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  1. #21
    This worked perfectly for me, thank you so much!

  2. #22
    Not sure if this is still actively being developed, but for both the Portable Compendium and Offline Compendium trackers, NPCs are extracted with a space before their HP totals. The result is that adding any NPC to the combat tracker adds them with 0 HP. It's not too big a deal manually removing the space in the NPC entry for NPCs you plan to use, but I thought it was a bug worth mentioning (however minor).

  3. #23
    I've run through the parser steps and I've had a couple of problems, has anyone run into these?

    The power parser opens and runs, but then flashes up a message and closes before I can tell what it says, and no module file is created.

    The feats parser creates the module and it can be loaded by Fantasy Grounds, but I can't find where it actually puts the data. My library is empty, I'm not sure if there's somewhere else I should be looking?

    The NPCs worked perfectly (other than the HP thing mentioned by jegharenplan but that's not a big deal).

    Am I being a dingus here and missing something obvious?

  4. #24
    hey is there a way to do this for the items as well or would I have to make a script to do those on my own?

  5. #25
    Quote Originally Posted by jegharenplan View Post
    Not sure if this is still actively being developed, but for both the Portable Compendium and Offline Compendium trackers, NPCs are extracted with a space before their HP totals. The result is that adding any NPC to the combat tracker adds them with 0 HP. It's not too big a deal manually removing the space in the NPC entry for NPCs you plan to use, but I thought it was a bug worth mentioning (however minor).
    i went into the xml file and was able to do it very quickly with a replace command in notepad++, I can explain further if needed

  6. #26
    Quote Originally Posted by VegaFontana View Post
    Hello everyone,

    This post is about a set of scripts that will allow you to generate Fantasy Grounds modules from the "Portable Compendium" data.


    Foreword



    What is the Portable Compendium?
    For those who never heard about the "Portable Compendium", I was like you a few weeks ago. I personally use an other called the "Offline Compendium".
    These two softwares had the same goal, allow people to access DDI Compendium data without internet access.
    Nowadays since the online DDI Compendium has been shut down by WotC, these data troves are the only way to access all 4E data.


    But as you said, there is several compendium existing, how do I know this module generator will work with my compendium?
    There is two compendium hosting 4e data these days. Or at least, two that I am aware of. These module-generating scripts will only work with the one called "Portable Compendium" or "Portable D&D Compendium.exe".
    If your compendium looks like this picture below, you are in the right place. If it's not, you might want to check my other thread here https://www.fantasygrounds.com/forum...read.php?60221



    How does it work and which modules will I be able to create?
    The scripts I bring here will allow you to generate modules sufficient to launch any campaign of the fourth edition in Fantasy Grounds.
    These are based of the scripts I originally created for the Offline Compendium and managed adapt for this one. It only create 3 base modules that should be enough to start running.
    We're talking about 5000+ NPCs for you DM and for your players of 9000+ Powers and 3000+ Feats ready to drag and drop in their character sheets.


    Installation & Usage

    Ok so now how can I make it work ?
    It should be easy, or I least I tried to make it easy.
    First things first you need to download and unzip the module generation scripts here : https://drive.google.com/file/d/1hQQ...Tg9Wruwthup2Es

    And follow carefully the detailed steps written below.

    1. Copy the ddiFeat.sql, ddiPower.sql and ddiMonster.sql, files from "PathYoYourPortableCompendium/sql/".

    2. Then paste them inside the sources folder of the generator located at "4E Module Generator - Portable Compendium/sources/".



    3. Execute the "4E Module Generator - Portable Compendium/_run_all.bat" file (double clic should be fine). Then three executable will be launched and three consoles should appear (once per modules generated) with info of the parsing happening.

    4. Each consoles will ask you to press enter to close them once finished.



    5. Finally you will be able to find the generated modules in the "4E Module Generator - Portable Compendium/export" folder in each specific repositories (i.e. "4e_NPC_PortableCompendium.mod" in "4E Module Generator/export/npc")

    6. Just copy these 3 modules from their export folders into your FG modules folder (default should be ".../Fantasy Gounds/Data/modules") and load them in your campain!

    7. Don't forget to give access to your players to the basic feats / powers modules to ease character creation.



    And voilà you should be done and ready to start creating colorfull characters and dreadfull encounters!



    Last notes

    What is up with the 5000 monsters when there was only ~2000 in my Portable Compendium?
    As @kevininrussia noted it, this seems to be an issue with the b29 version, the b30 should show all ~5000 properly so you should not be surprised.
    The Portable Compendium b29 I managed to acquire only shows only 2327 entries when filtered by creatures.
    But in fact, in the sql data used to initialize the database of the software, the 5326 are available but a lot of them have invalid html structure.
    My guess here would be that because of their "corrupted" nature, the Portable Compendium b29 does not display them to the user.
    And it was tricky to get these to work but even if you run with this older version. I managed to pull out a trick that allows to export them properly either way.
    So yeah you might end up with more monsters than you could actually see in the Portable Compendium list!

    I'm curious, how does it works?
    You can learn more about this on the original thread for these generation scripts in the "Last notes" section :
    https://www.fantasygrounds.com/forum...read.php?60221

    Any known issues?
    - Recharge for monsters skills is not tracked, this is due to the source data not storing this info at the same place every time. An upgrade of the npc script should put things back in the right order.


    I sincerely hope this can help many of you the way it helped me setting up my last campain!
    Power.exe isnt working? It launches the command console and acts like it is trying and then crashes. Is there something else I should try?

  7. #27
    Saw the same issue, cant get it to run.

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