Thread: Question on editing modules...
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November 4th, 2012, 22:27 #1
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Question on editing modules...
So I have created an adventure module and realized I need to edit it and add to it here and there. I have a bad feeling I screwed myself here... Is there any way to do this or do I have to start all over again? Thanks. (it's a 4e module btw)
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November 4th, 2012, 22:48 #2
It depends what the editing is you want to do and if you don't mind making XML changes...
When I create modules, I use a specific campaign just for making that module - build the story, images/maps, NPCs, encounters, etc. in that campaign and then export from that campaign to the module. If I need to change the module I exported, I go back into the "module making" campaign, do the changes and re-export the module.
Do you still have the campaign you used to create (export) the module?Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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November 4th, 2012, 22:48 #3
Lesser Deity
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If you still have the campaign just open the campaign do whatever you need and re-export. If you don't have the campaign then you will need to unzip the module and make a campaign module with the contents edit it and re-export. Personally, I don't ever delete adventure modules because I tend to adjust them a lot.
I've got a game starting soon, so I don't have time to explain how to build the campaign from the module. Do you need help with that?
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November 4th, 2012, 22:58 #4
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Yes, I deleted the campaign long ago. But if I can unzip the contents and just create a campaign again I can just continue from there and edit as I please and add to the story and everything and then just export later?
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November 4th, 2012, 22:59 #5
As Griogre says, you can "unzip" your module file to create a campaign - I've just tried that with one of mine. You need to do a little bit of extra "fiddling" to get it to work, but it's not much:
- Unzip your module (.mod file) into the <FG App Data Directory>\campaigns folder - so, if you had a module called "MyModule.mod" you will extract the contents into <FG App Data Directory>\campaigns\MyModule. If you're having difficulty extracting the module, rename it from .mod to .zip - e.g. MyModule.zip, and use any zip utility to extract.
- Copy a campaign.xml file from a campaign you already have and paste it into the new campaign directory.
- If you have any images/maps in your module they have probably just been extracted into the main folder of the campaign. Create a new folder within the campaign folder called images and move all of the images into the new images folder.
- Start Fantasy Grounds, go to "Load Campaign" and you should see your new campaign there with the same name as the directory you unzipped it to in step #1.
- Start the campaign and hopefully you will have access to everything from the module.
- Edit as required and re-export your module.
- Do not delete the module making campaign - keep it in case you need to use it later. If your long list of campaigns is annoying you, just "archive" off the campaign directory to a backup folder somewhere and copy it back when you need to use it.
Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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November 4th, 2012, 23:07 #6
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Awesome! Thank you so much for the instructions. I will now be able to continue working on this!
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November 4th, 2012, 23:22 #7
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Hmm, it seems everything is there beside all the storyline I have written and the encounters I have made, which is the most important part. (Edit) Nevermind, the db.xml got replaced somehow. Put the old one back and it's good to go.
Last edited by Desmodaeus; November 4th, 2012 at 23:34.
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