View Full Version : Star Wars: Edge of the Empire, Age of Rebellion, Force and Destiny v2 ruleset
Girwan
October 30th, 2016, 09:31
It's possible to add any image to npc or item card?
Girwan
October 30th, 2016, 09:43
I create modul with NPC Token ->[LINK REMOVED] I use pictures from net, I don't have rights for this pictures, so it's only for private use. Do you think that I can make such module and share it noncommercial?
MODERATOR: Link to copyright material removed. You can only share material you own, have the copyright owners permission or is covered by a creative commons/allowed to share license. Thanks for trying to share something with the community, but we're very strict about distributing any copyright protected materials on these forums.
Valarian
October 30th, 2016, 12:34
I create modul with NPC Token ->goo.gl/yC9P67 (https://goo.gl/yC9P67). I use pictures from net, I don't have rights for this pictures, so it's only for private use. Do you think that I can make such module and share it noncommercial?
Make a module, yes. Share it, no.
Honken
October 30th, 2016, 22:50
Besides, my eyes always twitch when i see anonymous links like that, you never know where they point, and what the site will contain... All kind of nasties...
/H
Girwan
October 31st, 2016, 10:04
I don't like anonymous links too, but... what I can do? I put link to my onedrive cloud and short it to "normal" lenght. But.. link is removed, so no problem :)
darrenan
November 2nd, 2016, 19:50
Any issues with this ruleset and the 3.2 update?
Trenloe
November 2nd, 2016, 20:03
Any issues with this ruleset and the 3.2 update?
I've only seen blank entries appear in the campaign data lists when a module us opened. These go away if the list is closed and re-opened.
I'm expecting the odd little issue, but in a quick test yesterday it seemed to be OK.
Please report any issues with as much info as possible - steps to recreate, new or existing campaign, etc..
Trenloe
November 2nd, 2016, 20:19
v3.2.0 Issue: When more one library module is open the module name in the left side for a single module will have no categories listed. the categories are still present, but within another module name in the library list. e.g. Starships and Vehicles appear in the another library entry. The data is completely accessible, it's just that the top level categories appear under a different library heading.
Xydonus
November 3rd, 2016, 19:36
Will be playing a game tomorrow using this ruleset so I'll report anything odd. But in it right now for prepping and so far I've not encountered any issues.
joeblack1863
November 4th, 2016, 19:29
Downloaded this ruleset to give it a try and came across a problem, that just may be my not understanding how it works.
I am on FG 3.2 and copied over the .pak to the ruleset folder and one of the mods to the modules folder.
The campaign loaded perfectly and I think it is a great piece of work, very impressive!
I then thought I would load up the module I had downloaded to see what that was like. I clicked on library and the window opened but contained none of the normal buttons, just three blank (light blue) windows and an option to Search.
Could the library window be effected by the 3.2 update or have I missed something?
(Checked out the module to see it referenced the correct ruleset and it did).
Trenloe
November 4th, 2016, 19:46
@joeblack1863 - glad yout like the ruleset.
The interface is a little older than the current FG mainstream. You activate modules by clicking the small book icon in the top right of the desktop.
joeblack1863
November 4th, 2016, 20:07
@Trenloe,
Many thanks, it was me!
(That was the only button I didn't press during my browsing around, :D.
Girwan
November 12th, 2016, 20:59
How I can hide dice tower?16305 I don't use it, and I don't want in on my deck. I look for option to hide it but I can't found it.
Trenloe
November 12th, 2016, 21:01
How I can hide dice tower?
That's not the dice tower, that's the other dice types. You can't hide them specifically (without changing a bunch of code). You can move them to a less conspicuous position - see "Changing tabletop dice position" here: https://www.fantasygrounds.com/wiki/index.php/Dice
geewaagh
November 12th, 2016, 22:11
Hey all. Having issues with Script errors on player side every time something is done in the Combat Tracker. Is this a bug with the update?
Girwan
November 12th, 2016, 22:14
I try it, but it doesn't work. I put dice in other position, choose Set Arrange Position and when I enter again to FG I see this dice in right bottom corner :(
Trenloe
November 12th, 2016, 22:25
Hey all. Having issues with Script errors on player side every time something is done in the Combat Tracker. Is this a bug with the update?
Please provide details of the script errors and steps to reproduce.
Trenloe
November 12th, 2016, 22:29
I try it, but it doesn't work. I put dice in other position, choose Set Arrange Position and when I enter again to FG I see this dice in right bottom corner :(
EDIT: This is standard FG functionality. It doesn't save the default dice positions between sessions.
damned
November 13th, 2016, 02:07
There are several extensions that move the dice - you can play with one of those to get a result that works for you.
Girwan
November 13th, 2016, 08:40
EDIT: This is standard FG functionality. It doesn't save the default dice positions between sessions.
Thank you for replay - for me it's bad idea, we have other dice, so this are unnecessary :)
Lobosolo
November 13th, 2016, 09:06
I believe it was just left over code from the Warhammer Fantasy RPG Module upon which this one was based. When I worked on the graphics update with Trenloe, I moved them over, but didn't see where I could take them out entirely. And since we need to update the module for the new Core code eventually, it probably isn't worth going back and changing small things in the base module.
Trenloe
November 13th, 2016, 15:10
Thank you for replay - for me it's bad idea, we have other dice, so this are unnecessary :)
Sorry, but I find that I occasionally use the "normal" dice in a game - random direction (roll a d8), select a PC at random (roll a d4, d6, etc. depending how many PCs there are), etc.. As mentioned by damned, if you think it's a bad idea then you can look at writing an extension to remove them from your games.
Xydonus
November 16th, 2016, 14:58
I also use the normal dice now and again, and removing them would be a bad idea...
Girwan
November 16th, 2016, 17:30
I also use the normal dice now and again, and removing them would be a bad idea...
Hm.. When you use normal dice? In what situations you roll normal dice?
Trenloe
November 16th, 2016, 17:40
Girwan, we're not going to get into a discussion in this thread about who uses normal dice and for what - if you want to do that, please start a new thread. I mentioned above a couple of examples where I use them, and it's entirely up to the GM how they run their game and use dice. This is the main reason I left dice in - to give GMs the option of using them if they want to. If the dice weren't there then I'm sure I'd be hearing a lot more complaints about missing dice, instead of one user complaining about the dice being there.
One of the great things about Fantasy Grounds is that you can modify it. As I also mentioned above, if you want to remove the dice (or change their starting location) you can write an extension to do that. Then everyone will be happy - you can remove/relocate the dice, those of us who do use the dice can continue to use them - win/win!
Girwan
November 16th, 2016, 18:21
Ok, ok, easy... It was only question. I thought that we can discuss about SW here, too. I don't know that this thread is only for ruleset.
End discussion.
Trenloe
November 16th, 2016, 18:45
Ok, ok, easy... It was only question.
I'm sorry, but it sounded like you were persisting in debating the case for no normal dice by quizzing GMs how they run their games. Dice with numbers on them can be used for many situations in EotE when a random number is needed, using just the EotE symbol dice and d10/%% can be quite restrictive to the way some GMs use randomness in their games. As the title suggests, this thread is for the Star Wars EotE/AoR/F&D ruleset and questions/issues specific to the ruleset. As I said, if you want to discuss further how GMs use dice in their games you're welcome to start another thread for that discussion. Thanks.
In the meantime, I've done a very simple extension to remove all normal dice but the d10 from the desktop - attached below. Be aware, because the d4, d6, d8, d12 and d20 base die definitions have been removed that you *won't* even be able to use the /die #d# command line to roll these dice - they will be completely removed from the campaign. Hope you never have to use a "normal" dice other than the d10/%%! ;)
Girwan
November 16th, 2016, 18:59
Thank you, It was nice from you
Unahim
November 20th, 2016, 10:33
Fantastic ruleset, really enjoy it. It's made my job as GM so much easier. Big kudos to that. There are some small bugs that I've been noticing, however:
- Since the very start of using the Ruleset, my players have occasionally been getting script errors when things happen in the combat tracker. I'll try to get them to copy the errors and give them to you with some details as to the situation in which they occur when next I see it.
- After the 3.2 update, all my NPC tabs dissappeared and became a single tab. I split them up into tabs again, but now every time I open the NPC list I get this: https://dl.dropboxusercontent.com/u/89840924/error.png . It seems like the module is trying to show all my NPCs from all tabs (they show up for a split second), but then immediately hides their names, yet doesn't collapse the list. If I switch tabs everything displays fine, but if I close and re-open NPCses it happens again, every time.
Again, love the ruleset, hope these bug reports prove useful. (Once I get some more info for the first one, anyway...)
Oh, also, as a feature request: it would be nice to have a bit more in-depth star ship sheets available aside from just the party ship. If the party ever has two ships, for instance, I can only really "save" all the info for one of them, and the other I have to make do with just a Vehicle sheet. Any reason not to have the Vehicle sheets be just as extensive as the party ship sheet?
Xydonus
November 20th, 2016, 12:08
Hey Unahim,
To fix the npc list bug you have - just select another tab, and then go back to it. That should sort it out.
Trenloe
November 21st, 2016, 00:09
- Since the very start of using the Ruleset, my players have occasionally been getting script errors when things happen in the combat tracker. I'll try to get them to copy the errors and give them to you with some details as to the situation in which they occur when next I see it.
- After the 3.2 update, all my NPC tabs dissappeared and became a single tab. I split them up into tabs again, but now every time I open the NPC list I get this: https://dl.dropboxusercontent.com/u/89840924/error.png . It seems like the module is trying to show all my NPCs from all tabs (they show up for a split second), but then immediately hides their names, yet doesn't collapse the list. If I switch tabs everything displays fine, but if I close and re-open NPCses it happens again, every time.
Thanks for reporting.
If you could provide more info about the combat tracker errors, that would be great. Thanks.
Oh, also, as a feature request: it would be nice to have a bit more in-depth star ship sheets available aside from just the party ship. If the party ever has two ships, for instance, I can only really "save" all the info for one of them, and the other I have to make do with just a Vehicle sheet.
I'd recommend tracking additional info regarding a second/third/99th ship in a story or note entry.
Any reason not to have the Vehicle sheets be just as extensive as the party ship sheet?
Yep - vehicles can be dragged to a PC or NPC record to give them access to all of the features of the vehicle. I basically made the vehicle records to allow entering all of the data required to operate them, without overloading the record which would have made PC/NPC records with vehicles overloaded.
Unahim
November 21st, 2016, 19:02
Hey Unahim,
To fix the npc list bug you have - just select another tab, and then go back to it. That should sort it out.
Yeah, I know. It's just a bit odd.
Thanks for reporting.
If you could provide more info about the combat tracker errors, that would be great. Thanks.
I asked my players to warn me about any they got, but nothing cropped up for them last session, it seems; however, I did get some myself:
16544
Basically whenever I right clicked to clear init slots after an encounter, or in preparation of a new encounter, I would get errors like that.
I'd recommend tracking additional info regarding a second/third/99th ship in a story or note entry.
Yep - vehicles can be dragged to a PC or NPC record to give them access to all of the features of the vehicle. I basically made the vehicle records to allow entering all of the data required to operate them, without overloading the record which would have made PC/NPC records with vehicles overloaded.
Yeah, that should work well enough. Wasn't trying to be hard on you or anything, just thought I'd throw my wishlisting out there. ^^
Ceodryn
November 27th, 2016, 05:17
Hi, I am curious about this ruleset and if it is working with the latest FG2 version (as the ruleset is now over a year old). I am considering this or Roll20 to start an Age of Rebellion campaign. Does the ruleset accommodate AoR?
ianmward
November 27th, 2016, 05:34
Hi Ceodryn,
This ruleset is fantastic! It's working and being actively supported, I run a regular game and have had no problems. As for AoR, it is fully supported as is F&D.
Give it a go, you'll see how good it is, and if you have any questions, there are plenty of great people here to help you out.
Hi, I am curious about this ruleset and if it is working with the latest FG2 version (as the ruleset is now over a year old). I am considering this or Roll20 to start an Age of Rebellion campaign. Does the ruleset accommodate AoR?
Girwan
November 27th, 2016, 08:57
Hi Ceodryn,
This ruleset is fantastic! It's working and being actively supported, I run a regular game and have had no problems. As for AoR, it is fully supported as is F&D.
Give it a go, you'll see how good it is, and if you have any questions, there are plenty of great people here to help you out.
I confirm. It's very good - You can play in all new SW RPG (Edge of the Empire, Force and Destiny and Age of Rebellion).
Ceodryn
November 27th, 2016, 22:16
Thanks guys. I tested it, and it is indeed very impressive. I downloaded the library that was in the first post, and the other made by CryAxe. At first I got lots of script errors, but when closing and re-opening the ruleset, it seems it is all fixed.
I realize the libraries are based on OggDude, and are limited in text appearing. I was curious about the pictures however. Say I wanted to have a picture of an T-47 airspeeder linked to the t-47 library entry, how do I go about it? I remember from my WFRP3 coding day that I can go and edit it directly in the library, or create a token library separate that is linked. All fine, but I will never have time to do so for now. When I am working on a campaign, is there a simpler way I can put a picture in a map and link it to a t-47?
Thanks
Trenloe
November 28th, 2016, 03:19
Say I wanted to have a picture of an T-47 airspeeder linked to the t-47 library entry, how do I go about it? I remember from my WFRP3 coding day that I can go and edit it directly in the library, or create a token library separate that is linked. All fine, but I will never have time to do so for now. When I am working on a campaign, is there a simpler way I can put a picture in a map and link it to a t-47?
Normally you'd just drag a record link to the "Description" section of the item. However, this doesn't appear to be working - the formattedtext control isn't accepting drag/drop of links. Logged as an issue in post #3, let me look at that...
Unahim
November 28th, 2016, 20:39
I'm doing some adjustments to this ruleset for private games of a homebrew 40k system based on the Edge of the Empire rules that one of the guys in my group has been working on. I don't really know much about this programming language, but luckily it's just changing strings and set values mostly. I have two questions that could really help me out in learning more about it and how it's done:
- I can see where skills are autogenerated upon initilizing a character sheet, but where are the files that it draws the names, descriptions, etc of these skills from? I've gone through the entire ruleset (it feels like) and can't really find it.
- Where can I change the "baby blue" background of the character sheets? There doesn't seem to be an image for that so I assume it's programmatically somewhere?
Trenloe
November 28th, 2016, 20:47
- I can see where skills are autogenerated upon initilizing a character sheet, but where are the files that it draws the names, descriptions, etc of these skills from? I've gone through the entire ruleset (it feels like) and can't really find it.
Skills data is stored in classes\common\data_common.lua
- Where can I change the "baby blue" background of the character sheets? There doesn't seem to be an image for that so I assume it's programmatically somewhere?
This is a window frame. The graphic is graphics\frames\charsheet.png
Frames are different from just pure graphics as they allow resizing of the overall graphics shown in FG. They have areas of the graphic that are used to create the end image shown in FG - check the "charsheet" framedef in graphics\frames\base.xml for the definition of the various frame sections. More info on frames here: https://www.fantasygrounds.com/modguide/resources.xcp
Unahim
November 30th, 2016, 19:03
Skills data is stored in classes\common\data_common.lua
This is a window frame. The graphic is graphics\frames\charsheet.png
Frames are different from just pure graphics as they allow resizing of the overall graphics shown in FG. They have areas of the graphic that are used to create the end image shown in FG - check the "charsheet" framedef in graphics\frames\base.xml for the definition of the various frame sections. More info on frames here: https://www.fantasygrounds.com/modguide/resources.xcp
Thanks a lot for that, changed both of those and a number of other things to my satisfaction now. It's cool how many threads there are around to find info on changing shape of portraits, background, etc...
One question I still have at the moment: I found where to change the hover text for the dice on the desktop, but not where to change the name of the labels on them?
Trenloe
December 1st, 2016, 18:51
One question I still have at the moment: I found where to change the hover text for the dice on the desktop, but not where to change the name of the labels on them?
It's built into the graphic. See graphics\icons\dBoost.png as an example.
Unahim
December 4th, 2016, 10:26
It's built into the graphic. See graphics\icons\dBoost.png as an example.
Awesome, thanks.
On another note, had my players capture a few script errors we got during game of EoTE yesterday (so not the 40k version I've been making adjustments to).
This was when a player joined the game:
https://www.dropbox.com/s/isxfhahdz1hv5n4/scripterror.txt?dl=0
This during adding/removing players from the combat tracker:
https://dl.dropboxusercontent.com/u/139651415/errorscreens.jpg
Trenloe
December 6th, 2016, 02:22
Awesome, thanks.
On another note, had my players capture a few script errors we got during game of EoTE yesterday (so not the 40k version I've been making adjustments to).
This was when a player joined the game:
https://www.dropbox.com/s/isxfhahdz1hv5n4/scripterror.txt?dl=0
This during adding/removing players from the combat tracker:
https://dl.dropboxusercontent.com/u/139651415/errorscreens.jpg
Thanks for reporting. I'm unable to create these errors. Can you give me some more info please?
1) What version of the ruleset is reported in the chat window?
2) What is your setup? Are players local or remote? Are you running any "localhost" instances on the same PC as the GM?
3) Did the errors occur on the GM or player side? Or both?
Unahim
December 10th, 2016, 18:32
1) It says V2.1.0 (FG 3.0.12+)
2) My setup? Well, all my players connect to me remotely. I sometimes connect a localhost instance on my PC to GM important NPC with a portrait, but I don't think one was running at that time, and looking at the logs seems to confirm that.
3) Both errors occurred on the player side, but I've had errors on GM side before too.
I think it has something to do with the combat tracker, adding/removing things there often triggers errors for both me and my players (though rarely both groups at the same time, and usually only specific players). I had stuff still in my combat tracker on startup, including the character belonging to the player who got the first error when he joined the game, so maybe even that error could be related somehow?
pauljmendoza
December 15th, 2016, 19:25
I get those as well.
Trenloe
December 15th, 2016, 19:30
I get those as well.
Any idea on steps to reproduce?
pauljmendoza
December 15th, 2016, 19:38
It seems to only happen after the combat tracker is in use, or being modified or filled. We may have a game this weekend, so I can gather whatever information I can.
Josith
December 15th, 2016, 22:28
It seems to only happen after the combat tracker is in use, or being modified or filled. We may have a game this weekend, so I can gather whatever information I can.
I stopped using the combat tracker during my game last week. I would get script errors and then the game would crash. I'm not sure what action in the combat tracker caused it.
viresanimi
December 16th, 2016, 10:17
Would it be possible to make it so when I create something in a non default tab that it shows up in that tab and not in the default tab?
I know its a minor thing but I would really like this change.
Vires Animi
Archamus
December 20th, 2016, 23:32
Do you have any extensions on, and/or tried it with no extensions? I was getting some errors initially and that is what they were coming from.
Trenloe
December 23rd, 2016, 02:20
I stopped using the combat tracker during my game last week. I would get script errors and then the game would crash. I'm not sure what action in the combat tracker caused it.
I'm unable to reproduce these issues, but would like assistance with trying to track them down.
So, please make a copy of any script errors that occur - press the "Copy to Clipboard" button at the top left of the console, and then post here. Please describe what was happening when the errors occurred - the more detailed the better.
And, include details of any extensions you might be running - most CoreRPG extensions won't work, you're pretty much restricted to the extensions specifically designed for this ruleset.
Xydonus
December 23rd, 2016, 10:29
Had a game last night using the ruleset. Didn't get any errors using the tracker.
Girwan
December 23rd, 2016, 16:49
I play last Friday with friends, didn't get any errors
Archamus
December 28th, 2016, 03:42
I posted a question on the workshop about something I'm trying to change with your ruleset. The reply I received made me wonder if you are interested in receiving requests for features in the ruleset. I believe you said somewhere in here that you would eventually go back to it and update the ruleset to bring it in line with the current core ruleset. If you are interested in some feature requests, I know I have a few I think would be beneficial.
Trenloe
December 28th, 2016, 05:10
I posted a question on the workshop about something I'm trying to change with your ruleset. The reply I received made me wonder if you are interested in receiving requests for features in the ruleset. I believe you said somewhere in here that you would eventually go back to it and update the ruleset to bring it in line with the current core ruleset. If you are interested in some feature requests, I know I have a few I think would be beneficial.
I have other priorities at the moment (you may have read about the recent Paizo announcement), but I have not stopped development of this ruleset. I track feature requests in post #4 of this thread, and I consider any requests for future inclusion.
Archamus
December 28th, 2016, 12:54
I have other priorities at the moment (you may have read about the recent Paizo announcement), but I have not stopped development of this ruleset. I track feature requests in post #4 of this thread, and I consider any requests for future inclusion.
I had not heard the news about Paizo, that's great!
As for feature requests:
1) A Force Rating tracker on the character sheet with the ability to use it to add dice to the die pool. There is a perfect spot for it on charsheetmain.xml.
2) The ability for characters to have multiple vehicles. Perhaps they can just be entered into the inventory with a checkbox to indicate which vehicle should occupy the vehicle tab. That way you can have a character who owns the freighter and a speederbike, or give the player their own vehicle button on the right side of the screen, this could probably replace the story button that is there right now.
3) A separate ability template to categorize Force powers. It is easy to put them in talents, but it would be nice if they were in their own category.
4) Create a way for the GM to put the difficulty, setback, and challenge dice into chat in such a way that players can then drag that onto their diepool. Perhaps by holding shift while dragging to chat. Being able to drop these dice directly on the player is great, until they realize they clicked the wrong skill and click the appropriate one and undo all the GMs hard dragging and dropping work. Also, being able to use hotkeys to add those to chat would be very convenient.
Trenloe
December 28th, 2016, 18:07
1) A Force Rating tracker on the character sheet with the ability to use it to add dice to the die pool. There is a perfect spot for it on charsheetmain.xml.
2) The ability for characters to have multiple vehicles. Perhaps they can just be entered into the inventory with a checkbox to indicate which vehicle should occupy the vehicle tab. That way you can have a character who owns the freighter and a speederbike, or give the player their own vehicle button on the right side of the screen, this could probably replace the story button that is there right now.
3) A separate ability template to categorize Force powers. It is easy to put them in talents, but it would be nice if they were in their own category.
4) Create a way for the GM to put the difficulty, setback, and challenge dice into chat in such a way that players can then drag that onto their diepool. Perhaps by holding shift while dragging to chat. Being able to drop these dice directly on the player is great, until they realize they clicked the wrong skill and click the appropriate one and undo all the GMs hard dragging and dropping work. Also, being able to use hotkeys to add those to chat would be very convenient.
Thanks for the feedback, I've added these to the feature request list in post #4.
For #1 - I see you've already done the XML for the GUI (which is the hard bit as far as I'm concerned). If you don't mind providing me with the XML, I could do the LUA to make this work and do a quick new releases with this.
#2 - Yeah, vehicles still need some work. The GM can add a new vehicle to a player by drag/dropping the vehicle record, but this will overwrite the current vehicle there. I'll have to think of a good way of allowing players (and the GM) to change vehicles around.
#4 - Good idea. I've just realised, based off your post, that the GM can drag/drop dice to the dicepool viewer, but this doesn't reflect through to the player side and so isn't part of the roll. It was never intended for the GM to be able to add dice to a player dice pool, so I'll block this pseduo functionality from happening. It's best that only the player builds their own dice pool, but it might be nice to have the ability to quickly add a fixed pool of dice.
In my games I rarely find that the players select the wrong skill after the first couple of rolls, I'm always surprised how quickly players pick up the dice mechanics.
Archamus
December 28th, 2016, 18:15
Thanks for the feedback, I've added these to the feature request list in post #4.
For #1 - I see you've already done the XML for the GUI (which is the hard bit as far as I'm concerned). If you don't mind providing me with the XML, I could do the LUA to make this work and do a quick new releases with this.
Actually I just got it working completely about two minutes ago, dragging to the diebox or chat window, as well as double clicking to append to the diebox (not overwriting what is there like skills so). I did not include a description for it though, because I don't know how to keep it from overwriting the skilldescription it is being used with on doubleclick.
I'll go make a zip of all the files I changed for it if you'd like. May take me a little bit, because I want to use the zip to recreate what I just did with a fresh version of your ruleset so I can be sure I didn't miss any files.
Archamus
December 28th, 2016, 18:41
Here you go.
(https://drive.google.com/drive/folders/0B8l6k6CWSJdgajItSmh4LWVqbVk?usp=sharing)
I would be surprised if there wasn't a better way of making the lua work. It was a LOT of trial and error before it started working for me. Let me know if something didn't work or if there are any questions.
Archamus
December 28th, 2016, 20:50
Thanks for the feedback, I've added these to the feature request list in post #4.
#2 - Yeah, vehicles still need some work. The GM can add a new vehicle to a player by drag/dropping the vehicle record, but this will overwrite the current vehicle there. I'll have to think of a good way of allowing players (and the GM) to change vehicles around.
My solution on this for now was to alter the "other" tab on the character sheet so that links of any kind can be dropped in the notes section. That way players will be able to have multiple vehicle entries there that they can then just drag to the top part of the character sheet to populate the "vehicles" tab as needed. It allows them to keep anything that has a link there though.
Trenloe
December 29th, 2016, 00:33
Update v2.1.1 available for download from post #1.
New features:
Force rating added to PC sheet. Thanks Archamus for the code for this.
NPC building activities (adding skills, items, talents, abilities, etc. to a NPC) are no longer shown in the player chat window, only the GM chat displays this data. Drag/Drop changes to wounds, strain and conditions will still be shown to players, manual changes won't be shown.
Players can add a vehicle to their PC sheet by dragging a vehicle link to anywhere on the PC sheet except notes fields. Previously only a GM could add vehicles to a PC.
Drag/drop of links to formatted text fields added for: PC notes, NPC notes, Party Sheet starship notes and notes tab notes, Item notes. Dragging records to these notes fields will create a link within the note, it won't add the record to the destination.
The addition of player PC vehicle assignment and links on player notes allows the GM to share vehicle records with players (GM drags link to the chat window), then the players can drag that link to their character sheet to add the vehicle (over writes current vehicle) or drag the link to a notes field on the PC sheet or a campaign notes record for later use.
Added some image resize functionality, via right-click within an image -> Resize:
Adjust Vertical and Adjust Horizontal are taken from CoreRPG. These allow you to quickly set one dimension (say horizontal width) and then select Resize -> Adjust Vertical to adjust to vertical size of the image/map keeping the horizontal width the size you set. This is a very handy piece of functionality that allows you to very quickly view the full map on your screen.
Resize to Grid - this allows those of us who run face-to-face games to set the size of our TV/projector, add a grid to an image and then size the image so that each square is 1 inch on the TV/projected image. Info here: https://www.fantasygrounds.com/forums/showthread.php?33834-Map-resize-to-TV-resolution-for-Face-To-Face-games
Issues fixed:
GM could add dice into the dice pool viewer, but these don't add to the actual player dice pool. This was never intended, players should build their own dice pool. Drag/drop of dice to dice pool viewer disabled.
Campaign option Dice -> Clear dice pool on drag didn't work when deselected - i.e. dice pool was always cleared when a skill is added.
Note: There is still further work to be done with vehicle functionality. But, hopefully the minor change to allow players to add/change vehicles will help some at this state.
Trenloe
December 29th, 2016, 00:52
Question, is there a way to halt the automatic broadcasting of things given (Talents, Gear, etc) to NPC's in chat? Everyone can see it, and I really don't want to keep doing that if I have to adjust NPC's on the fly. O_O
Added this request to v2.1.1 released today.
Lobosolo
December 29th, 2016, 02:49
Awesome job! Thank you Trenloe....as always. Happy Holidays.
Miekael
December 29th, 2016, 03:54
Nice! Can't wait to try this out once my group gets back together. Thanks for your work Trenloe, it's always appreciated. Now maybe I should stop slacking on the libraries, sorry guys just been busy with work.
Trenloe
December 29th, 2016, 04:05
No worries @Miekael, you've done a lot of work already and it's really appreciated.
Update: I forgot to mention that I'd added a couple of additional pieces of image resize functionality, via right-click within an image -> Resize:
Adjust Vertical and Adjust Horizontal are taken from CoreRPG. These allow you to quickly set one dimension (say horizontal width) and then select Resize -> Adjust Vertical to adjust to vertical size of the image/map keeping the horizontal width the size you set. This is a very handy piece of functionality that allows you to very quickly view the full map on your screen.
Resize to Grid - this allows those of us who run face-to-face games to set the size of our TV/projector, add a grid to an image and then size the image so that each square is 1 inch on the TV/projected image. Info here: https://www.fantasygrounds.com/forums/showthread.php?33834-Map-resize-to-TV-resolution-for-Face-To-Face-games
Trenloe
December 29th, 2016, 04:18
Here's a photo of me using a TV for face-to-face Star Wars and Fantasy Grounds gaming, with the resize to TV functionality getting the map just right for minis.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=17108
Girwan
December 29th, 2016, 07:29
Nice :) Thank you for update
Archamus
December 31st, 2016, 00:15
I made a little extension to change the appearance of the diebox if anyone wants to use it. I wanted to make it match the chat box and also make the buttons seem as if they are integrated into the frame instead of floating there.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=17133&d=1483143282
17133
Link to the extension. (https://drive.google.com/file/d/0B8l6k6CWSJdgbW5YbC1SMzFBLU0/view?usp=sharing)
Goregamer
January 4th, 2017, 11:28
Hi Archamus,
Looks and works great! Thanks for the update.
Unahim
January 17th, 2017, 18:20
Thanks for the new updates, they're very nice to have.
Ceodryn
February 12th, 2017, 22:40
Normally you'd just drag a record link to the "Description" section of the item. However, this doesn't appear to be working - the formattedtext control isn't accepting drag/drop of links. Logged as an issue in post #3, let me look at that...
I am getting ready to launch my online campaign, and currently setting it up in Roll20 because of the ease of importing pictures, however I miss the FG2 functionalities.
How do you guys currently use pictures/maps and tokens? For example, you want to set up a space battle with a bunch of z95.
Trenloe
February 13th, 2017, 00:52
I am getting ready to launch my online campaign, and currently setting it up in Roll20 because of the ease of importing pictures, however I miss the FG2 functionalities.
I'm surprised your reason for running on Roll20 was the ease of importing pictures. I'd be interested to hear what the differences are around this?
Bidmaron
February 13th, 2017, 01:09
Not sure how it gets much easier than dragging a photo into the images folder (or the window on screen)?
Trenloe
February 13th, 2017, 01:15
Not sure how it gets much easier than dragging a photo into the images folder (or the window on screen)?
Only the former is supported in this ruleset. But, yeah, still pretty easy to import pictures...
Ceodryn
February 13th, 2017, 22:31
I'm surprised your reason for running on Roll20 was the ease of importing pictures. I'd be interested to hear what the differences are around this?
Yes, it wasn't fair of me to limit it to one statement as there were other factors, but the ability to take a pic from anywhere and drop it onto the window is one of them. Overall my current situation was:
- Ease of recruiting players
- Multi-platform (Mac, PC, Tablet)
- Ease of working on the campaign from any place (like work)
- Ease of integrating music (Although in hindsight FG2 may do better now that I learned some tips)
Don't get me wrong, FG2 is an awesome product. I have the ultimate license and love the software, but sometimes moving players onto it isn't the easiest sell. I will propose my players to test it and compare it to Roll20 however, which is why I was going back to the token to library link.
Josith
February 13th, 2017, 23:03
Yes, it wasn't fair of me to limit it to one statement as there were other factors, but the ability to take a pic from anywhere and drop it onto the window is one of them. Overall my current situation was:
- Ease of recruiting players
- Multi-platform (Mac, PC, Tablet)
- Ease of working on the campaign from any place (like work)
- Ease of integrating music (Although in hindsight FG2 may do better now that I learned some tips)
Don't get me wrong, FG2 is an awesome product. I have the ultimate license and love the software, but sometimes moving players onto it isn't the easiest sell. I will propose my players to test it and compare it to Roll20 however, which is why I was going back to the token to library link.
I don't like using Roll 20, but I agree with you that Roll 20 has an excellent group finder. I hope that FG makes a better group finder soon. I can put a Star Wars game up on Roll20 and have plenty of Players by the end of the day. I'd just have to convince them to switch over to Fantasy Grounds.
Trenloe
February 13th, 2017, 23:04
... which is why I was going back to the token to library link.
OK, I wasn't quite sure what your question was asking: "How do you guys currently use pictures/maps and tokens? For example, you want to set up a space battle with a bunch of z95."
Guessing that you're asking for the process to link characters and starships, I'd follow this process:
Download Miekael's excellent library modules from here: https://www.fantasygrounds.com/forums/showthread.php?24150-Star-Wars-Edge-of-the-Empire-Library-modules&p=241032&viewfull=1#post241032 and activate them in your library.
Create NPC/PC entries for the relevant pilots. You can drag library NPC records from the Adversaries section of the library. Open the NPC record/s and add a token.
Drag the z95 entry from the Starships -> 01 Starfighters section of the library to the Campaign vehicles. Open that record and drag a token to it.
Open the NPC/PC record created in step #1 and click on the "Vehicle" tab. Drag the x95 entry from step #2 and drop it on the sheet.
Add the NPC/PC records to the combat tracker (CT).
Click the "Show Vehicles" checkbox at the bottom of the CT.
Drag the starfighter tokens for each of your ships from the CT to your map.
You now have your NPC and PCs all in the combat tracker with their vehicles attached to them. Starfighter tokens on the map that are linked to the relevant NPC/PC pilot record in the CT.
mudmonkey
March 5th, 2017, 22:28
New user for FG here, loving it so far. First off, thanks for all the hard work that has gone in to this ruleset. I'm getting ready to run a game using FG and the Star Wars ruleset. On to my question:
Is there a way to get the chat input box to wrap with text and expand as you type, like it does in other rulesets? The game I'm going to be running will be text based and typing out long RP or story text without being able to see more than a single line is a problem at the moment.
I don't mind messing with settings if that's what's required. But if for some reason it's not possible, due to the dice box or something I need to know.
Thanks for the help in advance, and again for all the effort, loving it!
Trenloe
March 5th, 2017, 22:32
Is there a way to get the chat input box to wrap with text and expand as you type, like it does in other rulesets? The game I'm going to be running will be text based and typing out long RP or story text without being able to see more than a single line is a problem at the moment.
It's something that hasn't been raised before. I'll add it to the things to look at list, but it won't be looked at for a while.
If you're typing out long text a work around is to type it in a story entry, right-click and change it to a chat frame then click the chat button to add it directly to chat. OR type in a story entry, select all the text and drag/drop (or cut/paste) to the chat entry window and press enter.
mudmonkey
March 5th, 2017, 22:36
It's something that hasn't been raised before. I'll add it to the things to look at list, but it won't be looked at for a while.
If you're typing out long text a work around is to type it in a story entry, right-click and change it to a chat frame then click the chat button to add it directly to chat. OR type in a story entry, select all the text and drag/drop (or cut/paste) to the chat entry window and press enter.
Thanks for the quick reply Trenloe, much appreciated. I'll look at those options for now. Is this something that an extension could take care of, or pulling in chat box functions from another ruleset? (Does it show that I have no real idea how these work... yeah sorry :) )
Trenloe
March 5th, 2017, 22:45
Is this something that an extension could take care of, or pulling in chat box functions from another ruleset?
Yes, both of those would work.
It's not a case of me thinking this is too much work to put in the ruleset, it's a case of me queuing this up for a future release.
mudmonkey
March 5th, 2017, 22:54
Yes, both of those would work.
It's not a case of me thinking this is too much work to put in the ruleset, it's a case of me queuing this up for a future release.
Wasn't implying that at all, I was wondering if it's something I could attempt :) Great to hear you'll incorporate it at some point, much appreciated. I'll report back if I manage to resolve something.
joeblack1863
March 12th, 2017, 21:55
Trenloe,
I have something going on when using the ruleset; which, by the way, I really like.
I am posting to you first, but in truth, it could actually not be related to a single ruleset as I have not been able to test it against other sets, when I explain the problem you will see why.
Right, what happens is that I load FG, then load up the Star Wars Campaign. This campaign uses the following extensions and modules:
1. Star Wars EotE Critical Text
2. Star Wars EotE No Dice
3. Star Wars Equipment Library.mod
4. Star Wars GM Encounter Library.mod
5. Star Wars Player Library new.mod
6. Star Wars Player Library.mod
7. Star Wars Starships and Vehicles.mod
After a couple of hours, FG unexpectedly crashes. On reboot and reload of the campaign, this is confirmed by the messagebox saying the back up of the data is being reloaded.
The closest to be able to provide any clue, is that on one occasion, I clicked on the background and the Console came up with a memory error. Unfortunately I didn't save it or copy it, but there were three error messages and one described the problem as out of memory error.
I wonder if I have the wrong mods loaded or something else? Thought I should report it. You may already know of this one.
I will load a different campaign of a different ruleset and leave it overnight and see if FG crashes, just to test if it goes across rulesets.
Trenloe
March 12th, 2017, 22:01
Trenloe,
I have something going on when using the ruleset; which, by the way, I really like.
I am posting to you first, but in truth, it could actually not be related to a single ruleset as I have not been able to test it against other sets, when I explain the problem you will see why.
Right, what happens is that I load FG, then load up the Star Wars Campaign. This campaign uses the following extensions and modules:
1. Star Wars EotE Critical Text
2. Star Wars EotE No Dice
3. Star Wars Equipment Library.mod
4. Star Wars GM Encounter Library.mod
5. Star Wars Player Library new.mod
6. Star Wars Player Library.mod
7. Star Wars Starships and Vehicles.mod
After a couple of hours, FG unexpectedly crashes. On reboot and reload of the campaign, this is confirmed by the messagebox saying the back up of the data is being reloaded.
The closest to be able to provide any clue, is that on one occasion, I clicked on the background and the Console came up with a memory error. Unfortunately I didn't save it or copy it, but there were three error messages and one described the problem as out of memory error.
I wonder if I have the wrong mods loaded or something else? Thought I should report it. You may already know of this one.
I will load a different campaign of a different ruleset and leave it overnight and see if FG crashes, just to test if it goes across rulesets.
Sorry to hear you're having issues. I don't think this has anything to do with the modules you have loaded.
Is your operating system 32-bit or 64-bit?
Immediately after FG crashes you can look in the FG app data directory for a console.log file - this will contain the error information. Unfortunately, it gets overwritten the next time you start FG so remember to look in it before restarting.
What were you doing when FG crashed?
Do you have large maps/images? The recommendation for FG maps/images it to keep them below 2048x2048 pixels in size.
joeblack1863
March 13th, 2017, 10:05
Sorry to hear you're having issues. I don't think this has anything to do with the modules you have loaded.
Is your operating system 32-bit or 64-bit?
Immediately after FG crashes you can look in the FG app data directory for a console.log file - this will contain the error information. Unfortunately, it gets overwritten the next time you start FG so remember to look in it before restarting.
What were you doing when FG crashed?
Do you have large maps/images? The recommendation for FG maps/images it to keep them below 2048x2048 pixels in size.
Thanks for the quick reply,
64-bit and I was messing around with images at the time. The images were only tokens and a couple of small maps less than the above size in your reply. However I had a lot going on with running a video and opening pdfs.
So I closed a few of the windows (still ran the stream) and there was no crashing. In fact, I left the machine on overnight with the campaign running and it was still there this morning. It was definitely related to the FG app as it didn't crash the whole computer and only closed FG, so it must have been something I did with the images. The only unusual behaviour by me was to overwrite an image with another one and rename that image and a couple other (in the directory, while FG was running).
Whatever it was, it appears to have stopped. If it happens again, at some point in the future, I'll grab the log and report it.
I just have to say, that this ruleset is absolutely a joy to use. In my opinion, if FFG ever make an agreement with FG, then they already have a ruleset in place.
P.S. Fantasy Flight Games should note, this ruleset got me to buy the first core rulebook EotE, and I now intend to get them all, over time. It would also be great if they produced more PDFs (other than the free ones), or even better, started to allow content in FG.
My guess, Electronic Arts have the Digitals Rights contract? So not happening for a long time...
Trenloe
March 13th, 2017, 15:27
My guess, Electronic Arts have the Digitals Rights contract? So not happening for a long time...
Yep, unfortunately that even goes as far as PDFs of the products as they are electronic representations on a computer. Apparently the licensing agreements are still deep set in the 80s.
joeblack1863
March 13th, 2017, 17:33
Trenloe,
It just happened again. I was playing with initiative in the combat tracker (thinking about it I had this open during the previous crashes). Couple of things that happened (as it is not possible to match this to an action as it happens when you are not actively doing anything).
1. I copied over a couple of thugs directly from the library to the combat tracker and got an error (index null) which I will copy over to you once I recreate it in the console.
2. I fixed this by copying to the NPC area first and then to the combat tracker.
3. I then removed all the npcs. I then added three black sun thugs from the npc area and all went well.
4. I then switched from the app to Microsoft Edge to read your post. When I looked down for the FG app, it had gone.
Can't see how to attach a file so here are the final entries in the log:
[13.03.2017 16:07:39] Runtime Notice: s'die: type = dAbility.6, result = 6'
[13.03.2017 16:07:39] Runtime Notice: s'TODO - Launch advantage info/spend window. Advantages = 1'
[13.03.2017 16:07:39] Runtime Notice: s'chatmanager.lua: sendSpecialMessage - msgtype = updateactorinit'
[13.03.2017 16:07:39] Runtime Notice: s'InitiativeManager.updateActorInitiative. characternode = initiativetracker.actors.id-00012, initiativecount = 0.01'
[13.03.2017 16:07:39] Runtime Notice: s'Looking at current child: id-00010 comparing initiativetracker.actors.id-00010 with initiativetracker.actors.id-00012'
[13.03.2017 16:07:39] Runtime Notice: s'Looking at current child: id-00002 comparing initiativetracker.actors.id-00002 with initiativetracker.actors.id-00012'
[13.03.2017 16:07:39] Runtime Notice: s'Looking at current child: id-00001 comparing initiativetracker.actors.id-00001 with initiativetracker.actors.id-00012'
[13.03.2017 16:07:39] Runtime Notice: s'Looking at current child: id-00011 comparing initiativetracker.actors.id-00011 with initiativetracker.actors.id-00012'
[13.03.2017 16:07:39] Runtime Notice: s'Looking at current child: id-00012 comparing initiativetracker.actors.id-00012 with initiativetracker.actors.id-00012'
[13.03.2017 16:07:39] Runtime Notice: s'initslotempty.xml - initslotinitiative.onValueChanged - starting...'
[13.03.2017 16:07:39] Runtime Notice: s'initslotempty.xml - initslotinitiative.onValueChanged - ending...'
[13.03.2017 16:07:39] Runtime Notice: s'die: type = dAbility.7, result = 7'
[13.03.2017 16:07:39] Runtime Notice: s'TODO - Launch advantage info/spend window. Advantages = 1'
[13.03.2017 16:07:39] Runtime Notice: s'chatmanager.lua: sendSpecialMessage - msgtype = updateactorinit'
[13.03.2017 16:07:39] Runtime Notice: s'InitiativeManager.updateActorInitiative. characternode = initiativetracker.actors.id-00011, initiativecount = 1.01'
[13.03.2017 16:07:39] Runtime Notice: s'Looking at current child: id-00010 comparing initiativetracker.actors.id-00010 with initiativetracker.actors.id-00011'
[13.03.2017 16:07:39] Runtime Notice: s'Looking at current child: id-00002 comparing initiativetracker.actors.id-00002 with initiativetracker.actors.id-00011'
[13.03.2017 16:07:39] Runtime Notice: s'Looking at current child: id-00001 comparing initiativetracker.actors.id-00001 with initiativetracker.actors.id-00011'
[13.03.2017 16:07:39] Runtime Notice: s'Looking at current child: id-00011 comparing initiativetracker.actors.id-00011 with initiativetracker.actors.id-00011'
[13.03.2017 16:07:39] Runtime Notice: s'initslotempty.xml - initslotinitiative.onValueChanged - starting...'
[13.03.2017 16:07:39] Runtime Notice: s'initslotempty.xml - initslotinitiative.onValueChanged - ending...'
[13.03.2017 16:07:39] Runtime Notice: s'die: type = dAbility.8, result = 8'
[13.03.2017 16:07:39] Runtime Notice: s'TODO - Launch advantage info/spend window. Advantages = 2'
[13.03.2017 16:07:39] Runtime Notice: s'chatmanager.lua: sendSpecialMessage - msgtype = updateactorinit'
[13.03.2017 16:07:39] Runtime Notice: s'InitiativeManager.updateActorInitiative. characternode = initiativetracker.actors.id-00010, initiativecount = 0.02'
[13.03.2017 16:07:39] Runtime Notice: s'Looking at current child: id-00010 comparing initiativetracker.actors.id-00010 with initiativetracker.actors.id-00010'
[13.03.2017 16:07:39] Runtime Notice: s'initslotempty.xml - initslotinitiative.onValueChanged - starting...'
[13.03.2017 16:07:39] Runtime Notice: s'initslotempty.xml - initslotinitiative.onValueChanged - ending...'
[13.03.2017 16:09:21] Database Notice: Campaign saved.
[13.03.2017 16:14:21] Database Notice: Campaign saved.
The final two entries seem to suggest nothing was happening when it closed unexpectedly...
joeblack1863
March 13th, 2017, 18:04
Here is the console error that occurs when dragging an entry directly from the library (Black Sun Thug) and dropping it on to the combat tracker:
Script Error: [string "managers/initiativemanager.lua"]:317: attempt to index a nil value
Runtime Notice: s'chatmanager.lua: sendSpecialMessage - msgtype = refreshactorlist'
Runtime Notice: s'wHandle class name = actornpc'
Runtime Notice: s'actornpc.lua:onInit.'
Runtime Notice: s'Actor NPC database node = initiativetracker.actors.id-00009'
Runtime Notice: s'npc_category = minion'
Trenloe
March 13th, 2017, 18:04
4. I then switched from the app to Microsoft Edge to read your post. When I looked down for the FG app, it had gone.
Hhhmm, clutching at straws, but I wonder if this may be causing the problem. There have been reports of issues with graphics drivers clashing with the DirectX v9 system FG uses - it's the main reason that the ability to minimise FG was removed as it caused all sorts of graphics subsystem issues. Because I don't see you doing anything that would specifically cause an issue.
One thing to look at is the amount of memory FantasyGrounds.exe is using in Windows task manager - if it gets towards 3GB then this might be the cause, but I doubt you're getting anywhere near that.
joeblack1863
March 13th, 2017, 18:22
Hhhmm, clutching at straws, but I wonder if this may be causing the problem. There have been reports of issues with graphics drivers clashing with the DirectX v9 system FG uses - it's the main reason that the ability to minimise FG was removed as it caused all sorts of graphics subsystem issues. Because I don't see you doing anything that would specifically cause an issue.
One thing to look at is the amount of memory FantasyGrounds.exe is using in Windows task manager - if it gets towards 3GB then this might be the cause, but I doubt you're getting anywhere near that.
That sounds familiar, when investigating the last time, I had Chrome and Edge open and was accessing both when the crashes happened. With dual monitor system, I was moving the windows from on screen to the other, often minimizing and restoring over the top of FG.
The last crash I noticed after I had detached a tab from an open Edge browser and moved it on top of FG and then maximised it..
I was checking the memory while the game was open, it varied from 200mb climbing at one point to 900mb, but at no point did it crash. I could run perfmon maybe to catch the actual activity; nothing in the event logs.
I'll keep an eye on it, but I think it is a bit too slippery to catch at the moment. As a work around I will just be careful with my multi-tasking when using FG.
Until I can replicate it, there is not much point bothering you with it further :-)
Miekael
March 13th, 2017, 18:41
Here is the console error that occurs when dragging an entry directly from the library (Black Sun Thug) and dropping it on to the combat tracker:
Script Error: [string "managers/initiativemanager.lua"]:317: attempt to index a nil value
Runtime Notice: s'chatmanager.lua: sendSpecialMessage - msgtype = refreshactorlist'
Runtime Notice: s'wHandle class name = actornpc'
Runtime Notice: s'actornpc.lua:onInit.'
Runtime Notice: s'Actor NPC database node = initiativetracker.actors.id-00009'
Runtime Notice: s'npc_category = minion'
Just to add my two cents to the matter, but I do believe that when you drag an npc from the library itself to tracker it can cause an error, that is why I always drag from Library to NPC area, then from NPC area to tracker itself. From your other post it looks like you did pull the npc from the list and not the library so I don't think that is the issue you are having. Good luck at figuring it out guys!
BTW got a new laptop set up for data entry and Oggdude just dropped a major update so new library updates are in the works, hope to bring you guys more good stuff soon.
EDIT: Grammar.
joeblack1863
March 13th, 2017, 20:28
Just to add my two cents to the matter, but I do believe that when you drag an npc from the library itself to tracker it can cause an error, that is why I always drag from Library to NPC area, then from NPC area to tracker itself. From your other post it looks like you did pull the npc from the list and not the library so I don't think that is the issue you are having. Good luck at figuring it out guys!
BTW got a new laptop set up for data entry and Oggdude just dropped a major update so new library updates are in the works, hope to bring you guys more good stuff soon.
EDIT: Grammar.
No, I did the one you described that causes the error; I just didn't explain it well :-)
I also switched over to the one you recommend, and it is no issue.
Looking forward to the updates, the modules make a huge difference to the ease of use, really appreciated all the work that is happening here.
Trenloe
March 13th, 2017, 20:31
Here is the console error that occurs when dragging an entry directly from the library (Black Sun Thug) and dropping it on to the combat tracker:
Script Error: [string "managers/initiativemanager.lua"]:317: attempt to index a nil value
Runtime Notice: s'chatmanager.lua: sendSpecialMessage - msgtype = refreshactorlist'
Runtime Notice: s'wHandle class name = actornpc'
Runtime Notice: s'actornpc.lua:onInit.'
Runtime Notice: s'Actor NPC database node = initiativetracker.actors.id-00009'
Runtime Notice: s'npc_category = minion'
Thanks for the info. Tracking as an issue in post #2.
sevrick
March 14th, 2017, 17:24
Is there a reference where I can see all the code corresponding to each Star Wars symbols, like advantage, despair, success, etc.
Trenloe
March 14th, 2017, 17:32
Is there a reference where I can see all the code corresponding to each Star Wars symbols, like advantage, despair, success, etc.
In the link referenced in post #2: https://www.fantasygrounds.com/forums/showthread.php?24071-Star-Wars-Edge-of-the-Empire-Age-of-Rebellion-Force-and-Destiny-v2-ruleset-teaser!&p=209786&viewfull=1#post209786
sevrick
March 14th, 2017, 17:40
Is there a symbol for the new force and destiny symbol for the Force Point? Like the half light and dark symbol. Also I noticed the Difficult Die isn't colored purple is that normal?
Trenloe
March 14th, 2017, 17:44
Is there a symbol for the new force and destiny symbol for the Force Point? Like the half light and dark symbol.
This is urrently in the Feature Request list in post #4. "Add the light/dark "Force Point" symbol from Force and Destiny to the font and character replacement code. Workaround: Use (+)/(-) for now."
sevrick
March 14th, 2017, 17:47
What about coloring? It's not a big deal but I seem to remember the difficulty die being purple is it normal for it not to be?
Trenloe
March 14th, 2017, 17:50
What about coloring? It's not a big deal but I seem to remember the difficulty die being purple is it normal for it not to be?
There's no colouring for the fonts. FG does not allow you to change the colour of an individual character, the whole text has to be the same colour.
sevrick
March 14th, 2017, 23:52
Are you still updating the ruleset to take advantage of update 3.2? It would be awesome.
*Edit
More specific the ability to prepare encounters ahead of time.
Trenloe
March 15th, 2017, 01:15
The ruleset will be converted to be layered on top of CoreRPG at some point. But not for a while.
You can use a Story entry to contain links to the NPCs and drag them to the combat tracker from there. It's not the same as the full encounter functionality, but it does allow you to group the NPC record links together for quick access.
sevrick
March 15th, 2017, 02:24
Cool. I hate to be bothersome but dulux-oz has made a DOE: Sound Extension. Don't know if you are familar with it but it allows people who have Syrinscape to use it to add music and sound effects to the game via in game link. Only he only has made one for Dnd ruleset. I asked him about making it for Edge of the Empire but he said:
"As a general rule, I make the DOE's compatible with the "standard" Rulesets that SmiteWorks supplies (plus my own Rulesets ) because they're the ones I've got access too and so they're the ones I can test against.
If the author(s) of a CoreRPG-Child Ruleset would like to have their Ruleset included in the compatibility list then I am certainly happy to go about getting this accomplished, but it does mean that the author needs to supply me with their Ruleset (and keep on supplying me with the updates to the Ruleset) and to also supply me with appropriate graphics.
The other option (which I will be making available Soon(™) ) is a child Ruleset of the CoreRPG with all the DOEs pre-included.
So if people would like to use this or any of the other DOEs with a Ruleset currently not supported then I suggest you get in contact with that Ruleset's author and get them to contact me."
Trenloe
March 15th, 2017, 02:58
DOE compatibility won't be available until after any CoreRPG layering.
Truwen
April 1st, 2017, 03:49
Just a quick question, is there an easier way to place an NPC (or player) character into the combat tracker? I get to a certain point where it is near impossible to add any other npcs/characters.
Trenloe
April 1st, 2017, 04:54
Just a quick question, is there an easier way to place an NPC (or player) character into the combat tracker? I get to a certain point where it is near impossible to add any other npcs/characters.
Deselect "Show Vehicles" at the bottom of the combat tracker will give you more room to drag/drop characters. If you need more room you can use CTRL+left-click&drag to temporarily increase the size of the window.
I'll add to the feature request list to allow drag/drop of characters on top of characters in the actor list to add to the CT.
Trenloe
April 5th, 2017, 02:32
A space has opened up in my FG Con 10 Fringers session this coming weekend: https://www.fg-con.com/events/star-wars-edge-of-the-empire-fringers-5/
Dhaken
April 26th, 2017, 05:04
I can't export from EotE ruleset. For testing , I reduced the story to just a few words. Everything results in- (Script Error: [string "classes/utilities/export.lua"]:123: export: Invalid parameters.)
I have reinstalled FG 3.3.0, running only the v2.1.1 ruleset and no extensions. To test things I tried to export from CORERPG and 5e. Can't export in CORERPG , but Can export in 5E. Is there anyway that I can find/rollback to an older version of FG? I saw a link regarding older versions once, but I'm unable to find it.
.
Trenloe
April 26th, 2017, 05:29
I can't export from EotE ruleset. For testing , I reduced the story to just a few words. Everything results in- (Script Error: [string "classes/utilities/export.lua"]:123: export: Invalid parameters.)
I can reproduce this error, I'll look into it over the next couple of days.
Miekael
April 27th, 2017, 03:56
Can confirm, got the same error code trying to export weapon entries.
Trenloe
April 27th, 2017, 04:08
Thanks for reporting the export issues folks. This is fixed in v2.1.1a - download available in post #1.
Dhaken
April 27th, 2017, 07:17
Thanks so much for the quick fix. /cheers
perpetual
May 4th, 2017, 01:26
Hey there,
I recently got into Fantasy Grounds and have been checking out your ruleset. Thanks for all your work, and for reducing other GM's work!
I'm curious, in your opinion, how viable layering this on the new CoreRPG would be as an exercise in learning FG coding - though I've only started checking out the developer guide and rulesets. I'm a software developer by trade, but new to FG and was just wondering if you had any insight on the subject as an experienced developer.
Thanks - hope to hear from you!
Trenloe
May 4th, 2017, 02:55
I'm curious, in your opinion, how viable layering this on the new CoreRPG would be as an exercise in learning FG coding - though I've only started checking out the developer guide and rulesets.
This would be a huge task and not one recommended at all for a beginner using it as an exercise to learn FG coding. For that I'd recommend looking at an existing ruleset that is already based on CoreRPG.
ianmward
May 4th, 2017, 08:42
This would be a huge task and not one recommended at all for a beginner using it as an exercise to learn FG coding. For that I'd recommend looking at an existing ruleset that is already based on CoreRPG.
I'll second that!
I have looked at it a few times and it is strucured very differently to CoreRPG, so it would be a mammoth task.
... for anyone but Trenloe, that is. He knows it inside out and should be converting it already :-)
Camasi
May 15th, 2017, 14:37
New at Fantasy Grounds and GMing RPGs in general. However, I have extensive Star Wars knowledge and have been enjoying the process. I am amazed by the extensions, modules, ruleset work, and various contributions by this community. Fantasy Grounds is definitely my preferred platform for VTT.
The only draw back is that it's hard to implement sound effects, background ambience, etc. I know the DOE extensions don't work with EotE currently, but I did find a youtube video where a guy was able to make this work. Would anyone have any idea how he did it?
https://www.youtube.com/watch?v=THZrKVnkngQ
Thank you in advance. If I should have posted this somewhere else, then I apologize in advance as well :).
Nylanfs
May 15th, 2017, 15:01
Welcome to the forums and FG community!
Trenloe
May 15th, 2017, 15:41
The only draw back is that it's hard to implement sound effects, background ambience, etc. I know the DOE extensions don't work with EotE currently, but I did find a youtube video where a guy was able to make this work. Would anyone have any idea how he did it?
https://www.youtube.com/watch?v=THZrKVnkngQ
Welcome to the forums Camasi. In that video the GM is not using the DOE: sound extension, they are just playing the sound effects through the voice communications. It's something I've been doing for three years and is what most people do. Some info here: https://www.fantasygrounds.com/forums/showthread.php?21290-Background-music-sound-effects-app-now-has-Paizo-Rise-of-the-Runelords-support&highlight=audio#7 Once it's setup it's pretty straightforward.
Camasi
May 15th, 2017, 15:51
Thank you for the quick reply and warm welcome! I figured I would have to go this route, but your specific instructions on what you do with Teamspeak actually turns out to be the best solution for me! Thank you!
sevrick
May 22nd, 2017, 23:39
Not that I am ungrateful about what has been done so far, but why wait to upgrade to fantasy grounds 3.0? Probably is a lot of work to be sure but there are so many features that we are missing out on. The one thing I hate imp-articular is the story tabs of 2.0. Also we miss out on the ability to set up encounters ahead of time, DOE: sound extension as mentioned above, random encounters, party sheets, parcels, and plenty more. If I new a little more about coding than I do now I would do it myself, but since I don't I am left to the mercy of the forums. I hope you guys decide to work on it soon. As always love what has been done so far.
Trenloe
May 23rd, 2017, 00:49
... why wait to upgrade to fantasy grounds 3.0?
It's a shed load of work. it will be done, but not for a while.
Sorry that you feel there are so many features that you are missing out on.
goced
May 29th, 2017, 20:59
Hi guys, i just wanted to know if it exist something to create encounters like D&D 5?
Trenloe
May 29th, 2017, 21:33
Hi guys, i just wanted to know if it exist something to create encounters like D&D 5?
Nope, not until the ruleset is migrated to be layered on top of CoreRPG.
An option mentioned here: https://www.fantasygrounds.com/forums/showthread.php?24151-Star-Wars-Edge-of-the-Empire-Age-of-Rebellion-Force-and-Destiny-v2-ruleset&p=327005&viewfull=1#post327005
goced
May 29th, 2017, 22:24
ok thanks a lot. Do you know how long it will take to be done? To be honest i just started to use FG, so i'm pretty lost with all the terms you use and i'm also french so it's like i have to translate twice. But yes FG is definitely really good.
Trenloe
May 29th, 2017, 22:39
Do you know how long it will take to be done?
Not for a while. No target date.
goced
May 29th, 2017, 23:04
ok thanks so we'll have to be patient xD. I'll find an other way to do it. And just to finish you did an amazing job with the ruleset it's really cool.
Trenloe
May 29th, 2017, 23:05
As mentioned in the post linked earlier: "You can use a Story entry to contain links to the NPCs and drag them to the combat tracker from there. It's not the same as the full encounter functionality [in CoreRPG], but it does allow you to group the NPC record links together for quick access."
rbeard101
June 8th, 2017, 01:41
I give up, How do I assign a portrait to a character? Where is the Portrait folder for this ruleset?
Hurske
June 8th, 2017, 01:58
There should be a button in the top right for the portraits, then drag them to the spot where the player pictures go.
rbeard101
June 8th, 2017, 02:38
I see a circle in the upper right which lets me put a token there, but no portrait. I dont even see a space for a portrait
Hurske
June 8th, 2017, 02:42
Are you talking about the character sheet? Once players are loaded in, they will have their own icons in the top left of the main desk space, you can drag it there.
Gonna have to forgive me as I'm away from my computer,
You might also try opening the character page, and dragging the picture to the blank icon in that window.
From what I remember, you can't change their picture inside the character sheet. If you don't got it by the time I get home, or someone else jumps in, I'll check and show you myself
rbeard101
June 8th, 2017, 04:26
Figured it out! Thanks for the help
Valatar
June 10th, 2017, 01:44
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.
Trenloe
June 10th, 2017, 02:57
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/index.php/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! :)
Valatar
June 10th, 2017, 03:57
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.
Valatar
June 24th, 2017, 22:29
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)
Trenloe
June 24th, 2017, 22:57
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.
Valatar
June 27th, 2017, 05:00
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.
Trenloe
June 27th, 2017, 15:53
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.
Lobosolo
June 27th, 2017, 19:50
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 (https://www.fantasyflightgames.com/en/news/2017/6/27/genesys/)
Lobo
Trenloe
June 27th, 2017, 19:56
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 (https://www.fantasyflightgames.com/en/news/2017/6/27/genesys/)
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.
Lobosolo
June 27th, 2017, 20:05
Yeah, we will have to wait and see on the professions, etc. They do mention that more supplemental stuff will be coming out with "more settings". I just wonder how much NPC stats, etc you can have support such a wide variety of settings.
Trenloe
June 27th, 2017, 22:41
Yeah, we will have to wait and see on the professions, etc. They do mention that more supplemental stuff will be coming out with "more settings". I just wonder how much NPC stats, etc you can have support such a wide variety of settings.
My concern is that it goes like other generic RPGs: GURPS and the generic Cypher System (not Numenera or The Strange) are good examples of this - they bring out a base campaign setting, maybe one or two scenarios to get you started and then that's it - on to the next setting book. GMs have to do most of the work themselves to put a campaign together. For example: Cypher System has brought out some cool settings - Gods of the Fall and Predation that each have a scenario in the book and little else outside of it (Gods of the Fall has a 9 page adventure PDF), and you can count the number of fully fledged scenarios for GURPS on one hand. Savage Worlds does a lot better - but many of the cool settings that come out have one plot-point campaign, a few one-sheets/Savage Tales and then it seems that's it as the publisher moves on to a new setting...
So, very interested to see where this goes...
Archlyte
June 27th, 2017, 22:55
Is there an extension or some easy way to get the font changed in this ruleset? I know how to use the font generator just don't know where the systemfont is specified. I want to use the Elektra font so that it looks like the FFG books. Thanks for any help :)
Trenloe
June 27th, 2017, 22:57
Is there an extension or some easy way to get the font changed in this ruleset? I know how to use the font generator just don't know where the systemfont is specified. I want to use the Elektra font so that it looks like the FFG books. Thanks for any help :)
there's not an extension to change the font, at least not that I'm aware of.
All fonts are defined in graphics\fonts\base.xml
Archlyte
June 27th, 2017, 23:00
Thank you Trenloe :)
Nam tab
July 18th, 2017, 08:24
so i downloaded the file all of them as a single file like you said but i can't figure out how to add them to FG, I'm using macbook ruling the app on wineskin. any help would be awesome.
Girwan
July 18th, 2017, 09:02
You must copy this file to proper folder. I don't know which is in MacOS, but in Windows 7 I used \Users\userID\AppData\Roaming\Fantasy Grounds
Trenloe
July 18th, 2017, 09:11
so i downloaded the file all of them as a single file like you said but i can't figure out how to add them to FG, I'm using macbook ruling the app on wineskin. any help would be awesome.
Welcome to the forums Nam tab
Click the Folder icon in the top right of the main FG launch screen. This should open a file explorer at the <FG App Data> directory. Navigate to the ruleset directory and copy the Star Wars EotE.pak file there.
Nam tab
July 18th, 2017, 09:42
thanks i finally figured it out lol just trial and error with the location.
Archlyte
July 18th, 2017, 17:29
Anyone else not able to see things like the calendar module? Also I can't seem to share the Library with the players. Any ideas?
Girwan
July 18th, 2017, 17:46
I can share modules in Library. Calendar don't work.
Archlyte
July 18th, 2017, 18:03
I have been known to be prone to user-error, but this time I have the modules set to share and it still won't show up on player clients. So can your players drag and drop the links?
Archlyte
July 18th, 2017, 18:19
FG Battlemaps also does not work. The heading "Maps & Images" appears but does nothing when clicked.
Trenloe
July 18th, 2017, 19:04
I have been known to be prone to user-error, but this time I have the modules set to share and it still won't show up on player clients. So can your players drag and drop the links?
Ask one of the players to provide a screenshot of the module activation screen (not the library). So we can see what modules they have available.
FG Battlemaps also does not work. The heading "Maps & Images" appears but does nothing when clicked.
Correct, it doesn't work. Since FG v3.3.0 the module format has changed, a lot of modules will use the old/both formats so can be used, but some made purely for v3.3.0 won't be fully accessible. I'm not going to update the current ruleset for this, it will have to come with a CoreRPG conversion of the EotE ruleset, which won't be
until next year (it's a massive task).
Trenloe
July 18th, 2017, 19:09
For the FG battlemaps, you can make the coloured tab appear in the Images data list by editing the module db.xml file in Combat_Battlemaps.mod. Change the <image> tag on line 3 to <images> (and remember to change the closing tag too).
Do this in a copy of the file, and change the filename and <name> in the definition.xml file so you don't break the module for CoreRPG based rulesets and confuse which is which.
Archlyte
July 18th, 2017, 20:12
For the FG battlemaps, you can make the coloured tab appear in the Images data list by editing the module db.xml file in Combat_Battlemaps.mod. Change the <image> tag on line 3 to <images> (and remember to change the closing tag too).
Do this in a copy of the file, and change the filename and <name> in the definition.xml file so you don't break the module for CoreRPG based rulesets and confuse which is which.
Ok cool. I don't blame you for not updating the whole thing lol, and again I am soo thankful for this ruleset. I am just trying to figure out how to add functionality where I can. The calendar is more important to me, any guesses on what that might be about? Just general thoughts?
Trenloe
July 18th, 2017, 20:20
The calendar is more important to me, any guesses on what that might be about? Just general thoughts?
The calendar is CoreRPG functionality. It's not just a module, there's a bunch of code required.
I recommend you track dates in a story entry.
Camasi
July 20th, 2017, 17:45
Is there a way I can lock the map position? Whenever I try to move tokens I end up moving the map screen by mistake. This is especially the case with space fighter tokens that are shaped in odd ways.
Trenloe
July 20th, 2017, 18:22
Is there a way I can lock the map position? Whenever I try to move tokens I end up moving the map screen by mistake. This is especially the case with space fighter tokens that are shaped in odd ways.
Nope, the map position can't be locked.
You need to make sure you click on the actual image part of the token, and not transparency. You can help with this by giving the tokens some form of background (i.e. like a pog style token).
GrimmStories
July 24th, 2017, 20:19
Is there a way to add Auto advantage/threats/success/failures?
Trenloe
July 24th, 2017, 20:41
Is there a way to add Auto advantage/threats/success/failures?
Nope.
I've added this to the feature request in post #4.
Trenloe
July 28th, 2017, 07:01
As far as I am concerned, this ruleset needs three things:
Restore images to original size
This was incorporated in release v2.1.1. Feature request list updated.
shikage
July 31st, 2017, 18:39
Is it possible to update the Remote Dice Box (the one which shows other players dice pools) to allow the GM to drag and drop dice into the tray for the appropriate player here? And to allow upgrading/downgrading dice pools here as well? If this is possible, I just need to be pointed in the right direction and will work it into the Dicebox Extension.
Trenloe
July 31st, 2017, 19:19
Is it possible to update the Remote Dice Box (the one which shows other players dice pools) to allow the GM to drag and drop dice into the tray for the appropriate player here? And to allow upgrading/downgrading dice pools here as well? If this is possible, I just need to be pointed in the right direction and will work it into the Dicebox Extension.
It's going to be complex, as OOB messaging will have to be used to modify the players dice pool from the GM instance.
I deliberately didn't do this as it's against the rulebook guidelines of the players putting their dice pool together themselves. The main time I see the potential for this being a benefit is for beginning players (GM helping put their dice pool together). However, I've ran lots of convention games with beginners using this ruleset and I find it's better to educate the players and take the time to teach them how to put the dice pool together. I'm always surprised how quickly people pick it up and my experience is then that it's still pretty quick to say "add two purples, one black, click the purple + button to upgrade the difficulty" just like I would in a face to face game (except I wouldn't mention a "purple +" button)...
shikage
July 31st, 2017, 19:36
It's going to be complex, as OOB messaging will have to be used to modify the players dice pool from the GM instance.
I deliberately didn't do this as it's against the rulebook guidelines of the players putting their dice pool together themselves. The main time I see the potential for this being a benefit is for beginning players (GM helping put their dice pool together). However, I've ran lots of convention games with beginners using this ruleset and I find it's better to educate the players and take the time to teach them how to put the dice pool together. I'm always surprised how quickly people pick it up and my experience is then that it's still pretty quick to say "add two purples, one black, click the purple + button to upgrade the difficulty" just like I would in a face to face game (except I wouldn't mention a "purple +" button)...
Thanks Trenloe, this is a reasonable explanation. Our GM just requested the feature as he likes to handle adding the difficulty dice to the pool himself. I think sometimes this can be because everyone in the group are experienced gamers but fairly new to EotE and will often expect one particular difficulty and when the GM asks us to put in something else will ask why that is. Oddly, there is less questioning when he just drops the dice in and says we're good to roll.
shikage
August 3rd, 2017, 17:23
I have also been noticing I am not seeing the announcement text for extensions in EotE. Perhaps I am doing something wrong or is this not supported in EotE right now?
Trenloe
August 3rd, 2017, 18:10
I have also been noticing I am not seeing the announcement text for extensions in EotE. Perhaps I am doing something wrong or is this not supported in EotE right now?
That functionality is in the base FG application, it's not ruleset dependant.
The gotcha is that data such as this in extension.xml is only read when FG first populates the extension list in the "Load Campaign" screen. So you need to restart FG to see the changes. /reload won't re-read this data.
shikage
August 4th, 2017, 07:47
Thanks again, this worked. I had first had the accouncement tag in the wrong spot then had only reloaded.
I've also got pregens working, including be able to set tokens on them.
While I realize I can not set portraits to character or pregens, I am curious if there is a way to package portrait assets into a module which will then make those available for at least the GM to manually assign them to PCs and show them in the portrait window within the EotE ruleset?
Trenloe
August 4th, 2017, 14:46
While I realize I can not set portraits to character or pregens, I am curious if there is a way to package portrait assets into a module which will then make those available for at least the GM to manually assign them to PCs and show them in the portrait window within the EotE ruleset?
Not in the current ruleset.
GrimmStories
August 25th, 2017, 23:49
Is there a way for players to control ally NPC like droids?
Trenloe
August 27th, 2017, 17:50
Is there a way for players to control ally NPC like droids?
They need to be PC records for the player to control them. The only way to currently allow a player to control a NPC is to manually create that NPC as a PC.
I've added a feature request to post #4 to allow PC records to be created from an NPC record. There is no target date as to when this might be provided.
Girwan
August 29th, 2017, 21:44
Hi, I try build mod, but when i click "Export" I get:
20277
my export window:
20278
What is wrong?
Trenloe
August 29th, 2017, 21:50
Hi, I try build mod, but when i click "Export" I get:
20277
my export window:
20278
What is wrong?
Looks like you have an old ruleset version as this issues was reported in v2.1.1 here: https://www.fantasygrounds.com/forums/showthread.php?24151-Star-Wars-Edge-of-the-Empire-Age-of-Rebellion-Force-and-Destiny-v2-ruleset&p=334750&viewfull=1#post334750 and fixed in v2.1.1a.
Make sure you've downloaded the latest ruleset from the link in post #1 and that the chat window reports ruleset version v2.1.1a when you load the campaign.
Girwan
August 30th, 2017, 07:06
It's working, now, thx
spite
August 31st, 2017, 05:29
Just started fiddling with this ruleset.
Homigosh it's so good! A belated "well freaking done!" to the team/person/people responsible in bringing it to life
Trenloe
August 31st, 2017, 06:13
Just started fiddling with this ruleset.
Homigosh it's so good! A belated "well freaking done!" to the team/person/people responsible in bringing it to life
Thanks mate.
It's had a number of people involved over the years. Neil G. Foster set the groundwork with the Warhammer Fantasy Roleplay 3E ruleset, James Manhattan took that and did the base Star Wars implementation, Lobosolo did a fantastic graphical update.
spite
September 1st, 2017, 07:30
Well you've all done a stellar job.
I look forward to running this soon! I was wondering, is there any easy way to import data quickly?
Trenloe
September 1st, 2017, 12:52
...is there any easy way to import data quickly?
Not really.
Girwan
September 1st, 2017, 21:06
What I must do, to put my modul to library? It's any constrction / command which I must use on the top module? I compare several moduls and don't see any differences.
Trenloe
September 2nd, 2017, 03:47
What I must do, to put my modul to library? It's any constrction / command which I must use on the top module? I compare several moduls and don't see any differences.
I'm not sure what you're asking here. If you use the /export command the module will be available to use (once you reload FG).
Can you give more information about what your issue is?
Girwan
September 2nd, 2017, 08:01
I'm not sure what you're asking here. If you use the /export command the module will be available to use (once you reload FG).
Can you give more information about what your issue is?
I know, and it's working. But when I export module and open it, I see it in such places as: items, npc etc. I want see this modul in Library like e.g. Star Wars Equipment Library
Trenloe
September 2nd, 2017, 13:45
I want see this modul in Library like e.g. Star Wars Equipment Library
You can't do that through the FG interface/export process. You can only do that if you manually create/edit the module XML. If that's something you want to do, open up the equipment library module and look at the XML layout there.
spite
September 3rd, 2017, 04:15
Uhm, dumb question, but what is this window for? https://puu.sh/xqddX/5fa28c2b6f.jpg
I can't figure out anyway to make it do... anything?
Trenloe
September 3rd, 2017, 04:47
Uhm, dumb question, but what is this window for? https://puu.sh/xqddX/5fa28c2b6f.jpg
I can't figure out anyway to make it do... anything?
It tracks other connected players dicepools.
spite
September 3rd, 2017, 04:49
Ooooooohhh.
Thank you!
Girwan
September 4th, 2017, 21:16
How I can put new images, sorry I don't remember how I do it in the past, and can't find solution on this forum :(
Trenloe
September 4th, 2017, 21:23
How I can put new images, sorry I don't remember how I do it in the past, and can't find solution on this forum :(
Put the images in <FG App data>\<your campaign name>\images
Get to <FG App data> by clicking the folder icon in the top right of the main FG launch screen.
Girwan
September 4th, 2017, 22:18
How I can put new images, sorry I don't remember how I do it in the past, and can't find solution on this forum :(
Trenloe
September 4th, 2017, 22:25
How I can put new images, sorry I don't remember how I do it in the past, and can't find solution on this forum :(
I assume this is a double post. But if not, see my response immediately above.
Girwan
September 4th, 2017, 23:45
I assume this is a double post. But if not, see my response immediately above.
yes this is double post, I don't know why.
But...I have the images in <FG App data>\<your campaign name>\images
Get to <FG App data> by clicking the folder icon in the top right of the main FG launch screen. Sorry I don't understand. I see this folder, I click and... what next? I see only list of images in my folder. How I can put it to window Images in FG?
I want put new images to this window ->20365
Trenloe
September 5th, 2017, 00:06
yes this is double post, I don't know why.
But...I have the images in <FG App data>\<your campaign name>\images
Get to <FG App data> by clicking the folder icon in the top right of the main FG launch screen. Sorry I don't understand. I see this folder, I click and... what next? I see only list of images in my folder. How I can put it to window Images in FG?
I want put new images to this window ->20365
1) Click the folder icon in the top right of the main FG launch screen. This will open a file explorer application at the FG application data directory.
2) Open the campaigns directory
3) Open the directory with the name of your campaign.
4) Open the images directory - Paste your images here.
5) They will then be available in the images window - click the left had group tab if you have multiple tabs at the bottom of the window.
Nylanfs
September 5th, 2017, 14:21
Also note that the images directory doesn't support any type of folder structure for organization. All images are at the top level of images AFAIK.
Izae
September 27th, 2017, 17:14
Hi everyone and thank you for the impressive work already done !
I'm using this ruleset for a while now but I can't manage to import PC...
I've created some PC for a campaign and I' exported them but I don't see how to import them into another campaign from the PC window.
Can someone help me ?
Sorry if it the question has already been asked but I confess I didn't red the 45 pages of comment but I didn't see the issue listed.
Thank you again.
Trenloe
September 27th, 2017, 17:38
Hi everyone and thank you for the impressive work already done !
I'm using this ruleset for a while now but I can't manage to import PC...
Welcome to the forums Izae.
The golden rule of the Fantasy Grounds interface - if you don't see it, right-click to get a context sensitive menu! (https://www.fantasygrounds.com/wiki/index.php/The_Basics#Context_Menus) In the character selection window right-click on the background and select "Import character" (the right hand option).
Izae
September 29th, 2017, 17:47
Thank you for the quick answer !
I think my issue was the number of PC !!
I've already created 8 PC and could not import other PC but if I delete one, I can import !
Sorry for bothering you, and thanks again !
Trenloe
September 29th, 2017, 18:27
I think my issue was the number of PC !!
I've already created 8 PC and could not import other PC but if I delete one, I can import !
I'll try to make that a bit easier in the next release - to import a PC when the window is full. In the meantime, add another PC ("Create Item" from the right click menu, and this will allow the scrollbox to appear and you can scroll down to an empty section of the window to get the right-click import option.
Izae
September 29th, 2017, 18:51
OK ! I didn't try this method, good to know.
Anyway, I think 8 PC is enough !
Thank you again for your work and your answers.
Xtee
October 15th, 2017, 23:25
So I cannot get it to where I can create a new charachter. Is there a tutorial for navigating the interface or installing the mods / ruleset for this? Been trying to do it for a week.
damned
October 15th, 2017, 23:30
Hi Xtee did you check post #1 in this thread?
Rulesets are downloaded to your \rulesets directory
Modules are downloaded to your \modules directory
Modules are activated from the Library
Characters are created from the Characters campaign tool - on of the small buttons top right
Trenloe
October 15th, 2017, 23:37
Is there a tutorial for navigating the interface...
See "Videos" in post #1.
Girwan
October 18th, 2017, 21:19
Hi, I have two questions:
Is somewhere on Character Sheet place for Destiny Points?
and
I have problem with share moduls with my players. I put green icon "allow for players" under book, but they don't see it. Maybe it's fault my system and privilages?
Trenloe
October 18th, 2017, 21:33
Is somewhere on Character Sheet place for Destiny Points?
Destiny points are not character based, they are shared by everyone. As such, they are on the desktop - to the bottom right of the dice.
I have problem with share moduls with my players. I put green icon "allow for players" under book, but they don't see it. Maybe it's fault my system and privilages?
Please provide screenshots of the GM and Player library screens showing these issues. Thanks.
Girwan
October 18th, 2017, 21:58
21072
You see green icons on moduls (Phantoms in the dark nad Ships) Players don't see this in their moduls window and windows like images, items etc.
Trenloe
October 18th, 2017, 22:03
21072
You see green icons on moduls (Phantoms in the dark nad Ships) Players don't see this in their moduls window and windows like images, items etc.
Can you provide a screenshot of what the players see please? Start up another instance of FG on the same computer, "Join Game" with a server address of localhost and you will get a player view.
Girwan
October 18th, 2017, 22:17
Nice. Is there more such "tips&tricks"? :)
I try it, and it's working. I must explain it with my friends. They said me, that don't see this moduls but I see. Sorry for confusion. We will play in Friday night (my local time :P), so I write then that it's OK or not.
Sorry.
Girwan
October 24th, 2017, 10:00
Nice. Is there more such "tips&tricks"? :)
I try it, and it's working. I must explain it with my friends. They said me, that don't see this moduls but I see. Sorry for confusion. We will play in Friday night (my local time :P), so I write then that it's OK or not.
Sorry.
Is OK
but I have other question. How I can share group Items? As I see, I have it, I can put there new gear, weapons, tools etc... But my players can't see it. I attached file from host screen with yellow arrow which show icon this group.
21131
Trenloe
October 24th, 2017, 10:07
but I have other question. How I can share group Items? As I see, I have it, I can put there new gear, weapons, tools etc... But my players can't see it. I attached file from host screen with yellow arrow which show icon this group.
You can share individual items via the right-click -> Share option within the item window.
If you want to make a list of items then you can either create a library module (manually edit XML), or (much easier) add the shared item links to a story entry to create a list of clickable item links and share the story entry.
Girwan
October 24th, 2017, 10:32
Ok, but I plan make a modul with items and share it. Without Items group it's bad idea.
Create moduls is easier than manually edit XML and create a library modul.
Solution is shared links to story and I use it.
Thank you
GCardoso
October 28th, 2017, 17:03
On this auspicious day, I thought it would be apt to release v2 of the Star Wars Edge of the Empire ruleset.
Download for the v2.1.1a ruleset:
https://drive.google.com/file/d/0B6oOdW6SsMwsUDFYb1dOd3hBZ0E/view?usp=sharing Download all of the data as a single Star Wars EotE.pak file using the download button at the top right of the Google drive page.
This will overwrite the previous ruleset - allowing you to run previous campaigns using the new ruleset. For GMs swapping from a v1 campaign to v2 please backup your campaign directory before running under v2 - you may encounter some minor errors that should go away after the relevant windows have been opened once.
If you've upgraded a campaign from v1:
When you first run the campaign after upgrading, remove all entries from the combat tracker and re-add them.
If you convert an NPC to a minion, open the skills tab after setting the NPC category to minion - this sets the minion skill check boxes and avoids minionmanager errors.
Versions
v2.1.1a - Bugfix for export issue reported in post #357 https://www.fantasygrounds.com/forums/showthread.php?24151-Star-Wars-Edge-of-the-Empire-Age-of-Rebellion-Force-and-Destiny-v2-ruleset&p=334750&viewfull=1#post334750
v2.1.1 - Minor update for some bugfixes, a couple of simple requests and adding force rating to PCs. Image resize functionality improvements. See here for more details: https://www.fantasygrounds.com/forums/showthread.php?24151-Star-Wars-Edge-of-the-Empire-Age-of-Rebellion-Force-and-Destiny-v2-ruleset&p=310303&viewfull=1#post310303
v2.1 - Massive graphical update - thanks to amazing work from Lobosolo. Bugfix - dragging items from library raised error (https://www.fantasygrounds.com/forums/showthread.php?24151-Star-Wars-Edge-of-the-Empire-Age-of-Rebellion-Force-and-Destiny-v2-ruleset&p=220867&viewfull=1#post220867).
v2.0.1b - Bugfixes - PC init roll result not populating when newly added to the CT, credits not saving, long weapon name hid dice roll button.
v2.0.1a - Minor bugfix - fixes minionmanager error reported in post #8 - Star Wars Day, 2015.
v2.0.1 - Initial Release - Star Wars Day, 2015.
Library modules available here: https://www.fantasygrounds.com/forums/showthread.php?24150-Star-Wars-Edge-of-the-Empire-Library-modules
Extensions available here: https://www.fantasygrounds.com/forums/showthread.php?25515-Star-Wars-Edge-of-the-Empire-ruleset-extensions
Videos
These videos may help you get started (you may need to download these video files locally in order to play them) if a link doesn't work try the alternative link:
Dice pools and rolling dice (https://dl.dropboxusercontent.com/u/39085830/Vids/FG/Star%20Wars%20v2/SW%20Die%20Box.mp4) or Alternative Link (https://drive.google.com/file/d/0B6oOdW6SsMwsZDRfRmE0YjQ1dlU/view?usp=sharing)
PC entry (https://dl.dropboxusercontent.com/u/39085830/Vids/FG/Star%20Wars%20v2/SW%20EotE%20Ruleset%20v2%20-%20Character%20entry.mp4) or Alternative Link (https://drive.google.com/file/d/0B6oOdW6SsMwsT0ltUVdkVzA0Njg/view?usp=sharing)
Combat Tracker part 1 (https://dl.dropboxusercontent.com/u/39085830/Vids/FG/Star%20Wars%20v2/SW%20EotE%20Ruleset%20v2%20-%20Combat%20Tracker%201.mp4) or Alternative Link (https://drive.google.com/file/d/0B6oOdW6SsMwsMVZtcl96UU5qenM/view?usp=sharing)
NPCs (https://dl.dropboxusercontent.com/u/39085830/Vids/FG/Star%20Wars%20v2/SW%20EotE%20Ruleset%20v2%20-%20NPCs.mp4) or Alternative Link (https://drive.google.com/file/d/0B6oOdW6SsMwsQnQ0Ql9kREZsc1U/view?usp=sharing)
More to come covering: vehicles, chits, etc..
Complete session video from FG Con VI (https://www.youtube.com/watch?v=EpAnb8EAz4Y&list=PLBW-SmHnjnPE7sCNsK6UGMDxOFMM4dky4&index=1) Thanks OTG_Wraith.
Version 2 has many changes/improvements over version 1. Some things you'll see in version 2 of the ruleset:
Added campaign preferences: Age of Rebellion (Warfare knowledge skill and duty), Force and Destiny (Lightsaber combat skill and morality) and Edge of the Empire (obligation). These are selected by default - disable the option to remove version specific objects.
Add lightsaber skill and other skills from Age of Rebellion (via campaign option). Currently, based off the Age of Rebellion and Force and Destiny beta there are two additional skills: Knowledge (Warfare) and Lightsaber.
Copy NPC record to the combat tracker rather than link to the NPC list entry. This will allow multiple NPCs to be dragged to the combat tracker using the same NPC record.
Options to auto roll NPC initiative from the combat tracker. Include a radio control to select C (cool) or V (vigilance) for roll. Default is vigilance.
Provide critical injury functionality - both personal and vehicle.
Added minion support for the NPC sheet and the ruleset.
Added beta vehicle support to NPCs and PCs. This will undergo further development once v2 is released.
Redesign PC and NPC sheets to have name and token at the top of all tabs. This makes it easier to identify the PC/NPC when multiple windows are open.
Vertical resize added to PC and NPC window.
Career skill check added to skills list. Allows keeping track of career skills.
Update item fields to reflect EotE entries. e.g. Runes and Craftsmanship changed/removed.
Support for item attachments and modifications.
Move wound, stress and destiny chit markers so that they don't interfere with GM ID indicators.
Added Message of the Day functionality.
Redesigned wound and strain chits to support multiples and use/ignore soak.
Module exporting operational.
When player is playing multiple PCs, the activated character makes gunnery rolls from Party Starship in the group window.
Also a bunch of fixes/improvements.
A lot of the functionality improvements is to make the GM's work easier, better support some areas of the rules and to track PC and NPC data. This ruleset is still pretty automation light - the most you'll get is dragging wounds/strain/criticals onto characters. I have some ideas for doing some basic automation for common functionality in the (distant) future...
Some big news is that OggDude (creator of the amazing community Character Generator (https://community.fantasyflightgames.com/index.php?/topic/89135-another-character-generator/)) has agreed to allow me to use the data packages he has put together to seed a library module. As usual, there are copyright limitations, so the data will be exactly as it appears in the character generator - statistics, labels/titles; but any descriptive text will not be included, but will be replaced with a page reference to the book/s where the item in question is detailed.
great job. i heard about it yesterday and i have to say well done. It's sad official things cant be in game but non of the less i would love to play this version on FG . Someone doing campaign ?
sevrick
October 30th, 2017, 15:27
Are you planning on making it so that the game recognizes certain weapon properties like breach or pierce? Because one of my players has a lightsaber and every time he attacks I have to add the damage to him manually rather than just dragging the damage over him and being done with it. The same goes for players with reflect talent. It would be cool if after you rolled an attack there was a button called reflect with a value you could set that would equal ranks. That button would apply the extra soak, so to speak, to the last attack that was made and deduct 2 strain.
Trenloe
October 30th, 2017, 15:55
Are you planning on making it so that the game recognizes certain weapon properties like breach or pierce? Because one of my players has a lightsaber and every time he attacks I have to add the damage to him manually rather than just dragging the damage over him and being done with it. The same goes for players with reflect talent. It would be cool if after you rolled an attack there was a button called reflect with a value you could set that would equal ranks. That button would apply the extra soak, so to speak, to the last attack that was made and deduct 2 strain.
There won't be anything like this implemented until the ruleset has been migrated to layer on top of CoreRPG so that effects can be implemented.
This is a way off yet.
Antlers
November 27th, 2017, 18:51
Thank you for all the work you do for the community with these rulesets!
Any chance you will also make a Genesys RPG version, as it should at least in some ways be very similar?
Trenloe
November 27th, 2017, 18:58
Any chance you will also make a Genesys RPG version, as it should at least in some ways be very similar?
The answer is "maybe". But probably not until this ruleset is migrated to CoreRPG. I'll see how different the RPG system is when it comes out.
Newf
November 29th, 2017, 18:43
First off, thank you for putting this together. My friends and I had a session of it this past weekend and it went amazing. I'm still figuring things out, so I'm sure things will flow only smoother the more I get used to it. I do have a question regarding Force/Destiny points though. Is there a means by which to track them in the ruleset? I see the tokens with the dice, and that I can reset the amount to 0, but where do I see how many currently exist? Or can I? Thanks!
Trenloe
November 29th, 2017, 18:50
I do have a question regarding Force/Destiny points though. Is there a means by which to track them in the ruleset? I see the tokens with the dice, and that I can reset the amount to 0, but where do I see how many currently exist? Or can I? Thanks!
The stacks have basic instructions if you hover the mouse over them.
Double click on the relevant stack to add a light or dark destiny point (chit). Drag/drop the relevant chit when it is used, it will be removed from one stack and added to the other - simulating turning the chit over in a face-to-face game. The icon of the stack will show how many chits are in each (up to 7 then 8+)
Newf
November 29th, 2017, 18:57
The stacks have basic instructions if you hover the mouse over them.
Double click on the relevant stack to add a light or dark destiny point (chit). Drag/drop the relevant chit when it is used, it will be removed from one stack and added to the other - simulating turning the chit over in a face-to-face game. The icon of the stack will show how many chits are in each (up to 7 then 8+)
Excellent! Thanks! When I hovered over the token all I saw was "x token. Drag off to remove."
Trenloe
December 2nd, 2017, 03:21
Any chance you will also make a Genesys RPG version, as it should at least in some ways be very similar?
See some info here: https://www.fantasygrounds.com/forums/showthread.php?41329-Genesys-RPG-Using-the-Star-Wars-ruleset-to-play
Antlers
December 2nd, 2017, 03:37
WOW! You Sir, are incredible!
sevrick
December 15th, 2017, 01:35
So I am doing a Genesys Game but using Rise of the Runelords adventure path. I have several options to do this:
1st is use the genesys rule set that you linked and add all the content manually. This option would take forever and I wound't have exclusive maps.
2nd is Open the official Rise of the Runelords adventure, that would mean loading the pathfinder rule sets, but I would have everything in a nice official package. I would only be missing the dice.
So my question is would you be able to add the Star Wars Dice as an extension so I could add them to the Pathfinder Rule set. Plz plz plz.:)
Trenloe
December 15th, 2017, 03:01
So my question is would you be able to add the Star Wars Dice as an extension so I could add them to the Pathfinder Rule set. Plz plz plz.:)
Nah, that's not going to happen - that would be a huge amount of work. Then you'd be asking me to integrate it into the character sheets, then NPCs, etc.. ;)
To be frank - run it in the SW EotE ruleset with the Genesys extension - this will give you the in-game time saving functionality you'll need.
Extract the maps and images from the PDF and use those. If you're using voice for your game you really won't need much else that would come with the Pathfinder RotRL module - the PF data is so different from Genesys that you wouldn't be using it anyway...
damned
December 15th, 2017, 03:38
I thought I had misunderstood... you want Trenloe to do a stack of work so that you dont have to?
sevrick
December 15th, 2017, 03:41
I have the official module is there a way to extract the images from them so I can move them over to the genesys ruleset?
damned
December 15th, 2017, 03:43
I have the official module is there a way to extract the images from them so I can move them over to the genesys ruleset?
Unfortunately not. As Trenloe suggests you are better doing it from the PDF.
sevrick
December 15th, 2017, 03:49
I thought I had misunderstood... you want Trenloe to do a stack of work so that you dont have to?
That is not what I said at all. The work for the Rise of the rune lords module is done because I bought the module. Only have to use the pathfinder ruleset to access the battle maps and images. If Trenlo was just able to make an extension that ONLY added the star wars dice, I could use the Pathfinder ruleset and use the star wars dice extension. It would allow me to run games with all the pathfinder content and dice. I would only be missing the character sheets but I can live without those and just have them offline.
Trenloe
December 15th, 2017, 03:52
If Trenlo was just able to make an extension that ONLY added the star wars dice...
I’ve already said this is a huge amount of work. It is not a case of "just" making an extension.
sevrick
December 15th, 2017, 03:52
A shared online Edge of the Empire dice roller would work for me too and I used to use the google hangouts, but that doesn't seem to work anymore. Do you know of any similar program that does that
damned
December 15th, 2017, 04:03
Try these:
https://game2.ca/eote/
https://rpg-dice-roller.herokuapp.com/
https://angille.net/eote/
I think 1 and 3 are the better ones.
1 is probably nicest once you get used to the interface.
sevrick
December 15th, 2017, 04:43
Try these:
https://game2.ca/eote/
https://rpg-dice-roller.herokuapp.com/
https://angille.net/eote/
I think 1 and 3 are the better ones.
1 is probably nicest once you get used to the interface.
None of these are shared. I don't need a standalone dice roller. Something where everyone playing can see each others rolls. The 1st option says try on google hangouts but I can't get it to work if it works at all.
Bidmaron
December 15th, 2017, 05:18
I have an idea - why not just play it in pathfinder like it is intended to be?
Not to pick on you, but the nerve to think that just because you bought a module someone should make an extension for you so you can use a different ruleset is pretty incredible. Even if it was easy to do, that is just incredible.
Josith
December 15th, 2017, 13:52
A shared online Edge of the Empire dice roller would work for me too and I used to use the google hangouts, but that doesn't seem to work anymore. Do you know of any similar program that does that
Here is a link to a Genesys Discord group with a Dice roller. https://discord.gg/s6YNrD Over 200 members
sevrick
December 15th, 2017, 16:17
Here is a link to a Genesys Discord group with a Dice roller. https://discord.gg/s6YNrD Over 200 members
Thanks I joined but can't find the dice roller.
sevrick
December 15th, 2017, 16:30
I have an idea - why not just play it in pathfinder like it is intended to be?
Not to pick on you, but the nerve to think that just because you bought a module someone should make an extension for you so you can use a different ruleset is pretty incredible. Even if it was easy to do, that is just incredible.
Wow ok dude tone it down no where did I sound like I was entitled to an extension. I don't know how extensions are made or the process. Which is why I ASKED if he could do it. It seems you and damned are not reading my post and just skimming them and jumping to conclusions that I am demanding him do this now. What I said was:
So my question is would you be able to add the Star Wars Dice as an extension so I could add them to the Pathfinder Rule set. Plz plz plz.:)
Be respectfull and payattention to posts before commenting on them.
Concerning the one part of your comment that wasn't insulting... the simple answer is: "I like the Genesys system better but like the story of the Rise of the Runelords".
Trenloe
December 15th, 2017, 16:52
OK, I think this Star Wars thread has been derailed enough.
Please take any discussion about Genesys to another thread. If it is *specific* to the Genesys extension please post in this thread: https://www.fantasygrounds.com/forums/showthread.php?41329-Genesys-RPG-Using-the-Star-Wars-ruleset-to-play
Thanks.
Meliath1742
December 30th, 2017, 19:07
Trenloe, I just installed the EotE ruleset...great work! But (there's always a but), my eyes aren't what they used to be. Is there a way to increase the size of the fonts without breaking the ruleset? My 27" monitor is using 1920 x 1080 and the chat lines are difficult to read.
damned
December 30th, 2017, 23:10
Hi Meliath1742 have you tried using the /scaleui 125 option?
Otherwise have a look at one of the many Big Fonts extensions and see how they work and build/adapt it to work with this ruleset.
Meliath1742
December 31st, 2017, 15:01
Thanks Trenloe! I wasn't aware of the scaling option. I was able to scale it to 100 and its mucho better!
damned
December 31st, 2017, 23:16
This is worrying.
Ive twice been called Trenloe now...
If /scaleui 100 makes things readable then at some point you have previously scaled down to something lower.
Possibly you were doing something like playing 5e and using Big Fonts and /scaleui 80 etc?
Girwan
December 31st, 2017, 23:25
Don't worry, be happy! :)
Meliath1742
January 1st, 2018, 00:20
This is worrying.
Ive twice been called Trenloe now...
If /scaleui 100 makes things readable then at some point you have previously scaled down to something lower.
Possibly you were doing something like playing 5e and using Big Fonts and /scaleui 80 etc?
Lol, really sorry damned! Just not paying attention
damned
January 1st, 2018, 00:45
This is worrying.
Ive twice been called Trenloe now...
If /scaleui 100 makes things readable then at some point you have previously scaled down to something lower.
Possibly you were doing something like playing 5e and using Big Fonts and /scaleui 80 etc?
Don't worry, be happy! :)
Lol, really sorry damned! Just not paying attention
Thats ok. Im just nervous that the replicant known as Trenloe might seek out any inferior models and destroy them :)
Nylanfs
January 1st, 2018, 05:01
How do we know this hasn't already happened and TrenloeBOT is assuming your identity?
Bidmaron
January 1st, 2018, 18:34
Who else on these boards might already be Trenloe replicants? Maybe that is how he is omnipresent.
viresanimi
January 1st, 2018, 20:25
They... are... on... to.. us....
Serious question though. Is there any way at all, I can share a module I make or do I absolutely have to send said module to my players, so they open it themselves? I think I've tried everything, but this ruleset has its quirks and I just want to be sure I didn't miss anything.
I've only recently got into this system and started to understand it. And so far I must say I really like it.
Vires Animi
Girwan
January 1st, 2018, 20:30
Under module (in modul window) you have icons. Drop there green icon (on red icon) from left bottom corner. You have there options: allow for players and force load for players.
viresanimi
January 1st, 2018, 21:08
As far as I understand, Force Loading has been coded out of FG all together, when sharing was redesigned. There was a big discussing about it. I really didn't want to see it go, but Moonwizard was adamant, but out of it came a rather good solution I think. Either way. It doesn't work. And sharing it... nooo... players can't open it.
Vires Animi
Girwan
January 1st, 2018, 21:19
. And sharing it... nooo... players can't open it.
Vires Animi
They must open book - They do it?
Girwan
January 1st, 2018, 21:22
You can test yourself - open second session FG, choose Join game and put localhost in place for Host adress. You see the same what see your players.
viresanimi
January 1st, 2018, 21:59
Ahem. Its not like I haven't used this for 7 years or so... No. There is no book to them to open. I've even had my players share their screens via skype. Nothing shows up. Unless they have the module themselves. Which I frequently update, so I was hoping to skip that step.
I just think this ruleset is so old fashioned that I can't do that.
Girwan
January 1st, 2018, 22:09
They don't see this books - modules unless you put icon - allow for players. It's working :)
Trenloe
January 1st, 2018, 23:41
Ahem. Its not like I haven't used this for 7 years or so... No. There is no book to them to open.
The other way of opening a library module is to double click on the thumbnail in the modules screen. The "book" icon isn't there to show you it's open or closed, but the module will open. Have the Library window open at the same time to see this happen.
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