Thread: Universal Module Extension
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October 19th, 2020, 19:41 #71
You would be able to open the module associated with the product, but you won't be able to use the extension that accompanies it. It would need to be configured to work in both PF1 and PF2
Dominic Morta
Ruleset Developer
Smiteworks
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December 21st, 2020, 18:56 #72
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December 21st, 2020, 19:12 #73
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Hi Quintain,
I do not have any specific 2nd Edition material to test it with, but in my experience, the Universal Module works consistently and universally well for all my materials in FGC and FGU. The only thing I can think of it that perhaps you did not select the Universal Module from your list of Extensions in the specific campaign you created that you are missing those 2nd Edition materials in? The Universal Module Extension needs to be specifically selected (activated) for each campaign that you want to use it in.
I hope this is helpful!
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December 23rd, 2020, 19:32 #74
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Jakemtl,
Ok, it looks like app was using the roaming profile, and not the one under my general ProgramData folder tree. Once I copied all the extensions from B to A, I see the extensions now.
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January 28th, 2021, 18:58 #75
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Thank you to whomever coded the UniversalModule extension! You have saved me hundreds of hours of work! Not having to re-import images and maps alone from my Rise of the Runelords modules into my 5E campaign is a big deal. I am grateful!
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April 19th, 2021, 23:36 #76
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This is an awesome extension! I'm still trying to figure out the best way to use it though.
For my current campaign (Pathfinder 1e), I've been creating adventures in their own campaigns, exporting them as modules, and loading into the running campaign as needed. I'd like to do that with some old AD&D 1e modules that I have for FGU. If I create a new campaign and open the module for the adventure B2 Keep on the Borderlands (not it's real name; my players might see this post), I can make changes but I can't export the whole thing as a new module. My current plan is to make those changes, and when it comes time to run it, copy \moduledb\B2 Keep on the Borderlands.xml from the modification campaign to the running campaign.
Does that make sense, or does anyone know a better way to incorporate those changes? I very briefly considered copying everything in the module and exporting it as a new, PF1e module, but then I'd still need to edit every link and pin, and that's just insane.
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April 20th, 2021, 00:19 #77
When you do an /export it only exports content created in that campaign.
In your Live campaign load up the original and the exported campaign and you should see all your changes.
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April 20th, 2021, 16:31 #78
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Does /export export changes or just additions? For example, if I create a new NPC that will be exported, but if I edit an encounter to replace the old NPC with the one I created, will that encounter be exported?
I really need to just find some time to experiment with this myself.
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April 20th, 2021, 17:46 #79
All edits and additions should export.
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April 20th, 2021, 22:01 #80
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Cool, thanks damned! I thought the edits just stayed with the current campaign. That will save a lot of work.
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