PDA

View Full Version : Savage World Monsters Mod



ColinBuckler
December 15th, 2015, 21:05
Please see attached mod containg a "few" monsters for Savage Worlds.

The majority of these were captured from a list of convert monsters from Zadamars great utilities over on the https://www.peginc.com forums.

https://www.godwars2.org/SavageWorlds/

The monsters do not have any spells attached to them and are included "as is".

Hopefully people will find them useful.

Updates
26/08/2019 - Amended to replace <class>localreference</class> with <class>sw_referencefeat</class> due to error.

Skellan
December 16th, 2015, 00:56
That's fantastic. I'll never run out of ways to kill pc's now :)

ColinBuckler
December 19th, 2015, 12:44
A few people have messaged me asking how many "monsters" are there - at a rough guess there is around 2,700. Though there are a lot of dragons of varying sizes/colours/types.

If people want to make suggestions (especially regarding spells), I'll update the mod over time.

Ikael
December 27th, 2015, 12:03
A few people have messaged me asking how many "monsters" are there - at a rough guess there is around 2,700. Though there are a lot of dragons of varying sizes/colours/types.

If people want to make suggestions (especially regarding spells), I'll update the mod over time.

Great work, 2700 is big number! Quess my NPC Maker extensions turned out very useful in your case :) Just make sure to double backup the campaign where you included those NPCs for your future work!

ColinBuckler
December 27th, 2015, 17:06
Yes I did find the NPC Maker essential - without that it would have been impossible to do the project.

I entered all the NPC's into a new clean FG campaign just for this purpose, that way it could easily be shared with others if required at a later date.

Whaley
August 25th, 2019, 16:11
I'm getting a runtime error "Unable to create window with invalid class" when selecting any of the monsters special abilities. Any ideas on what could be causing this?

StoryWeaver
August 25th, 2019, 17:10
I am getting the same error. You can however see what those special abilities mean by looking at the text on the Main tab.

That aside fantastic job!

ps. Can't believe this has been here since 2015 and I only just found it.

Ikael
August 25th, 2019, 18:51
Just quickly checked the module and the error is caused because special abilities use deprecated windowclass localreference

To fix the situation you should find all <class>localreference</class> lines in the module XML and replace them with <class>sw_referencefeat</class>

ColinBuckler
August 26th, 2019, 13:45
Thanks Ikael, I have amended and reloaded the mod with the changes as you suggested.

Hopefully this will remove the runtime errors.

Whaley
September 2nd, 2019, 23:42
Just quickly checked the module and the error is caused because special abilities use deprecated windowclass localreference

To fix the situation you should find all <class>localreference</class> lines in the module XML and replace them with <class>sw_referencefeat</class>

I have implemented your change, no issues anymore (much appreciated!)however my question now is, besides the description are they all meant to be blank when you open up the abilities? For example, Vampire special ability Very Tough, no description and when i click on the button to bring up the description it is blank...I feel like they used to be filled in...(All the abilities are in the Main tab with descriptions)

StoryWeaver
September 3rd, 2019, 02:44
Great fix Ikael, thanks! :)

Topdecker
September 5th, 2019, 04:52
Thanks for the MOD! It is greatly appreciated.

FWIW, I am another 'class of 1977' DM. I picked up the original boxed set (probably in late 76), wasn't super happy with it, and the blue box set got me going since it was actually coherent. Moved on to AD&D for a long time and finished my D&D run with BECMI.

Ikael
September 5th, 2019, 22:03
I have implemented your change, no issues anymore (much appreciated!)however my question now is, besides the description are they all meant to be blank when you open up the abilities? For example, Vampire special ability Very Tough, no description and when i click on the button to bring up the description it is blank...I feel like they used to be filled in...(All the abilities are in the Main tab with descriptions)

It seems that sw_referencefeat has slightly differently named database nodes. You would need to do following:

Rename edges, hindrances and special's <ability type="string">XXX</ability> into <type type="string">XXX</type>
Rename edges, hindrances and special's <text type="formattedtext">XXX</text> into <benefit type="formattedtext">XXX</benefit>

macDsinfo
July 26th, 2022, 22:36
Please see attached mod containg a "few" monsters for Savage Worlds.

The majority of these were captured from a list of convert monsters from Zadamars great utilities over on the https://www.peginc.com forums.

https://www.godwars2.org/SavageWorlds/

The monsters do not have any spells attached to them and are included "as is".

Hopefully people will find them useful.

Updates
26/08/2019 - Amended to replace <class>localreference</class> with <class>sw_referencefeat</class> due to error.

Many thanks for this. fwiw, switching "SavageWorlds" with "SWPF" in the definitions.xml lets this be opened in Pathfinder for Savage Worlds. obvious, I know, but I figure somebody else might want to use this in there...