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June 6th, 2016, 23:29 #1
My (non) understanding of how upadtes work...
So the way I thought it worked was if you're in the middle of a campaign, and there's an update to the module, you just find the little book icons with check marks and "revert changes". Wait, now that I'm typing this out, I'm realizing that puts any changes I've made back to the original. But the principle should still hold true. Any errata should then be updated, no?
How do updates actually work is what I want to know.rob2e - Join me on Discord!
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June 7th, 2016, 00:00 #2
When a product is updated the original file (.mod, .ext, .pak, .ppk) are completely overwritten with the new file.
The thing to remember here is that modules are read only. So when you load up a module into FG you can't directly modify that base module data (in the .mod file).
FG allows you to "pseudo modify" module entries within campaign, but the changes aren't written to the module, they're kept within XML files in the campaign specific moduledb directory. These are in the same DB format as the base module and essentially overwrite the module entries. That's the difference between the two module icons in FG - the book with the pen icon means that entry has been modified and FG is using the data in the campaign moduledb directory, if the icon is just the book without the pen it is telling you that it is using the base entry from the module.
If you want to remove your edits within a single campaign, you can do it entry by entry - right-click on an object that has a book-with-pen icon and select "revert changes". This will remove only that specific entry from the campaign moduledb data.
You can also remove all of the edits for a specific module from the campaign by going to the module activation screen, right-clicking on the module and selecting "revert changes". This will remove the whole moduledb data for that specific module in the campaign.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!
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June 7th, 2016, 14:37 #3
So, I think just to add to what Trenloe is saying (I always hesitate when doing this) and to focus in on what you want to know. If something has been updated in a module - let's say a spelling error in a story entry has been corrected, then if you have altered that story entry in any way when you open it in your campaign you will see, as Trenloe puts it your pseudo entry with your alterations. What you won't see is the corrected spelling entry (unless you corrected it yourself). However if you haven't made any alterations to that particular story entry when you open it up it will have the corrected text because it is reading the text from the module rather than your pseudo entry.
So, in summery, if a module is updated and you have made zero alterations to it then you will see all the corrections when you open anything in it. If you have made changes to a part of the module that has a change then you won't see that change unless you revert changes to that particular entry or the whole module.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 here https://www.fantasygrounds.com/featu...rerequests.php
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June 7th, 2016, 18:11 #4
Very clear guys. And thank you.
rob2e - Join me on Discord!
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