Thread: 5e Asset Templates
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January 16th, 2017, 17:13 #1
5e Asset Templates
For those that do not find PAR5E to their liking, here is another approach to creating custom assets that interact with the automation of the 5e ruleset. Below is a module of templates for races, classes, background, skills, feats, equipment, spells, npcs, and a reference manual based on the design that I use. Simply make a copy of the module, open it up, and edit the various files and follow the directions that appear in the comments. Then save and repack the module to have a finished product ready for FG.
I recommend Notepad++ for editing the xml files as it colors the sections (making it easier to see the commented directions) and allows you to collapse sections with Alt+# hotkeys. This makes it much easier to navigate the file and duplicate desired portions of code.
Disclaimer: I'm still testing some of these templates. The class and race have been thoroughly used in the UA module, but some of the others may have errors. Just let me know here and I'll fix them.
Attachment 19090Last edited by Nickademus; May 23rd, 2017 at 01:26.
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January 16th, 2017, 18:36 #2Live stream: https://www.twitch.tv/gwydione
Youtube replays of fg sessions and tutorials: https://www.youtube.com/channel/UCQr...bIpAauZB41z8gA
Free stuff:
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FG 5e Module Conversions: https://tinyurl.com/y6awo2la
Map Maker Conversion: https://tinyurl.com/y3awlo4b
Roll Player Conversion: https://tinyurl.com/y399kffz
Rangers of Shadow Deep Conversion: https://tinyurl.com/rnyrgwg
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January 16th, 2017, 18:44 #3
Nice share
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January 16th, 2017, 20:25 #4
Nice. Thanks for sharing.
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January 17th, 2017, 01:39 #5
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Thanks for all that work
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January 24th, 2017, 15:41 #6
Hi Nickademus - my Par5e skills are poor, basic adding of stuff, so can see the benefit.. I'm just struggling in the execution
When you say 'open it up' - do you mean in FG and edit all the references in there ? or do you mean open it in Notepad (the .mod file) and edit it there ? - as I cant seem to edit a .mod in Notepad++
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January 24th, 2017, 16:09 #7
Mavrik. You'll need to change the .mod on the file to .zip and then unzip the file. You will then be able to see the XML file that can be opened in notepad or any other text editer.
If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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January 24th, 2017, 17:04 #8
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Very Nice!!
Thank you for sharing this
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January 24th, 2017, 18:35 #9
People have different methods of opening module and extension files, so I tend to just leave the directions as a vague 'open it'. Some programs, like the one I use, just treat it as a folder and show the contents without unpacking the file. So your mileage may vary.
Thank you for explaining this.I never claimed to be sane. Besides, it's more fun this way.
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May 18th, 2017, 05:59 #10
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Thank you! This is exactly what I was looking for.
Last edited by inawkwardscience; May 18th, 2017 at 06:27.
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