thing upsetting me is the order I read posts in. Seems you answered my post in another thread before I even posted it. (I really should just read all the new threads before posting...)
Yes the extension works (sans locking) as a shop in a module. Yes I'm happy with it. Yes I still want the locking issue fixed as it is annoying.
Oh no, I was just concerned I'd done something to p!ss you off - I consider you a friend, and I don't like p!ssing off my friends (even though I do so semi-regularly - I can be an insensitive SOB sometimes).
I'll get the Locking issue sorted in the next release (if I haven't already fixed it) - you'll also be pleasantly surprised (I hope) with what I've done to improve "shops" and other buildings.
Sorry for any confusion/misunderstandings/etc
Cheers
love how this Location extension works.. Great job. It has allowed me to start imputing my entire game world into fantasy grounds and share it with my players. With so many locations and personalities my players cant say enough good things about finally being able quickly locate any information they want to find. It really helps speed up our games when I share sheets and players can look things over without interrupting play to ask for the specifics on some location. Keep up the great work, I cant wait for the next version. Kudos on the weather extension as well, it helps to add great depth to our gameplay.
(This is scary, my first post here.. be gentle).
I was kindly directed from FG's Steam forum to this thread by nylanfs (who might be lurking around here as well?) as I was looking for something that this extension seems to be doing.
While I am so new to FG that I can't really understand everything (like, what's a "Child Ruleset"?) I still have to dip my toes in the water and ask a few probably übersilly questions before I dare downloading this :)
The extension file that I need to download, is the one in the first post on the first page of this thread?
Does it still only work for CoreRPG or can I make use of this with other rulesets (and if yes, which rulesets?)
Thank you, Dulux-Oz for creating this extension. It sounds just like what I want to have in FG in terms of keeping lots of material straight.
I use it with Pathfinder.. it's pretty cool... and yeah the file should be in the first post. Save it off and put it into your extensions folder.
All right, I downloaded it and fired it up in my "The Riddle of Steel" (best.rpg.ever.) and it looks goood.
Thanks!!
RAWR!
Gentle?! MUAHAHHAA!
*swallows Wolfheart whole*
MUAHHAHAHA another soul devoured!
.....
Sorry, got carried away there a bit. I'm better now. Welcome to "la foruuum"! and FG!
One of the REALLY strong things about FG is the community (not me, I'm not sane, and never can remember anything, so often can't help with anything. I was titled "forum Troll" once in another forum, a title I wore with pride!, but that is another story...) but everyone else here are really nice, and helpful, and awesome. So no need to be scared ;). Your a big bad wolf anyhow... Oh my that wolf on your avatar do have a big mouth eh?
Wife: Tiq! Time for bed, you are rambling again!
Me: Comming dear!
*runs of to brush teeth (gotta keep them pearly whites shiny and strong)*
Hey Wolfheart you might be more familiar with the Steam forums but you will get input and response here from a much wider group of people :)
Dulux also has a weather extension and is working on an Organisations one. I think the organisations one will probably suit you too.
Let me see if I can explain.
The FG "architecture" consists of the base engine (the fg.exe, the program) on top of which runs a Ruleset. A Ruleset contains all the mechanics of playing a given RPG: the die rolling, what constitutes a hit, how the hit points work, how the saving throws work, how everything works. So the 3.5E D&D mechanics are different from (but similar to) the 4E D&D mechanics, which are different from the 5E D&D mechanics, etc, etc, etc. Thus, each of the rules mechanics for a given RPG is collected into a different Ruleset.
Now because a lot of the mechanics for a lot of different RPGs/Rulesets are the same (or very close) it makes sense to pull those common mechanics out into a separate, common "pile", and then load that "pile" into FG when we load a given Ruleset. This idea is accomplished by using "parent" and "child" Rulesets; the common "pile" for just about all current Rulesets is the CoreRPG Ruleset, and any Ruleset which uses the common "pile" is a "child" of the CoreRPG Ruleset.
So, the 3.5E Ruleset, the 4E Ruleset, and the 5E Ruleset (& others) are all "children" of the CoreRPG Ruleset, and the CoreRPG Ruleset is the "parent" of these Rulesets. When we load/select a child Ruleset in the FG Launcher the parent Ruleset is loaded automatically first, and then any changes to the parent Ruleset specified in the child Ruleset are applied.
It is possible to continue down this chain indefinitely, with child Rulesets having children of their own, and so on. An example of this is the Pathfinder Ruleset: it's very, very close to the 3.5E Ruleset, so the Pathfinder Ruleset has been made a "child" of the 3.5E Ruleset and is loaded on top of the 3.5E Ruleset (which in turn is loaded on top the CoreRPG Ruleset). So we could say that the Pathfinder Ruleset is a "grandchild" of the CoreRPG Ruleset.
It's important to note that only one Ruleset is in action at a time (the last one in the Ruleset Stack), even though parent Rulesets may be loaded first.
So now when a Ruleset Developer wants to develop a new Ruleset all they have to do is work out which of the existing Rulesets has the closest mechanics to the desired RPG and then make their new Ruleset a child of that Ruleset. At the very least just about all new Rulesets should be children of the CoreRPG, because the CoreRPG has just about all of the "basic" things needed by FG to play a RPG. This is why you can play any RPG with FG: just use the CoreRPG Ruleset.
So how do Extensions fit in? Well, an Extension is a modification to a Ruleset. It might be a change of language, it might be a change of graphics, it might add some extra functionality (some "house rules") to a Ruleset, or just about anything else. This Locations Database Extension adds the ability to store information organised by place, for example, while my Weather Extension provides a mechanism for determining the weather. My Alternate ColourGizmo Extension adds the ability to set your die colours by using a Colour Hex Code, in addition to using the 11 Colour Buttons; you get the idea.
Extensions are loaded after the Ruleset Stack is loaded (after the parent Ruleset and any child Rulesets), and more than one Extension may be loaded at once. The order that Extensions are loaded is arbitrary: it is possible for an Extension Developer to specify when their Extension is loaded relative to any other Extensions (try to be first, try to be last, etc) but there is no guarantee, and most Extension Developers don't bother to specify anyway. It is also possible for an Extension Developer to specify if their Extension should or should not be loaded with others, but again most Extension Developers don't bother to specify.
Because each Extension modifies the existing computer code or graphics, etc, of the loaded Ruleset, if two Extensions try to modify the same thing then only the last Extension in the Extension Stack that effects the thing being modified applies. This is why some Extensions won't work with others and why sometimes two Extensions will "break" each other - they're trying to both modify the same thing in the loaded Ruleset. The only way to fix these problems is for the two Extension Developers to work together to come up with a solution.
So should a Developer use a child Ruleset or an Extension for their changes? Well, it depend upon the extent and the scope of the modifications. If the modifications are designed to be used for more than one RPG (such as my Locations Extension) then an Extension is the way to go. If the change is relatively minor and doesn't really involve changing the mechanics (eg changing the graphics) then again, an Extension is probably best. If the modification is significant and might really be considered a new RPG, then a child Ruleset is probably best. But in the end it's really a matter of taste for the Developer.
So, finally, how do Modules fit it to the FG Architecture? Well, Modules hold information relevant to the RPG setting. Typical Modules might be a Monster Manual, a Spell Grimoire, or the details of a Adventure. This information isn't the mechanics of an RPG, but often uses the mechanics. Modules are loaded and unloaded as required by the GM and/or the Players during the FG session, just like you'd open and close an RPG's physical reference books.
I hope that help you to understand how it all fits together in FG.
Oh, and you're welcome!
Cheers
As a fellow developer, is there any way of adding entries outside of the FG interface? What file is the data stored in. I'm familiar with XML as well as a number of programming languages/tools. I'm working on a tool to generate an entire town with shops, npcs, and residents and am wondering if it would be better to use this instead of the module I am currently creating ( last one was a metropolis with roughly 25000 npcs - Yes I was concerned about FG handling it but so far so good).
You can add data directly into a DB so long as you keep it consistent. Campaign data is stored in db.xml
For what you are doing I would add that (I havent tried this for this extension) to a module data file an load that file separately into my campaign.
I created a web page that you could input NPCs into and it would output a FG module for CnC use. It was done that way so that multiple people could contribute to the DB.