DICE PACKS BUNDLE
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  1. #71
    Quote Originally Posted by Trenloe View Post
    Right-click on the module in Module Activation and select "Revert Changes".
    Is this ruleset specific? I don't see this option in either module window for PF/3.5e.
    I never claimed to be sane. Besides, it's more fun this way.

  2. #72
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    Quote Originally Posted by Nickademus View Post
    Is this ruleset specific? I don't see this option in either module window for PF/3.5e.
    It will only offer the option if there has been a module "edit" within the campaign.
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  3. #73

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    So this will remove anything from the campaign interfering with the module?

    Vires Animi

  4. #74
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    Quote Originally Posted by viresanimi View Post
    So this will remove anything from the campaign interfering with the module?
    This will reset any previous data relating to that module in the campaign only - allowing the current module data to be viewed.
    FG Wiki: How to Compile the FG Logs

    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!

  5. #75

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    I've never noticed that option. Note to self: Just ask Trenloe for help! Thanks a lot!


    Vires Animi

  6. #76
    There was a change in v3.1.0 that saved local campaign module edits, even when the underlying module data changes. This allows modules to be updated without removing local campaign changes.

    However, if the overall data structure of the module changes, then you will get empty records like you are seeing. Using the Revert option will avoid this. There is no good mechanism to determine whether the module changes will affect the data in a way that requires automatic reversion.

    In a related scenario, you can mark the module data as "static" which means that the data can't be changed within a campaign, and you won't have to worry about this. We use this flag for reference material in our modules.

    Regards,
    JPG

  7. #77
    Updates

    • [CoreRPG+] Dice expressions and table multipliers can be combined. (Ex: [1d6x] [<table name>])
    • [5E] Updates across most data modules for errata and data issue reports.
    • [CoreRPG+] Addressed some performance issues related to graphic frame sizes in rulesets.
    • [5E/PFRPG/3.5E] Some effects working incorrectly when the specifiers were separated by spaces. Fixed.
    • [5E] Script error when parsing spells with concentration in duration field. Fixed.
    • [5E] Dice tower was not movable. Fixed.


    Cheers,
    JPG
    Last edited by Moon Wizard; October 21st, 2015 at 01:21.

  8. #78
    Are we going to get the dice tower fixed for 5E in this release so that it can be movable?

  9. #79

  10. #80
    Now that's what I call customer service

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