Open the module selection sheet by clicking on the "Modules" button on the tabletop.
Locate the module you wish to activate in the list.
Double click the icon for the module, or press the mouse button down on the book icon in the top right corner of the module
entry and drag to the left to open the book.
Deactivating modules
Open the module selection sheet by clicking on the "Modules" button on the tabletop.
Locate the module you wish to activate in the list.
Double click the icon for the module, or press the mouse button down on the book icon in the top right corner of the module
entry and drag to the right to close the book.
Setting module permissions
Locate the module whose permissions you wish to change on the module selection sheet.
Select one of the octagonal permission icons at the bottom of the sheet. "Block from players" (cross icon with red base)
indicates players are not allowed to load the module. "Allow for players" (checkmark with green base) permits players to load
the module if they choose to do so. "Force load for players" (bolt icon with light green base) indicates players are required
to load the module if they have it installed.
Drag the icon onto the corresponding slot on the entry for the module.
Player modules awaiting permission
If a player attempts to activate a module with no permission status set, the Gamemaster will be notified of this in the
chat window.
Open the module selection sheet.
The permission status slots will be hilighted with an icon indicating that one or more players are waiting for permission to
load the module. Setting the permissions to "Allow" or "Force load" will cause the module to be loaded for such players.
Creating modules
Modules can be created from within Fantasy Grounds user interface although some advanced options are only available by editing the module file in a text editor. If you want to learn what kind of options there are beyond the user interface editing capabilities, take a look at the module files in Fantasy Grounds II Application Data folder (a link can be found from Fantasy Grounds II program group in the Windows Start menu).
The step-by-step instructions below are extremely skeletonic. If you want, and it is strongly encouraged, download and enjoy the awesome module creation tutorial by Xorn.
Enter /export in the chat window. This opens up an interactive module export window.
Enter the data requested in the top part of the window
Either select whole categories of content by checking them (e.g. click the circle on the left of Images to include all the images of the current camapign in the module) or drag individual entries to the window (e.g. drag a particular map from its drag icon to the lower part of the window).