DICE PACKS BUNDLE
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  1. #2731
    Quote Originally Posted by seansps View Post
    Wait - are you saying you’re creating Talents within the campaign and then exporting, and even those descriptions are omitted! If that’s the case that’s a bug, that really shouldn’t happen… it seems to work when I do it in a Genesys campaign.
    All editing was done in the EDIT campaign. I followed the directions I found in this thread, creating a campaign specifically and only for editing. In that campaign, I loaded the modules from the Google Drive folder linked in the first post of this thread. I then added descriptions to all of them (both the summary and long-form descriptions). I also added text to skills. I also added Talents (and their descriptions) from Rise of the Separatists and Collapse of the Republic. I then exported all of that using the export function. In what's meant to be my actual campaign, I then loaded that module along with the EotE, AoR, and FaD modules from Drive. The only thing missing is the descriptions in the Talents I added manually in the EDIT campaign - the Talents themselves came over with all of the information I entered except specifically the descriptions.

    I haven't done any editing in the actual campaign. I haven't even created characters yet.

  2. #2732
    Quote Originally Posted by chikininabizkit View Post
    All editing was done in the EDIT campaign. I followed the directions I found in this thread, creating a campaign specifically and only for editing. In that campaign, I loaded the modules from the Google Drive folder linked in the first post of this thread. I then added descriptions to all of them (both the summary and long-form descriptions). I also added text to skills. I also added Talents (and their descriptions) from Rise of the Separatists and Collapse of the Republic. I then exported all of that using the export function. In what's meant to be my actual campaign, I then loaded that module along with the EotE, AoR, and FaD modules from Drive. The only thing missing is the descriptions in the Talents I added manually in the EDIT campaign - the Talents themselves came over with all of the information I entered except specifically the descriptions.

    I haven't done any editing in the actual campaign. I haven't even created characters yet.
    I think the problem is that you're editing existing records in the other modules. If you are going to do it this way you need to use the Description DB Backup Method, which for reasons I mentioned, isn't the most intuitive for Players.

    Try this, to see what I mean (this is the proper way to do it):

    - Create a new campaign (don't load any modules)
    - Create a new Talent
    - Enter all the data in all fields
    - Export everything in the campaign to a new Module named something like TEST EXPORT
    - In another campaign, load TEST EXPORT. You'll see the Talent you created with the data.

    If you're going to just edit the records in another module, you must use the Description Backup feature. It will not export records you didn't create (or copy as new) in that campaign. I just tested the above and it works as expected.

    If you want to edit the existing modules from the Google Drive with descriptions, you could also try a python script I wrote that will work if you have all the data in OggDude XML files already: https://drive.google.com/drive/folde...B6?usp=sharing

    Otherwise you need to create a Description Backup and export that within the module you used to edit them. Then in the campaign with your players you load the Description Backup and restore the descriptions, but I believe it only works for players if you also share the records after the edit. This is why I prefer to make my own modules with the data already there.

    Another thing to try, this should also work:

    - Create a new campaign
    - Load one of the modules like for EoTE
    - Click and Drag ONE Talent to Copy it
    - Edit the copy with all the data
    - Export the module with all data as something like MODULE TEST
    - In a new campaign, load MODULE TEST -- you will see in that module there is only one record, the Talent you copied, with all the data

    Hope that helps!

  3. #2733
    Note: When I am referring to Exporting a Module, I am referring to the Fantasy Grounds Export feature, NOT the custom Descriptions Export that johniba made specifically for this ruleset.

    See screenshot.
    Attached Images Attached Images
    Last edited by seansps; November 10th, 2023 at 14:32.

  4. #2734
    Quote Originally Posted by seansps View Post
    I think the problem is that you're editing existing records in the other modules. If you are going to do it this way you need to use the Description DB Backup Method, which for reasons I mentioned, isn't the most intuitive for Players.

    Try this, to see what I mean (this is the proper way to do it):

    - Create a new campaign (don't load any modules)
    - Create a new Talent
    - Enter all the data in all fields
    - Export everything in the campaign to a new Module named something like TEST EXPORT
    - In another campaign, load TEST EXPORT. You'll see the Talent you created with the data.

    If you're going to just edit the records in another module, you must use the Description Backup feature. It will not export records you didn't create (or copy as new) in that campaign. I just tested the above and it works as expected.

    If you want to edit the existing modules from the Google Drive with descriptions, you could also try a python script I wrote that will work if you have all the data in OggDude XML files already: https://drive.google.com/drive/folde...B6?usp=sharing

    Otherwise you need to create a Description Backup and export that within the module you used to edit them. Then in the campaign with your players you load the Description Backup and restore the descriptions, but I believe it only works for players if you also share the records after the edit. This is why I prefer to make my own modules with the data already there.

    Another thing to try, this should also work:

    - Create a new campaign
    - Load one of the modules like for EoTE
    - Click and Drag ONE Talent to Copy it
    - Edit the copy with all the data
    - Export the module with all data as something like MODULE TEST
    - In a new campaign, load MODULE TEST -- you will see in that module there is only one record, the Talent you copied, with all the data

    Hope that helps!
    Everything you said here is what I did. I didn't use the "/export" function in the chat bar - I used the Description Backup tool.

    And I feel like I need to reiterate:

    Everything else worked.

    - The descriptions for everything that was already in the EDIT campaign (meaning the modules from the Google Drive link in this thread) all show up in the new campaign with full descriptions.

    - The added descriptions for Skills all show up in the new campaign on both PC and NPC sheets.

    - The Talents I added manually in the EDIT campaign all show up in the new campaign.

    It all came through backup/restore process intact - except the two description fields for Talents I entered in the EDIT campaign. The Talents themselves came over and loaded properly, are listed in the Talent list and each has its title, activation, tree, and book/page number - all of which was entered manually. What's missing is only, solely, and specifically the description fields on those specific Talents.

    I feel like this is just going in circles. I don't mean to sound ungrateful, but learning how to use Python just to deal with trying to import oggdude is so much more work than just copying/pasting the ~20 missing Talent descriptions into my actual campaign and being done with it.
    Last edited by chikininabizkit; November 10th, 2023 at 16:09.

  5. #2735
    Quote Originally Posted by chikininabizkit View Post
    I feel like this is just going in circles. I don't mean to sound ungrateful, but learning how to use Python just to deal with trying to import oggdude is so much more work than just copying/pasting the ~20 missing Talent descriptions into my actual campaign and being done with it.
    No worries. The python method is more for power users. We wouldn’t have to resort to such silliness if it wasn’t for the iron grip the corpos have in the IP

    In any case the problem you describe can also occur when you load a module that you have locally edited. Have you tried loading the exported module in a fresh campaign? Or right click the module you created and click revert changes and then unload/reload? Sometimes that can cause what you’re describing. But exporting a module with your own records and data does seem to be working as expected for me.

    Edit; Oh, I see. You’re saying the Description Backup isn’t working. That might be a bug for johniba to look into. That’s a complex part of the code. For now I suggest using only Fantasy Grounds module export feature and truly making your own module, NOT the Deacriptions Backup feature.

    In my steps I meant using the FG export feature, see my screenshot before.
    Last edited by seansps; November 10th, 2023 at 16:18.

  6. #2736

    Editing Force Powers

    When I open the editing option and click on the name of the upgrade, it opens a box that has a field I assumed was for a description. However, after I enter text, the box is still blank on the Force power tree. Is there somewhere else you're supposed to enter those descriptions to get them to display?

    The attached pic shows the text entered into the only available field, but the box on the tree is blank, even after closing/reopening.
    Attached Images Attached Images

  7. #2737
    Quote Originally Posted by chikininabizkit View Post
    When I open the editing option and click on the name of the upgrade, it opens a box that has a field I assumed was for a description. However, after I enter text, the box is still blank on the Force power tree. Is there somewhere else you're supposed to enter those descriptions to get them to display?

    The attached pic shows the text entered into the only available field, but the box on the tree is blank, even after closing/reopening.
    It’s a bit confusing but you need to use the “Summary” field. Then it’ll show up there.

  8. #2738
    Quote Originally Posted by seansps View Post
    It’s a bit confusing but you need to use the “Summary” field. Then it’ll show up there.
    Yes! Thank you. Such a simple oversight.

  9. #2739
    Sorry, another question: Where are Signature Abilities? [EDIT: I added a couple as Special Abilities and that'll suffice, but if they're already in here, I'd rather use what that.]

    No reply, yet, so I'm gonna add another.

    - Is there a way to add permanent dice modifications to a roll? For example, weapons that have ranks of Accurate appear to still need the Boost dice added manually on each roll.
    Last edited by chikininabizkit; November 11th, 2023 at 08:10.

  10. #2740
    Quote Originally Posted by chikininabizkit View Post
    Sorry, another question: Where are Signature Abilities? [EDIT: I added a couple as Special Abilities and that'll suffice, but if they're already in here, I'd rather use what that.]

    No reply, yet, so I'm gonna add another.

    - Is there a way to add permanent dice modifications to a roll? For example, weapons that have ranks of Accurate appear to still need the Boost dice added manually on each roll.
    Signature abilities have not been implemented yet. It’s on the list of things we want to do eventually.

    No automation yet either for things like Accurate; etc. I plan to look into that and adding some eventually.

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