Thread: Module Creation Unity vs Classic
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December 2nd, 2020, 22:03 #1
- Join Date
- Nov 2017
- Posts
- 38
Module Creation Unity vs Classic
So in my attempt to create a custom critical hit/fumble module for my PFRPG campaigns I finally bit the bullet and attempted to edit a pre-existing mod in order to dip my toe into mod creation. I decided to make it in Unity although we still play in classic until our present campaign is done because.... who knows. Anyways I get everything put in just like I want it, export, load it into a new campaign, load the module, test fire and success!!
Great! I'm now ready to reprogram Alexa to hack the Skip the dishes and eat for free for the next week. I just need to get it loaded for my Classic campaign and....... it is now saying I need to have the old module loaded that I based it off of.
Is there a reason this wouldn't be back compatible with Classic if I originally made the mod in Unity?
The original mod that I based it off of works in both.
Any insight is appreciated.
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December 2nd, 2020, 22:06 #2
Supreme Deity
- Join Date
- Mar 2007
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- 20,548
FGU automatically converts FGC data to the format it needs and uses. FGC does not know anything about FGU data.
If you want a module to be usable in both FGC and FGU, it must be created in FGC.
Regards,
JPG
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December 2nd, 2020, 22:08 #3
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- Nov 2017
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- 38
OK! Thanks for the info.
Makes sense.
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