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Kelrugem
July 1st, 2025, 05:55
Hi :)

Just a short note, rmilmine: I didn't forget about your reports :) I just had to prepare a big campaign session for yesterday and that took quite some time :D

Checking the stuff soon :)

Best wishes

Kel

Orimn
July 7th, 2025, 09:50
Hi Kel, it's me again. I swear I only come to you with bad news XD

Two things currently having an issue with, one I know is in your remit but not sure about the other at present:

Issue #1: Custom weapons losing set bonuses and defaulting to nil. I have custom sword #1 and when adding the weapon to a character sheet the correct bonuses are being set. However, at random periods, Attack bonus, Damage bonus, Crit range and crit multiplier are also reset to nil/default. I cannot seem to recreate this at will as it seems to happen randomly and without warning. Something is giving me a gut feeling its a bmos issue but I could be wrong.

Issue #2: Remember the IF: Bloodied pathfinder issue I reported? I know you said it was patched out, but sadly, it is still happening in PF1. Its that same nasty syntax error, for reference, here is the code used: Dead Dodge; IF: Bloodied; AC: [DEX] luck /// Only triggers when placed on a character, bloodied or not.
As a chilling reminder here is the error log: https://gyazo.com/db954f21298301ac7be34b82cb4a055e

I wish I could be of more help at least with the first issue. If I figure anything out I will let you know!

Are you using BMOS "Item Durability" ?
That module erases armor bonuses, resets character sheet weapon settings like bonuses to hit, damage and critical ranges

Tantrum
July 13th, 2025, 12:28
Hi Kel.

Was having some issues with this aura effect "Elemental Aura; AURA: 5 all; IF: FACTION(notself); SAVES: 14 REF (M) (H); SAVEDMG: 2d6 fire"
For some reason the last part of it "SAVEDMG: 2d6 fire" was not triggering.
After I did some testing with various other extensions, I found out that the Extended Automation and Overlays stops it from triggering.
I have no idea of why this happens but thought that you might be the right person to figure it out.

Thanks.
-Niko-

Kelrugem
July 14th, 2025, 16:12
Hi Kel.

Was having some issues with this aura effect "Elemental Aura; AURA: 5 all; IF: FACTION(notself); SAVES: 14 REF (M) (H); SAVEDMG: 2d6 fire"
For some reason the last part of it "SAVEDMG: 2d6 fire" was not triggering.
After I did some testing with various other extensions, I found out that the Extended Automation and Overlays stops it from triggering.
I have no idea of why this happens but thought that you might be the right person to figure it out.

Thanks.
-Niko-

Thanks for the report :)

Oh, that sounds like an issue with an aura extension.

Right now we have the end of the semester and I have to prepare many lectures and exercises and exams which is why I am a bit quiet on FG right now, so there might be a small delay; but at latest August after a conference I will look at all the reports :) Hopefully earlier than that :)

Thanks again :)

Tantrum
July 14th, 2025, 17:01
Thanks for the report :)

Oh, that sounds like an issue with an aura extension.

Right now we have the end of the semester and I have to prepare many lectures and exercises and exams which is why I am a bit quiet on FG right now, so there might be a small delay; but at latest August after a conference I will look at all the reports :) Hopefully earlier than that :)

Thanks again :)

Thanks for the quick reply and August is good for me. The issue is only one spell effect so I can manage :).

Kelrugem
July 29th, 2025, 23:06
Hi :)
Just a short heads-up: Sorry for my silence, just exam preparations and so on, first time for me and it eats a lot of time! :D (spending my weekends currently on answering questions of my students)

Next week I am on a conference and then my semester duties are finally over :) Then I will look over all the issues (also because I have to run two sessions in August :D)

Best wishes :)
Kel

Kelrugem
August 15th, 2025, 06:02
Hi :)

Another short update: I am back from conference etc. :) But I have to run my campaign/game on Monday so that I am busy preparing that in my free time :D But then there should be absolutely nothing disturbing anymore, I hope :)

FGMax
August 20th, 2025, 00:18
Hi :)

Another short update: I am back from conference etc. :) But I have to run my campaign/game on Monday so that I am busy preparing that in my free time :D But then there should be absolutely nothing disturbing anymore, I hope :)

Hi again!

Thanks for trying on DC targeted effects, it was definitely a niche case request anyways. Reporting what I think is a bug, I had an effect for CONC: ranged to specify ranged attacks for concealment but looks like this may have been broken by 4.8.0. I've had other effects with extension supported variables break too.

Edit: This one's good actually, I forgot the tag on this one!

Kelrugem
August 20th, 2025, 21:22
Hi again!

Thanks for trying on DC targeted effects, it was definitely a niche case request anyways. Reporting what I think is a bug, I had an effect for CONC: ranged to specify ranged attacks for concealment but looks like this may have been broken by 4.8.0. I've had other effects with extension supported variables break too.

Edit: This one's good actually, I forgot the tag on this one!

Thanks! And glad it got resolved :) Yeah, over the weekend I will update my extension hopefully and then checking the latest issues if they didn't resolve by updating the extension :)

Kelrugem
August 24th, 2025, 14:07
I just checked the newest patches of FG and I didn't need to update anything :) I will now look into the reported errors whether I can fix them or whether they're incompatibilities with some other extension :)

Kelrugem
August 24th, 2025, 22:24
So I have the following effect:

Air Supremacy; SKILL: 2 [d5CL] fly

The Spell Class this is in has a caster level of 1. I also tried with a CL of 5 with the same result.
So this should have a value of 2 instead the [d5CL] is left as is,
I removed all extensions except this one and the advanced character sheet and it still does this.

I just checked this effect: I absolutely forgot to mention it last time, the effect is not coded correctly, there has to be a comma after the tag, before "fly" :) Then it works :) (once an effect has several tags or words and combinations thereof one has to be careful with the commas)

Kelrugem
August 24th, 2025, 22:46
I now added all the reports here: https://github.com/users/Kelrugem/projects/3/views/1?sortedBy%5Bdirection%5D=asc&sortedBy%5BcolumnId%5D=Status

(the recent ones which I want to fix in the next days are the "todos")

In particular, Evion reported that the antimagic extension throws an error at login (funnily some other extension overrides the error so that I didn't notice in my own gaming session) :) And I forgot today to check my other extensions for the need of updating them :D (the maintenance is so heavy on the extended automation extension that I sometimes forget that I also have other extensions :D)

So, besides antimagic (and some troll issue I found in my gaming session) there are gladly no serious issues, so I hope you didn't have any issues recently :) And I will also check to update the nodex effect list :) (as requested by rmilmine)

@Rhydion: Did you find out which other extension you need to load causing this overflow issue when using Dead Dodge; IF: Bloodied; AC: [DEX] luck? When I just load my extension, then I do not have this issue :)

@rmilmine: Sorry that you may have waited now almost three months for a fix on your skill effect and then it was just a missing comma all the time :D This semester was so busy with teaching that I absolutely lost track updating my extensions (the little bit of free time I had I then used to spend on preparing my campaigns)

Kelrugem
August 28th, 2025, 07:21
Since the newest FG update, https://www.fantasygrounds.com/forums/showthread.php?85690-Release-Updates-for-August-26th-2025&p=750056#post750056, effects using [STR] and stuff like that will gladly now account other effects affecting STR etc. :) This was a feature of my extended automation extension; so, in case you loaded my extension because of this feature, then you won't need to load it anymore :) I will update the forge page soon :)

Asgurgolas
August 28th, 2025, 17:16
Your extension is so good for so many things, I don't think anyone would load it "just" for that :P

Kelrugem
September 16th, 2025, 07:03
Your extension is so good for so many things, I don't think anyone would load it "just" for that :P

Oh, my answer to your message never got sent! I meant to say: Thanks for the words, hehe :) Some people actually want to keep the number of extensions and modifications low, so it might be very useful for some to know that they can have the mentioned feature now without my extension :D

That said: I just updated my extensions to reflect the recent FG changes and I updated the extension's wiki page :) Also on fixing some other issues, was just busy with my campaign and my wife's move to Germany :) (a looot of bureaucracy :D)

FGMax
September 29th, 2025, 21:06
I just checked this effect: I absolutely forgot to mention it last time, the effect is not coded correctly, there has to be a comma after the tag, before "fly" :) Then it works :) (once an effect has several tags or words and combinations thereof one has to be careful with the commas)

Hi Kel, me again. I was looking over some effects, and I think effects that use the [dxCLx] aren't working. I have at least two different ones that are just posting as blanks when the effects are applied. So like ATK: even if I might have something like Divine Favor; ATK: [d3CL6], luck; DMG: [d3CL6], luck.

Elaith
September 30th, 2025, 05:18
Hello,

I was just about to post the same issue as FGMAX, sorry for the delay been a little under the weather. Barkskin;AC:1 [d3CL4], natural, and similar effects no longer work. It does not throw an error, I just get the default AC: 1 natural bonus. I have tested this with only the extended automation mod loaded. I am currently playing with a universal caster level -10, so I do not know exactly when this broke, but I noticed it two weeks ago, just took me a bit to post.

Thanks,
Elaith

Kelrugem
September 30th, 2025, 17:01
thanks for the reports! Yes, I recently made a small update for compatibility stuff, and there was indeed now a change in that regard. I will revert this :)

Kelrugem
October 10th, 2025, 06:46
Sorry @all, since my wife moved to Germany I was flooded with bureaucracy, and then we had holidays visiting my mum :) Some of you may have seen that I slowly updated some bugs on GitHub, this weekend I should be able to finish it, and then the tags should work again, too :)

RobboNJ69
October 10th, 2025, 14:53
Sorry @all

No need to apologize, Kel! You are doing everyone a huge favor by coding and maintaining these extensions. Thank you for your time!

And congrats on surviving the bureaucracy and getting your wife moved in!

Rob

Kelrugem
October 11th, 2025, 11:50
No need to apologize, Kel! You are doing everyone a huge favor by coding and maintaining these extensions. Thank you for your time!

And congrats on surviving the bureaucracy and getting your wife moved in!

Rob

hehe, thanks for the words :)

Kelrugem
October 11th, 2025, 14:08
Dear all,

I spent today but also the last weekend quite some time fixing the [CL] tag problems, and I realized: It seems to be only a problem with CL! STR and stuff like that still works, and now I tested the simply [CL] tag in a blank campaign: It ceased working :)

So, the tag problem you are seeing is actually not a problem with my extension as far as I can see. Sorry, for the delay in looking into this, otherwise I could have reported that to Smiteworks much earlier :) Since the [CL] does not work at all, any variation of it won't work either. I will report it in the bug thread!

(phew, so like the previous issue some months ago, gladly again not an issue from my side; I already started worrying about my extensions, because it took me some time to realize this :D)

Kelrugem
October 11th, 2025, 17:51
I just updated the extended automation extensions :)

Attacking a creature with regeneration in 3.5e using StrainInjury caused an error; fixed :)

And:


Not sure where the bug is for what I've found.

I have the following effects:

IFT: nodex; Sneak Attack; DMG: 1d6 precision
NIF: CUSTOM(Sneak Attack); IF: CUSTOM(flanking); DMG: 1d6 precision

Now these work for some status effects that a character looses dex bonus but not all of them.

I'm using two things for testing these
https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996643237/PFRPG+and+3.5E+Effects
https://aonprd.com/Rules.aspx?ID=413

I don't see any mention of dex loss on the fantasy grounds status effect list, but it's there on the aon status effects.
So aon has the following status effects loosing dex.
Blinded, Cowering, dying, Flat-footed, Helpless, Invisible(target losses dex bonus if attacker is invisible), Pinned, Stable, Stunned, Unconscious

The above status effects that work with IFT: nodex;
Blinded, Flat-footed, Helpless, pinned, stunned, Unconscious

The above status effects that don't work with IFT: nodes;
Cowering, Dying, Invisible, Stable

Comments:
Cowering says "A cowering character takes a –2 penalty to Armor Class and loses his Dexterity bonus (if any)." So it should be loosing it's dex for nodex to detect, but the Cowering in the documentation for fantasy grounds, only mentions the -2 to AC. So not sure on this one where the bug is.
Dying and Stable. There are feats that can keep someone awake when dying, so I guess these work correctly as it's the Unconscious status that is working. This means that a dying or stable individual would also have to have Unconscious put on them to be accurate.
Invisible is a tough one it's the attacker that is invisible, but the defender looses it's dex. Again I don't know if Invisible is taking away dex from the target or not, and don't know if the bug if there is one is in the status effect or in IFTL nodex?

Thoughts?

I also added the missing effects to the nodex stuff :) Except invisible: As described on the forge page, nodex is currently not able to check the attacker for such effects, my previous attempts to code this lead to stack overflow issues :)

Kelrugem
October 11th, 2025, 19:32
I reported the erroneous CL and LVL tag here: https://www.fantasygrounds.com/forums/showthread.php?69660-Official-3-5e-Bug-Report-Thread&p=752167&viewfull=1#post752167
In case you soon have a game, then I can also add a fix for this in my extension, but superteddy is already looking into it :)

Elaith
October 13th, 2025, 15:02
I reported the erroneous CL and LVL tag here: https://www.fantasygrounds.com/forums/showthread.php?69660-Official-3-5e-Bug-Report-Thread&p=752167&viewfull=1#post752167
In case you soon have a game, then I can also add a fix for this in my extension, but superteddy is already looking into it :)

As always thank you for your work, and the update. As as you stated, I use CL far more often than LVL :)

Thanks,
-Elaith

FGMax
October 13th, 2025, 16:15
I reported the erroneous CL and LVL tag here: https://www.fantasygrounds.com/forums/showthread.php?69660-Official-3-5e-Bug-Report-Thread&p=752167&viewfull=1#post752167
In case you soon have a game, then I can also add a fix for this in my extension, but superteddy is already looking into it :)

Interesting, hadn't messed around with CL and LVL separately to notice that. Hopefully they'll continue to use that function as its pretty useful. I don't how fiddly it would be for you to put a hotfix in for this, I'm somewhat willing to be patient so things don't get messy. Thanks for checking it out and hope you're enjoying Germany so far, have family there.

Kelrugem
October 14th, 2025, 16:48
Thanks for the words you two :o With some luck today's Tuesday update reintroduces CL; just a little warning ahead: I may need to update my extension correspondingly to reintroduce CL; I try to do that as early as possible :) (and if CL does not return, which is very unlikely, it would not be difficult to bring it back)

Kelrugem
October 18th, 2025, 10:53
I just quickly updated my extensions for implementing Superteddy's changes in 3.5e/PF1 regarding the CL effect :) Now everything should hopefully work again regarding that type of effect :)

Elaith
October 18th, 2025, 18:30
Everything appears to be working as it should again. Thanks again.

-Elaith

dllewell
October 24th, 2025, 04:55
CL works for PCs now but still does not work for NPCs.

Kelrugem
October 24th, 2025, 06:50
CL works for PCs now but still does not work for NPCs.

Did you test without extensions? Because the whole CL issue was FG-side problem, I only incorporated the new code :)

I can also test later; if it does not work without my extension either, then we have to report to Smiteworks :)

Kelrugem
October 24th, 2025, 06:55
Just tested, and it does not work without my extension either; I will report it to Smiteworks now :)

dllewell
October 24th, 2025, 17:34
Was just about to respond that I had also tested. Thank your for reporting it to Smiteworks. Let me know if I can help any.

One thing I did confirm is that, even though the documentation says this only works for the PC sheet, it was previously working for NPCs
Additional, [LVL] which is also marked as only working for the PC sheet, works fine for NPCs.

Kelrugem
October 24th, 2025, 17:44
Was just about to respond that I had also tested. Thank your for reporting it to Smiteworks. Let me know if I can help any.

One thing I did confirm is that, even though the documentation says this only works for the PC sheet, it was previously working for NPCs
Additional, [LVL] which is also marked as only working for the PC sheet, works fine for NPCs.

Thanks :) Yeah, I will let you know if I need help in the report, but it should be fine :)

Svandal
October 25th, 2025, 21:01
If I am not mistaken the DC ability is not compatible with IFT ability. It would be nice if it was.
Context, we are playing with spheres of might in pathfinder, which is great. And there is an ability there to challenge enemies. And if those enemies I challenge casts spells or special abilities on somebody other than me the DC on the spell goes down.

Kelrugem
October 25th, 2025, 21:29
Quick update of the extended automation extensions; Superteddy fixed the CL ability for NPCs and I included his changes :) Now [CL] should hopefully work perfectly again! :)


If I am not mistaken the DC ability is not compatible with IFT ability. It would be nice if it was.
Context, we are playing with spheres of might in pathfinder, which is great. And there is an ability there to challenge enemies. And if those enemies I challenge casts spells or special abilities on somebody other than me the DC on the spell goes down.

I have that on my plate, but every time I checked that it turned out to be more difficult to code than expected. However, spontaneously I had another idea how to do it, at least I could try to copy code from other places to make that work (maybe). But no guarantee as of yet, I am quite busy with my campaign preparations right now, but once I have prepared quite a bit, I will revisit this part of the code again :)

Rhydion
November 6th, 2025, 13:57
65735

Hi Kel, long time no see!

My fault been away for a long time.

I recall I reported and you fixed an issue with Strain & Injury with Advanced character sheet causing some thing to be offset on the sheet.

I think I have found another. As you can see in the top right of the sheet, once the Hero Point option is turned on for the Advanced Character Sheet, it tucks itself away like that. It still functions but obviously not being able to see the number makes tracking a headache.

In the short term I have been recording hero points on the Party Sheet, but it would be nice to give this functionality back to the Players.

Let me know if this is something on your end. If not I'll poke Zarestria about it :)

I hope you have been well <3

Kelrugem
November 6th, 2025, 19:52
65735

Hi Kel, long time no see!

My fault been away for a long time.

I recall I reported and you fixed an issue with Strain & Injury with Advanced character sheet causing some thing to be offset on the sheet.

I think I have found another. As you can see in the top right of the sheet, once the Hero Point option is turned on for the Advanced Character Sheet, it tucks itself away like that. It still functions but obviously not being able to see the number makes tracking a headache.

In the short term I have been recording hero points on the Party Sheet, but it would be nice to give this functionality back to the Players.

Let me know if this is something on your end. If not I'll poke Zarestria about it :)

I hope you have been well <3

Thanks for the report! I am well, just applying for new jobs (again; research positions are sadly mostly temporary, which is very exhausting). I hope you are well, too :)

I see, you speak of an extension of Zarestia, right? I will check it out :) (also because I use some homebrew concept of inspiration points; sounds like an extension I need, too :D)

Orimn
November 16th, 2025, 10:36
65735

Hi Kel, long time no see!

My fault been away for a long time.

I recall I reported and you fixed an issue with Strain & Injury with Advanced character sheet causing some thing to be offset on the sheet.

I think I have found another. As you can see in the top right of the sheet, once the Hero Point option is turned on for the Advanced Character Sheet, it tucks itself away like that. It still functions but obviously not being able to see the number makes tracking a headache.

In the short term I have been recording hero points on the Party Sheet, but it would be nice to give this functionality back to the Players.

Let me know if this is something on your end. If not I'll poke Zarestria about it :)

I hope you have been well <3

I have mentioned this issue before with hopes that it could be fixed, Hero Points are optional so I understand why most people didn't even notice it was not appearing correctly on the sheet

What I end up doing is at the start of a session, I use up each players hero points pool to refresh their memory on how many points they have and then add them back, But it sure would be nice to just see them again :)

Kelrugem
November 17th, 2025, 13:08
I have mentioned this issue before with hopes that it could be fixed, Hero Points are optional so I understand why most people didn't even notice it was not appearing correctly on the sheet

What I end up doing is at the start of a session, I use up each players hero points pool to refresh their memory on how many points they have and then add them back, But it sure would be nice to just see them again :)

Oh, I see; sorry then I forgot about it! :D

But I also realize that the hero points is just a thing of Advanced Charsheet in PF1; I play 3.5e and there one has not this issue, which may be also why I forgot to look into that :)

rmilmine
November 22nd, 2025, 02:26
I had this happen in the past week.

If you put the following effect on a character.

Orange Prism Ioun Stone; NIFTAG: Channel; CL: 1d4-1

And you put in the tag "Channel" in your channel power it fails.

While trying to figure out why it was failing I clicked the cast button and got the following in chat:
[CAST] Channel Healing-30' (35' With Ring +1 To Select) + Tier Healing From Mantle [TAGS: channel]
The "channel" within "[TAGS: channel]" is lower case, even though it is uppercase in the spell.
So I tried changing the effect to have the tag being lower case and it now worked.
Something is making the tag within the spell lower case before it is compared to the tags within the IFTAG or NIFTAG effect.

Kelrugem
November 22nd, 2025, 14:44
I had this happen in the past week.

If you put the following effect on a character.

Orange Prism Ioun Stone; NIFTAG: Channel; CL: 1d4-1

And you put in the tag "Channel" in your channel power it fails.

While trying to figure out why it was failing I clicked the cast button and got the following in chat:
[CAST] Channel Healing-30' (35' With Ring +1 To Select) + Tier Healing From Mantle [TAGS: channel]
The "channel" within "[TAGS: channel]" is lower case, even though it is uppercase in the spell.
So I tried changing the effect to have the tag being lower case and it now worked.
Something is making the tag within the spell lower case before it is compared to the tags within the IFTAG or NIFTAG effect.

Thanks! Oh, I see, so, the effect code comparing tags is case-sensitive, while saving the tags isn't; I will adjust it :)

FGMax
December 6th, 2025, 05:57
Popping back in before my game next week to say hello and also to say that I think [dXCLx] effects are broken again NPC side. I just tried one from an NPC before logging for the night and it's not rolling again.

Kelrugem
December 6th, 2025, 16:38
Popping back in before my game next week to say hello and also to say that I think [dXCLx] effects are broken again NPC side. I just tried one from an NPC before logging for the night and it's not rolling again.

Oh, really? Thanks for the report!

I hope I can test it soon (and the other issues mentioned above) and try to fix or report it :) Last time that issue was due to something in base code of FG, maybe still some problem there :)

(currently at a conference, thus I couldn't look at the issues yet)

FGMax
December 10th, 2025, 22:07
Oh, really? Thanks for the report!

I hope I can test it soon (and the other issues mentioned above) and try to fix or report it :) Last time that issue was due to something in base code of FG, maybe still some problem there :)

(currently at a conference, thus I couldn't look at the issues yet)

All good :) I was doing more testing and not sure if you've done anything yet but [dXCLx] function was working however in my test case I had an effect spell for CON: -1d3 [-d3CL4]. The [dXCLx] was working NPC side but the 1d3 was not working NPC side, both work PC side. For the NPC I'd end up with -1d3-4.

Kelrugem
December 14th, 2025, 20:56
All good :) I was doing more testing and not sure if you've done anything yet but [dXCLx] function was working however in my test case I had an effect spell for CON: -1d3 [-d3CL4]. The [dXCLx] was working NPC side but the 1d3 was not working NPC side, both work PC side. For the NPC I'd end up with -1d3-4.

Hi :)

Thanks for the extra information! Glad that it turned out that the dXCLx is working. Regarding 1d3: written like this it will not work :) Ability effects do not support dice, you have to write CON: [-d3] :) (and I think, one can somehow combine both CON effects, but I would need to test a bit)

FGMax
December 15th, 2025, 16:23
Hi :)

Thanks for the extra information! Glad that it turned out that the dXCLx is working. Regarding 1d3: written like this it will not work :) Ability effects do not support dice, you have to write CON: [-d3] :) (and I think, one can somehow combine both CON effects, but I would need to test a bit)

Hi Kel, I tested [dXCLX] and that's still working. CON: 1d3 can work but it's actually rhagelstrom's Better Combat Effects extension that supports that and isn't working still. I sometimes forget which is doing what, but it's already been reported over there.

Kelrugem
December 19th, 2025, 17:42
Hi Kel, I tested [dXCLX] and that's still working. CON: 1d3 can work but it's actually rhagelstrom's Better Combat Effects extension that supports that and isn't working still. I sometimes forget which is doing what, but it's already been reported over there.

aaah, I see! :) Thanks nevertheless, and no worries if you confuse the extensions :)

Kelrugem
December 28th, 2025, 20:03
I have mentioned this issue before with hopes that it could be fixed, Hero Points are optional so I understand why most people didn't even notice it was not appearing correctly on the sheet

What I end up doing is at the start of a session, I use up each players hero points pool to refresh their memory on how many points they have and then add them back, But it sure would be nice to just see them again :)

Recently I informed Zarestia about this incompatibility :) So, we will fix it at some point, I just do not know yet, when :D

dllewell
January 5th, 2026, 11:20
Recently I informed Zarestia about this incompatibility :) So, we will fix it at some point, I just do not know yet, when :D

I have added Hero Points to the Extra Actions extension. It absolutely doesn't replace this extension or the Advanced Character sheet but can be used as a stop gap option until a fix is in place for this issue.

You can find the extension information here -
Thread (https://www.fantasygrounds.com/forums/showthread.php?84108-Extra-Actions-(PFRPG-Only))
Forge Page (https://forge.fantasygrounds.com/shop/items/2781/view)

Kelrugem
January 7th, 2026, 06:56
I have added Hero Points to the Extra Actions extension. It absolutely doesn't replace this extension or the Advanced Character sheet but can be used as a stop gap option until a fix is in place for this issue.

You can find the extension information here -
Thread (https://www.fantasygrounds.com/forums/showthread.php?84108-Extra-Actions-(PFRPG-Only))
Forge Page (https://forge.fantasygrounds.com/shop/items/2781/view)

thanks a lot! :) It is also useful for those of us who play 3.5e and want to use hero points of some sort; so, I am looking forward using it :) (because Zarestia's sheet only adds that for PF1, while it lacks that feature in 3.5e)

Kelrugem
January 10th, 2026, 21:14
I had this happen in the past week.

If you put the following effect on a character.

Orange Prism Ioun Stone; NIFTAG: Channel; CL: 1d4-1

And you put in the tag "Channel" in your channel power it fails.

While trying to figure out why it was failing I clicked the cast button and got the following in chat:
[CAST] Channel Healing-30' (35' With Ring +1 To Select) + Tier Healing From Mantle [TAGS: channel]
The "channel" within "[TAGS: channel]" is lower case, even though it is uppercase in the spell.
So I tried changing the effect to have the tag being lower case and it now worked.
Something is making the tag within the spell lower case before it is compared to the tags within the IFTAG or NIFTAG effect.

I just uploaded a quick fix to that:

The (N)IFTAG code (the tag stuff) is now case-insensitive in any regard :)

Thanks again for the report, rmilmine :)

WLV
January 11th, 2026, 14:50
Sorry Wrong Bug Report Forum.

RobboNJ69
January 20th, 2026, 15:25
Hello Everyone!

Any word on whether or not Kelrugem's extensions are compatible with the new 1/20/2026 update? I'm going to try to get in there later tonight and set up the test Channel but I may not be able to before they push it live. Hoping someone already tested it.

Thanks as always!
Rob

Asgurgolas
January 20th, 2026, 16:10
Hello Everyone!

Any word on whether or not Kelrugem's extensions are compatible with the new 1/20/2026 update? I'm going to try to get in there later tonight and set up the test Channel but I may not be able to before they push it live. Hoping someone already tested it.

Thanks as always!
Rob

My golden rule is to NEVER update as soon as the update comes out, but always wait a couple weeks... if there are issues, they will naturally be reported, so once there' s no more apparent issues about extensions, I finally do update.

RobboNJ69
January 20th, 2026, 17:27
My golden rule is to NEVER update as soon as the update comes out, but always wait a couple weeks... if there are issues, they will naturally be reported, so once there' s no more apparent issues about extensions, I finally do update.

Hello Asgurgolas,

I agree, and I do the same. I was just wondering if anyone has tested it using the Test channel, which would give an 'early notice'. There have been previous posts where a developer has tested their extension and knew there would be no conflict. Of course, the opposite has been true as well.

Thanks for the reply!
Rob

Kelrugem
January 20th, 2026, 21:08
Oh, is the new big update already out there?

I didn't test my extensions (I forgot when I played with the new features :D), but naively I would say it should work because it sounds like that only code in base FGU got changed not 3.5e/PF1 itself (I think, we will see :D)

RobboNJ69
January 21st, 2026, 00:38
Hello Kelrugem! As you said; 'we will see'. Thanks for all the time and effort you put into maintaining your extensions!
Rob

Deslock100
January 21st, 2026, 16:57
It seems that this extension is blocking the hit and damage animations on the map. I wasn't seeing the animations when this was loaded, I removed this one extension and the animations started to work. Aside from that excellent work on your extensions!

Kelrugem
January 21st, 2026, 17:23
It seems that this extension is blocking the hit and damage animations on the map. I wasn't seeing the animations when this was loaded, I removed this one extension and the animations started to work. Aside from that excellent work on your extensions!

Thanks for the report and words :)

I was not yet able to look at the new ruleset code, but so there is apparently an incompatibility which I have to fix in the coming days :)

Kelrugem
January 21st, 2026, 21:39
right now, FG might still push some hotfixes etc, which may or may not affect the ruleset code of 3.5e/PF1; so I will wait a little bit before updating my extensions :) (but it sounded like that some new animations may not show up with my extension, so, probably still playable :) )

Kelrugem
January 24th, 2026, 13:25
I just uploaded a new version of the extensions and I hope its compatible now :) I had to rewrite the damage code a bit, but I hope there is no error. Also: the REVERT effect reverts damage to heal, but you will still see a notification about the damage (which is then 0 if everything gets reverted); I kept that on purpose because resistance etc. does the same. If there is a demand, then I will remove that :)

RobboNJ69
January 24th, 2026, 23:01
I just uploaded a new version...

Thanks Kel!

RobboNJ69
January 25th, 2026, 21:19
Hello Kel,
Looks like I found a conflict with saving throws and your extension. I'm using "Strain and Injury HP Variant Rules, dated at 24 January 2026"

The saving throw results always show a failure, even though the save was well above the threshold to succeed. It shows up in the chat window and on the token. You can see in the image uploaded.

Save [30][vs. DC 16] -> [for Angel, Solar] [vs Practice Grimm] [FAILURE]

I tried it several different times with different spells, and the same thing happened. If the target fails the save, it also shows [FAILURE], which would be correct.

I'm using Pathfinder 1st Ed. No extensions other than yours. FG updated January 25th, 2026

Thanks for all your work, Kel!

Kelrugem
January 25th, 2026, 22:06
Hello Kel,
Looks like I found a conflict with saving throws and your extension. I'm using "Strain and Injury HP Variant Rules, dated at 24 January 2026"

The saving throw results always show a failure, even though the save was well above the threshold to succeed. It shows up in the chat window and on the token. You can see in the image uploaded.

Save [30][vs. DC 16] -> [for Angel, Solar] [vs Practice Grimm] [FAILURE]

I tried it several different times with different spells, and the same thing happened. If the target fails the save, it also shows [FAILURE], which would be correct.

I'm using Pathfinder 1st Ed. No extensions other than yours. FG updated January 25th, 2026

Thanks for all your work, Kel!

Thanks for the report!

I can confirm there is such a problem (plus the new save notifications are not appearing as well, which I just fixed in my local version). I tried to fix this in past 30 minutes, but I was sadly not yet able to find the culprit :) I hope I can find it; sadly this is also a problem in the version without StrainInjury. All saves automatically fail and I am not able to see why

Kelrugem
January 25th, 2026, 22:22
Just fixed it! I overlooked a very little tiny part of removed code :) Now it should work again; thanks for the patience :)

RobboNJ69
January 26th, 2026, 02:21
...thanks for the patience

What patience? That was the fastest patch in the history of patches!

Looks like everything is perfect.

Thanks, Buddy!

Rob

Kelrugem
January 26th, 2026, 07:09
Hehe, you're welcome :D

Elaith
February 1st, 2026, 00:54
Hello,
Since the latest patch I seem to be having an issue. I am gettiing this error:[1/31/2026 6:42:23 PM] [ERROR] Handler error: [string "..tack-On-Hit-Effects:../weapon_effects.lua"]:138: attempt to index local 'attackName' (a nil value)

This is currently only happening when I have the Attack on Hit Effects Mod and Extended automation and overlays mod installed, and the creature that is being attacked has a TDMG: X effect. I do not get the error when I remove either mod, or if I turn off the TDMG effect. I am guessing it is The Attack on hit mod conflicting, just due to the error, but it could be something on both ends, thus I am posting in both forums. The TDMG effect still works regardless of the error, but it can be quite annoying if the error message keeps popping up.

EDIT: This is regardless of if I have an Attack-on-Hit specified in the attacker weapon/attacked creature.

Thanks,
Elaith

Kelrugem
February 1st, 2026, 09:43
Hello,
Since the latest patch I seem to be having an issue. I am gettiing this error:[1/31/2026 6:42:23 PM] [ERROR] Handler error: [string "..tack-On-Hit-Effects:../weapon_effects.lua"]:138: attempt to index local 'attackName' (a nil value)

This is currently only happening when I have the Attack on Hit Effects Mod and Extended automation and overlays mod installed, and the creature that is being attacked has a TDMG: X effect. I do not get the error when I remove either mod, or if I turn off the TDMG effect. I am guessing it is The Attack on hit mod conflicting, just due to the error, but it could be something on both ends, thus I am posting in both forums. The TDMG effect still works regardless of the error, but it can be quite annoying if the error message keeps popping up.

EDIT: This is regardless of if I have an Attack-on-Hit specified in the attacker weapon/attacked creature.

Thanks,
Elaith

Hi :)

Thanks for the report! :) Yeah, it sounds like an incompatibility with attack on hits, I will try to get into contact with SoxMax about that :)

Azure Fang
February 7th, 2026, 06:22
Been a little bit since I last darkened the door of this thread. Hope married life is still treating you well.

The most recent hotfixes broke the wonderful Remove Effect Tag Extension (https://www.fantasygrounds.com/forums/showthread.php?71704-PF-Effect-Removal-Extension). In 2023, darrenan posited that it might be an idea for it to be rolled into another mod. Would you be willing to integrate such a feature into Extended Automation? I feel like it would be a relatively perfect fit.

Kelrugem
February 7th, 2026, 08:26
Been a little bit since I last darkened the door of this thread. Hope married life is still treating you well.

The most recent hotfixes broke the wonderful Remove Effect Tag Extension (https://www.fantasygrounds.com/forums/showthread.php?71704-PF-Effect-Removal-Extension). In 2023, darrenan posited that it might be an idea for it to be rolled into another mod. Would you be willing to integrate such a feature into Extended Automation? I feel like it would be a relatively perfect fit.

Thanks! :D Life is good, my current research job just stops end of this September, and I was not yet able to find a new position (one has to search early); currently an extremely high amount of applicants coming to a small number of position due to funding cuts in research. So, we'll see :D

I will see that what I can do regarding the remove effect extension! :) I will also try to ask darrenan, if he is still okay with it :) (but no guarantee about how fast I will do that; currently preparing for giving a talk in Cologne :) )

Azure Fang
February 7th, 2026, 20:25
Thanks! :D Life is good, my current research job just stops end of this September, and I was not yet able to find a new position (one has to search early); currently an extremely high amount of applicants coming to a small number of position due to funding cuts in research. So, we'll see :D

I will see that what I can do regarding the remove effect extension! :) I will also try to ask darrenan, if he is still okay with it :) (but no guarantee about how fast I will do that; currently preparing for giving a talk in Cologne :) )

As always, life should come first. No worries, I just thought I'd bring it up, but thank you in advance for looking into it when you have the time. In the meantime, I hope the talk goes well and that you're able to line something up ahead of the September cutoff.

Kelrugem
February 12th, 2026, 07:37
As always, life should come first. No worries, I just thought I'd bring it up, but thank you in advance for looking into it when you have the time. In the meantime, I hope the talk goes well and that you're able to line something up ahead of the September cutoff.

Thank you :) The talk went well, I guess :D

I think, dllewell was able to upload a fixed version of the remove effect extension :) You can download it in the corresponding thread :)

PS: I also just saw that darrenan is still active here and they will upload the fix on the forge :) So just a matter of time! :)

Elaith
February 18th, 2026, 01:38
Hello,

I would appear that TDMG: 2d8, melee - which is untyped damage is being blocked by DR: 20, and it should not. Not sure when this happened, probably after the last major patch when everything else was upended. So DR flat should not block untyped damage. It didn't in the past, but seems to be doing that now. This was tested with just the automation mod loaded. The TDMG effect works just fine, it is just being blocked by DR now. I even removed the melee from TDMG, just in case it was thinking it was a melee attack, but still blocks the untyped damage.

If you need any other examples, please let me know.

Thanks,

Elaith

Asgurgolas
February 18th, 2026, 02:37
Afaik, DR always work unless it's specified a type. DR 20 without a specified type would actually be 20/- so any physical, non-spell attack would be reduced no matter what

Kelrugem
February 18th, 2026, 06:08
yeah, I think, it should also block untyped damage; but let me check again :) I check what the code did before and is doing now and what the ruleset is saying :D But out of curiosity: Why is your damage untyped? :)

Elaith
February 18th, 2026, 19:34
Damage is untyped, as it is pure energy, not a spell, this affect has always pierced the damage reduction in the past, so not sure what happened. I don't want to add spell tag, as then constructs might be immune. Even in pathfinder 1e, untyped damage would bypass DR -well this would as it is energy based, but not a way to specify that, and this did work before. Damage reduction is just supposed to block physical damage - slashing, piercing, bludgeoning. In this case, it is my custom classes retribution aura that causes 2d8 points of pure energy.

Untyped damage is usually only from supernatural, spells, spell-like effects - but there is no way to have TDMG flagged as energy or supernatural - unless I add an elemental type, and that is not the case here.

Thanks,
Elaith

Kelrugem
February 18th, 2026, 20:19
Damage is untyped, as it is pure energy, not a spell, this affect has always pierced the damage reduction in the past, so not sure what happened. I don't want to add spell tag, as then constructs might be immune. Even in pathfinder 1e, untyped damage would bypass DR -well this would as it is energy based, but not a way to specify that, and this did work before. Damage reduction is just supposed to block physical damage - slashing, piercing, bludgeoning. In this case, it is my custom classes retribution aura that causes 2d8 points of pure energy.

Untyped damage is usually only from supernatural, spells, spell-like effects - but there is no way to have TDMG flagged as energy or supernatural - unless I add an elemental type, and that is not the case here.

Thanks,
Elaith

Ah, I see; I think I actually changed some code accounting that the last time because I got confused about some part of the code and I aligned its style to other parts of the code; maybe that is causing the behaviour you're seeing :) Should be easy enough to roll it back (at latest this weekend or so; because I also wanted to check compatibility with the newest FG version) :)

Elaith
February 18th, 2026, 20:25
Hrmm, it may not be your mod specifically, as it would appear the even the base ruleset treats DR: 20/- as blocking untyped. You used to be able to make a weapon, and if it has no damage type, it would bypass flat DR, does not seem to do that anymore, which is a bummer, i'll post something in house of healing as well. As in theory, untyped damage should bypass damage reduction, even if it is coming from a weapon - was a way to simulate a brilliant energy weapon.

Not sure if there is anything you can do on your end or not, but I'll at least let the FGU devs know, and maybe that will solve the root issue.

-Elaith

Kelrugem
February 18th, 2026, 20:29
So, now I checked quickly: I didn't change any code in that regard, and I also just checked the base ruleset: DR is also affecting untyped damage rolls in the base ruleset! :)

Except one damage die: Create a spell with a damage die and make sure the damage die's definition says that it is spell damage; (alternatively use spell as damage type) in this case the DR will not affect the damage dice. I think this is also what Asgurgolas meant :)

Maybe this is why it worked for you in the past: You used spell damage types? I see that you do not want to use that in this use case, but I am afraid that the way it is coded right now works only like this.

But since you use my extension: Can you try adding drbypass as damage type instead? That should do the trick, I hope :)

Kelrugem
February 18th, 2026, 20:30
Hrmm, it may not be you mod specifically, as it would appear the even the base ruleset treats DR: 20/- as blocking untyped. You used to be able to make a weapon, and if it has no damage type, it would bypass flat DR, does not seem to do that anymore, which is a bummer, i'll post something in house of healing as well. As in theory, untyped damage should bypass damage reduction, even if it is coming from a weapon - was a way to simulate a brilliant energy weapon.

Not sure if there is anything you can do on your end or not, but I'll at least let the FGU devs know, and maybe that will solve the root issue.

-Elaith

Oh, sorry, didn't see your most recent answer :) See my answer above

(but yes, the base code always behaved like that, but I hope my suggested solution using drbypass as damage type works; though it is only a solution working with my extension)

Elaith
February 18th, 2026, 22:33
drbypass does work, thanks, totally forgot about that option, as I was thinking it needed to be DMGTYPE: drbypass, but TDMG: 2d8 drbypass, melee is working - so thanks. And the untyped damage used to bypass DR flat, as I remember spending an hour wondering why attacks were bypassing my DR in the past hah. I did not use spell in past, as it was on a melee weapon - so just meant weapon did not have a damage type added (slashing, piercing, bludgeoning) and was bypassing flat dr in the past, which is why I remember it bypassing dr. And your TDMG function has been working fine as untyped - just recently noticed it. Nevertheless, you already had a fix implemented, so that will work. I'll see what the FGU devs say, as per pathfinder 1e rules, untyped damage should not be blocked by DR - but I guess in terms of actual pen and paper - it was never referred to as untyped alot of the times, often a sword of light (brilliant energy) or flame strike was half fire and half holy - buy holy is not a pathfinder 1e damage type. Not sure when this changed, but either way, you already had the fix, so thanks for reminding me :)

-Elaith

Kelrugem
February 19th, 2026, 10:10
Indeed, you can use drbypass as any other damage type, also in weapon damage entries and so on :)

I am just wondering how it worked for you previously, because that part of the code didn't change for a long time; but I saw your other thread, so let's see what Smiteworks will say :D

Azure Fang
February 20th, 2026, 20:02
Thank you :) The talk went well, I guess :D

I think, dllewell was able to upload a fixed version of the remove effect extension :) You can download it in the corresponding thread :)

PS: I also just saw that darrenan is still active here and they will upload the fix on the forge :) So just a matter of time! :)

Mirroring my reply from the other thread. Sorry for the late reply, my table has been on hiatus due to the hospitalization of one of our players. Thanks for the heads up and being involved. Great to see it get fixed up.

Kelrugem
February 20th, 2026, 21:20
Mirroring my reply from the other thread. Sorry for the late reply, my table has been on hiatus due to the hospitalization of one of our players. Thanks for the heads up and being involved. Great to see it get fixed up.

Oh, all the best to your player! I hope they get better soon!

Arimil508
March 2nd, 2026, 01:53
Error: occurred when rolling a skill from a character sheet by picking up dice and dropping it.
the error did not cause the roll to fail to execute. Double Clicking on the character sheet skill does cause a similar error
that caused the roll to fail to execute.
66717
66716

Have not done testing yet will get back to you with more info on.

Kelrugem
March 3rd, 2026, 07:01
Error: occurred when rolling a skill from a character sheet by picking up dice and dropping it.
the error did not cause the roll to fail to execute. Double Clicking on the character sheet skill does cause a similar error
that caused the roll to fail to execute.
66717
66716

Have not done testing yet will get back to you with more info on.

Thanks for the report! I will check out :) I still have to check compatibilities with recent patches

sadgett
March 3rd, 2026, 16:11
One other thing to add...when loading this extension, the following deprecation message is also recorded in the console:

s'ActorManager.getTypeAndNode/getTypeAndNodeName - DEPRECATED - 2025-04-22 - Use ActorManager.isPC/isRecordType/getCreatureNode/getCTNode'

Verstek09
March 4th, 2026, 04:37
BUG REPORT FOR Feature: Extended automation and overlays (first! :D) ((LINK: https://forge.fantasygrounds.com/shop/items/1/view) (March 3rd 2026)

Whenever I roll a save or a skill from a PC sheet and NPC sheets, I get an error. Example below

[3/3/2026 11:34:50 PM] [ERROR] Script execution error: [string "..h alternative icons:..manager_actions.lua"]:19: attempt to get length of field '?' (a nil value)

the .. is part of the console log. This is my first time reporting a bug so please let me know if I need to post this somewhere else.

And thank you for all of your hard work!

Kelrugem
March 4th, 2026, 06:45
Thanks for all the reports :)

Indeed, apparently there was another FG update and I was not aware of the fact that some 3.5e/PF1 code got adjusted, so that I didn't immediately checked for compatibility (I thought it should still be fine) :)

I try to fix it as soon as possible, but probably not earlier than this weekend

Kelrugem
March 4th, 2026, 21:50
Oki, I just checked: Indeed, as I suspected, there was no compatibility patch needed for the extension in the past weeks (except some smaller updates, though those would not break anything), but on 1 March was another patch of which I was absolutely not aware :) That also explains why the error reports only started now. Is something related to CoreRPG code, so I need to find some time to understand the new code :) (during the week I am a bit too busy to wrap my head around that, except if it is easier to solve than I think)

Kelrugem
March 4th, 2026, 22:40
I uploaded a new version :) Now the error should be fixed, but since I have to quickly jump to sleep now I had not much time testing. Hope it works :)

(Regarding the reported warning message: They do not cause any errors and problems, just ignore them :) I try to get rid of the warnings over the weekend when I have more time; but fixing the error message was more important right now :) so that games won't be disturbed anymore)

Arimil508
March 5th, 2026, 07:53
BUG REPORT FOR Feature: Extended automation and overlays (first! :D) ((LINK: https://forge.fantasygrounds.com/shop/items/1/view) (March 3rd 2026)

Whenever I roll a save or a skill from a PC sheet and NPC sheets, I get an error. Example below

[3/3/2026 11:34:50 PM] [ERROR] Script execution error: [string "..h alternative icons:..manager_actions.lua"]:19: attempt to get length of field '?' (a nil value)

the .. is part of the console log. This is my first time reporting a bug so please let me know if I need to post this somewhere else.

And thank you for all of your hard work!

No your good we generally post in the thread of the extension if it is related to one like this bug. If it is a conflict between two extensions you post in both threads so that both authors are aware of the issue and can resolve it. typing out the error log is fine but most i have scene post screen shots of the console.

celebrindal
March 5th, 2026, 20:39
I uploaded a new version :) Now the error should be fixed, but since I have to quickly jump to sleep now I had not much time testing. Hope it works :)

(Regarding the reported warning message: They do not cause any errors and problems, just ignore them :) I try to get rid of the warnings over the weekend when I have more time; but fixing the error message was more important right now :) so that games won't be disturbed anymore)

I can verify that everything that was broken in my session last night is now fixed. Thanks sir.

Kelrugem
March 5th, 2026, 21:22
I can verify that everything that was broken in my session last night is now fixed. Thanks sir.

Thanks for checking :) Glad that it works now :)

Kelrugem
March 12th, 2026, 21:32
Dear all,

it looks like that there will be soon a bigger FG update: https://www.fantasygrounds.com/forums/showthread.php?86951-Preparation-for-next-set-of-ruleset-changes-(2026-04)

It will be probably first a bit longer on the test server, and I hope you may be able to beta-test these things a bit :)

Since my extension is explicitly mentioned: Once this update would go live (certainly still some weeks until then) my extension certainly needs an update, in particular because I need to check what got implemented so that I can remove it from my extension :)
Certainly expect things to break, but it is very exciting to see which features finally go into the base ruleset! :) That may finally free up some time for me to focus on other things than just maintenance and preparing my own campaign :)

Elaith
March 12th, 2026, 21:54
Hello,

Everything is working great, so not reporting any issues. This is more of a feature request is possible. For the lifestealing ability, I am curious if you could implement a half (50%) and quarter (25%) version? As one of my players has a weapon that is supposed to restore 25% health of the damage he deals, but they are newer players, and forget to do it themselves, and it's extra work for me, when I am trying to keep things moving. Not important, just thought I would ask, especially if you may need to be re-writing things when extensions are merged (very exciting!). It is possible they may even incorporate something like this is the live version, but I am not holding my breath :)

Thanks

-Elaith

tahl_liadon
March 13th, 2026, 14:50
...t looks like that there will be soon a bigger FG update: https://www.fantasygrounds.com/forums/showthread.php?86951-Preparation-for-next-set-of-ruleset-changes-(2026-04)


this looks huge. you've got work cut out for ya :-/ good luck, my friend. your efforts is always be appreciated.

in the meantime, i am getting this same error (which seemed like it was fixed?):

[3/13/2026 7:22:21 AM] [ERROR] Script execution error: [string "..h alternative icons:..manager_actions.lua"]:19: attempt to get length of field '?' (a nil value)

the hot updates have been so frequent -- feels like daily (lol). i did one yesterday before running an evening game; i had to turn off the console reporting because it popped up so frequently for all initiative and save (from spells) rolls from character sheet.

it's still occurring after another update this morning (3/13, 07:30).

thanks for looking into it whenever you can.

(also: what does it mean when an extension is seen as "unlisted" in forge, as yours is?)

Kelrugem
March 13th, 2026, 15:33
@tahl_liadon: Oh, that is already fixed, but I think I know why you still have this issue: The separate forge page for your version of overlays is unlisted and got merged with the other forge page :) So, please subscribe to https://forge.fantasygrounds.com/shop/items/1/view instead, this will now download both overlay versions :) then just select the version you want :)


Hello,

Everything is working great, so not reporting any issues. This is more of a feature request is possible. For the lifestealing ability, I am curious if you could implement a half (50%) and quarter (25%) version? As one of my players has a weapon that is supposed to restore 25% health of the damage he deals, but they are newer players, and forget to do it themselves, and it's extra work for me, when I am trying to keep things moving. Not important, just thought I would ask, especially if you may need to be re-writing things when extensions are merged (very exciting!). It is possible they may even incorporate something like this is the live version, but I am not holding my breath :)

Thanks

-Elaith

Thanks for the suggestions :) That should be easy to implement and I can think about it :) But I may first wait for the bigger FG update :)

tahl_liadon
March 14th, 2026, 01:25
@tahl_liadon: Oh, that is already fixed, but I think I know why you still have this issue: The separate forge page for your version of overlays is unlisted and got merged with the other forge page :) So, please subscribe to https://forge.fantasygrounds.com/shop/items/1/view instead, this will now download both overlay versions :) then just select the version you want :)


good to know. thx works now!

Kelrugem
March 14th, 2026, 09:30
good to know. thx works now!

cool :) Yeah, the Forge started to allow to attach several files to a Forge entry, the maintenance is much easier now; before that: every time I had to update my forge page, I had to do it multiple times (four times in fact, due to StrainInjury) :D Now "only" two times :)

Kelrugem
March 15th, 2026, 09:52
Here is a list of new features presumably coming to FG on 21 April: https://www.fantasygrounds.com/forums/showthread.php?86968-2026-04-Ruleset-Updates&p=760223&viewfull=1#post760223

I will very likely not be able to adjust my extension on time, due to preparing my own campaign, job etc, so that I can only do it slowly piece by piece :) Also because I have to understand the new features first; I have to admit, I do not really understand what is going to be added by looking at this list of updates :D

Thus, if you want to be able to use my extension after this patch, you should wait with updating FG until I give my Okay :)

tahl_liadon
April 4th, 2026, 19:49
@kelrugem, would you confirm whether effect multi would not apply again if a one already exists with same number?

i was doing test on this:

Blood Drain; MULTI: Blood Drain; CON: [-1d2];
and it would not add anymore as both con: -1 and con: -2 already existed from previous application.

Asgurgolas
April 4th, 2026, 21:06
Don't specify the first "blood drain", just go with MULTI: Blood Drain; CON: [-1d2];: if you tag it like that, it says "it's there already!"

Kelrugem
April 5th, 2026, 00:03
Yup, as Asgurgolas mentioned, the MULTI tag has to be at the very beginning to make it work :) (the code basically "reads from left to right" and will apply first whatever the code sees first, in your case it will first see the doubled structure than the MULTI code :) )

tahl_liadon
April 5th, 2026, 15:35
Don't specify the first "blood drain", just go with MULTI: Blood Drain; CON: [-1d2];: if you tag it like that, it says "it's there already!"

ah i see. thx!

Kelrugem
April 12th, 2026, 13:30
Just another heads-up already: Right now I have to prepare quite a lot for my next campaign session on 24 April, while the release of the next FG patch is on 28 April presumably. So, it is very likely that I won't be able to update my extension on time :) Thus, again, do not update later this month if you intend using extended automation after the patch :)

Asgurgolas
April 12th, 2026, 16:45
I'll wait faithfully, then :D

RobboNJ69
April 13th, 2026, 18:32
Thanks for the heads up, Kel! Enjoy your gaming time! Rob

tahl_liadon
April 14th, 2026, 22:10
stuck:

custom spell-like ability with this in school field: Necromancy [fear, mind-affecting]

this effect is not picking up the "fear" and won't apply penalty:

IFTAG: fear, curse; SAVE: -2

i tested fear spell and it works.

where else to add "fear" tag in custom spell-like ability?

*****

nvm: found where tags should go... in the cast / attack action


https://www.fantasygrounds.com/forums/attachment.php?attachmentid=67122

jrawly
April 14th, 2026, 23:20
I know this is something probably already on your list, but I do use a more recent version of FGU, and recently added your extension. Unfortunately on rest, when using PFRPG/3.5, 320k lines get added to the log, and the game freezes for a good few minutes.

Each line in the log is the same.


s'ActorManager.getTypeAndNode/getTypeAndNodeName - DEPRECATED - 2025-04-22 - Use ActorManager.isPC/isRecordType/getCreatureNode/getCTNode'

I notice this was mentioned in March, however with it causing so much delay, I thought it worth bringing up again.

Thanks

Joe

Kelrugem
April 15th, 2026, 21:44
I know this is something probably already on your list, but I do use a more recent version of FGU, and recently added your extension. Unfortunately on rest, when using PFRPG/3.5, 320k lines get added to the log, and the game freezes for a good few minutes.

Each line in the log is the same.



I notice this was mentioned in March, however with it causing so much delay, I thought it worth bringing up again.

Thanks

Joe

Yeah, message should not cause any problem, and it will be fixed in the upcoming patch :)

However, the game freeze is strange and also the number of 320k (!) lines is absolutely new to me; can you give a detailed description of what you are doing? :) Or is it just rest? Because I never had this problem when I ran my campaign. And also make sure to test this without any other extensions loaded :)

Arimil508
April 18th, 2026, 07:32
Hey I am just posting about a compatibility issue The Boss Bar extension https://forge.fantasygrounds.com/shop/items/2983/view that adds a large health bar for a creature you want at the bottom of the map. The owner of it is working on porting to pathfinder from 5e. he has a lot working but still in beta testing to fine tune things. there seems to be a conflict when rolling damage 67147 This is on a clean campaign with just the two extensions.

Kelrugem
April 18th, 2026, 09:31
Hey I am just posting about a compatibility issue The Boss Bar extension https://forge.fantasygrounds.com/shop/items/2983/view that adds a large health bar for a creature you want at the bottom of the map. The owner of it is working on porting to pathfinder from 5e. he has a lot working but still in beta testing to fine tune things. there seems to be a conflict when rolling damage 67147 This is on a clean campaign with just the two extensions.

Hi :)

Oh, a nice extension! Oki, I try to look at that once I have time :) I hope it may resolve itself after updating my extension for the next bigger FG patch :)

jrawly
April 21st, 2026, 18:56
Yeah, message should not cause any problem, and it will be fixed in the upcoming patch :)

However, the game freeze is strange and also the number of 320k (!) lines is absolutely new to me; can you give a detailed description of what you are doing? :) Or is it just rest? Because I never had this problem when I ran my campaign. And also make sure to test this without any other extensions loaded :)

Apologies for the delay.

It is just when doing a long rest.
There are a number of extensions active, but only when I remove better combat effects does the hang stop.


Advanced Item Actions
Cohorts and Companions
Remove Effect Tag
Spell Formatting Improvement
Upgrade NPC Actions
Hero Points for CoreRPG


Thanks again

Joe

Kelrugem
April 23rd, 2026, 13:16
Apologies for the delay.

It is just when doing a long rest.
There are a number of extensions active, but only when I remove better combat effects does the hang stop.


Advanced Item Actions
Cohorts and Companions
Remove Effect Tag
Spell Formatting Improvement
Upgrade NPC Actions
Hero Points for CoreRPG


Thanks again

Joe

No worries, no need to apologize :) Oh, I see, maybe an incompatibility with better combat effects :) (just a heads-up: This extension may also stop working next week, after the next big patch of FG) Sounds like a loop error

Thanks again for the report :)

celebrindal
April 27th, 2026, 16:20
Yup already told my players, anyone who updates won't join the session and will be auto rolling 1's ;-)


Here is a list of new features presumably coming to FG on 21 April: https://www.fantasygrounds.com/forums/showthread.php?86968-2026-04-Ruleset-Updates&p=760223&viewfull=1#post760223

I will very likely not be able to adjust my extension on time, due to preparing my own campaign, job etc, so that I can only do it slowly piece by piece :) Also because I have to understand the new features first; I have to admit, I do not really understand what is going to be added by looking at this list of updates :D

Thus, if you want to be able to use my extension after this patch, you should wait with updating FG until I give my Okay :)

Verstek09
May 8th, 2026, 21:21
I have an odd error to report for PFRPG/3.5 (I only use Pathfinder 1e):

With the most recent Fantasy Grounds update, I can't roll damage from spells on to targets. I mean this in in every way.

Targeting does not work
Drag and drop from NPC sheet does not work
Drag and drop from player sheet does not work
Drag and drop from combat tracker does not work
Drag and drop from chat log does not work

I isolated this mod and I can confirm this is causing it but there is no error log I can post!

That's the weird part, my instinct is something to do with the overlays but I have no way of testing it.

Sorry if this makes no sense but I'm lost tbh.

Kelrugem
May 8th, 2026, 21:37
I have an odd error to report for PFRPG/3.5 (I only use Pathfinder 1e):

With the most recent Fantasy Grounds update, I can't roll damage from spells on to targets. I mean this in in every way.

Targeting does not work
Drag and drop from NPC sheet does not work
Drag and drop from player sheet does not work
Drag and drop from combat tracker does not work
Drag and drop from chat log does not work

I isolated this mod and I can confirm this is causing it but there is no error log I can post!

That's the weird part, my instinct is something to do with the overlays but I have no way of testing it.

Sorry if this makes no sense but I'm lost tbh.

Thanks for the report :)

Yes, the extended automation extension is certainly not compatible with the newest patch at the moment. Sadly, you may need to wait a bit until I find time to update the extension until it works again; I will write in this forum once I am done :)

Verstek09
May 8th, 2026, 21:39
Thank you! You're the best!

Kelrugem
May 9th, 2026, 08:24
Thank you! You're the best!

hehe, thanks :)

tim2w2
May 16th, 2026, 20:45
First, Thank you for the update.

This extension adds a lot to 3.5 which does not get a lot of love. I have been going through the spells and feats over the last few months making effects for them in an attempt to have my own highly automated module.

Second, do you happen to have a place with a list of what got updated on the 15th?

Thanks.

Kelrugem
May 16th, 2026, 22:42
First, Thank you for the update.

This extension adds a lot to 3.5 which does not get a lot of love. I have been going through the spells and feats over the last few months making effects for them in an attempt to have my own highly automated module.

Second, do you happen to have a place with a list of what got updated on the 15th?

Thanks.

Thanks for the words :) I hope I will find enough time at some point to update my extension, but right now I feel quite a lot overwhelmed with updating it (and I had to prepare a lot for my private campaign), so that it will certainly take weeks if not months for me to update the extension; thanks for the patience :)

The 5e effects wiki has a lot of material regarding the new effects (though I personally think it would be better that there is a general effects wiki; it is a bit "hidden" to go to a different ruleset wiki for that) :) See also: https://www.fantasygrounds.com/forums/showthread.php?87272-Fantasy-Grounds-Ruleset-Updates-2026-05

Verstek09
May 23rd, 2026, 16:59
Thanks for the report :)

Yes, the extended automation extension is certainly not compatible with the newest patch at the moment. Sadly, you may need to wait a bit until I find time to update the extension until it works again; I will write in this forum once I am done :)

Hello again!

Just wondering if there is an update to this, as the problem still persists.

No rush, just wondering how it is going.

Kelrugem
May 24th, 2026, 16:08
Hello again!

Just wondering if there is an update to this, as the problem still persists.

No rush, just wondering how it is going.

I updated some little parts of the code already (not uploaded to FG forge yet), but the biggest parts will still take a while sadly. Still certainly some weeks maybe? I will let you all know once I uploaded a new version :)

XenusUk
May 24th, 2026, 19:41
In case this hasn't already been reported:

[5/24/2026 11:54:24 AM] [ERROR] Script execution error: [string "Full OverlayPackage:..ipts/data_common2.lua"]:143: bad argument #1 to 'insert' (table expected, got nil)

The effect is that any typed damage always shows as untyped, so a weapon that is bludgeoning is untyped.
Ran into this whilst setting up a spiritual weapon attack.
Affects overlay & alt overlay. Using neither allows the type to work.
Having just figured out how to set up the Hardy Dwarf extended effect, an updated version at some point would be great.

Kelrugem
May 24th, 2026, 21:03
In case this hasn't already been reported:

[5/24/2026 11:54:24 AM] [ERROR] Script execution error: [string "Full OverlayPackage:..ipts/data_common2.lua"]:143: bad argument #1 to 'insert' (table expected, got nil)

The effect is that any typed damage always shows as untyped, so a weapon that is bludgeoning is untyped.
Ran into this whilst setting up a spiritual weapon attack.
Affects overlay & alt overlay. Using neither allows the type to work.
Having just figured out how to set up the Hardy Dwarf extended effect, an updated version at some point would be great.

Thanks for the report :)

Yes, certainly, there should be a lot of errors right now :D

I went ahead and spent more time on looking at the new code. It is certainly a major change in the code (which is good!) and I will certainly need a lot of time updating my extension; the culprit is not necessarily the lack of time, but more that I personally do not want to spend 100% of my FG time into coding but also in preparing my campaign and playing it :) (I would not like to tell my players to now wait for a long time until we can play again :D) Which is why I won't update my local FG version at the moment

Thus: For now I unlisted all my extensions except the custom damage type extensions. But no worries: Once I am done with updating the extension, I will list it again, but it may really take a while :) I just unlisted those to avoid that people accidentally download it and try using it in the newest version of FG :) (and people updating FG should then also lose the extension, so that errors are hopefully avoided)

Thanks for the patience! :)

Arimil508
May 30th, 2026, 07:11
So new error with Extended overlay when on map and combat tracker is open i get a repeating error for a check for is visible which is getting nulled. I am looking into what might be causing it because it does not seem to effect my other games only one.

grandkaiser
May 30th, 2026, 17:23
Hey Kelrugem! I love your mod!

May I ask if by "a while" you mean days, weeks or months? I need to know what my next move should be with my campaign. I updated without realizing (or backing up!) so I want to know if this is a "cancel next weekly session" "go on hiatus for a month or two" or "Rebuild the campaign" situation. Not trying to rush you or even ask for a date, just wanted to know roughly what we're looking at.

Many thanks!

Kelrugem
May 30th, 2026, 18:02
So new error with Extended overlay when on map and combat tracker is open i get a repeating error for a check for is visible which is getting nulled. I am looking into what might be causing it because it does not seem to effect my other games only one.

Yeah, nothing will work right now as long as my extension is not updated as of yet :D



Hey Kelrugem! I love your mod!

May I ask if by "a while" you mean days, weeks or months? I need to know what my next move should be with my campaign. I updated without realizing (or backing up!) so I want to know if this is a "cancel next weekly session" "go on hiatus for a month or two" or "Rebuild the campaign" situation. Not trying to rush you or even ask for a date, just wanted to know roughly what we're looking at.

Many thanks!

Hmm, difficult to say. I think I understand now how to rewrite my code, but it will certainly take a while because I mostly have time during weekends to look at it, but then I also want to prepare my own campaign and so on :) So, I am a bit split among all my FG stuff :D
Certainly weeks, maybe months?

However: Do not wait for the extension to play! You can also play without it, rolling certain things manually, and many other extensions are already updated like BCE(G) which also works for 3.5e/PF1 and adds a lot :)

Arimil508
June 1st, 2026, 00:30
He Kel I am getting this set of errors when i remove Any of the Extended Automation from my two of my three games my problem is while i can go down the road to see what ext is the problem i want to see if i could get a hint from the error message itself to see if I can get an idea what going on. but the logs Truncate the names so it is difficult to tell. Do you know if there is any way to get a version of the lg without truncation.

for reference I am getti


[5/31/2026 7:12:54 PM] [ERROR] Script execution error: [string "..h alternative icons:..ager_effect_35E.lua"]:475: attempt to call field 'isValidCheckEffect' (a nil value)
[5/31/2026 7:12:54 PM] [ERROR] Handler error: [string "..h alternative icons:..ager_effect_35E.lua"]:475: attempt to call field 'isValidCheckEffect' (a nil value)

Asgurgolas
June 1st, 2026, 10:34
think[/I] I understand now how to rewrite my code, but it will certainly take a while because I mostly have time during weekends to look at it, but then I also want to prepare my own campaign and so on :) So, I am a bit split among all my FG stuff :D
Certainly weeks, maybe months?

However: Do not wait for the extension to play! You can also play without it, rolling certain things manually, and many other extensions are already updated like BCE(G) which also works for 3.5e/PF1 and adds a lot :)

I will wait: It's not an exaggeration when I say my whole campaign is held together by your extension :P
As a DM I have too many things to keep in mind (and my brain is old & faulty), so basically everything in my campaign (or almost everything) is hardwired to your extension (iftag, niftag, accuracy, vorpal, fortif, just to mention a few). It's not the first time I refrain from updating while waiting, anyway :D

Kelrugem
June 1st, 2026, 11:00
He Kel I am getting this set of errors when i remove Any of the Extended Automation from my two of my three games my problem is while i can go down the road to see what ext is the problem i want to see if i could get a hint from the error message itself to see if I can get an idea what going on. but the logs Truncate the names so it is difficult to tell. Do you know if there is any way to get a version of the lg without truncation.

for reference I am getti


[5/31/2026 7:12:54 PM] [ERROR] Script execution error: [string "..h alternative icons:..ager_effect_35E.lua"]:475: attempt to call field 'isValidCheckEffect' (a nil value)
[5/31/2026 7:12:54 PM] [ERROR] Handler error: [string "..h alternative icons:..ager_effect_35E.lua"]:475: attempt to call field 'isValidCheckEffect' (a nil value)

that is certainly my extension :)

As said: My extension will certainly throw errors all over the place now :) Or did you mean you get these error messages even without my extension? (though it shoud be mine because of the "alternative icons" in the chat message, relating to the label of the version with tahl_liadon's icons)

In general I do sadly not know how to avoid the truncation of error messages. But there are buttons to export the error logs. Are the messages also truncated in the error logs? :)


I will wait: It's not an exaggeration when I say my whole campaign is held together by your extension :P
As a DM I have too many things to keep in mind (and my brain is old & faulty), so basically everything in my campaign (or almost everything) is hardwired to your extension (iftag, niftag, accuracy, vorpal, fortif, just to mention a few). It's not the first time I refrain from updating while waiting, anyway :D

hehe, true, not the first time this happened :D Though that time is the most severe (I think) :)

Rhydion
June 1st, 2026, 11:02
That is very odd. Removing an extension shouldn't continue errors. That just isn't how lua works. Lua is pretty binary, it exists or doesn't. If you are getting errors then something MUST still be enabled. I would check your mod load. If you are trying this on multiple campaigns, remember you have to disable it on each campaign.

If somehow it is actually throwing errors even not turned on, go into your extensions folder and delete the extension.

If you still have issues, go into a server that has the issue and at the top of the console you can hit "compile logs". Hit that button, it will probably shove it on your desktop and upload that here. If Kel doesn't have time I may take a look at it but I am very busy with projects myself as a matter of urgency for my game as well XD

EDIT: lol must have been typing same time as Kel was!

If Kel is happy and I find time I could try and make a quick and dirty mini kels extension for those who might still need it. I was going to do it but ended up making custom mods that kinda do some kel stuff + stuff I wanted.

I don't recall from my patching which stuff the mod covers vs core now but would only take a hot minute.

I will wait for Kel's ok before doing anything like that though. Public or not, I prefer to get the a-ok from the author <3

Arimil508
June 1st, 2026, 15:06
I got those Errors without either extension loaded alternative or normal extended.
It is the same campaign.
on further investigation it said that an extension was called automation something was loaded but looking on the extension.xml no such mod was loaded.
Was fixed by nuking the XML file that holds all the loaded ext.
That post was copied from the Compiled log so yes the log truncates things.

I think a Demi Lich has possessed my fantasy grounds.

grandkaiser
June 1st, 2026, 17:38
Hmm, difficult to say. I think I understand now how to rewrite my code, but it will certainly take a while because I mostly have time during weekends to look at it, but then I also want to prepare my own campaign and so on :) So, I am a bit split among all my FG stuff :D
Certainly weeks, maybe months?

However: Do not wait for the extension to play! You can also play without it, rolling certain things manually, and many other extensions are already updated like BCE(G) which also works for 3.5e/PF1 and adds a lot :)

Ah, understood. Unfortunately, I tested it and my campaign does not seem usable without the extension. It throws cascading errors pretty broadly, not just missing automation.

My only usable backup is also very old (2 years!), so I’m going to look into whether I can roll Fantasy Grounds back or salvage the campaign into a clean build.

No pressure on the update, though. I appreciate the timeframe. That tells me I should plan around this rather than wait on it.

Rhydion
June 2nd, 2026, 15:05
Ah, understood. Unfortunately, I tested it and my campaign does not seem usable without the extension. It throws cascading errors pretty broadly, not just missing automation.

My only usable backup is also very old (2 years!), so I’m going to look into whether I can roll Fantasy Grounds back or salvage the campaign into a clean build.

No pressure on the update, though. I appreciate the timeframe. That tells me I should plan around this rather than wait on it.

Hi Kaiser,

What precisely makes your campaign unusable without Kel's extension? I have already created some home mods that cover things I want, and a lot of stuff was put into core.

If you can tell me what exactly you are having pains with I could either throw you what I use or advise if it was moved to core support.

Also, can you please export your logs from inside fantasy grounds and post the zip here. I can attempt to diagnose.

Does it do this even after removing the extention?