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Paul Pratt
September 3rd, 2019, 01:41
New .pak posted. Added feature to drop weapons onto NPC's while in the CT. They can be dropped by opening the NPC sheet and dropping to the weapon or inventory list. Weapons can also be added directly to the NPC entry in the CT. There is a new sword icon for offense. Toggle to display the weapon list. This can be filtered.

To filter, expand the weapon and check the CT Wpn checkbox. Then under the sword icon in the NPC CT entry, click it and only the weapons checked CT Wpn will display.
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Halfront
September 3rd, 2019, 14:24
Thanks again Paul for all your work with this rule-set. I've been prepping for The Enemy Within and without your work I know it would have been an uphill battle:)

Gerasiel
September 9th, 2019, 09:51
Hi guys,

In the beginning I wanted to say I am quite fresh user of FG, but went through a lot of tutorials already. The reason I have picked FG was this ruleset. Went through entire forum and checked also tutorial for WH40k Multiset but I am still struggling with talents and items - is there any way to create, let`s say - useable items (healing potions) in the Items library, so I could just drag it to the player with all the effects applied already? Same question for talent library section.

Paul Pratt
September 10th, 2019, 02:56
For Player Character, yes you can. For instance a PC with a talent that confers a +10 to the Magical Sense skill, could make a Persistent Effect for that. On the Talent Tab there is a section Talent/Ability Effects. Click the button in the upper right and add and effect row. To continue with the example, typing this into the text area would work for that talent:
Persistent; SKILL: 10 magical sense

Set the effect to Self and All, with a 0 duration. Whenever that PC is dropped into the combat tracker, that effect will be added to the PC. You can cover most abilities and talents by using this area.

For the heal potion, on the Trappings Tab, under Useable Gear, again create a slot. Name it Heal Potion and expand the entry using the greyed out down arrow just next to the shortcut on the far right of the entry. Once expanded you will see entries for damage, heal, and effect line. Since this is a heal potion, say it cures 1d8 wounds. Next to heal in the text area type 1d8. Notice in the effect area it says List Effect here, you can backspace that out if there is no effect. Next to the name entry Heal Potion you will see a "red cross" button appear. Clicking that will roll a heal roll for that player's target. So, remember to have them target themselves if they use it on themselves, or drag that button and drop it on the intended target. that works too.

With this area you can make most magic effects and gear with effects by using targeted and persistent effects.

Hope that helps. Any other questions let me know, I will try to help.

Halfront
September 11th, 2019, 03:52
Hi guys,

In the beginning I wanted to say I am quite fresh user of FG, but went through a lot of tutorials already. The reason I have picked FG was this ruleset. Went through entire forum and checked also tutorial for WH40k Multiset but I am still struggling with talents and items - is there any way to create, let`s say - useable items (healing potions) in the Items library, so I could just drag it to the player with all the effects applied already? Same question for talent library section.

Just like Paul showed and this is how I do the Healing Draught, as it heals a straight 4 wounds, no dice roll range:

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There might be another way too :)

grimm182
September 30th, 2019, 03:26
Can Slaughter Margin (from Old World Beastiary) be added to the Npc sheet? and if so, could you then filter the list by that to make GMs job easier?
Seems it would be helpful but not critical either. :)

Paul Pratt
September 30th, 2019, 06:25
I can add this on the notes tab of the NPC. Let me see about getting that put in there when 3.3.9 goes live.

Paul Pratt
November 14th, 2019, 23:51
New .pak file in first post with updates for FG 3.3.9

Brent Taylor
November 15th, 2019, 07:33
Just wanna say, I really appreciate all the work you've put into this ruleset. It's really well done and I'm looking forward to running many adventures using it. :)

I do have a couple of questions though!

- When creating a Talent, there's two fields. The second one is pretty obviously the description. What's the purpose of the first field, (labeled "Test" in the screenshot)?
- Also, when dragging a Talent over to the character sheet, it inserts a blank line and includes the formatting tags. I understand building up all the right regex's might be asking too much, but is it possible to remove the initial blank line in an update?
- When creating or viewing a skill, there's a "reaction" field. It's entirely possible, (even likely), that I just missed "reactions" in the rulebook, but what is that field for?

Again, thanks so much!

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Paul Pratt
November 15th, 2019, 15:34
@Brent

The talents "test" field is solely for house rule use. It's a field that was requested long ago.

I know about the formatting tags and the extra line. I have never found a fix for it. I work on that almost every time I head back into the ruleset for maintenance.

Reaction field is for Parry and Dodge Blow. In 40k and WHFRP they are called out a bit differently. I didn't change the method here, but basically wanted a way on the combat tab to have a filtered list of skills such as Parry and Dodge for players. No tabbing back and forth.
The only real use for it in WHFRP is if Dodge Blow is acquired as a skill, type "Yes" into the reaction field of the skill window and it will appear on the combat tab for easy reference for the player during a combat.

My players knowing this have added other skills they might use in combat for a quick way to make rolls.

Halfront
November 15th, 2019, 15:40
Just wanna say, I really appreciate all the work you've put into this ruleset. It's really well done and I'm looking forward to running many adventures using it. :)

I do have a couple of questions though!

- When creating a Talent, there's two fields. The second one is pretty obviously the description. What's the purpose of the first field, (labeled "Test" in the screenshot)?

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Although most Talents that I have don't use that line I guess you could use it you had a special prerequisite/group for a Talent e.g Specialist Weapon Group (Two-Handed).
I just remove the "blank" line myself.
Not sure offhand about the other question:)

EDIT: What Paul said :)

Blue Haven
November 15th, 2019, 17:29
More magical work :)
Thank you so much :)

Brent Taylor
November 15th, 2019, 21:08
Thank you so much Paul! :)

Xydonus
November 16th, 2019, 17:03
Cheers Paul, still using this!

(Also never did finish that Old World Bestiary module, sorry! Time was not on my side to do the remainder).

I have a small request but I don't think it is a realistic one. After each update you make, I usually go into the pak file and change some files so that the movement calculation system switches to squares instead of yards as my group uses the square system for movement. Would there be a possibility for a switch to be implemented within the ruleset, like a setting that can be changed?

If not - I can still modify the pak files as needed with each update so no fuss.

Paul Pratt
November 16th, 2019, 22:58
Let me look, I had asked that very question before, what do groups use more. Let me see if I can make it an option or toggle.

Brent Taylor
November 17th, 2019, 00:22
If you're taking requests... I have a small one! :)

I'm using the opposed combat rolls from Warhammer 4E, which in practice is a lot easier if you're not using the targeting system in the Combat Tracker. However, attack rolls don't include the degrees of success/failure unless you have a target selected.

Any chance you can add something like this (https://gist.github.com/brenttaylor/ab63df88450bfcfe68cf5f77871c3f1b) on line 505 of "scripts/manager_action_attack.lua"? I don't think this should cause any issues for anyone, if you're cool with it. :)

Morquendel
December 19th, 2019, 14:26
Great. Thanks for the honey

Paul Pratt
December 24th, 2019, 22:32
Brent,

I have looked into the request, and rather than force the entire ruleset to use this method for outcome results, I am working with it to make it an option. Stay tuned. May have already been finished but work has crept in and taken me away.

Brent Taylor
December 24th, 2019, 22:58
Much appreciated Paul! :)

phillgamboa
January 18th, 2020, 23:04
Someone have the srd bestiary to warhammer fantasy 2ed?

Mojosta
January 19th, 2020, 00:05
Hey Paul,

Doing a great job with the ruleset. I was wondering if you figured out how to add the dark die to spellcasting for PCs. We have a few campaigns that could be used for, thanks again for all your hard work on the ruleset.

Paul Pratt
January 19th, 2020, 02:05
@phillipehugo, I don't believe there is an "srd" bestiary for Warhammer 2nd ed. There are no modules for the copyright protected material for public distribution.

Paul Pratt
January 19th, 2020, 02:09
@Mojosta,

I made some head way, it's not functional for release yet. Work has kept me away from some of the updates I want to get in. This one is one the list still.

Mojosta
January 31st, 2020, 22:13
Thanks for the update and the hard work, Paul.

Paul Pratt
February 3rd, 2020, 16:09
Some updates on progress:

1. Slaughter Margin added to NPC: This was easy enough to add to the sheet. For filtering on this field, that has been a bit tough. Filtering is based on modules, and sorting with the filter is alphabetical. Since we have no official modules, there really isn't a way to support this. Two things could be done with a bit of work. In the NPC's library make new Categories, Easy, Average, Hard, etc. to match Slaughter Margin and drag and drop the NPC link into the appropriate category. That will allow them to be filtered easily. If you have made a module, you would need to add the Slaughter Margin Category to the file, that would take extra effort. I think taking your existing module, follow the first method, and export it again. That will do it.

2. Fumbles - rolling "doubles" to hit as an option. This is from 1e and I don't want to code it into 2e proper. I have added it as an option categorized as "Houserules".

3. Yards or squares for movement - Added this as on option under Warhammer 2e Options.

4. Dark Magic Talent - I have it working, it was a difficult one to get to work correctly, I have more work to do on this one to capture all the various ways Manifestations can be rolled. (This one seriously has me in the deep end of the pool in regards to my abilities to code. I have implemented it in a very verbose, long handed method. I am sure one of the pro's around the community would look, laugh, perhaps even think damn - I can't believe he did all that work... lol)

5. 4e style opposed rolls - still working on this. I have it implemented as an option in "Houserules", but it does effect other parts of the rules. Just need to finish isolating those areas to finish this one.

I know it has been a long while since I have been able to focus on these rules, some of these requests are a year old or more. I am watching and listening, time was more the factor. I hope to have these wrapped up this week and a new .pak out sometime late in the week.

Halfront
February 3rd, 2020, 16:20
Magnifique!

Brent Taylor
February 3rd, 2020, 18:28
Absolutely fantastic. Thanks so much for all the work!

grimm182
February 4th, 2020, 03:29
Very nice indeed (again) Paul!!

Blue Haven
February 4th, 2020, 22:33
Thank you so much Paul :)
Never give up ;)
Big Hugs :)

Morquendel
February 5th, 2020, 10:09
Thanks for your work!
I would go mad if there would be a contract with cubicle7 and wfrpg would show up on the storefront...
maybe some day. (starting to save my pennies for that day ;) )

Zisse
February 5th, 2020, 17:16
I would join in the madness.

Paul Pratt
February 6th, 2020, 16:19
New .pak file uploaded to the first post.

Added features:
1. Slaughter Margin. On the Set Up tab a cycler for Slaughter Margin was added. This can cycle through the levels named in the Old World Bestiary - Very Easy, Easy, Average, Routine, etc.

2. Filter by Slaughter Margin in the NPC Library: Please note, that until NPC's have their Slaughter Margin cycled to a setting there will be nothing to filter. Go to each NPC, cycle the Slaughter Margin to set a value, and the filter will populate.

3. Dark Magic Talent support added. There has been a check box added to the spell list for Dark Magic. When checked the extra die will be cast for the roll, and the lowest die will be dropped. The chat report will state the low die as "Dark Magic (#)". I colored the first die of the roll red to make it different from a standard cast roll to assist in identifying a Dark Magic roll. The low die is not added to the cast roll per the rules on the talent, but is evaluated for Chaos Manifestations per the rules.

4. Option added to have movement on the character sheet reported in squares or in yards.

5. House rule option added for those that use 1e style Critical Fumbles. This rule works as follows: if an attack misses, and a double (44, 55, 66, etc.) was rolled then the chat report will state "Critical Fumble". It is not tied to a table for an automatic fumble result roll. So, if using this house rule, a table will need to be built and rolled on to determine further results.

6. House rule option added to report success/failure levels from an attack roll when no target is indicated. This was added by request and may be useful for others if you desire a roll with results without needing to set everything up in the CT. The option does this: If option is cycled to "on", when a player rolls an attack from their sheet and has no target, the results of the roll will be displayed with success and failure against their own WS or BS. Similar to a skill or characteristic roll.

Xydonus
February 7th, 2020, 11:33
Damn thats a big update!

Seriously, can't thank you enough Paul! I'll send some 'Enemy Within' maps that I'm making as part of a campaign bundle your way soon, appreciate this!

Valyar
February 7th, 2020, 12:07
You are the man, Paul!

Morquendel
February 10th, 2020, 22:21
Great. Thanks for the improvements

Paul Pratt
March 4th, 2020, 15:46
Updated .pak in first post of thread. Updated for FG 3.3.10 release

Blue Haven
March 5th, 2020, 17:40
Thanks for another release Paul :) been very busy lately but when i have time i will try to finish...you know what ;)
Big Hugs

Mojosta
March 6th, 2020, 01:35
Dark die is amazing, Paul!!!
I just played with a ton and love it!

You rock, sir!
Thank you!

Mojosta
March 31st, 2020, 06:42
Hey Paul,

I was wondering how possible would it be to make it so the dragon icon(from skills, talents, trapping and now careers libraries) and be dragged and drop into the Skills, Talents, Trappings, Entries, and Exits portions of your Career library. Currently we have all the careers made up in references with the dragon icons drug in to areas designated for skills, talents, trappings, and entrances and exits. Players tend to want to use the references because they can drag drop the icons from the references which they cannot do in the current careers library format.

I was also wondering about making one for races, which we currently have done in references also.


Thanks again for your hard work as usual I really appreciate it!

Paul Pratt
March 31st, 2020, 15:32
@Mojosta,

I will have to look into this one. and think about how to add shortcuts to the list.

Phantombeast
April 2nd, 2020, 11:28
Hey guys,

I'm completly new to all of this (thx to social distancing ^^ ). My friends and me are looking for a virtual tabletop to continue our WFRP 2e sessions. So I was pretty happy finding this ruleset within FGC! Now I need to ask, would this also work with the unity version of FG or would somebody need to program / adjust all of this anew?
Would be great if any of you could answer me this. And as you'll probably have noticed, I'm no native english speaker so please excuse all the grammar mistakes in this post ;)

Thanks in advance !

Valyar
April 2nd, 2020, 12:26
Hello Phantombeast,

Once FGU is out officially, the probabilities of Paul to work on update to be compatible with Unity high very very high :)
At the moment FGC is solid and the ruleset is fully working. I have played a lot of session on it and you have all you need to play. The only thing you needs to create is the content, as this is community ruleset and we are not allowed to have modules for it.

Phantombeast
April 3rd, 2020, 09:52
Thanks Valyar,

I'll start looking into it then :)

iiivsion
April 13th, 2020, 13:29
Hi, I have an issue with the CT, not sure if I overread something important or being to stupid to use:
When I add a character to the CT, everything works fine except for the Weapons Tab. It is opening and closing for NPCs, but not for PCs, regardless if there are weapons or not. It is not empty, it does not open at all. Had a look at the code and did not find anything unusual there (i.e. found no code to explain why behaviour for PC and NPC may be different), but also I am pretty new to FG coding. Is it not intended to use PCs in CT (I could create NPC entries and work with them), or does someone else have that problem? Using most current versions of FGC II and the ruleset.

Thanks for answering. Also: Does anybody here have a copy of the Alpha of Warhammer IV ruleset to have a look into it or is it easier to convert from pauls V2 ruleset to V4 (as to mention, the Warhammer V2 is a really great ruleset!!!).

Paul Pratt
April 13th, 2020, 15:29
The PC's don't have expanded weapon's list in the Warhammer 2 e ruleset. The PC sheet is intended to be controlled by a player. No need to expand. The NPC sheets has enough detail for the major NPC's, so I left that basic functionality alone.

dmbrown
April 14th, 2020, 01:08
I have an alpha of the wfrp 4 edition. I am no coder, but I was looking at changing the theme and replacing the current graphics. I could put the original alpha up somewhere and put a link here in the forum to it if that is okay? Then maybe there would be enough people working on it, so we could have a finished rule set and who knows maybe Cubicle 7 would be interested and it could be officially supported.

damned
April 14th, 2020, 03:42
I have an alpha of the wfrp 4 edition. I am no coder, but I was looking at changing the theme and replacing the current graphics. I could put the original alpha up somewhere and put a link here in the forum to it if that is okay? Then maybe there would be enough people working on it, so we could have a finished rule set and who knows maybe Cubicle 7 would be interested and it could be officially supported.

This is not clear cut.
The author pulled that ruleset offline which suggests he does not give permission to anyone else to continue the work.
On the flip side it appears that the Author used substantial parts of the WH2 ruleset by Paul Pratt without requesting permission to do so.
Murky.
Please do not repost.
Id like to hear Paul's view....

phillgamboa
April 14th, 2020, 03:55
In a French vtt forum , one user adapted the ruleset of wfrp 2 edition to 4 edition, working very well.

damned
April 14th, 2020, 04:24
In a French vtt forum , one user adapted the ruleset of wfrp 2 edition to 4 edition, working very well.

This does seem to be happening a bit...
Personally the people doing this often havent requested permission to fork the base ruleset and then they are also not sharing the results here.
I personally dont think either of those is desirable...

dmbrown
April 14th, 2020, 04:24
That is why I asked. It would be nice if enough people were interested in creating a 4 edition and could pool resources together to make it happen.

Valyar
April 14th, 2020, 06:33
Games Workshop are quite shitty in managing their IP and quite demanding, so I doubt we will see anytime soon officially licensed Warhammer products - Wrath and Glory or Warhammer Fantasy 4e. Unless C7 have such license that it allows the digital content to be delivered in way different than PDF and print. For example Lucas Arts and Star Wars, if my memory serves me well, considered those VTT as pc games or something, that demands additional and different license. Now with Disney, I think the situation will be worse.

Lets focus on the WFRP 2e in this thread.

Paul Pratt
April 14th, 2020, 15:50
@dmbrown,

Anything 4e related should be in a separate post so things here don't get confusing. It's really up to you how far you take "re-skinning" and/or coding a ruleset for 4e. If it is based off 2e, please give some credit to my efforts.
Make sure you have used nothing from the previous 4e ruleset attempt. The images belong to that author, and some of that code.

dmbrown
April 14th, 2020, 18:01
I mentioned 4th edition because iiivsion was asking and was not trying to hijack the post, but was hoping maybe there was some movement on a new 4ed and some one would chime in. I'll post in the 4th edition area any future thoughts, but will mention this one last thing here. I was looking to change up the theme as it was mentioned that would be needed for any new version of the 4th edition and was trying to learn how to make a theme as well, since it was based on 2ed if I do create a new theme it would work for 2ed, so I'll post it here and it will not have anything from that 4ed version, copyrighted materials or previously used graphics.

I most likely won't be making a new ruleset myself, but if I did try and used Paul's 2ed as a base, I would most definitely give him credit. If anyone decides to work on a 4ed ruleset and need help with the graphics let me know.

Blue Haven
April 14th, 2020, 21:03
I agree with Paul, don't waste time in here talking about 4th edition :) Please create a new post or use the one made to continue...
2nd Edition is the best and only :P
Big Hugs to all and stay safe :)

iiivsion
April 15th, 2020, 22:23
The PC's don't have expanded weapon's list in the Warhammer 2 e ruleset. The PC sheet is intended to be controlled by a player. No need to expand. The NPC sheets has enough detail for the major NPC's, so I left that basic functionality alone.

Thank you, that makes it clear :-).

Mojosta
April 24th, 2020, 02:36
Hey Paul,

I am here to pester you with yet another question/request.
How possible would it be to get that one click essentials(extensions and module to work in this ruleset. These are suppose to work in CoreRPG: The one-click essentials has a token swapper that cool if it worked for beast school form of raven, wolf, etc etc. spells. The portals be really cool for going to different floors and such, and finally the DMTools, not sure if this one works in CoreRPG, but if it is or does get made so, it allows targeting by dropping spell tokens on a section of map, it looks really useful for area spells.

If it is not doable I understand but thought no harm in at least asking

Thanks again man.

Paul Pratt
April 24th, 2020, 02:54
@Mojosta,

I will have a look and see what can be done.

Mojosta
April 27th, 2020, 00:59
Paul,
I was using your ruleset in Unity.
I am aware that it probably isn't ready for it, yet.
But incase you were curious,
All the skills, combat rolls, and attributes 1d100+1d10

34435.

Also I am sure you knew this already, but it doesn't like how you did the graphics either.

I will let you know anything else I find.

Paul Pratt
April 27th, 2020, 01:08
I don't have access to the Unity version, so I haven't had a chance to make a Unity version yet.

Xydonus
May 21st, 2020, 03:49
Am still using this ruleset on FG (not unity) and I've no plans to switch to Unity anytime yet so am not bothered c:

Colin73
June 12th, 2020, 21:22
Sorry but where can i get the rules set?

Halfront
June 12th, 2020, 21:30
Sorry but where can i get the rules set?

Goto the first page of this thread :)

https://www.fantasygrounds.com/forums/showthread.php?34764-Warhammer-Fantasy-RPG-2-ed&p=298061&viewfull=1#post298061

Valyar
June 12th, 2020, 21:32
First page in the thread.

Colin73
June 13th, 2020, 18:14
Sorry to be a nuisance. I have it installed but all the tabs are empty and i cant seem to create characters. Am i missing some thing? Thanks in advance

Paul Pratt
June 13th, 2020, 22:20
Tabs are empty? You mean the libraries from the buttons along the right side? These will be empty until you add content. NPC's encounters, Story, etc.

Click the characters library button on the right, then right click in the middle of the field or press the plus button at the button to create a character.

viresanimi
July 28th, 2020, 00:01
Been considering trying out Warhammer again and have been messing around a little bit. I noticed that skills / equipment (probably other stuff) added to NPC's cannot be removed again. So if you make a mistake, you're stuck with it.

Paul Pratt
July 28th, 2020, 02:30
@viresanimi,

That's odd. I don't see that behavior in the NPC fields unless the sheet is locked. Can you post a screen shot?

viresanimi
July 28th, 2020, 15:51
My bad. It works fine. I forgot that you can add stuff while it is locked, but not remove from it. That's what I get for meddling in the middle of the night, when I can't sleep. In short: I am dumb.

Thanks!

viresanimi
July 29th, 2020, 00:59
I might have a legit little bug, however it is late here, sooooo... *grins*

If I make a talent. Drag and drop it on to the charactersheet, the description will look like: <p>Descriptive text.</p>
This only works if you use the lower text field in the talents window. If you use the upper one, which seems the logical one to use, there is no text. But when a talent dragged to the charactersheet, the upper most text line (under the Description header on the charactersheet) is empty. Seems to me like this is where the description in the talent should be going, but isn't.

Anyhoo. Those <p></p> things definately don't look like they belong.

Paul Pratt
July 29th, 2020, 02:32
@viresanimi, that is a bug. It is a formatting bug I just haven't been able to squash. For now, all you can do it backspace out the <p> and </p>. I may have to have a go at this one again.

Blue Haven
September 16th, 2020, 21:05
Any new update on this one friend? ;)
Big Hugs and stay safe :)

Paul Pratt
September 17th, 2020, 06:14
I am working on the port to FGU. Should be in a few weeks.

Xydonus
September 17th, 2020, 14:42
I am working on the port to FGU. Should be in a few weeks.

Exciting stuff! Look forward to it, still primarily use FG:C, FGU still has some remaining issues but looking forward to seeing an adaption to it.

Mojosta
September 28th, 2020, 04:12
Awesome Paul! Can't wait to see it.

Blue Haven
October 8th, 2020, 21:27
I am working on the port to FGU. Should be in a few weeks.

I feel sad to let go this baby...i will not update to FGU so i guess its a goodbye :(
Big Hugs and stay safe :)

Xydonus
October 8th, 2020, 23:58
I feel sad to let go this baby...i will not update to FGU so i guess its a goodbye :(
Big Hugs and stay safe :)

Huh? When Paul ports it over to FGU, you will still have the FG:Classic version here, it ain't going anywhere.

Paul Pratt
October 9th, 2020, 04:51
Right, the ruleset with be available for both FGC and FGU.

Blue Haven
October 10th, 2020, 20:13
Ohh ok thanks :) My mistake ;)
Stay safe :)

rcruk
October 17th, 2020, 13:09
Hi, I'm hoping to get a wfrp session going however I was initially intending to use 1e rules. Do you think there might be scope to develop this ruleset for 1e also as a branching project?

Paul Pratt
October 18th, 2020, 04:01
If you want to make conversions to 1E that's fine. I don't have the time currently to devout to a another project.

eldwind
October 18th, 2020, 04:32
hi just to say thanks Paul for you work, i look forward to your FGU conversion (sorry for my english i'm baguette ^^ )

Bretwulf
October 18th, 2020, 07:19
This is not working on FGU, Right? ):
If it is, i have two problems.
First, any roll i made have a bonus d10 applied, and this is driving me nuts.
Second, how do i define damage of weapons, using strenght bonus?

Xydonus
October 18th, 2020, 11:16
No, it isn't working on FGU.

Mojosta
October 18th, 2020, 18:21
Paul, I was wondering if it were possible to make a button effect for talents like you have for trappings. I know talents for the most part are persistent, but sometimes they shouldn't be used. Perception, for example, currently if someone has acute hearing and and excellent vision, while both are persistent, there are situation you can hear but not see and times things are see not hear.

Paul Pratt
October 19th, 2020, 01:32
@Mojosta,

Let me look at this. Frankly I agree with you. But space is limited on the character sheet. What I have been doing is using the Useable Gear list for effects that result from circumstantial talent use. An area on the talent page makes more sense, let me see if a good layout can be done.

Knuckleball Ned
November 8th, 2020, 22:02
Thanks for all your hard work in getting this ruleset together. We've used the classic ruleset now for two years and it's been great. I was wondering if you had an ETA on when the Unity ruleset will be available? Classic has become unplayable now with all the updates they've done. I've had crashes and map failures recently with some data loss. I'm putting my campaigns on hold for the moment so i don't lose anymore data. I'll be holding back Warhammer withdrawals until your new ruleset is ready. Thanks again!

Xydonus
November 9th, 2020, 00:45
Thanks for all your hard work in getting this ruleset together. We've used the classic ruleset now for two years and it's been great. I was wondering if you had an ETA on when the Unity ruleset will be available? Classic has become unplayable now with all the updates they've done. I've had crashes and map failures recently with some data loss. I'm putting my campaigns on hold for the moment so i don't lose anymore data. I'll be holding back Warhammer withdrawals until your new ruleset is ready. Thanks again!

Have you sought help in the technical area? Cause that's unusual.

I'm a regular FG:Classic user and I use WFRP 2E regularly and have not experienced crashes/map failures. Classic has crashed from time to time but rare enough and have never lost data because of it. I notice though that it doesn't like masking large maps especially if you mask a large area, and it will freeze; any subsequent clicking to attempt to leave the freeze, it may crash. But that's always been the case I find with FG in any ruleset. WFRP 2E is still very much playable in classic for myself.

Also I echo those words of appreciation - serious gratitude to Paul for this ruleset, without it, I would seriously struggle to get the enjoyment out of the games using something else and this ruleset has served to be my bread and butter for my Gming experience. So many thanks Paul!

Paul Pratt
November 9th, 2020, 15:17
@Knuckleball Ned,
I can't recreate a crash or map failure. I have tried several ways and am pretty stable. I know of a few smaller items in WHFRP 2e that need an update from the latest patch. It sounds like the map files you are using may be too large. In FGC it is recommended to not use images over a certain size. I want to say that was 2000 x 2000. Are your maps larger than that?

iiivsion
November 18th, 2020, 23:28
Hi @Paul Pratt,

as I am running my campaign of Enemy within now with your 2nd edition ruleset (migrated from the 1st edition Warhammer), I wanted to thank you for the great Job you did with this one! I am also using Calender and Moon extensions, and it is a great experience for me and my players.

Also, there is a small extension I have to offer:
- To the NPC tab I added an additional tab containing the CoreRules original "Note" field. That enabled me to migrate my modules from CoreRules-compatible Warhammer 1st edition to Warhammer 2nd without loosing the NPC information in the notes field. Also it enabled me to quickly testrun a Morecore 4th edition evening to test 4th edition rules.
- Second Change was to disable the "prefill code" for the basic skills. I could drag and drop the skills I need. For most NPCs, I don't use much skills. But I have _plenty_ NPCs in EnemyWithin Campaign, and the filled skill lists were spamming the modules xml-files with not needed information. (Surely, I could also use the Story-Pages for some NPCs, but I really like to be able to group the NPCs and keep them recordwise seperated).

I appended the extension, it is a copy of the original files from your ruleset, patched to reflect the two mentioned changes, free to use/adopt/change from my perspective as long as you are OK with that. Again, thank you for the great ruleset you created!

Another topic: 7cubicles seems to be rethinking it's content publishing strategies for Online/VTTT RPGs. It would be kind of neat if they would collaborate with Fantasygrounds in the future. Have you heard any plans or ideas on that? Ok, sure they will be interested in doing it in 4th edition Warhammer and also "new" 40K; regardless, if that would mean I would not have to convert all of the campaign into modules myself would be a great help...

Xydonus
November 19th, 2020, 01:00
I appended the extension, it is a copy of the original files from your ruleset, patched to reflect the two mentioned changes, free to use/adopt/change from my perspective as long as you are OK with that. Again, thank you for the great ruleset you created!

Another topic: 7cubicles seems to be rethinking it's content publishing strategies for Online/VTTT RPGs. It would be kind of neat if they would collaborate with Fantasygrounds in the future. Have you heard any plans or ideas on that? Ok, sure they will be interested in doing it in 4th edition Warhammer and also "new" 40K; regardless, if that would mean I would not have to convert all of the campaign into modules myself would be a great help...


Yeah, they licensed 4th Edition to FoundryVTT - based on the work of a modder who initially received a cease & desist from C7 regarding copyright content he was doing for the 4th edition ruleset. That got him to discuss things with C7 and that led to C7 releasing official content for Foundry. Pretty neat.

Would never happen with 2nd edition though, but there's a chance it may with Fantasy Grounds.

Paul Pratt
November 19th, 2020, 16:49
@iiivsion,

Great extension. A nice way to turn "off" the auto fill if a game prefers that.

Mojosta
December 25th, 2020, 16:23
Happy Holidays everyone.

Hey Paul,
Been a while was wondering if you had an ETA on the ruleset? Really looking forward to it.
So much so I was going to parody the all I want for xmas song to be about this ruleset.
Like always appreciate your work on this and thank you.

Paul Pratt
December 25th, 2020, 17:45
It is fairly close, the issue is work. It has me assigned away from home atm. I should be going home in the next month, then I can get back at it. Sorry, been silent due to the assignment.

Mojosta
December 25th, 2020, 20:03
Life sometimes takes over, very understandable.

Thanks for the information.

Looking forward to it when it does come out.

Blue Haven
December 30th, 2020, 18:49
It is fairly close, the issue is work. It has me assigned away from home atm. I should be going home in the next month, then I can get back at it. Sorry, been silent due to the assignment.

Take your time friend :)
Happy holidays and stay safe :) war is not over...

gormoraptor
January 10th, 2021, 22:24
Hi - I'm an old WFRP 2ed player (since it came out and 1ed before that) and I must say you have done an absolutely amazing job Paul. I can't even imagine the time you put into this - thank you so much.

Thanks to the whole corona situation with lock-downs etc. my group are looking into converting into VTT to keep it going and this looks like the right place. I am a little curious though as it seems like all of us have to build all the content ourselves this being a community ruleset and all and licensing rights and so on. But this seems to me to be a massive amount of work and ALL of us have to do that?? I mean there is loads of content from all the extra source books that came out for 2ed - and all the campaigns? How are you guys coping with that - any good strategies on how to overcome this workload as easy as possible (with 3 kids I'm not exactly flush with time! :D ). If I am going to convert our campaign half-way through the Thousand Thrones with content, campaign specific content, maps and all I won't be done until we can meet in person again :D - but seriously any tips and tricks on this part is really appreciated, feels like I'm missing something.

Thanks again Paul - I'm completely stunned at the work you've put into this! I've been through the whole of this thread and it actually answered most of the questions I had, and also offered some nice tricks on effects and the like, so maybe in your first post recommend newbies like me to trawl through all of it before asking for help? I can see you spend half of your time answering the same questions :)

Xydonus
January 11th, 2021, 00:24
I am a little curious though as it seems like all of us have to build all the content ourselves this being a community ruleset and all and licensing rights and so on. But this seems to me to be a massive amount of work and ALL of us have to do that?? I mean there is loads of content from all the extra source books that came out for 2ed - and all the campaigns? How are you guys coping with that - any good strategies on how to overcome this workload as easy as possible (with 3 kids I'm not exactly flush with time! :D ). If I am going to convert our campaign half-way through the Thousand Thrones with content, campaign specific content, maps and all I won't be done until we can meet in person again :D - but seriously any tips and tricks on this part is really appreciated, feels like I'm missing something.

Data entry. Lots and lots of data entry. I have all the books, so I've just spent my time converting it by hand manually into the ruleset. Mainly Old World Armory and parts of the bestiary. They are not to be shared due to copyright. My advice is don't seek to copy everything. Just the essentials. WFRP has a rather small weapon list and equipment list that is useful. I think I did nearly the entirety of the OWA in about a week, with 2-3 hours spent just copying data for personal use in my games. All the other source books and stuff don't really need to be put in, and they are on hand should I require them.

At the bare minimum you want weapons+essential equipment, and any talents/spells you want. It can be a lot of work to prep your games to that level, but it is worth it.

gormoraptor
January 11th, 2021, 17:01
Data entry. Lots and lots of data entry. I have all the books, so I've just spent my time converting it by hand manually into the ruleset. Mainly Old World Armory and parts of the bestiary. They are not to be shared due to copyright. My advice is don't seek to copy everything. Just the essentials. WFRP has a rather small weapon list and equipment list that is useful. I think I did nearly the entirety of the OWA in about a week, with 2-3 hours spent just copying data for personal use in my games. All the other source books and stuff don't really need to be put in, and they are on hand should I require them.

At the bare minimum you want weapons+essential equipment, and any talents/spells you want. It can be a lot of work to prep your games to that level, but it is worth it.

I guess is just the hard way then. I'll have to build it up bit by bit as I have the need. You do it in FGU or outside in a module (XML?) and import it?
And how about maps? Is there enough value in buying the map-packs and hoping something in there fits accurately enough to the campaign or could I find most of the same on the internet and import it - is it the same quality?

Mojosta
January 11th, 2021, 19:30
I can build a lot of what I need with map assets, it is limited in that some of the assets don't have good small pieces to link the rooms, and for you to flush out your room or cave builds. This being said I have a number of packs but there is much more out there, some one with the art sub would be able to talk more in detail. The pieces having LOS built in is handy. The paint part is good, takes a little practice, but once you get the hang of it, it is really nice; I want to point out it is a bit buggy, some of the images don't seem to work in the paint feature entirely or if you rotate them they wont paint.

You can find many maps and images to use from the internet that would be sufficient, considering you said you have a busy schedule. I would suggest getting practiced with tool, a little bit, it will help with building on the fly maps. The map tool is always being improved upon and getting better. You could try the art sub for a month it supposedly gives you access to all the packs Smite Works is offering while you are paying the sub.

gormoraptor
January 13th, 2021, 19:50
I can build a lot of what I need with map assets, it is limited in that some of the assets don't have good small pieces to link the rooms, and for you to flush out your room or cave builds. This being said I have a number of packs but there is much more out there, some one with the art sub would be able to talk more in detail. The pieces having LOS built in is handy. The paint part is good, takes a little practice, but once you get the hang of it, it is really nice; I want to point out it is a bit buggy, some of the images don't seem to work in the paint feature entirely or if you rotate them they wont paint.

You can find many maps and images to use from the internet that would be sufficient, considering you said you have a busy schedule. I would suggest getting practiced with tool, a little bit, it will help with building on the fly maps. The map tool is always being improved upon and getting better. You could try the art sub for a month it supposedly gives you access to all the packs Smite Works is offering while you are paying the sub.

thanks for input. I will take a look at it!

iiivsion
January 23rd, 2021, 23:36
@gormorator: I also did the data input thingy. Since I now played Enemy Within First two Settings I can tell you that I was perfectly fine with
- Having all Skills and Talents in Skills, Languages in References
- Weapon and Armor Equip
- Maps from the adventure
- Entries for the major NPCs and groups of NPCs for some places (I wrote an extension that gave me an full size "notes" tab for the NPCs, because I used to write a lot of thoughts and background there instead of in the stories section, because the storiy sections come and go with my modules and the (most) NPCs stay as part of the world. On the other hand, perhaps it is better to create story entries with persons in it for the most used places and use them as "location modules". Still trying to find an elegant way.
- Handouts
- Rumors
Took me 3 hours for the overall prep and after I knew how to save maps and pictures and name them right the first time it was even during play pretty fast to add new maps

All over all it was a good speedup for me in preparing my stuff. Better than in every other VTT, and I now move to Unity to have the multilayer maps (I hope they are of as much use as I hope...)

@All: Since Paul was not around to update, I fixed two lines of code and put that in an extension to have the D100 roles fixed for FantasyGrounds Unity. I am sure there is a lot of more work which perhaps should be done, but for the essential functions I use it now for the first time and it seems to work fine for me in FG Unity. I'll tell you more after my game on Monday evening (starting with Death on the Reik...).

gormoraptor
February 1st, 2021, 21:39
@gormorator: I also did the data input thingy. Since I now played Enemy Within First two Settings I can tell you that I was perfectly fine with
- Having all Skills and Talents in Skills, Languages in References
- Weapon and Armor Equip
- Maps from the adventure
- Entries for the major NPCs and groups of NPCs for some places (I wrote an extension that gave me an full size "notes" tab for the NPCs, because I used to write a lot of thoughts and background there instead of in the stories section, because the storiy sections come and go with my modules and the (most) NPCs stay as part of the world. On the other hand, perhaps it is better to create story entries with persons in it for the most used places and use them as "location modules". Still trying to find an elegant way.
- Handouts
- Rumors
Took me 3 hours for the overall prep and after I knew how to save maps and pictures and name them right the first time it was even during play pretty fast to add new maps

All over all it was a good speedup for me in preparing my stuff. Better than in every other VTT, and I now move to Unity to have the multilayer maps (I hope they are of as much use as I hope...)

@All: Since Paul was not around to update, I fixed two lines of code and put that in an extension to have the D100 roles fixed for FantasyGrounds Unity. I am sure there is a lot of more work which perhaps should be done, but for the essential functions I use it now for the first time and it seems to work fine for me in FG Unity. I'll tell you more after my game on Monday evening (starting with Death on the Reik...).

Got most of the necessary stuff in there now - more will probably turn out as missing once we get started though :)
Any intel on how your extension worked iiivsion?
And could you share it if it works? Or advice on how to fix the code - the extra D10 is manageable but annoying, so it would be great to get rid of it.

iiivsion
February 1st, 2021, 23:52
Got most of the necessary stuff in there now - more will probably turn out as missing once we get started though :)
Any intel on how your extension worked iiivsion?
And could you share it if it works? Or advice on how to fix the code - the extra D10 is manageable but annoying, so it would be great to get rid of it.

Worked quite well, not other problems found after two session "Death on the Reik" :-). I would say it is fully compatible. The font error messages can be ignored, since there are fonts from the Core-RPG being used. I planned another "look and feel" extension to replace some fonts, eventually with with caslon antique, but campaign prep is more important at the moment.

Extension with "d100-fix" is attached, the two edited lines in each file are commented with "-- Unity-Compat Patch", so Paul could take it over easily in the "master" as soon as time allows for him. I hope I zipped it correctly.

Update of Post:
removed FGU quick and dirty fix, please use updated version of pak instead

Fridgeguy
February 12th, 2021, 02:32
I just bought FGU and was very pleased to see a noble knight covering my favourite ruleset.
Played WHFRP 2nd ed with my friends a lot when we were younger. Though I got every Book in my shelve I see a lot of benefit using FG to play.

I downloaded the file and was concerned to see that there where no modules within it.
Didn't know FGU was "the wrong" choice to use this, but I was really reliefed to see that a port is in the Pipe.

I am new to FG and new to this community, but Paul Pratt, you are my man already!
Keep up the good work. I can wait a little longer xD

Paul Pratt
February 12th, 2021, 03:24
Sorry I have been silent for awhile out on work assignment. With some luck I should be back home in a week or so and will finally get a chance to wrap up the FGU fixes. Hang in there, and thanks for the patience everyone.

iiivsion
February 13th, 2021, 15:22
Hi Paul, take all the time you need. I am sure there are some automatics broken by my quick and dirty fix, but 99% seems to work fine.

Updated Post: removed FGU quick and dirty fix, please use updated version of pak instead

Paul Pratt
February 24th, 2021, 06:06
New .pak file uploaded. This pack is compatible with FGU and FGC. It is current to the FGU/FGC 2-2021 update.

I expect some bugs, please screen shot any errors and post them. Everything seems to work in my testing, but there is bound to be some things I missed. There are some graphical improvements needed for FGU since the font is different. I fixed the major ones. there are some buttons and text that need to be adjusted, that is for the next push. There isn't anything I see that is a major issue currently. I would like to make sure this FGU/FGC set works for smoothly for both engines, then I will go back and tweak the graphics.

iiivsion
February 26th, 2021, 20:51
First of all, thank you very much Paul :-)

Tested it, works just fine, apart from three minor things (campaign still works fine):
- The Iconset for the menu items on the right side are missing/not found. I wil get the "default" pics as replacement.
- Fonts of Weapon Quality is to big/fat
- I get the following per weapon entry (which may be [2/26/2021 9:42:18 PM] [ERROR] Script execution error: [string "campaign/scripts/weapon_utility.lua"]:41: attempt to call field 'getRecordType' (a nil value)
[2/26/2021 9:42:18 PM] [WARNING] template: Could not find template () in class (charsheet_combat)
==> [ERROR] Script execution error: [string "campaign/scripts/weapon_utility.lua"]:41: attempt to call field 'getRecordType' (a nil value) is also happening when adding/creating a new weapon.

Paul Pratt
February 27th, 2021, 05:01
@iiivsion The iconset is gone. The new standard are for text back sidebar buttons. The old icon shields have been removed from the rule set.

The FGU fonts are not optimized for the ruleset, there is plenty of graphical work to do. Offsets are wrong, reworking sizes and weights. It's alot of work and effects FGC as well. I will be tackling that at a later date.

As far as the error, I can not recreate it. Is the error from FGU? Did you right-click create the weapon, or use the add button? Was it a PC or NPC?

The best way to add weapons by the way is to drop an item on the inventory list. When you do it will automatically add it to the weapon list or equip armor.

Paul Pratt
February 28th, 2021, 01:51
New .pak is up with some bug fixes. The fonts that are used are from CoreRPG. I have fixed the placement of some labels and the add/edit buttons. The add buttons are always visible now as a standard for rule sets based on CoreRPG. Fixed some issues with list filters and double checked the effects work properly.

Let me know if anything else is found. If anyone out there is a graphics person, a skin for this ruleset would be cool. To avoid a rewrite of most of the .xml, the frames should be able to line up with the current CoreRPG standards. If anyone wants to tackle this let me know.

Blue Haven
March 1st, 2021, 21:45
Thank you once again :P
And i agree we need a new skin ;)
Big Hugs

Paul Pratt
March 13th, 2021, 02:30
New .pak posted for recent FG updates.

Blue Haven
March 15th, 2021, 15:17
Thank you oh Lord Paul :P
Big Hugs :)

Blue Haven
May 19th, 2021, 16:23
I was so tired yesterday that i wrote on the wrong title lolol the module problem was in this one ;)
So many problems...links to other modules :( only now i realize the size of the job i´m facing...i need to create a module that is not linked and has all the information from base, so no more Narnia again...i will never finish this lololol
Big Hugs my friend :)

Bretwulf
June 20th, 2021, 11:54
Hey! How are you all?

Recently, i found a issue with the effect window. It is empty and i cannot input new effects. My console input this whenever i open the window:
[6/20/2021 7:51:34 AM] [ERROR] window: Control (filter) anchoring to an undefined control (list) in windowclass (effectlist)

Do you guys have any idea of what the problem could be?

Paul Pratt
June 20th, 2021, 16:34
New .pak file uploaded to the first post in this thread.

Changes were made to CoreRPG that changed the effect list. The new .pak updates the ruleset for these changes.

Bretwulf
June 21st, 2021, 13:49
Hey Paul!

Thanks for correcting the effects issue! It will be much easier to work now :)
However, i have two observations/issues:

1) The effect windows don't show any of the conditions already included in the ruleset. How could we fix this? Is there a list of the avaiable effects to be used?
2) The channel test space in the Spell Sheet is empty all the time, even if a player do have the Channeling skill. Is there something i'm doing wrong?

Paul Pratt
June 21st, 2021, 15:09
@Bretwulf,
There are no conditions preset in the ruleset. The effects list should be empty for you to add them. The changes to CoreRPG may have added a list for awhile that I missed. It should be empty for you to add.

As far as have the Channelling skill listed, it is most common the spelling. I used the spelling forms from the Core rulebook and Channelling has two "L's". Check that.

Bretwulf
June 21st, 2021, 17:04
Thanks @Paul!

I'm loving the ruleset so far! I figured out most of the possible effects by now, but there is documento i can check with all the possibilities?

Blue Haven
June 21st, 2021, 17:58
Thanks Paul :) about the other stuff i quit for awhile because my pc is dying so till i get a new one it will be complicated to work ;)
Big Hugs and stay safe :)

Paul Pratt
June 22nd, 2021, 15:55
@Bretwulf,

The best document for the way effects work, and large parts of the ruleset, is actually the guide from the 40k Multiset. Link below.

https://www.fantasygrounds.com/forums/showthread.php?40215-40k-Multiset-Ruleset

Bretwulf
June 23rd, 2021, 21:15
EDIT: removed

phillgamboa
September 8th, 2021, 17:46
Help please.
How to put the correct damage bonus in FGU?

The roll dont push the bonuses for weapon. The WS in Combat window, dont match of the main WS too.

Paul Pratt
September 8th, 2021, 18:27
The damage bonus from strength the weapons is automatically figured. Any additional bonus is placed in the field next to the damage die, " 1d10 1". Look next to the 1d10 there is a text field. Write in the mod there.

The WS in the Combat window/weapons list is modified based on weapon proficiency and talents. It won't match the base WS in all cases.

phillgamboa
September 8th, 2021, 18:55
The damage bonus from strength the weapons is automatically figured. Any additional bonus is placed in the field next to the damage die, " 1d10 1". Look next to the 1d10 there is a text field. Write in the mod there.

The WS in the Combat window/weapons list is modified based on weapon proficiency and talents. It won't match the base WS in all cases.

49066

Look, the bonus push the STR correct, but dont the 1 for talent. I put manually dont work too.

Sorry my english, i'm brazilian.

Xydonus
September 9th, 2021, 01:03
49066

Look, the bonus push the STR correct, but dont the 1 for talent. I put manually dont work too.

Sorry my english, i'm brazilian.

Ah, yeah that weapon info is just for reference (I think). What you need to do is put a 1 in the box. Same one where the -3 is.

phillgamboa
September 9th, 2021, 02:00
Ah, yeah that weapon info is just for reference (I think). What you need to do is put a 1 in the box. Same one where the -3 is.

Dont work.

Xydonus
September 9th, 2021, 02:03
Using the latest pak version from the first post?

Paul Pratt
September 11th, 2021, 16:32
@phillgamboa,

It appears you are modifying the weapon itself to add a +1 permanent damage bonus. To do this, you must create a new item in your item library and then drop that back into the characters trappings (gear) list. It will equip automatically and have the bonus you are after. You can not modify the weapon details and have the weapon list automatically update.

Majestic Joker
September 11th, 2021, 23:00
@Paul Pratt

I just started messing around with this ruleset today so I may be missing a few steps. However, I can't figure out how to get career advances to affect the main character sheet.
If there's a tutorial or something somewhere, I haven't seen one yet.

I'm using the latest version of FGU.

Thanks!

Xydonus
September 12th, 2021, 12:32
@Paul Pratt

I just started messing around with this ruleset today so I may be missing a few steps. However, I can't figure out how to get career advances to affect the main character sheet.
If there's a tutorial or something somewhere, I haven't seen one yet.

I'm using the latest version of FGU.

Thanks!

I use Lctrl and mouse wheel.

Paul Pratt
September 12th, 2021, 16:15
@Majestic Joker,

On the XP tab, the Improvements row can be modified to add the bonus gained when advancing careers, that will change the "Current" field and populate around that character sheet. To use the "Improvement" field, use Lctrl and mouse wheel (a FGU standard for adjusting number fields), or click and direct input the number. I hope that helps.

Blue Haven
October 30th, 2021, 13:30
Any new updates friend? New look or something?? :P
Big Hugs and Stay Safe

Paul Pratt
November 2nd, 2021, 16:37
Nothing in a while. Just maintaining this one currently.

Xydonus
January 2nd, 2022, 15:09
Hey Paul, I discovered a fairly major issue with npc's, and can't be certain which version of FG Unity did this (as it was working fine before).

Basically the mod section on the weapons tab (weapon talent, etc) is no longer present for npcs, but it's still there for PC's and such. This means that weapon skill values are not accurately represented. The way around this I've discovered is to inflate the skill of the NPC using the ctrl+mouse wheel method. But yeah the whole mod section on weapons/items don't show up for npc's anymore.

spiderking121
January 31st, 2022, 17:44
Hi there! Installed the system and noticed there's nothing in it (No talents,spells etc) is that intended or a bug? I have no issue writing it all in if I need to

Mojosta
January 31st, 2022, 22:11
It is not a bug. The ruleset is unofficial, and not made by Games Workshop/Black Industries/Green Ronin, so there are legal issues with filling in those.
You will have to fill those in yourself. Other possibility is to get in with a group that has made a module with those filled in that may share with you.

damned
January 31st, 2022, 22:16
First part is correct - second part not... please do not share modules containing copyright material even privately.

spiderking121
January 31st, 2022, 23:59
It is not a bug. The ruleset is unofficial, and not made by Games Workshop/Black Industries/Green Ronin, so there are legal issues with filling in those.
You will have to fill those in yourself. Other possibility is to get in with a group that has made a module with those filled in that may share with you.

I thought so. Didn't hurt to check so i thought i would ask first before doing so. I paid for all the books so it shouldn't be too much of an issue to parse everything in

Paul Pratt
February 2nd, 2022, 16:14
Xydonus, thanks for the report. Let me look at this and get it corrected. Based on what I see in 40k, I am sure there are several other items I need to address as well.

Sansoryu
February 5th, 2022, 23:52
Hello. I'm using this ruleset (thanks a lot for this amazing work).

I was just wondering how could you modify the reach of a token in a grid map ? The "reach" option in the combat tracker has been removed (instead we have full move, charge and run), and thus my "giant" ennemy token is scaled appropriately in the map, but its square size is still of 1, so its reach is ridiculous (1 tile around its original tile so it's a 3x3 square) Have you renamed the reach parameter ?

Paul Pratt
February 6th, 2022, 15:51
@Sansoryu, reach was removed for WHFRP. There are no reach rules other than the Pike rules that I can recall. The melee rules state you must be in an adjacent square to attack. If there is a rule I missed please let me know, I am trying to make sure the ruleset complies to the rules as written.

Sansoryu
February 6th, 2022, 19:58
@Paul Pratt thanks for answering. I thought it was something like that.
I am aware that there is no real reach system in WFRP. It was mainly for my players that i wanted to do that, to make the "visual representation" in maps with grid easier. The reach parameter alter the tiles that are "black" and represents the melee zone of your token. Anyway ^^ i'm gonna change it myself with a mod or something. I'll handle it :D
Thanks again for answering tho. Again, this is an incredible work there ! GG

spiderking121
February 6th, 2022, 20:01
One thing i am curious about, I made some careers and it seems like i can't give them to a character sheet at all. It doesn't seem to implement it? is this intentional or a bug?

Xydonus
February 7th, 2022, 01:41
The system is text-input and does not support drag and drop functions like dnd in that respect.

littleo
March 5th, 2022, 17:16
Hi. Big WFRP fan here. Will be fun to play around with this. I have designs on a Bretonnian game with Smith's Averoigne influence.
Thanks.
M

Paul Pratt
April 11th, 2022, 00:33
Posted new .pak to the original post in this thread. This will bring the ruleset up to date with FGU 4.1.16.

**Warning**
There will be database changes. There is an updated currency and encumbrance system in CoreRPG, to stay aligned and ease maintenance, the WHFRP 2ed rules follow this. Before updating to this new version, backup your campaign. Make sure to take note of the PC's current currency values, they will have to be entered again once you update. Currency is removed from NPC's, the sheets have been updated. If there are currency awards, use parcels for the encounter to award to PC's.
NPC's will no longer be able to be dropped into the party sheet. For player-controlled NPC's use a new character sheet.

Xydonus
April 11th, 2022, 07:59
Thanks for the heads up. Does this fix the npc weapon issue I had reported earlier?

Paul Pratt
April 12th, 2022, 02:32
@Xydonus,

It should be fixed. Let me know if you see anything add.

Xydonus
April 12th, 2022, 07:56
@Xydonus,

It should be fixed. Let me know if you see anything add.

52349

I still have this issue sadly.

Paul Pratt
April 14th, 2022, 04:34
OK, posted an updated .pak file to correct the issue with the npc weapon list. You won't be able to set the Combat Tracker weapon filter until you place the npc in the combat tracker. Bit of a work around while I find a permanent fix.

Xydonus
April 14th, 2022, 20:41
That's great Paul, thanks for the quick fix!

Paul Pratt
May 4th, 2022, 03:09
New .pak file posted. Fixed missing Career sidebar button.

Xydonus
May 4th, 2022, 12:49
Cheers Paul. I was wondering where that went..

Blue Haven
July 6th, 2022, 13:27
Any news friend? Or this is a dead post because of the FGU?
Big Hugs :)

Paul Pratt
July 7th, 2022, 20:28
No, this set works for FGU. No news, just maintaining the set atm.

t3xx3r
July 19th, 2022, 01:24
I have some errors showing up in the game when I dice roll for a player's character, an NPC, or a character I built just to test drive on my own. The error shows up as:

UtilityManager.isClientFGU - DEPRECATED - 2022-07-12 - Contact forge/extension author

This will show up FIRST before the dice roll is automated. There has to be something in the WFRP2e.pak file that is causing this error. Here are my logs.

Paul Pratt
July 22nd, 2022, 04:18
FGU was updated and the ruleset wasn't. Look at the first post. I have uploaded a new .pak that should correct this.

- @t3xx3r the extentions you run may cause errors to. After an update to FGU, run the ruleset without any extentions loaded and see if there are errors. Add your extentions back one at a time, if there are errors, then it was the last loaded extention.

**With the latest update this ruleset will only work with FGU.

t3xx3r
July 22nd, 2022, 19:07
Noted. Thank you, Paul.

t3xx3r
July 25th, 2022, 02:15
EDITED: I figured out the error. It was not the extension itself. It was multiple rulesets with different versions conflicting with itself. I removed all the WFRP2e pak files and included the newest one. Ran new. I apologize in advance.

Paul Pratt
July 25th, 2022, 14:42
@t3xx3r,

You will probably find a few errors still. Looks like I need to go update a few things from this last FGU update. I will post back an update to the ruleset.

t3xx3r
July 25th, 2022, 21:18
@t3xx3r,

You will probably find a few errors still. Looks like I need to go update a few things from this last FGU update. I will post back an update to the ruleset.

Looking forward to it!

steparlanti
August 17th, 2022, 12:12
Sorry i m new to FG but i love WFRP and so i dwnld the .pak file, it seems a good start but i dont find the NPC, careers, characters, weapons, DATA but only the empty window to fill...i manually enter the data for weapons trappings armour etc...i am doing something wrong? are there other foles to dwld?
thank you in advance from Tilea!
stefano

damned
August 17th, 2022, 12:16
Welcome Tilea

All that data is copyright. Sharing of that data is improper.

steparlanti
August 17th, 2022, 13:16
understood :) so i manually will do the work, the wfrp pak file is a very good work and i thank the author for this little masterpiece
stefano
tilea

wframe
October 2nd, 2022, 02:19
Couple of questions, Paul:

1) I noticed there is no "Race" library. I know all of that info can just be entered manually, but I thought it an odd omission.

2) Testing Combat: After one character hits another, it does not remember the hit location when you roll damage (unless I'm doing something wrong). Selecting the hit location manually before rolling damage obviously calculates everything correctly. I'm just curious if I'm doing some thing wrong, or if there's a reason the system doesn't remember the hit location on the follow-up damage roll or if it's possible to add that.

Thanks!

Paul Pratt
October 2nd, 2022, 15:05
@wframe,

There are no libraries for race. Since copy right material cannot be included, there was no need to build a format for race. the generic data can be used. In regard to hit location, the data from one roll to the next isn't stored. That is why hit location must be manually set for each damage roll.
Could that be added? I don't know for FGU, the rule set was written for FGC and FGC's engine could not store roll data across multiple rolls. I currently do not have a plan for this.

wframe
October 2nd, 2022, 15:12
@wframe,

There are no libraries for race. Since copy right material cannot be included, there was no need to build a format for race. the generic data can be used. In regard to hit location, the data from one roll to the next isn't stored. That is why hit location must be manually set for each damage roll.
Could that be added? I don't know for FGU, the rule set was written for FGC and FGC's engine could not store roll data across multiple rolls. I currently do not have a plan for this.

Yeah, I understand why the DATA isn't there, I just wasn't sure why there wasn't a place to put it. Since there's no auto population of characteristics, skills, etc on the character sheet, I guess there's no point. Might as well just type it in. Not a big deal on hit location, I just wanted to make sure I wasn't missing anything.

One other thing I noticed that was odd: I was playing around with armor. I created several items from the book in "items" and added them to the character sheet. The first armor item works and applies the armor points to the hit locations, but if I add a secondary item (like a helmet), it won't populate (both are equipped). If I remove both items and add the helmet back, it populates the head, but then the other body item doesn't populate to the hit locations. It's like only one armor item can be in effect at a time. Is this a limitation or a glitch?

Sorry for all of the questions. I was looking at running this system for my group and just wanted to test it out first. Thanks.

Paul Pratt
October 5th, 2022, 04:16
@wframe,

First, the armor pieces need to follow the exact Armoury spelling to work. In FGC multiple items would add correctly. In FGU, only one item will add at a time. I haven't been able to locate the issue, but by cycling them from equipped to carried one at a time, they will all add. It was a feature lurking in hopes GW would allow some modules since it was out of print, but no luck. I only kept it in the rule for those that had already built their own libraries.

Sansoryu
February 25th, 2023, 16:13
Hello,

I was wondering if there was a fr traduction of this ruleset available somewhere ? I've used yours for a long time but one of my new player has a mental disability and does not speak english. So I managed to edit the ruleset with VS Code and change the label for a lot of things... but sadly I can't manage to hard code every traductions effectively, and everytime there is a update of the ruleset, I have to manually report everything i've done on it, which is hard AF for me who is not a good developper ^^.

I dont think there is but I might as well ask, who knows. :)

Paul Pratt
March 6th, 2023, 02:18
@Sansoryu,

I thought someone had put together a French translation. I cannot remember who asked me if they could. It should be in this thread.

Hunguss13
April 27th, 2023, 07:54
Hello community,

I am desperately looking for Warhammer 2 modules (weapons, armour, race, career etc...) I know there are copyrights, but someone must have done them ? ;)

Thanks for your help.

Hunguss, groumf!!!!

damned
April 27th, 2023, 09:31
Hello community,

I am desperately looking for Warhammer 2 modules (weapons, armour, race, career etc...) I know there are copyrights, but someone must have done them ? ;)

Thanks for your help.

Hunguss, groumf!!!!

Asking for material that you know is copyright will get you banned.
SmiteWorks does not tolerate pirating of materials.

RRFG
May 2nd, 2023, 04:51
Can you suggest a way to automate the linking of the skills I fill in the Skill section to the character sheet skill list, thereby eliminating the need to manually transfer the skills every time I create a new character?

damned
May 2nd, 2023, 05:09
I will give Shaky some guidance on coding that.
In the meantime if you setup a base character you can then duplicate that character by click dragging it in the Character Selection window to create as many new PCs as you need.

damned
May 2nd, 2023, 05:30
Oooops this is a PaulPratt version not a ShakyLuigi one!

RRFG
May 2nd, 2023, 06:03
NM. I figured it out.

RRFG
May 7th, 2023, 01:28
I’m working on converting the data from the WFRP 2e pdfs into FGU and I need some help with a talent description. In Children of the Horned Rat, black skaven have a talent called Black Hunger. The last sentence of the description says: “At the end of the round, you take 1d10/5 Damage 3 hits that ignore armour but not Toughness Bonus.”

How do I apply this effect in fantasy grounds? Does it mean I roll 1d10 and divide by 5 to get the number of Damage 3 hits? Or does it mean I roll 1d10, divide by 5 and add that to 3 to get the number of hits or wounds? I’m not sure what it means and I appreciate any clarification.

t3xx3r
July 28th, 2023, 21:57
Paul, the current update broke WFRP 2E currently. I have attached the FGU log files for you to review and find out what's making it trigger errors every time I load the campaign.

Thank you!

Bernie
October 21st, 2023, 14:17
Hi,

I'm new to AoS and looking to start playing. I can play online or with a local group if it exist. I'm located in Raleigh, NC.

If anybody can point me in the direction of Warhammer AoS Discord Servers or sites like Fantasy Grounds or Roll20.net that would be Great.

Paul Pratt
November 23rd, 2023, 06:18
Well, I am back in town, and it looks like things need some fixing! Let me see what I can do to get this sorted out. Seems I have about a year of updates and a major CoreRPG update to work through. I will report back folks.

Arion
March 29th, 2024, 16:02
Well, I am back in town, and it looks like things need some fixing! Let me see what I can do to get this sorted out. Seems I have about a year of updates and a major CoreRPG update to work through. I will report back folks.

Is this still being worked on at all?