#Initial Module Setup
1 messages · Page 1 of 1 (latest)
Can I get the module.json text copied & pasted here? You can do
```json
the code
```
and it'll format nicely
"id": "tweaks",
"title": "tweaks",
"version": "1.0.0",
"compatibility": {
"minimum": "12",
"verified": "12"
}
},
"esmodules": ["tweaks.mjs"],
"languages": [
{
"lang": "en",
"name": "English",
"path": "lang/en.json"
}
]```
And what's the name of the folder it's in?
tweaks
yes
Nah you're right. Take that red guy and move it alll the way down
(and put a comma where it gives you the next red squiggle)
Also always take the setup errors into account, they'd yell about this among other things
Comma after the } before esmodules
ok, was working around a cat
And } at the very end
you need to remove the } before the esmodules that's a duplicate
what
Hang on
it conected to the firsty
{
"id": "tweaks",
"title": "tweaks",
"version": "1.0.0",
"compatibility": {
"minimum": "12",
"verified": "12"
},
"esmodules": ["tweaks.mjs"],
"languages": [
{
"lang": "en",
"name": "English",
"path": "lang/en.json"
}
]
}
(Basically, in a JSON file, everything that doesn't "start" or "end" a block of info requires a comma at the end)
if you still see red anywhere please send the whole file again here
its very particular
Did you restart foundry again?
Ah so
copping for reference
You shouldn't need to restart in the first place as you should only be editing the module while Foundry is shutdown.
For that one, remove the , on the second line
I'd recommend using editor that has json linting, like vscode
And you'll probably wanna keep the original ones too
They are, see above
and not to pile on but from this: #module-development message there seems to be a change in ID, not sure if that affects foundry loading that thing
i am , im also just opening the files to make quick edits
Something like
{
"DND5E.AbilityHon": "Will",
"DND5E.AbilityHonAbbr": "wil",
"DND5E.AbilitySan": "Soul",
"DND5E.AbilitySanAbbr": "sol"
}
need both
(They changed the folder to be tweaks so should be fine)
The non-abbr one will show up in chat when you roll ability checks
It'll say "Will ability check" or some such
Did you copy the text block I sent directly?
Also in case it got missed: You should only be editing the files while Foundry is shut down
As it'll revert otherwise
closed now
Now adjust the files like Michael indicated and do not forget to save
manifest
en.json
(en.json)
and
Looking good
Ensure you've saved em both
is saved
And that the folder containing them is called tweaks exactly
And if so, boot foundry up again and take a look
can you send screenshots of the folders?
this error
Metadata validation failed for module "tweaks": The file "tweaks.mjs" included by module tweaks does not exist
ahh
(This part isn't necessary for just replacing the names, but will future-proof it so that in the future when you want to make more complex changes the file is already there and part of the module)
Now the final test, open your world, enable your module, and check the sheet
where dat
found it
No reverting should be happening. It's just that Foundry very rarely reads those files when running
Messing with the manifest while foundry's open seems like a recipe for trouble
how not corner
It reverts for worlds (I ran into this before) and they did say earlier that it didn't save correctly. On top of that a restart is needed either way so better save than sorry
lets gooooo
Works fine for me 🤷 Just need to remember to restart for the changes to show
For this I'm having a hard time believing it's anything we just did lol
first modual
Worlds update the .json tho, modules/systems don't
its not lol
got it
this game was a clear Micheal carry
@stone swift@serene wagon@limber cipher thanks all of you
dropping a triple double
So I'm a long way from having an entire transformation feature
Probably - but what do you mean by transformation feature?
press buttons on sheet that have otherthings happen
Ah. Yeah that'll be some code
for example gain temporary hit points equal to your total level plus Constitution Modifier.
, manage modules