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  1. #1

    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?

  2. #2
    Trenloe's Avatar
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    Quote Originally Posted by Oladahn View Post
    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?
    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.

    Quote Originally Posted by Oladahn View Post
    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?
    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.
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  3. #3
    LordEntrails's Avatar
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    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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  4. #4
    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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