Thread: Adding professions and creatures
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November 17th, 2020, 23:24 #11
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I figured it out. At some point I figured out that the skills must be present in the same module as the profession, even though the links in the profession point to Character Law. Then each skill entry in the "skilllist" XML structure has a tag group named "costs", and each profession must have a tag in that group with the cost for that skill for that profession. The same entry exists in the XML tags for the profession itself in the "professions" tag group, but the skill has its own set of costs. I don't know yet if ALL the skill tags must be present, but it has to be more than just the "costs" tag group.
At some point I tried to cut down on the overhead and removed the "skilllist" from my homebrew module, and then none of the skill costs were showing up. I made a copy before i deleted it, and when I put the copy back, that's when the secondary skills all went to "4". It was late, I was getting frustrated, and I must have done a blanket find/replace in the editor or something. Oh well, I figured it out after some sleep, coffee, food, and time.Last edited by Bale Nomad; November 17th, 2020 at 23:26.
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November 18th, 2020, 03:56 #12
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Good job tracking it down. Those can definitely be frustrating situations.
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November 26th, 2020, 10:19 #13
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Does this only work with FGC? I use FGU.
I edited the mod file (find/replace noproffession with warriormage, changed costs, zipped, changed extension back to mod) and put it in the correct folder.
I can't find any indication it's actually loading the mod. No errors either. https://www.fantasygrounds.com/forum...ustom-MOD-file
Did I miss something?
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November 26th, 2020, 19:58 #14
Does it show up in the Module Activation Window (click on Library then Modules)?
If yes, did you Activate (Load) the Module?
If you created the .mod file yourself, you should see it in the Module Activation Window.
Here is a screen shot (from FGU), where I have added a bunch of custom modules, none of them are loaded at the moment though (all of the buttons say Load instead of Unload).
Not all who wander are lost.
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November 26th, 2020, 23:14 #15
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Also double check that when it was zipped up that it didn't create a folder within the zip with the same name. The definition.xml and other files need to be at the root of the zip file and not in a sub-folder.
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November 27th, 2020, 03:53 #16DMing since February 1979. FGC & FGU Ultimate License holder.
Currently GMing:
* C&C Greyhawk | Yggsburgh and Castle Zagyg (Monday | Friday)
* AD&D The Night Below (Wednesday)
* Rolemaster Greyhawk (Thursday)
* AD&D Bandit Kingdoms (Friday)
* AD&D Kron Hills (Saturday)
Thanks for 8+ years of gaming via FG my friends (AD&D 2e / 3.5e / Rolemaster Classic / Castles & Crusades / Pathfinder / Savage Worlds / 5e / Traveller 2e)!
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November 29th, 2020, 16:14 #17
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Doh! I'm now officially a dumbass. Thanks a bunch guys!
I'm trying to automate a find/replace function for this module. Modifying all the cost took more time than I'd like. I have an excelsheet with 139 professions and the corresponding skill costs for close to 300 skills in RM2 style:
RM2 skills.JPGLast edited by Bertus15; November 29th, 2020 at 16:24. Reason: Proof reading is hard
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November 29th, 2020, 22:17 #18DMing since February 1979. FGC & FGU Ultimate License holder.
Currently GMing:
* C&C Greyhawk | Yggsburgh and Castle Zagyg (Monday | Friday)
* AD&D The Night Below (Wednesday)
* Rolemaster Greyhawk (Thursday)
* AD&D Bandit Kingdoms (Friday)
* AD&D Kron Hills (Saturday)
Thanks for 8+ years of gaming via FG my friends (AD&D 2e / 3.5e / Rolemaster Classic / Castles & Crusades / Pathfinder / Savage Worlds / 5e / Traveller 2e)!
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November 30th, 2020, 19:18 #19
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December 1st, 2020, 07:50 #20
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I've used Excel VBA to build the XML files for modules. You just need out output the right format to pull it off and have it read information from the spreadsheet. It took me a bit of research in how to do things in Excel VBA but wasn't too bad from what I remember.
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