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  1. #1

    Can't load custom modules in FGU

    I'm new so might just not be doing this right but I can't upload custom modules to my FGU campaign. I have been able to upload official purchased modules.

    For example I'm trying to create a module for tokens following the guide here on youtube. https://www.youtube.com/watch?v=hOC6icDH03U

    I have followed the steps and put the module into the folder. Below is a photo of two custom modules in there. I made My-tokens.mod and I found and downloaded the effects module from this forum.

    https://imgur.com/a/F906rTu

    Yet in FGU if I go under modules I don't see either.

    https://imgur.com/a/FqsTsAn

    I have checked for updates in FG and relaunched it.

  2. #2
    LordEntrails's Avatar
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    FGU handles tokens differently than FGC, which is what that video was created for. Check the Assets list for your tokens (not sure it will be there). You may also find a better answer on the FGU wiki. Not sure, haven't done token modules in FGU.

    oh, and also make sure when you zip that you are not zipping the parent folder, only the contents of the folder.

  3. #3
    Zacchaeus's Avatar
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    In Unity you access your tokens via the Assets button. Click on Assets and then Tokens (the default) and then search for My tokens.

    I don't know what the effects.mod is but I'd report that on the thread that you downloaded the module from.

    It is possible that your module and the effects one have been zipped up incorrectly. Or that something other than the standard windows zipper has been used to zip up the files.
    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 to the wish list http://fg2app.idea.informer.com/

  4. #4
    Quote Originally Posted by Zacchaeus View Post
    In Unity you access your tokens via the Assets button. Click on Assets and then Tokens (the default) and then search for My tokens.

    I don't know what the effects.mod is but I'd report that on the thread that you downloaded the module from.

    It is possible that your module and the effects one have been zipped up incorrectly. Or that something other than the standard windows zipper has been used to zip up the files.
    Should modules in Unity work the same way as they do in classic? Add the .mod to the module folder and then enable it in FGU?

    I know FGU is still beta, but if there is a thread or wiki that specifically deals with unity tutorials could you link me it. Thank you!

  5. #5
    Zacchaeus's Avatar
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    Yes, modules work in the same way as in Unity. You drop them into the modules folder and activate them as normal. In the case of a tokens module you don't need to activate them since those will be available from the assets folder as described above (whether the module is activated or not).

    The wiki for Unity is here https://fantasygroundsunity.atlassia...epageId=294914

    If you are not seeing your modules (still) then a couple of things to check (at least as far as the token module is concerned). First make sure you zipped it up correctly - that is select everything in the folder (not the folder itself) and zip that up. Second make sure you aren't using anything other than the built in windows zipper. FG doesn't like .7z or .rar zipped files.

    As far as the other module is concerned - as I say I don't know it or even what ruleset you are talking about - it is possible that the author hasn't zipped it correctly or has made some error in the xml (which Classic would ignore but Unity doesn't). But again activating it is the same in Unity as in Classic. But if you don't see it in your module activation list then it is the module itself which is likely the problem.
    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 to the wish list http://fg2app.idea.informer.com/

  6. #6
    Trenloe's Avatar
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    And restart FGU after copying .mod files into the <FG app data>\modules directory. FG won't re-read the module directory once it's loaded a campaign.
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