Thread: Rob2e Module Loader Extension
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September 9th, 2019, 22:06 #1
Rob2e Module Loader Extension
This has been replaced with an unloader extension found here...
https://www.fantasygrounds.com/forum...147#post580147Last edited by rob2e; February 19th, 2021 at 15:15.
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September 9th, 2019, 23:14 #2
Good grief. All your DMsGuild modules? Won’t that overload everyone’s computer?
And remind me to add this to the stickies.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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September 9th, 2019, 23:16 #3rob2e - Join me on Discord!
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September 10th, 2019, 04:42 #4
Wait, does this actually go out to DMSGuild and download the modules for you, or do you already have to have them downloaded and in the right folders?
Also, one thing that the Module loader window has been missing is a filter by loaded/unloaded. Add that and this would be 100%aka Laendra
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September 10th, 2019, 04:44 #5rob2e - Join me on Discord!
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September 18th, 2019, 16:19 #6rob2e - Join me on Discord!
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September 19th, 2019, 23:16 #7
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Rob, this is super-awesome! I use nearly all your modules all the time.
Is there a way to add functionality so a DM can auto copy their normal open module layout (using the open modules file for instance) so that if you want to reopen your standard "bundle," there's another button that recalls that saved-off xml to reopen the modules listed in it? Effectively also providing it as a toggle to use throughout the game as needed? Not sure if toggling during a 4 hour game session like this would help with balancing out the limited memory to help avoid crashes and whatnot, but figure I'd ask.
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September 21st, 2019, 03:52 #8
I'm the words of Mattekure who helped to develop it...
I'd say its not something being considered currently, but possibly in the future.
Going down the rabbit hole of saving off loaded modules and storing the info, toggling is a nightmare. There is no way to save off the XML as he puts it, FG doesn't allow us to arbitrarily create our own files. All the info would have to be stored within the campaign db.xml. Also, "toggling" the modules would not really help with memory issues. it would incur a large performance hit every time and would be bad especially in the middle of a session. you are much more likely to crash FG if you tried to do that.rob2e - Join me on Discord!
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September 21st, 2019, 19:06 #9
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Ah, I didn't that. Thank you, Rob and Mattekure! I guess if loading modules at any time causes a spike and then overall raises the memory anyway because more is loaded, and toggling them off later also causes a spike but ultimately doesn't release the memory even when the modules are toggled off, that really wouldn't help.
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May 15th, 2020, 00:15 #10
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I went ahead bought like $ 240 worth of Rob2e goodness and I'm getting these errors. Any help would be appreciated.
[5/14/2020 7:13:34 PM] FGU v4.0.0 ULTIMATE (2020-04-28)
[5/14/2020 7:13:34 PM] Launcher scene starting.
[5/14/2020 7:13:35 PM] [<color="red">ERROR</color>] Extension Info Load (Better_Module_Window): An XML comment cannot contain '--', and '-' cannot be the last character. Line 1, position 5.
[5/14/2020 7:13:35 PM] [<color="red">ERROR</color>] Extension Info Load (Enhanced_Spell_Window): An XML comment cannot contain '--', and '-' cannot be the last character. Line 1, position 5.
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