DICE PACKS BUNDLE
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  1. #381
    Figured it out! Thanks for the help

  2. #382
    I'm having an issue with tokens and can't figure out a solution, am hopeful that someone else knows the fix!

    I'm using a pile of tokens that I snagged from one of the people on the Fantasy Flight boards, which are anywhere from 150x150 to 1200x1200. I cannot for the life of me work out how to force them to fit in the grid. I'll drop a token on a map and it'll take up half the map until I manually shrink and lock it. Then I'll drop another token on the same map and it'll be miniscule until I manually enlarge and lock it. Then I'll have another map at a slightly different scale and all of the tokens that I had to manually resize for the first map are the wrong size for the second map, and so forth and so on. It's a constant headache that brings things in sessions to a halt while I mess around with tokens. The wiki claims that there's an option to force tokens to fit the grid, but I can't find it anywhere.

  3. #383
    Trenloe's Avatar
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    Quote Originally Posted by Valatar View Post
    I'm using a pile of tokens that I snagged from one of the people on the Fantasy Flight boards, which are anywhere from 150x150 to 1200x1200. I cannot for the life of me work out how to force them to fit in the grid. I'll drop a token on a map and it'll take up half the map until I manually shrink and lock it. Then I'll drop another token on the same map and it'll be miniscule until I manually enlarge and lock it. Then I'll have another map at a slightly different scale and all of the tokens that I had to manually resize for the first map are the wrong size for the second map, and so forth and so on. It's a constant headache that brings things in sessions to a halt while I mess around with tokens. The wiki claims that there's an option to force tokens to fit the grid, but I can't find it anywhere.
    This ruleset does not have scale to grid. See "In older rulesets..." in the Scaling section here: https://www.fantasygrounds.com/wiki/...Tokens#Scaling

    1200x1200 is too large for a token - unless it's something that's very large relevant to the other tokens - e.g. a ship, transportation, etc.. But even then, 1200x1200 for a token is going to take up a lot of space.

    I'd recommend you spend 30 minutes or so sorting through your tokens - separating them out into relative sizes - stuff that would fit in 1 square, 2 squares, etc.. Then use a graphics app to bulk size the sets of tokens - say 50x50 or 100x100 for 1 square tokens, double that for two square tokens etc.. Then stick with that sizing for you tokens.

    Then you can use the token size lock once on a map, and all of your tokens will appear at the right size.

    EDIT: And, I rarely (if ever) use a grid in Star Wars. It's not that type of game - movement and ranges are abstract and grids just get in the way and look bad!
    Last edited by Trenloe; June 10th, 2017 at 03:04.
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  4. #384
    Thanks for the help, I appreciate it. And yeah, I'm just using the grid to try to keep the tokens at a uniform size and give the players a general idea of distance; since the system isn't using any sort of tactical layout there's no point to having movement locked to squares or anything of that sort.

  5. #385
    This has decided to begin popping up for me when I mess around with the library modules, things like opening and closing the 'books' for the player library and GM encounter library: Script Error: [string "managers/initiativemanager.lua"]:192: attempt to call field 'getWindows' (a nil value)

  6. #386
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    Quote Originally Posted by Valatar View Post
    This has decided to begin popping up for me when I mess around with the library modules, things like opening and closing the 'books' for the player library and GM encounter library: Script Error: [string "managers/initiativemanager.lua"]:192: attempt to call field 'getWindows' (a nil value)
    Which modules do you have open and which windows are you opening?

    Please provide a screenshot of the issue - showing the windows you have open. Please also have the combat tracker open in the screenshot showing the issue, as the error is related to code within the combat tracker. Thanks.
    Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!

  7. #387
    The NPCs that had been on the combat tracker were cleared before I saw your message, and after clearing the NPCs off the tracker the error hasn't returned even after I attempted to replicate it by adding them back on and going back to the modules window. Sorry, I know that's not very helpful info for bug hunting! In case it does prove helpful in narrowing things down, I had just removed the old equipment and vehicle library modules and replaced them with the new player library module; that and the GM encounter library module were the only two active ones at the time. It was in attempting to activate the player library module that the console started popping up with errors.

  8. #388
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    Quote Originally Posted by Valatar View Post
    The NPCs that had been on the combat tracker were cleared before I saw your message, and after clearing the NPCs off the tracker the error hasn't returned even after I attempted to replicate it by adding them back on and going back to the modules window. Sorry, I know that's not very helpful info for bug hunting! In case it does prove helpful in narrowing things down, I had just removed the old equipment and vehicle library modules and replaced them with the new player library module; that and the GM encounter library module were the only two active ones at the time. It was in attempting to activate the player library module that the console started popping up with errors.
    That's cool, thanks for the info. I've been trying to track down the cause of this for a while - I can remove the error being raised in the console, but that doesn't help me in trying to find out why that portion of the code is running when it probably shouldn't be.
    Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!

  9. #389
    Hey Trenloe,

    FFG announced a new RPG today called Genesys that uses the same dice system. Your module is probably going to get more popular.
    Genesys Announcement

    Lobo

  10. #390
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    Quote Originally Posted by Lobosolo View Post
    Hey Trenloe,

    FFG announced a new RPG today called Genesys that uses the same dice system. Your module is probably going to get more popular.
    Genesys Announcement

    Lobo
    Yeah, I just noticed that. It will be interesting to see how closely it mirrors the Star Wars games - the dice look identical. I'm wondering if the same career/specialisation/talent structure will be used, as well as the three main skill areas. Basically thinking how close to EotE it will be and how much modification of the ruleset would be needed to fit into this.

    I'm also very interested to see how many additional products they bring out - they list 5 settings detailed in the main book. Will they support these with additional setting crunch/background and adventures? Hopefully enough premade material to make them usable for the time challenged GM.
    Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!

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