View Full Version : Starfinder Ruleset Official Products bug Reports
deer_buster
April 18th, 2020, 15:28
Getting this error on Starfinder startup in Classic.
Script Error: [string "scripts/manager_class.lua"]:323: createChild: Invalid argument 1
This happens with no extensions running and I load any purchased modules other than the core rulebook for DM and Players. As soon as I add another module I get this error. I have tried Pact Worlds, Alien Archive, Dead Suns Part 1. I deleted and recreated the campaign from scratch and get this right when I load a module. If I exit and restart and the module is loaded I get this message, but I don't when the module isn't loaded.
Any advice?
Are you an administrator on your system? If not, try running it as an administrator user or "Run as Administrator". I am able to load up all the modules without any issue...
deer_buster
April 18th, 2020, 15:40
Tried that, Samarex is researching. It appears to be happening to all end users.
1) Have all players log off
2) As GM, disable Starfinder Core Rulebook (Player) from player access
3) As GM, enable player access to the Core Rulebook
4) Have players load the Core Rulebook
5) Look again
If you still have this problem, in chat type /console on the client that has the issue and screenshot the results
new_vision
April 18th, 2020, 17:00
Are you an administrator on your system? If not, try running it as an administrator user or "Run as Administrator". I am able to load up all the modules without any issue...
Well, i have the same problem as mkillroy. It started with the last update for the Starfinder core rules for me. I wasn't running FG as admin before - why should i do it now?
deer_buster
April 18th, 2020, 18:48
Well, i have the same problem as mkillroy. It started with the last update for the Starfinder core rules for me. I wasn't running FG as admin before - why should i do it now?
If it fixes your problem that would be the "why". I am asking if it does fix the problems. All part of troubleshooting issues...
jrock1
April 18th, 2020, 18:56
but not the GM? Kind of a critical piece of information
Both the GM and Players cannot see Solar Weapon and Armor Manifestations for the Solarian class. Only Samarex can see it for some reason on his end; he's researching to figure out why. Hoping to see a fix soon bc I was planning to run a game this weekend and someone wanta to play a Solarian. I suppose i can add a Solar Manifestation weapon manually for now, but i may miss something that the option adds beyond just creating a weapon on the sheet.
deer_buster
April 18th, 2020, 19:10
He's not the only one that can see it. I see it when I only use the non-player's Core Rulebook...
Detroitus
April 18th, 2020, 19:41
Both the GM and Players cannot see Solar Weapon and Armor Manifestations for the Solarian class. Only Samarex can see it for some reason on his end; he's researching to figure out why. Hoping to see a fix soon bc I was planning to run a game this weekend and someone wanta to play a Solarian. I suppose i can add a Solar Manifestation weapon manually for now, but i may miss something that the option adds beyond just creating a weapon on the sheet.
I'm new to FG and just noticed this issue as well. At first I thought I just couldn't figure out how to use the character sheet, but apparently the Solar Manifestation just isn't there for Solarians.
mkillroy
April 18th, 2020, 20:09
Are you an administrator on your system? If not, try running it as an administrator user or "Run as Administrator". I am able to load up all the modules without any issue...
Yes I am and I should have said I went in and set both the updater and the regular exe to run as administrator just in case
deer_buster
April 18th, 2020, 21:52
Yes I am and I should have said I went in and set both the updater and the regular exe to run as administrator just in case
Can you try it after removing the player's Core Rulebook?
Fargen
April 19th, 2020, 04:04
Under Spell/Ability Damage, trying to do custom setting on 'Multiple of caster level or ability' set to 0.5 it clears it out when you click off of it. Can you not do a .5 for damage multiple x cl?
FGU current build as of 4/18 and SF Ruleset.
jrock1
April 19th, 2020, 04:10
Under Spell/Ability Damage, trying to do custom setting on 'Multiple of caster level or ability' set to 0.5 it clears it out when you click off of it. Can you not do a .5 for damage multiple x cl?
FGU current build as of 4/18 and SF Ruleset.
Look for (CL / 2) instead (?)
mkillroy
April 19th, 2020, 05:20
Can you try it after removing the player's Core Rulebook?
Sorry no, removing the players core rulebook upon startup still get the same error
Edit - I disabled the pactworlds, when I disable the players core rulebook I no longer get that error. So for a workaround I can just make the DM version viewable
Griffonbait
April 19th, 2020, 13:53
Here are my latest bugs for Starfinder-based stuff.
No need to respond to this post, unless you want to - I haven't checked if any of these are already reported.
Starfinder Ruleset Bugs, found during play session today - FGU
PC Skill Sheet:
- When setting Free skills, these are still being counted towards Available points to spend and so if a PC has 2 free skills at level 1, say, the Available field calulates to a value of -2. There is another data field appearing left of the Ranks field that is not editable. It is unclear what this is for.
Character Operations Manual:
Biohacker Class
PC with Injection Expert Proficiency can use weapons (incl. Long Arms and Sniper weapons - with the Injection Weapons Special Property). This is not being calculated in the attack - still comes up as [NONPROF-4] in the attack roll.
Not sure if these are in the right bug report, so I will add it here and into the Starfinder Ship bug report:
- Party Sheet -> Ship Tab: ALL Skills for PCs are not indicating correct DCs
- Starship Space Map indicates feet not hexes in Against the Aeon Throne - The Reach of Empire (first ship encounter). It would be nice if distance was indicated by line from hex centre to hex centre.
Hope this helps.
new_vision
April 19th, 2020, 14:59
If it fixes your problem that would be the "why". I am asking if it does fix the problems. All part of troubleshooting issues...
So, i did some digging...
Made a fresh campaign -> no error
Activated Core rules, restart - > no error
Activated Pact worlds, restart - > no error
Activated Armory, restart -> no error
Activated Character operations manual, restart -> no error
Activated Core rules (players), restart -> ERROR
Activated Pact Worlds (players), restart -> two ERRORs
Deactivated everything, restart -> no error
Activated Core rules, restart -> no error
Activated Core rules (players), restart -> no error
Activated Pact worlds -> ERROR
...
I tested several modules in different activation orders. It comes down to this - Whenever i have the Core rules AND the Core rules (player) modules activated AND try to activate the Pact worlds module i get the error message. If only one Core rule module is activated i DON'T get any error when trying to activate Pact worlds.
This error occured first with the last update to the Core rules.
And it doesn't do any difference if i run with my regular account or my admin account on Windows 10.
Griffonbait
April 19th, 2020, 16:57
I have noticed a bunch of graphical glitches in windows' content layout, this is often fixed with closing and opening those windows again, and again, if necessary. However, there are many windows with miss-aligned, &/or overlapping text/fields that can cause confusion and requires analysis - this can slow gaming down quite a bit.
The problem is screen real estate. Window docking and document tabs would improve this. I have made this suggestion already. I use 3 screens while playing 1.5 for FGU, and 1.5 for other programs being used simultaneously - I could probably do with 4 or 5 screens so that everything is visible.
jrock1
April 19th, 2020, 17:02
I have noticed a bunch of graphical glitches in windows' content layout...
Can you provide a screenshot of the issue and what version of FG you're using (classic/unity)?
Griffonbait
April 19th, 2020, 17:53
FGU
Latest version as of today.
Will try to get back into FGU and get you snaps of the issues.
Griffonbait
April 19th, 2020, 19:03
34025
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Griffonbait
April 19th, 2020, 19:04
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Griffonbait
April 19th, 2020, 19:06
Hope this helps - like I said just small glitches in layout (for the most part)
Calchas
April 19th, 2020, 21:56
Just got the following errors showing on the console after adding Pact World (Players) into a new blank campaign.
Fantasy Grounds Classic. Mac OS 10.14.6 Macbook Pro 15 inch 2017 with External Monitors. Fantasy Grounds v3.3.10 Ultimate (up to date).
Script Error: [string "campaign/scripts/masterindex_window.lua"]:560: attempt to index field '?' (a nil value)
Script Error: [string "campaign/scripts/masterindex_window.lua"]:560: attempt to index field '?' (a nil value)
Script Error: [string "campaign/scripts/masterindex_window.lua"]:560: attempt to index field '?' (a nil value)
Script Error: [string "campaign/scripts/masterindex_window.lua"]:560: attempt to index field '?' (a nil value)
Script Error: [string "campaign/scripts/masterindex_window.lua"]:560: attempt to index field '?' (a nil value)
Script Error: [string "campaign/scripts/masterindex_window.lua"]:560: attempt to index field '?' (a nil value)
Script Error: [string "campaign/scripts/masterindex_window.lua"]:560: attempt to index field '?' (a nil value)
Script Error: [string "scripts/manager_class.lua"]:323: createChild: Invalid argument 1
deer_buster
April 19th, 2020, 22:12
PC Skill Sheet:
- When setting Free skills, these are still being counted towards Available points to spend and so if a PC has 2 free skills at level 1, say, the Available field calulates to a value of -2. There is another data field appearing left of the Ranks field that is not editable. It is unclear what this is for.
Are you going in to edit the bonuses for the skills and checking the box for free skills, or just adding ranks on the main skill tab? The former is the correct way, the latter is the wrong way.
Character Operations Manual:
Biohacker Class
PC with Injection Expert Proficiency can use weapons (incl. Long Arms and Sniper weapons - with the Injection Weapons Special Property). This is not being calculated in the attack - still comes up as [NONPROF-4] in the attack roll.
Known issue
deer_buster
April 20th, 2020, 00:35
Just got the following errors showing on the console after adding Pact World (Players) into a new blank campaign.
Fantasy Grounds Classic. Mac OS 10.14.6 Macbook Pro 15 inch 2017 with External Monitors. Fantasy Grounds v3.3.10 Ultimate (up to date).
Script Error: [string "campaign/scripts/masterindex_window.lua"]:560: attempt to index field '?' (a nil value)
Script Error: [string "campaign/scripts/masterindex_window.lua"]:560: attempt to index field '?' (a nil value)
Script Error: [string "campaign/scripts/masterindex_window.lua"]:560: attempt to index field '?' (a nil value)
Script Error: [string "campaign/scripts/masterindex_window.lua"]:560: attempt to index field '?' (a nil value)
Script Error: [string "campaign/scripts/masterindex_window.lua"]:560: attempt to index field '?' (a nil value)
Script Error: [string "campaign/scripts/masterindex_window.lua"]:560: attempt to index field '?' (a nil value)
Script Error: [string "campaign/scripts/masterindex_window.lua"]:560: attempt to index field '?' (a nil value)
Script Error: [string "scripts/manager_class.lua"]:323: createChild: Invalid argument 1
I'm literally able to load all of the rulebook modules (GM and Players, as applicable) with no script errors. If I could duplicate the error, I'd be able to track it down, but as it is, I am completely hobbled by being unable to duplicate.
jrock1
April 20th, 2020, 06:57
34025
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34028
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I'd think/hope these would be corrected before the production release of FGU; I'll let the devs answer officially. Although I purchased FGU, I'm still using FGC b/c of all the bugs and slowness of FGU.
Calchas
April 20th, 2020, 07:01
I'm literally able to load all of the rulebook modules (GM and Players, as applicable) with no script errors. If I could duplicate the error, I'd be able to track it down, but as it is, I am completely hobbled by being unable to duplicate.
No worries at all mate. I can't reproduce it now either. Must have been something weird at the time. I'll try a bit more later to see if it was something else I was doing at the time.
Griffonbait
April 22nd, 2020, 09:07
Are you going in to edit the bonuses for the skills and checking the box for free skills, or just adding ranks on the main skill tab? The former is the correct way, the latter is the wrong way.
We use the former method by going into the Skills Details.
deer_buster
April 22nd, 2020, 14:07
We use the former method by going into the Skills Details.
Can you send a screen shot of the Skill Details screen and the Skills tab? And maybe export your character and attach it as well.
jrock1
April 24th, 2020, 00:43
I did not see a SFRPG Features Request Thread so I'm posting it here. I feel that this may be more a bug than a feature request b/c there's an action that exists on PC Sheets currently but not on NPC Sheets; more like an oversight that's contradicts the rules. The rule states (see p.155 AA): All creatures can full attack as per normal rules...if they can multi-attack, they do so at -6, but it is usually b/c of multiple natural weapons. So it is the weapon that determines if a full attack, single attack (unwieldy), multi-attack (natural weapon(s)) is allowed.
Attn: Starfinder Conversion Author(s)
Seeing the rules as stated (above), many, if not all NPCs are missing the Full Attack action at -4/-4 (to each attack). PC Sheets always provides a Full Attack action next to the weapon that's added from inventory if the weapon does not have the unwieldy descriptor. Can you please update NPCs' Sheets (global change) to mimic PC sheets when it comes to weapons and their attacks, or make sure that all NPCs' Sheets include the Full or Multi Attack capability (per the weapon) as the Sheets exist in the system currently?
Background:
While GM'ing SFS #1-02 - Fugitive on the Red Plant, on 4/19/2020, my players actually pointed this out to me (embarrassing for me) that when I was attacking twice (single attack x2 for a full attack) I was not including the -4/-4 penalty. That's when it dawned on me that full attacks are missing from all of the NPCs. It's hard enough on a GMs to read, prepare, and help players create/develop their characters, and keep track of everything, but then reluctantly have to check all the NPCs for any issues or missing abilities, spells, etc. that were forgone. Although it may be a challenge for the as-is platform, it would be very helpful to ensure the weapons are working as intended on NPC Sheets as they do on PC Sheets to help streamline the GM's actions.
Thanks,
CommanderSalamander
April 24th, 2020, 17:15
Hi, I observed an issue with the Weapon Specialization feat. The damage wasn't being applied to my Operative's (can't confirm other classes atm) small arm (zero, frostbite class). My Operative is Level 8; therefore, the damage bonus should be +4 for said small arm, but may be different depending on the weapon type. Can you check on this? Note that the classes' weapon proficiencies grant specialization at a certain class level automatically.
I have found this to be the case with ALL classes, not just operative. Weapon specialization doesn’t seem to add class level to damage. I have been adding manually.
Griffonbait
April 26th, 2020, 23:01
I'd think/hope these would be corrected before the production release of FGU; I'll let the devs answer officially. Although I purchased FGU, I'm still using FGC b/c of all the bugs and slowness of FGU.
Slow - yes - it is a big negative for our game - all players are new to the FG[C&U], including me (hard to believe since I have had the program for years and just never got around to using it - players here in a rural town like F2F play, but the isolation protocols have made my arguments much more convincing). I just jot down bug notes as we play the game. The players are good about it, being patient and all. We discuss the bugs/issues we encounter them.
Cheers.
Griffonbait
April 27th, 2020, 00:37
Can you send a screen shot of the Skill Details screen and the Skills tab? And maybe export your character and attach it as well.
Here ya go. 34434
The character on the left, Ed, has the issue appearing in the Skills Details display (left of middle, -2 in the Available field). This is not an issue because when I clicked on the related Ranks field in the Skills tab - the field reset itself to zero, forcing the Available field to 0, and the Free ranks field is displaying correctly - weird to say the least.
The second character, Niala, won't set the Free Ranks field in the Skills tab to a value of 2, in fact it doesn't show the Free Ranks field at all, and so the player has to set the two associated Ranks fields themselves in order for the skills to work correctly with dice rolls. As GM I cannot edit the Free Ranks field either, as expected, I suppose.
I have checked this for all other characters used in this game (3, for a total of 5 characters). Only the Android, Operative class (Ed) character sheet is working as it should. No other character, when given a free skill via the Skills Details page, has the Free Ranks field appear and display correctly.
I have just done more testing: The Free Ranks field only appears and works correctly for Operative class characters. I made a Kasatha, Bounty Hunter class and, when given a couple of free skills, the Free Ranks field failed to appear on the Skills tab. I then reset the skills and changed the class to Operative, now after going through the same process, the Free Ranks field appears and works.
Without resetting the skills, I changed the class to Technomancer and the Free Ranks field disappeared. I then multi-classed the Kasathan to Technomancer + Operative and the Free Ranks filed appeared and works correctly again.
I will leave it up to you to test all other Race-Class combinations - too many for my liking. Hopefully Race has no impact - it certainly doesn't appear so, but all classes, from all book options, probably need further testing.
Hope this helps.
Samarex
April 27th, 2020, 00:56
Here ya go. 34434
The character on the left, Ed, has the issue appearing in the Skills Details display (left of middle, -2 in the Available field). This is not an issue because when I clicked on the related Ranks field in the Skills tab - the field reset itself to zero, forcing the Available field to 0, and the Free ranks field is displaying correctly - weird to say the least.
The second character, Niala, won't set the Free Ranks field in the Skills tab to a value of 2, in fact it doesn't show the Free Ranks field at all, and so the player has to set the two associated Ranks fields themselves in order for the skills to work correctly with dice rolls. As GM I cannot edit the Free Ranks field either, as expected, I suppose.
I have checked this for all other characters used in this game (3, for a total of 5 characters). Only the Android, Operative class (Ed) character sheet is working as it should. No other character, when given a free skill via the Skills Details page, has the Free Ranks field appear and display correctly.
I have just done more testing: The Free Ranks field only appears and works correctly for Operative class characters. I made a Kasatha, Bounty Hunter class and, when given a couple of free skills, the Free Ranks field failed to appear on the Skills tab. I then reset the skills and changed the class to Operative, now after going through the same process, the Free Ranks field appears and works.
Without resetting the skills, I changed the class to Technomancer and the Free Ranks field disappeared. I then multi-classed the Kasathan to Technomancer + Operative and the Free Ranks filed appeared and works correctly again.
I will leave it up to you to test all other Race-Class combinations - too many for my liking. Hopefully Race has no impact - it certainly doesn't appear so, but all classes, from all book options, probably need further testing.
Hope this helps.
First off the reason it only works for Operatives is Operatives are rhe only class rhat get Free Skill, Non Operative class should not select the free class bubbles, I will look at not having the bubble show if not a Operative class.
dzilla77
April 27th, 2020, 01:27
Issue with Longarm proficiency. I have the proficiency listed in both the feat location and the Proficiency. Non-Proficiency penalty is sometimes applied. It is happening with 2 characters.
msbranin
April 27th, 2020, 02:03
Actually Russell, Bio Hackers get 2 free skills just like operatives do depending on their method.. and they get to choose what skills they want to be free. Which is the problem I had creating a Bio Hacker. I have a thread about it here in the forum...
Instinctive
You can quickly intuit the connections between things and often act instinctively on those connections, gaining knowledge and aptitude without always being able to say how you picked it up. Select two skills—once made, this choice cannot be changed. You gain a bonus rank in each of these two skills at every level, as well as a +1 insight bonus to checks using these skills. This bonus increases by 1 at 3rd level and every 4 levels thereafter. Additionally, you can add your Wisdom modifier instead of your Intelligence modifier to Life Science, Medicine, and Physical Science checks.
deer_buster
April 27th, 2020, 02:52
Issue with Longarm proficiency. I have the proficiency listed in both the feat location and the Proficiency. Non-Proficiency penalty is sometimes applied. It is happening with 2 characters.
1) Remove from all locations you have it listed (feat and proficiency)
2) Remove weapon
3) Re-add proficiency feat to only the proficiency section
4) Re-add weapon
5) Profit.
madman
April 27th, 2020, 15:25
Going through The Characters Operation Manual and it seems a bunch of the spells did not parse right.
Here are a few examples...
deer_buster
April 27th, 2020, 15:48
Going through The Characters Operation Manual and it seems a bunch of the spells did not parse right.
Here are a few examples...
I imagine it is hard to parse things correctly when there is no standard to the way things are published...
madman
April 27th, 2020, 22:31
I imagine it is hard to parse things correctly when there is no standard to the way things are published...
They should be the same as the core book.. Should they not?
deer_buster
April 28th, 2020, 04:28
They should be the same as the core book.. Should they not?
In theory.
Note: In theory, theory and practice are the same. In practice, they are not.
madman
April 28th, 2020, 06:15
Does that mean this is what we get?
I did not notice that it had been reported. so I am putting it out there.
Thanks for the help Ball Buster.
lokiare
April 28th, 2020, 17:10
In theory.
Note: In theory, theory and practice are the same. In practice, they are not.
They should be exactly the same as the PDF, sometimes we change them so that they will parse. The publisher frequently uses different phrases for the same effects. This makes it difficult to parse.
dzilla77
April 28th, 2020, 17:11
Thanks. Will try it.
deer_buster
April 28th, 2020, 19:17
They should be exactly the same as the PDF, sometimes we change them so that they will parse. The publisher frequently uses different phrases for the same effects. This makes it difficult to parse.
That was the point of my post :)
deer_buster
April 28th, 2020, 19:19
Does that mean this is what we get?
I did not notice that it had been reported. so I am putting it out there.
Thanks for the help Ball Buster.
It merely means that you get what you got initially until a fix comes out. Apparently SW and Paizo reviews aren't infallible and things are missed.
msbranin
April 28th, 2020, 21:55
Right but I think that was the point of their original post. to bring light that those spells were messed up. I think they were just posting a bug.. in the bug thread.
deer_buster
April 28th, 2020, 23:16
Right but I think that was the point of their original post. to bring light that those spells were messed up. I think they were just posting a bug.. in the bug thread.
Nobody is disputing that.
new_vision
April 30th, 2020, 17:39
I haven't seen this reported so far (or may have overlooked - in that case, sorry!)
The spell tab on the character sheet has oddly aligned fields, UI is set to 100%, vanilla Starfinder, no extensions.
34637
deer_buster
April 30th, 2020, 18:07
I haven't seen this reported so far (or may have overlooked - in that case, sorry!)
The spell tab on the character sheet has oddly aligned fields, UI is set to 100%, vanilla Starfinder, no extensions.
34637
Definitely not seeing this in FGC. Are you talking about Unity?
34639
new_vision
April 30th, 2020, 22:28
Yes, in Unity. Sorry, forgot to mention.
deer_buster
May 1st, 2020, 01:19
Yes, in Unity. Sorry, forgot to mention.
Did they change the guidelines to post Unity bugs outside of the Unity test forum?
new_vision
May 1st, 2020, 07:31
As this seems Unity related and not necessarily Starfinder it might make more sense to move it to the Unity forum, yes.
madman
May 1st, 2020, 15:42
Second. Search did not come up with anything. the Genetics Primary study is missing from pop up selection list.
34706
Madman..
dzilla77
May 1st, 2020, 16:40
1) Remove from all locations you have it listed (feat and proficiency)
2) Remove weapon
3) Re-add proficiency feat to only the proficiency section
4) Re-add weapon
5) Profit.
Worked like a champ. Thanks for the assist.
Griffonbait
May 3rd, 2020, 10:17
No need to respond ...
[FGU] Starfinder Rules System:
CT: Ties in Initiative are not being sorted by Init Bonus (higher first) and then DEX Stat(?).
Cheers
jrock1
May 3rd, 2020, 21:11
Starship Combat Support:
I noticed that for every starship I create, the current power level exceeds the power core's maximum. Please advise. See the Drake & Pegasus screenshots attached.
34837
34838
deer_buster
May 3rd, 2020, 21:59
No need to respond ...
[FGU] Starfinder Rules System:
CT: Ties in Initiative are not being sorted by Init Bonus (higher first) and then DEX Stat(?).
Cheers
Please post this in the FGU feedback forum
jrock1
May 3rd, 2020, 22:00
Does it sort initiative properly in FGC?
deer_buster
May 3rd, 2020, 22:00
Starship Combat Support:
I noticed that for every starship I create, the current power level exceeds the power core's maximum. Please advise. See the Drake & Pegasus screenshots attached.
34837
34838
You'll see that. You don't need the thrusters online when you have the Drift engine online, and vice-versa. This is not a bug.
jrock1
May 3rd, 2020, 22:02
The thrusters have a lesser PC value than Drift engines do. But i guess it's diminutive.
deer_buster
May 3rd, 2020, 22:18
The thrusters have a lesser PC value than Drift engines do. But i guess it's diminutive.
Yeah, power management is a thing...both in real life and SF. Have fun
Cenotaph99
May 10th, 2020, 06:05
Query for Starfinder ruleset folks: When trying to 'forge' a computer it seems that all of the items classified as upgrades and modules populate the equipment side of the forge rather than the 'item template' side of the forge. I assumed it would be like forging armor, where the armor goes on the equipment side and the upgrades go on the template side. What am I missing?
deer_buster
May 10th, 2020, 06:34
Query for Starfinder ruleset folks: When trying to 'forge' a computer it seems that all of the items classified as upgrades and modules populate the equipment side of the forge rather than the 'item template' side of the forge. I assumed it would be like forging armor, where the armor goes on the equipment side and the upgrades go on the template side. What am I missing?
First off, welcome to the forums. Second, can you explain a little bit more about what you are trying to do?
Cenotaph99
May 10th, 2020, 06:55
First off, welcome to the forums. Second, can you explain a little bit more about what you are trying to do?
One of my players wants a tier 1 computer with the following modules/upgrades: control (complex), secure data (average), artificial personality, range II (not even in the ruleset, so I created it myself - and it works correctly [i.e. and upgrade goes in the template column of the item forge], firewall, and wipe. Currently, if you open the template to go into the item forge you can drag the tier 1 computer into the equipment column, but all the computer modules and computer upgrade also only populate into the equipment column, so it treats all of them as individual items rather than categories to be added onto the computer itself - as far as I can tell, anyway. TBH - I'm a novice user so I may be doing this whole thing incorrectly...
deer_buster
May 10th, 2020, 07:39
Yeah, probably needs to be looked at. Seems like modules should be treated the same as item templates as far as the forge goes...
deer_buster
May 17th, 2020, 09:40
Spells that apply to both Mystic and Technomancer do not show up when you filter Spells by Class, example, if you filter Technomancer Spells, Daze does not appear
Arachnidious
May 17th, 2020, 15:10
It looks like companion feature absolutely doesn't work. I can "create" companion, but I can not edit anything. I can not edit wounds, size, type. I can not even choose race from premade companions, because there is no any field to drag and drop it. But I see absolutely useless fields like armor for companions. Maybe I do not understand something, but there is a SPECIAL option for companions in PC creating, but it does not work. One of my players has a companion and her companion is not standard companion from Pact Worlds. Another player has sqox pet, but for him I can use NPC prfile after all.
deer_buster
May 17th, 2020, 16:13
It looks like companion feature absolutely doesn't work. I can "create" companion, but I can not edit anything. I can not edit wounds, size, type. I can not even choose race from premade companions, because there is no any field to drag and drop it. But I see absolutely useless fields like armor for companions. Maybe I do not understand something, but there is a SPECIAL option for companions in PC creating, but it does not work. One of my players has a companion and her companion is not standard companion from Pact Worlds. Another player has sqox pet, but for him I can use NPC prfile after all.
Did you follow this? https://www.fantasygrounds.com/forums/showthread.php?51165-Alien-archive-3&p=460140&viewfull=1#post460140
Arachnidious
May 17th, 2020, 16:48
Thanks. It was helpfull.
msbranin
May 18th, 2020, 02:49
Can that video be pinned to the top of the forum?
lokiare
May 18th, 2020, 16:24
Can that video be pinned to the top of the forum?
Consider it done.
Rendran
May 19th, 2020, 07:54
When I open any Feat in FG unity I get this error
Script execution error: [string "feat_stats"]:11: attempt to call field 'update' (a nil value)
After that I can see the Feat information however it won't let me enter edit mode (I'm the GM in this case).
deer_buster
May 19th, 2020, 13:37
When I open any Feat in FG unity I get this error
Script execution error: [string "feat_stats"]:11: attempt to call field 'update' (a nil value)
After that I can see the Feat information however it won't let me enter edit mode (I'm the GM in this case).
Please post Unity bug reports in the Unity forum
Rendran
May 19th, 2020, 16:57
Done.
I thought I could report it in this forum. Sorry!
thefbgnome
May 22nd, 2020, 23:28
ok... lots of pages here... did not see it in the first few pages ... and not sure if it is just me... I just got here so REALLY new... I bought the Starfinder Core rulebook and cannot find any ARMOR UPGRADES... tried loading both the GM and Player versions... nothing...
deer_buster
May 23rd, 2020, 00:15
ok... lots of pages here... did not see it in the first few pages ... and not sure if it is just me... I just got here so REALLY new... I bought the Starfinder Core rulebook and cannot find any ARMOR UPGRADES... tried loading both the GM and Player versions... nothing...
They are in the item forge...your GM will have to forge the upgrades into your Armor and/or Weapons
Dual23
May 24th, 2020, 06:20
Hi,
I've tried searching through the thread, and I apologize if I missed something, but we are having problems with a couple of things. The biggest thing right now is that our friend playing a Soldier isn't benefiting from his soldier traits. We have only attempted with Blitz so far, hopefully that's the only one with problems. It is supposed to add a +4 initiative bonus and a +10 to move speed and his character sheet fails to reflect that. He's tried remaking a couple of times and the GM has as well.
Is there a way to correct this? I know we can manually enter some thing's, like a +4 bonus to initiative, and at this point we all know he has 40 ft. of movement so we can just play it out, but it bothers me it isn't working automatically.
deer_buster
May 24th, 2020, 07:28
Hi,
I've tried searching through the thread, and I apologize if I missed something, but we are having problems with a couple of things. The biggest thing right now is that our friend playing a Soldier isn't benefiting from his soldier traits. We have only attempted with Blitz so far, hopefully that's the only one with problems. It is supposed to add a +4 initiative bonus and a +10 to move speed and his character sheet fails to reflect that. He's tried remaking a couple of times and the GM has as well.
Is there a way to correct this? I know we can manually enter some thing's, like a +4 bonus to initiative, and at this point we all know he has 40 ft. of movement so we can just play it out, but it bothers me it isn't working automatically.
Many things, such as these things you are pointing out, are not automated. It does take quite a bit of time to automate many of these things while also trying to put out new content that also requires rules changes (such as Alien Archive 3 and COM, for example), plus there is the whole debate in the community between those that want automation and those that want a complete sandbox with minimal rules being handled.
jrock1
May 24th, 2020, 08:39
Automation for initive and movement bonuses make sense. After automating, do what you normally do with everything and make it editable. Right?
deer_buster
May 24th, 2020, 21:16
Automation for initive and movement bonuses make sense. After automating, do what you normally do with everything and make it editable. Right?
Won't get any argument from me that class features should be automated
Dual23
May 25th, 2020, 01:45
Many things, such as these things you are pointing out, are not automated. It does take quite a bit of time to automate many of these things while also trying to put out new content that also requires rules changes (such as Alien Archive 3 and COM, for example), plus there is the whole debate in the community between those that want automation and those that want a complete sandbox with minimal rules being handled.
And that's fine. I should have said, that it bothers me because I wasn't sure if we we're doing something incorrectly or if it just wasn't automated. Now that I know, it bothers me...less. I appreciate the work. I agree with the other posts that I would personally wanted it automated if paying for a program like this, I assumed that's part of the attraction, the other part, and what we use it for, is connecting friends that are across the world.
Thanks for the update!
Ravien999
May 30th, 2020, 08:16
Automation Bug:
Product: COM
Class: Vanguard
Automation is adding 8+con stamina for each level. Should be 7+con.
Ravien999
May 30th, 2020, 08:23
Core Functionality Issue:
Need capability for rolling ranged combat maneuvers, as well as EAC combat maneuvers.
Use cases:
CRB: Dirty Trick specifically states GM option to allow ranged dirty tricks w/extremely small range+increments
COM: Vanguard gains ability to use EAC for all combat maneuvers at 5th level.
COM: Flare Solarian with Agile Wavelengths gains ability to do ranged combat maneuvers with 30 foot range with their EAC-attacking weapon.
madman
May 30th, 2020, 19:08
Core Functionality Issue:
Need capability for rolling ranged combat maneuvers, as well as EAC combat maneuvers.
Use cases:
CRB: Dirty Trick specifically states GM option to allow ranged dirty tricks w/extremely small range+increments
COM: Vanguard gains ability to use EAC for all combat maneuvers at 5th level.
COM: Flare Solarian with Agile Wavelengths gains ability to do ranged combat maneuvers with 30 foot range with their EAC-attacking weapon.
36276
36276
I think you can make all of those work.
madman
May 30th, 2020, 19:17
Yep I did.
deer_buster
May 31st, 2020, 04:25
I just noticed the 50% miss chance rolls above as HIT and should roll below. Same with 20% miss chance (Core 253)
See images in post#1084
So are you saying 21-100% hits? That's as it should be. 20 or lower misses per CRB 253. Did you read that wrong?
Detroitus
May 31st, 2020, 15:01
I've found that for some reason any time a PC rolls critical hit damage it applies as "nonlethal," resulting in the targets taking on the "Unconscious," "Stable," and "Prone" effects instead of the "Dead" effect whenever that critical hit is a killing blow (my players are all level 1 right now, so more often than not when they roll a crit it's a killing shot). This happens regardless of the type of weapon used or the kind of damage it imparts. Regular damage rolls apply lethal damage as expected (provided that the "Nonlethal" modifier is not applied. That works as it should).
Samarex
June 2nd, 2020, 23:26
And that's fine. I should have said, that it bothers me because I wasn't sure if we we're doing something incorrectly or if it just wasn't automated. Now that I know, it bothers me...less. I appreciate the work. I agree with the other posts that I would personally wanted it automated if paying for a program like this, I assumed that's part of the attraction, the other part, and what we use it for, is connecting friends that are across the world.
Thanks for the update!
When it comes to automation I have taken allot into consideration, at first I tried to automate as much as I could, then came across the community wants issue so allot was taken out.
When it comes to automating abilities into the system first it takes allot to program them in but the big issue would be that not 100% of them would be automated and how would a player know what ones are automated and what ones were not. So you would end up adding a bonus that was already automated. So the decision was made to have them manual so the player knows what he is doing.
Plus automated and editable is hard to do as to get something automated it has to go out and get the information then calculate to write the number after that if you edit the number it's just going to revaluate thru the automation and put it back. This is why most things have a Mod box for you to place a number in to be included in the calculation.
jrock1
June 2nd, 2020, 23:41
The automation should occur at the time of leveling up and shouldn't continue to check thereafter. That should allow for editing/customization after the level-up automation. Basically automation should only occur once when applicable. Would that make sense?
Transbot9
June 18th, 2020, 20:12
Found something minor in Dead Suns 5 when running it: The Core Facility map in Pt 3 is set to 1 square = 5 ft in FG when in the module it's 1 square = 10 ft.
sciencephile
June 18th, 2020, 22:18
Found something minor in Dead Suns 5 when running it: The Core Facility map in Pt 3 is set to 1 square = 5 ft in FG when in the module it's 1 square = 10 ft.
Hi Transbot9,
Thanks for the report. Yeah, 95+% of the time the maps are of the correct scale (1 sq = 5 ft.). Every once in a while a publisher throws a curve ball and I totally didn't see that when I developed it for FG. I probably should have (thinking that the ship must be the smallest in history under the incorrect grid).
Nonetheless, it is now fixed. It should be in the TEST system shortly and will be pushed out in to the LIVE system during this Tuesday's production update.
deer_buster
June 18th, 2020, 22:33
Un-stickied this topic to let it fade out. Going to try and only have the current ruleset version listed for bugs and maintain a known issues list for it. Please post any new ruleset bugs here (https://www.fantasygrounds.com/forums/showthread.php?59190-Official-Ruleset-Bug-Reports-v2-1-1)and any bugs with official content (Adventure Paths, SFS Modules, etc.) here (https://www.fantasygrounds.com/forums/showthread.php?59189-Official-Content-Bug-Reports)
bmos
October 15th, 2020, 23:11
edit, I did it again :(
didn't mean to post here
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