Thread: Additions as opposed to edits?
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January 13th, 2021, 11:03 #1
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- May 2020
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Additions as opposed to edits?
Sorry if this is answered elsewhere, but I couldn't find it raised elsewhere.
In my prep for running a module I like to add dialogue and descriptions that I can output to the chat window. Are these classed as edits?
I ask because I noticed that the January update included Night Below and I've added a few dialogues to the first part of that. But when the update completed my dialogue was still there?
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January 13th, 2021, 11:17 #2
It depends where you make them. If you unlock a module record and edit there, then you are editing the module record within the campaign. A module record is indicated by the book icon to the right of the name in the campaign data list - if it's been edited in that campaign then the icon will be a book and quill.
You're never editing the base module - that is read only. You're only ever making changes within a single campaign.
Your module record changes within the campaign will remain unless you right-click on the module in the module activation screen, or an individual record entry, and select "Revert Changes" - this will remove any changes you made to the module (across the whole module if you do it from the module activation screen).
If you didn't make any changes to a record (the book icon is not a book and quill icon) then you'll be seeing the most up-to-date data from 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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January 13th, 2021, 16:13 #3
What I do, in case an entity I edit/change is updated when a module updates, I create a second/new story and then within that I add a link to the original, plus all my new stuff. including text boxes, new encounters, new maps, etc. In this manner I don't risk losing it if their is an update and I do Revert Changes.
If I plan or want to ever re-use what I'm doing, then I do the changes in a development campaign and output to a module and open that module in my play campaign come game time.
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January 15th, 2021, 23:19 #4
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- Mar 2020
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I have this same problem. I've started playing with writing a "sticky note" extension so that notes can be added to story entries without actually editing the story entry. I started playing with changing the layout of a story so that there was a gutter on the right hand side where notes could be added, but I didn't get very far. My background is in software development and I'm good with HTML, CSS, Javascript and a number of other programming languages, but I didn't get the hang of the layout markup in FG. I'd still like to come back to it and see if I could make it work.
What I've done is to create a "campaign" that has my notes, re-do all the pins on the maps to point to my entries, and then have those point back to the original story entries in the real module. That way I can re-use my notes across actual campaigns. But that's a lot of work, so I usually don't bother any more.
Sticky notes would be so much better.
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