Warning: Largely untested - but I will no longer be updating my old SW5e_Extras or starships modules. At some point I will delete those older post attachments when I feel this new stuff is working to my satisfaction. If pico adopts it all I'll dump all attachments of mine . For now - this is what I plan to run with.
This new SW5e.mod is a blend of pico's original mod and my SW5e_Extras.mod. Unfortunately, pico's was created with a tool that created named references while mine was created by /export in an FGU campaign. This means some of the links won't be recoverable and will have to be replaced in any existing campaigns using the old stuff. Also, it turns out there is no way to create skills that are used by FGU create character software in a mod generated by FGU. This means I had to create another mod that MUST ALWAYS be used with the new blended SW5e.mod, called SW5e_skills.mod. And as usual you also need the SW5e.ext to run all this stuff correctly. So, if starting a new campaign from scratch you will need the following:
SW5e.ext - put in your FGU extensions directory and select "SW5e" extension when you load your campaign. (pico and miked2681 blend)
SW5e_skills.mod AND SW5e.mod - put in your FGU modules directory and MUST BOTH be loaded as modules in your campaign with the share with players button (green check mark) set on them both. (pico and SilentRuin blend)
If you use my made-up spaceship combat which my players have run and had fun with you can also load...
SRs_SW5e_Starships.mod - put in your FGU modules directory and load as module in your campaign with the share with players button (green check mark) set. A Story has directions. Has just the ships I've created to date for my own campaign. (SilentRuin)
If you had an existing campaign under the old stuff you will be better off just recreating it from scratch up to the point your current session is at (yes as in create a new campaign and start making stuff for it again).
If you are really crazy you can attempt to muddle through and correct all the links. I successfully ported mine as it appears only the following was required...
Edit campaign's db.xml file. Replace All "SW5e Player Book" with "SW5e" and Replace All "SW5e Extras" with "SW5e".
I then edited the modulestate.xml to replace the previous two old SW5e things before I came up with...
<module name="SW5e_skills">
<loaded />
<allow />
</module>
<module name="SW5e">
<loaded />
<allow />
</module>
But you can do that when you come up in the campaign (remove old modules - add new ones with player access).
Then recreate all your character sheets from scratch - I did this while having both old sheet and new sheet up at same time - I also took a risk copying inventory links but NO OTHER LINKS - as item links still seem to be the same (at least for me - was risk). I then had to replace some of the tokens (look up reference. of each and then find that id- number in mod and replace them - painful way I did it) in NPCs, encounters, etc. that I had copied from the previous mods. This worked for porting my campaign.
If you don't do this - then you will be in for a world of hurt trying to replace links - for example, I came up in the campaign and started clicking on things to find the bad links at one point. This immediately resulted in bogus new entries creating in background and anywhere else there was a bad link (I had to delete the bogus entries created by clicking on the corrupted links). Dropping over valid links to replace these things can of course trigger leveling logic in the char sheet main page and that is a whole other level of fun to undo.
Easier to just recreate the character sheets as that is where most of the bad links are located. The point is you have to have a valid recordname and that means with the new stuff it must be id based - and the beauty of id's is they can change if the record is ever deleted and recreated (like if you were were using two .mod files that did two different referencing mechanisms plus the id's changed in the new one - which an existing campaign would have been doing). Search for "reference." to see if you have any bad non id references if your not going to replace your chars from scratch.
But if creating a new campaign - your ready to go.
The SW5e campaign files could not fit so they are in the following
post.