Thanks Myrdin Works like a charm.
For the guide if I may suggest add that in as an example. I had read that but at least to me it didn't register enough to make sense. Could just be me. Cheers.
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Thanks Myrdin Works like a charm.
For the guide if I may suggest add that in as an example. I had read that but at least to me it didn't register enough to make sense. Could just be me. Cheers.
Thanks, I added such an example in my copy. Did not update at this point. Usually wait until their are several significant changes.
I have been converting a 5e adventure and also its reference manual - just finished the adventure part and a bit of the reference manual - then I thought DAMN! I need to have the reference part as a separate module, since it can (and should) be loaded in situations outside of the adventure part. Is there a way to seperate the two at Export or will I have to start doing the reference part seperately?
Hindsight is amazing, should have made the reference book first and then linked the adventure to the material there as needed.
Re: Reference Part vs Adventure Part
I might be simplifying this too much but the reference part would include Spells, Maps and other Images, new Feats, etc. Whereas the adventure part probably includes mostly Story and Encounters. Do I have this about right?
If that’s the case, you just select the pertinent libraries at export.
Though I’m not sure this is necessary, you say you’re converting an existing module. It came as a complete package, I assume, so you’d probably want to export it as a complete package, wouldn’t you?
I'm not sure how you would break out a Ref Manual to a different module, but a Player vs GM module would be easiest to break out by actually editing the xml itself. Make the whole thing, then duplicate the campaign and in the db.xml delete out the parts you don't want (assuming you can do this in large chunks) Then do final clean up in each campaign then export.
Hello,
Can you create a module with a Demo version?
Thanks
Not sure. I've never tried but I doubt it.
FGC and FGU might also have different behavior. But from what I remember, FGC does not allow a demo user to save a campaign (only characters), so IF it allowed module export, then you would have to create everything in one session of FG and export it then. FGU does allow at least characters to be saved in a campaign, but I have no idea about other campaign data or the ability to export it.
Question: I'm running a PF AP that hasn't been officially converted to FG (Shattered Star). We are finishing chapter 1, and I just created a module for chapter 2, using a development campaign. How do I create the module for chapter 3? If I use the same dev campaign, it will include everything from chapter 2 and 3, won't it? Do I just create a new development campaign for each chapter?
I ran into a very similar issue running a complete season of Adventurers League modules (there are sixteen in the season). Unfortunately I’m a slow learner and I didn’t figure this out until about module six. I then created a shell campaign to house the characters and other items common to the overall arc. I also have “import” campaigns that I import each module or in you case chapter into. Once imported I export to an FG module and then add it to my story arc shell campaign. You can swap modules in and out as needed, load multiple chapters if needed. Hope this help and I hope I’ve explained it sufficiently well.