Thread: MoreCore Ruleset
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July 14th, 2020, 19:36 #2431
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July 15th, 2020, 00:43 #2432
I'm not sure what you mean. Do they not have the items campaign tool? Or they have the button but it's empty? Or they have items but cannot drag and drop them?
I could replicate the abilities issue you reported for FGU but I have not looked any further just yet.
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July 15th, 2020, 00:47 #2433
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July 15th, 2020, 02:53 #2434
GM data is not shared to players by default.
Create your Items and either share them individually or export them to a module and set the module (in library) to Player Allowed.
Only the second way will show categories.
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July 15th, 2020, 04:38 #2435
Ive reported Abilities as a CoreRPG bug in FGU.
https://www.fantasygrounds.com/forum...-drag-and-drop
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July 15th, 2020, 18:52 #2436
I tried this, but it's still not showing up... In the Library, under Data Module Activation, it's loaded and Player Load Allowed is green...
I did make sure the Items and Abilities were checked when I exported. I even with and without the Player Module entry checked, though I'm not sure what that is really for...
The only options I see in there that might be affecting things is Read Only and Player Module... I can't find any information on what these do. It doesn't appear to be in the general FG wiki...Last edited by bloodylemming; July 15th, 2020 at 19:48.
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July 16th, 2020, 00:42 #2437
Hi bloodylemming
Close FG and reopen FG. As GM can you go into your Library and Data Activation and Load the module there. Set it as Allow Player Load.
When you go into Items on your GM screen the ones in the module should have a little book icon.
If there is no little book icon then the data you are expecting isnt in the module.
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July 16th, 2020, 15:21 #2438
It is loaded on my end, I do see the books next to each entry, though I so a duplicate list, which I assume is the list I exprorted and the original list. I don;t know why it wouldn't just replace them, but oh well. !)
Can I manually delete the non-book entries and still export a complete list, if I add to it, or do I have to keep the duplicates, as in the export won't export the book-marked items?
I finally got it to load for the players. They have to go in an manually install the module... This seems very silly to me. The modules required for the game should automatically load for the clients, or they can't play the game...
Anyway, probably an FG thing, not a MC thing.
I still don't know what the Read Only and Player Module selection options do under the export dialogue. Those don't appear to be in any of the FG documentation, and I can't find it in the morecore documentation...
I've alos just noticed that /reload isn't doing anything...
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July 16th, 2020, 15:41 #2439
Generally you should make content that you want to export, in a campaign dedicated to that content - not the one you are playing in.
Export the content from there always. No need to load the module in that campaign.
You should not need to send the players the mod file. They should be able to load it in their Library while connected to you and you have it set to Allow.
/reload is not available in FGU at this time. If you are doing dev work you might consider using FGC for now.
Also /reload doesnt refresh mod content - for that you need to unload/load the mod.
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July 16th, 2020, 16:35 #2440
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