Using and Activating Modules
- 1 Modules
- 1.1 The Modules Window
- 1.1.1 Types of Module Data
- 1.1.2 Module Data
- 1.1.3 The Store Button
- 1.1.4 Module Export
- 1.2 The Module Activation Window
- 1.2.1 Activation Window Navigation
- 1.2.2 How to Activate A Module
- 1.2.3 Module Availability (Sharing with Players)
- 1.2.4 Module Sets
- 1.2.5 Ruleset Filter
- 1.2.6 Share Filter
- 1.2.7 Load Filter
- 1.1 The Modules Window
Examples, screenshots and animations are presented using a Dungeons & Dragons 5e campaign using the default Core UI theme unless otherwise noted.
Modules
The Library category on the Sidebar is where you will find the Modules button. The Modules window contains reference data for all data modules that have been activated for this session.
If there are no modules loaded in the lefthand Core Rules panel, you’ll need to activate a module to view its contents. Continue to The Module Activation Window section below to learn about module activation.
For information about customizing the Sidebar, see The Sidebar
The Modules Window
Types of Module Data
Different types of modules will be categorized with their own type headers in the loaded modules panel on the left of the Modules window.
Some of these categories might be provided by general functionality modules such as Calendars or Fumble and Critical Hit tables, generic modules by individuals or third-party creators that are compatible with the campaign ruleset being used (in this example, D&D 5e), Adventure modules, Core Rules modules, Map Modules, special add-on modules for sounds or specific to certain publishers, and more.
There may also be additional categories not shown in the example to the right.
If you have a lot of items loaded, you may need to scroll down to see them all or expand the window fully.
When there are no further modules of a certain type loaded, that category and heading will be removed from the Modules windows in the interest of keeping things tidy and removing clutter.
Module Data
To view the reference data for a loaded module, select the module in the left hand pane of the Modules window, then select the topic in the right hand pane.
When module data is loaded, the data usually appears in these locations:
Campaign data (Stories, NPCs, Encounters, Items, Parcels) are usually stored in separate tabs located at the bottom of each of the campaign data windows accessible via the Sidebar.
Calendar data is accessible via the Calendars window when selecting a calendar
Reference data is usually accessible via the Modules window.
Asset Modules
Many items we sell on the Store contain maps, images, or tokens. These are considered Asset Modules. These are loaded automatically into your Assets Windows and don’t require loading them separately in the Module Activation window.
The Store Button
The Store button will take you to the Fantasy Grounds Store and, specifically, to the Store category that matches the type of campaign you are in. In this case, the D&D 5e ruleset is being used, so the Store button will link to that Store category.
Link:
Fantasy Grounds Store - D&D fifth edition VTT modules
If you have not previously used the Store button, you might be prompted to allow Fantasy Grounds VTT to open the link in your default browser. You can click Yes to allow it this once, or Yes To All to allow all links to be opened unprompted going forward.
Module Export
The GM can create a module of campaign data based on the contents of the current campaign. To bring up the Export window, click the Export button in the Module Activation window, or type /export in the chat entry box. One of the best practices for this feature is to create a campaign specifically for each module, so that it can be updated at a later date and re-exported.
A summary of the fields in the module export window:
File name: The name to give the module file when stored on disk. This field is required.
Thumbnail: The name of an image file to associate with the module. The thumbnail files for the provided modules are 75x86 pixels. This field is optional.
Name: The name of the module to display in the Module Activation and Library windows. This field is required.
Display Name: How you would like to campaign name to appear. This can differ from the internal name (Name field). This field is optional.
Category: The name of the module category to display under in the Library window.
Author: The name of the module author to display in the Module Activation window.
Read Only?: If selected, this will mark the exported module as Read Only and cannot be edited.
Player Module?: If selected, this will denote the module as a Player Module.
Any Ruleset?: If selected, this module will not be restricted to any single ruleset, but will be usable by all rulesets.
Record Types: Select individual record types to be exported by clicking the radio button next to the record type, or click the All button to select all that apply. You can deselect all records by clicking the None button.
Assets: Drag-and-drop any image assets that should be exported with the module. Any non-module, non-ruleset tokens referenced by the exported data will be included in the module automatically.
When the Export button is pressed, a module will be created based off the information entered in the Module Export window. The export status is displayed in the chat window. The module file will be created in the <FG App Data>\modules directory with a .mod file extension and will be available for module activation after a restart of Fantasy Grounds. The module created by the export process acts in exactly the same way as other modules (described on this page).
Note: to avoid confusing module data with the base campaign data used to create the module, it is recommended that the new module is not opened in the same campaign where it was created.
The Module Activation Window
Modules are bundled packs of data and/or tokens for use in Fantasy Grounds VTT.
The GM controls access to all modules via the Module Activation windows. By default, modules are not loaded until activated by the user. The data module activation window is available via the Modules window accessible via the Sidebar menu.
NOTE: Image assets such as those sold in Map Packs, Token Sets, found in the Art Subscription, or those that come as part of rulesets or core rules inside modules, can be found in the Assets menu in the Sidebar.
Activation Window Navigation
Page Navigation: If there are more modules displayed than can fit into the window, they will be placed on multiple pages. You can use the
Arrow button to navigate one page at a time, or the
Go To End button to skip directly to the last page. The page navigation bar will change dynamically as you navigate.
Search By Name: You can search for all or part of a module’s name by keyword. Since many modules can start with the same same words, like D&D Basic Rules, D&D Curse of Strahd, D&D Curse of Strahd - Players, etc., this helps narrow down the module displayed to choose from.
Search By Author: You can also search for all or part of a module author’s name. This might be an individual’s name, such as Devin Knight, known for his Token Packs, or a publisher, like Frog God Games as seen in the example below.
How to Activate A Module
To activate or deactivate a module, double-click on the module entry in the module activation window, or click the Load button. In some older rulesets, it is necessary to drag the book icon open to activate it, but this behavior has generally been phased out for newer modules.
Conversely, if you wish to unload a module, you can click the Unload button.
Module Availability (Sharing with Players)
The GM has complete control of which modules can be accessed by players of their campaign. By default, the module access for a given module is either blocked or undefined (depending on the module creator).
Here are the available access states and how they appear to Players:
Block: This module is not visible to the players, and can not be loaded by players.
Allow: This module is visible to the players, and can be loaded by the players if desired.
Auto Load: This module is visible to players, and will be automatically loaded when the player joins the campaign.
Undefined: This module is visible to the players, but can not be loaded by players. Attempts to load will generate a notice on the GM chat window.
To set a module access state, the GM can click on the module access button to toggle it between Player Load Blocked mode (the red X button), Player Load Allowed mode (the green checkmark button), or Auto Load mode (the green A button). You can also drag-and-drop the corresponding button onto the module to allow or block access, or auto load the module.
Module Sets
Module Sets allow the GM to load several types of modules at once. Depending on the ruleset and how that ruleset was set up by the developer, there may be different types of modules available to load together in the Module Sets window.
Below are some examples of how Module Sets can differ between rulesets:
Ruleset Filter
The Ruleset Filter button toggles between showing different types of modules depending on whether they are tied specifically to the ruleset used by the campaign, or are modules that can be used with any ruleset, not just the one the campaign is using.
It has three settings:
Ruleset Filter: This setting isn’t filtering results and shows all modules available.
Ruleset: Shows only modules that are apply specifically to the ruleset that the campaign is using.
Generic: Shows only modules that can work with any ruleset, such as generic map packs, calendar modules, hit tables, etc.
Share Filter
The Share Filter works similarly to the Ruleset Filter above, except instead of showing types of modules, it filters by whether loaded modules are shared with players or not.
It has three settings:
Share Filter: This settings isn’t filtering results and shows all modules, shared or not shared.
Shared: Shows only modules that are currently shared with Players.
Not Shared: Shows only modules that haven’t been shared with Players.
Load Filter
The Load Filter button shows either all modules (both loaded and unloaded), only loaded modules, or only unloaded modules.
It has three settings:
Load Filter: This setting isn’t filtering results and shows all modules, both loaded and unloaded.
Loaded: Shows only modules that are currently loaded and in the Modules window.
Not Loaded: Shows only modules that are currently not loaded and don’t appear in the Modules window.