Thread: Module Size Limit?
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June 7th, 2025, 22:10 #1
Module Size Limit?
I run a lot of Pathfinder for Savage Worlds and given the limited bestiaries, I find myself making a lot of monsters. I would like to turn these into my own bestiary modules, but I'm a little concerned with the file size getting too big. For example, I'm currently running Hell's Rebels, and I've already created roughly 120 or so and I still have about another dozen plus to go to finish chapter 2. I also have another 300+ that I made when I converted Tyrant's Grasp. I'm thinking of dividing them up in groups based on letters. Like A though E, then F through J, and so on, in an effort to keep the file size down. But what file size range should I be shooting for?
FGU Ultimate License - Savage Worlds GM
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June 7th, 2025, 22:28 #2
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June 7th, 2025, 22:57 #3
They do have tokens and profiles... Some are webp, but most are .jpg, except all of the tokens. Those are .png. Out of curiosity, I turned what I have for Hell's Rebels and it was over 40 megs. Too big, I imagine?
FGU Ultimate License - Savage Worlds GM
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June 8th, 2025, 10:00 #4-MrDDT
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June 8th, 2025, 15:46 #5
Ok, then I guess I'm fretting over nothing then. Thank you both for your assistance!
FGU Ultimate License - Savage Worlds GM
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June 10th, 2025, 18:11 #6
My Ultimate Undermountain level 1 module is 235.8MB.
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June 13th, 2025, 15:55 #7
That's impressive. I remember that dungeon. What a beast!
FGU Ultimate License - Savage Worlds GM
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June 13th, 2025, 15:58 #8
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June 13th, 2025, 16:25 #9
If you're creating a GM only module, then file size won't be a big impact on overall performance. File size will be a big impact if you're creating a player module - as the whole file will need to be shared to the players.
When opening a module, the main thing that impacts the opening time is the amount of XML data, as this needs to be parsed out and stored in FG's memory. If the module contains a lot of NPCs, then opening the module will take a while - either during campaign load if the module is already activated or when first activating the module in a campaign (when FG may also stop responding while all of the XML in the module is parsed). This can't be avoided - putting the data in multiple modules will reduce the time to load each module, but it won't reduce the overall time to load all of the data.
If you're using images, it's best to stick to the FG recommended format and size detailed here: https://fantasygroundsunity.atlassia...uct+Guidelines But this is more to do with performance and memory impact when opening/sharing those images within FG.FG Wiki: How to Compile the FG Logs
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June 19th, 2025, 23:24 #10
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On Licensing & Distributing Community Content
Community Contributions: Gemstones, 5E Quick Ref Decal, Adventure Module Creation, Dungeon Trinkets, Balance Disturbed, Dungeon Room Descriptions
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