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July 30th, 2020, 14:57 #1
How Do I transfer data from Classic to Unity
I have some data in FG Classic that I want to trasfer to Unity - not whole campaigns, but selected items.
I had expected to be able to load my FG Classic into the relevant campaign and Export the content into a Module (.Mod), copy it to the new FG Unity \module directory and then enable it, but I cannot see the module there.
Am I doing the wrong thing?
Why does it seem so difficult to transfer/migrate this data?
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July 30th, 2020, 15:01 #2
Welcome to the forums
You should be able to do what you are suggesting. You may need to restart FGU after you add to the module folder to make sure it re-reads the folder contents. At a minimum you will need to close the module activation window.
Problems? See; How to Report Issues, Bugs & Problems
On Licensing & Distributing Community Content
Community Contributions: Gemstones, 5E Quick Ref Decal, Adventure Module Creation, Dungeon Trinkets, Balance Disturbed, Dungeon Room Descriptions
Note, I am not a SmiteWorks employee or representative, I'm just a user like you.
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July 30th, 2020, 15:11 #3
I realise I *should* be able to do it, but FG Unity does not show the Module at all, and there seems to be no Import equivalent to force it to open the file explicitly.
Is there something in the export from FGC that is missing so that FGU doesn't show the file?
I did a /export in FGC, included NPCs from my FGC campaign, and gave it a filename and title - Spiders.mod. I have copied this spiders.mod to the FGU Data \modules folder and started FGU. On loading my FGU campaign I have opened the Library, Modules window and it is not available.
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July 30th, 2020, 15:13 #4
Here is the mod file
I have attached the mod file in the hopes it will help.
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July 30th, 2020, 16:19 #5Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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July 30th, 2020, 16:39 #6
Export #2
Attempt #2.
This time instead of selecting All NPC option I have explicitly added the 3 NPC Entries.
The Mod now appears in FGU Modules Window (called Test)
When Loaded, I have checked the NPCs list, and while the OneShot #1 Group from the mod appears as a group in the dropdown, there are no NPC entries.
I have opened the .mod archive and it shows that the data has not been exported, so now it looks like the issue is on the FGC end...
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December 22nd, 2021, 04:54 #7
- Join Date
- May 2020
- Posts
- 12
I have the same problem
My Module from FG works in FG but I cant see it in FGU module activation.....any update?
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December 22nd, 2021, 05:41 #8
You're going to need to tell us more. If possible, if you can upload it then we can test it. But otherwise, where did you put it in FGU? How did you create the module? What ruleset? Have you tried importing the module development campaign to FGU if you have one? Have you tried exporting just Stories, or Just NPCs to see what parts FGU is having trouble with?
Problems? See; How to Report Issues, Bugs & Problems
On Licensing & Distributing Community Content
Community Contributions: Gemstones, 5E Quick Ref Decal, Adventure Module Creation, Dungeon Trinkets, Balance Disturbed, Dungeon Room Descriptions
Note, I am not a SmiteWorks employee or representative, I'm just a user like you.
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December 22nd, 2021, 10:09 #9
Share your Mod and we will see what the issue is.
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December 22nd, 2021, 18:41 #10
- Join Date
- May 2020
- Posts
- 12
Hi,
DND 5e. I used the EXPORT button in FG. named the file and all. I see the module in the module folder in FG. I also see it in the Module activation screen in FG. then i copy it and put it in the module folder of FGU. not the campaign module but in the general module folder. here is the file:
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