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agoldsmi55
November 10th, 2023, 18:20
Weapon issue on Actions tab

Summary: Assuming a character has 3 weapons, all marked 'equipped' (or carried will do), then all three weapons show on the actions tab (so far so good). If the
player then unequips the weapon, then it comes of the actions tab as expected. However, if the player re-equips the weapon, it no
longer re-appears on the actions tab

My details
Computer: PC running Windows 11, 64 bit, 32GB Ram (On high-end Alienware Aurora machine)
FG: Ultimate license
Extensions loaded: None

To reproduce:
1) As usual, grab a nice hot cup of coffee
2) Ensure a character has (say) 2 weapons equipped, in my case an Accelerator Rifle and an Advanced Combat Rifle
3) Ensure both weapons are equipped (inventory)
4) Check Actions sheet - both weapons appear there
5) Now unequip the (say) Accelerator rifle
6) Check actions tab - the Accelerator rifle has disappeared (good!)
7) Now reequip the Accelerator rifle from inventory
8) Have a look at actions. No Accelerator rifle - just the ACR
9) out of interest, if one now restarts the server (via GM) and on re-load, the Accelerator rifle re-appears

This bug occured today for both me as GM and my players.


——— just wanted to check this was noticed alongside other reports through the week.

superteddy57
November 10th, 2023, 18:27
Yes, I posted an update on the 8th.

agoldsmi55
November 11th, 2023, 14:41
Yes, I posted an update on the 8th.

Superteddy. I must be missing something ... all I can see on 8th was
"I have none at the moment. A running list as you find them would be helpful and I'll work through it when I gain access to them. "

I assumed this was associated with another bug report.

Anyway, I just wanted to check you had seen the issue experienced re weapons on the Actions Tab, which it sounds like you have (I recognise there is only one of you and a lot of requests re bugs and new features)

superteddy57
November 11th, 2023, 15:03
It's actually posted in the City Hall update post. Best to check there for updates.

https://www.fantasygrounds.com/forums/showthread.php?79523-Release-Updates-for-November-7th-2023&p=701422&viewfull=1#post701422

Elvedui
November 11th, 2023, 19:57
I get constant errors in the ruleset. Just the latest one today doesn't recognize that the character has a dex augmentation on the actions tab for his weapon. The skill recognizes it, but not the action tab. There also seem to be a message relating to token errors at times.

Elvedui
November 11th, 2023, 19:58
Beyond the Claw is missing the Trin's Veil subsector image.

superteddy57
November 11th, 2023, 20:29
I get constant errors in the ruleset. Just the latest one today doesn't recognize that the character has a dex augmentation on the actions tab for his weapon. The skill recognizes it, but not the action tab. There also seem to be a message relating to token errors at times.

I have that resolved, just was waiting on the character sheet to fix the other one that was reported before pushing LIVE.

superteddy57
November 11th, 2023, 20:49
Ok, looks like it was an issue with the one augmentation you had on the character. It only had a +1 and not the skill +1 in the modifiers field. The 'Skill Augmentation (TL 12) Electronics (Computer)' item was causing the issue. I added in a nil check to ensure it won't fire an error again.

agoldsmi55
November 12th, 2023, 11:17
It's actually posted in the City Hall update post. Best to check there for updates.

https://www.fantasygrounds.com/forums/showthread.php?79523-Release-Updates-for-November-7th-2023&p=701422&viewfull=1#post701422

Many thanks - I will look there in future.

(and having just updated FGU, I can now see all working properly now - many thanks for a speedy turn-around as always)

Elvedui
November 12th, 2023, 14:42
I don't suppose there is a way to automate the skill augmentation item. There are so many issues requiring manual input that it leaves a tremendous amount of room for error. I see that part of the fix was implemented, but there is still a problem with the modifier box. There is alot of automation missing which is why i asked for the feature to add mods to weapons and other equipment to easier track modifiers. However, in the interim for example the character has a Gauss pistol and a laser sight so i manually enter a +1 on the skill tab for the modifier, but that modifier box does not carry over from the skill tab to the action tab. The dex is now picked up, but not the mod. I realize you may have another weapon that doesn't have the scope, but until you allow me to automate that i need to just assume the skill captures the relevant mods.

superteddy57
November 12th, 2023, 15:58
I checked it over again and the function that was setup to get the skill was only collecting the level of the skill. I changed that over to be the total that is derived on the skill tab. Please run another update and it should pull this fix down.

peterfdh
November 22nd, 2023, 23:25
Hi everyone, got another starship combat issue where I'm not sure whether it's a bug or just user error.

I have the PC starship properly assigned so that it appears on the ship tab of the Character Sheet. Gunner is assigned and when I click 'Show' the weapons come up. Attack mods include the character's gunner skill. So far, so good.

When I go into the Spacecraft Combat Tracker I can drag the PC Spacecraft in there and it shows the correct weaponry under Attacks but the combat modifiers are all wrong. How do I get the correct mods for the gunner included here?

Also, there's a button between the 'space and reach' and 'attack' button. It looks like two meeples. What's this for?

peterfdh
November 22nd, 2023, 23:37
Postscript: I just noticed that when I try and drag the character token to the Spacecraft Combat Tracker it adds it to the normal Combat Tracker instead. Is this where the problem sits?

Elvedui
November 27th, 2023, 18:01
It appears that if you activate the optional stats like luck on from the Companion they do not properly calculate on the Actions tab on the character sheet and the relevant number doesnt not show up on the Party sheet. I was only using Luck so i don't know if this applies to the other stats as well. It seems that Psi also doesn't work on either the Actions tab or party sheet.

superteddy57
November 27th, 2023, 18:22
It appears that if you activate the optional stats like luck on from the Companion they do not properly calculate on the Actions tab on the character sheet and the relevant number doesnt not show up on the Party sheet. I was only using Luck so i don't know if this applies to the other stats as well. It seems that Psi also doesn't work on either the Actions tab or party sheet.

I would check it out on the TEST server as I can't replicate this on the Action tab from that version. The ruleset is currently on lockdown due to the beta and many of the updates are heading that way. May be some time till this goes LIVE.

superteddy57
November 27th, 2023, 18:30
Hi everyone, got another starship combat issue where I'm not sure whether it's a bug or just user error.

I have the PC starship properly assigned so that it appears on the ship tab of the Character Sheet. Gunner is assigned and when I click 'Show' the weapons come up. Attack mods include the character's gunner skill. So far, so good.

When I go into the Spacecraft Combat Tracker I can drag the PC Spacecraft in there and it shows the correct weaponry under Attacks but the combat modifiers are all wrong. How do I get the correct mods for the gunner included here?

Also, there's a button between the 'space and reach' and 'attack' button. It looks like two meeples. What's this for?

I'm looking into this. The code was borrowed from SFRPG and the process that should take place is the ship should be placed in the partysheet and then dragged from the partysheet to the ship combat tracker. This links things up and makes sure modifiers update to all the crew members. I'm not able to drag the PS ship to the ship combat tracker and I think that either was never completed or a bug. If not completed it might be a big undertaking and take some time to make this possible. So still looking into it.

Elvedui
November 27th, 2023, 19:37
i have Psi working again, but definitely not Luck.

superteddy57
November 28th, 2023, 10:22
i have Psi working again, but definitely not Luck.

Was this on the LIVE server or on TEST. As I mentioned in my response, I am not able to replicate it on the TEST server. Since the beta is currently out and the ruleset is locked down, all bug fixes will be going to the TEST till it's pushed LIVE.

Elvedui
November 28th, 2023, 16:13
Was this on the LIVE server or on TEST. As I mentioned in my response, I am not able to replicate it on the TEST server. Since the beta is currently out and the ruleset is locked down, all bug fixes will be going to the TEST till it's pushed LIVE.

I only use the LIVE server. Never TEST.

superteddy57
November 28th, 2023, 16:42
Ok, thanks, just wanted to be sure the TEST version was working correctly as that's what I tested as that will be the code going LIVE after the Beta.

GravityBlade
November 28th, 2023, 16:58
Found a bug where dragging and dropping a "new" Spacecraft Scale Weapon item fails to copy the item.

Some background. I was adding a spacecraft weapon that is missing (Railgun Barbette) and set all the information as needed/required. Locked it. tried to add it to a ship (in PC Spacecraft) and it refused to add to the ship. Restarted the campaign just to make sure it wasn't a sync issue and still couldn't drag-drop it.

I tried to add an image of the entry but the forums are being weird. The only oddity that I saw when comparing the new weapon to an existing one is that the Skill entry is missing.

Let me know what more info you need to track this one down.

Thanks.

superteddy57
November 28th, 2023, 18:53
I tested this on the TEST and looks like it's working as intended. I'm sorry your having issues on LIVE. Will be some time till that version of the code will be pushed to our LIVE users.

GravityBlade
November 28th, 2023, 20:03
I tested this on the TEST and looks like it's working as intended. I'm sorry your having issues on LIVE. Will be some time till that version of the code will be pushed to our LIVE users.

Okay, thanks for checking.

When you say "some time" are we talking about days, weeks or months?

superteddy57
November 28th, 2023, 21:58
Betas tend to be multiple weeks. It may be released halfway in December, but may take longer depending on how well the Beta goes.

superteddy57
November 29th, 2023, 17:53
Hi everyone, got another starship combat issue where I'm not sure whether it's a bug or just user error.

I have the PC starship properly assigned so that it appears on the ship tab of the Character Sheet. Gunner is assigned and when I click 'Show' the weapons come up. Attack mods include the character's gunner skill. So far, so good.

When I go into the Spacecraft Combat Tracker I can drag the PC Spacecraft in there and it shows the correct weaponry under Attacks but the combat modifiers are all wrong. How do I get the correct mods for the gunner included here?

Also, there's a button between the 'space and reach' and 'attack' button. It looks like two meeples. What's this for?

I looked a bit closer at this and I think it's an error to have the PC ship show it's actions. The attack should be derived based on the stats from the character performing the action. Since this isn't performed in the CT, but is on the character sheet, it doesn't show correctly. I will review the CT entry and clean it up a bit to not have this misunderstanding happen. The actions should be done from the character sheets as those will have the correct totals.

Elvedui
November 30th, 2023, 19:30
I equipped a dagger and stealth dagger. Both show on the action tab as finding Melee (blade) (skill found). However, it doesn't actually carry the skill over from the skill tab.

superteddy57
November 30th, 2023, 19:44
With the TEST version, it's finding the skill and adding the skill total to the action tab. Thank you for the report, but appears fixed on the TEST version.

Elvedui
November 30th, 2023, 19:44
I also noticed under options, as occurs in most rulesets i believe, you can define the languages in the setting, however, there is no way to link this to the character sheet since there isn't a specific language section that would link. Obviously, a minor issue and is useful when the gm wants to type something in a specific language and the chat box filters who understands that language based on the character sheet.

superteddy57
November 30th, 2023, 19:55
Added it to the Personal tab with the next TEST version update.

anstett
November 30th, 2023, 23:00
Thank you! This was one of the things missing in the original ruleset that just seemed wrong not to have.

superteddy57
December 1st, 2023, 03:52
No problem, it's in CoreRPG and should be available here.

Conspiracy
December 5th, 2023, 00:31
When adding the following skill (specialty) to an npc, it adds the skill (specialty) at level 0 instead of Skill 0, Skill (specialty) 1. Works fine for PC's.
Art (visual media), Electronics (remote ops), Engineer (j-drive), Engineer (life support), Engineer (m-drive), Heavy Weapons (man portable), Pilot (capital ships), Pilot (small craft), Profession (civil engineering), Seafarer (Ocean Ships)

Also all the Seafarer (specialty) skills the specialty name for them are capitalized while all the other specialty names are all lowercase.

superteddy57
December 5th, 2023, 11:11
Able to verify. I have submitted a fix for this to be pushed to the TEST server with the next push.

superteddy57
December 5th, 2023, 18:11
Pushed new build to TEST.

JPG: The ruleset is currently in lockdown for the beta Test, and the fix is available in the beta Test channel. Our plan is to release around mid-Dec.

Elvedui
December 11th, 2023, 18:09
It appears that the Psi blades do not calculate damage properly. They add the STR DM but they don't add the PSI DM per the rules.

superteddy57
December 11th, 2023, 18:23
I'm not able to locate Psi Blades, is that an Psi ability or an item?

Conspiracy
December 11th, 2023, 21:34
Psi Blade is an item, in Central Supply Catalogue.

superteddy57
December 11th, 2023, 23:48
Thanks, I'm not sure the code understands that it uses something different than the normal way of doing things. I'll look over the code a bit more deeper and see if it does.

superteddy57
December 12th, 2023, 11:36
I looked over the Psi Blades and yes, the code doesn't deviate from the standard weapon structure from what I looked over. A whole system would need to be put in place that would be different than the rest of how the weapons calculate damage. I will need some time to look over what that would entail. For now, you should be able to input your Psi bonus into the mod box and it should add it to the roll. Another option is setting up a mod for it as well and storing it on your hotkey bar to add it to the mod box when you need it.

Elvedui
December 12th, 2023, 22:24
I looked over the Psi Blades and yes, the code doesn't deviate from the standard weapon structure from what I looked over. A whole system would need to be put in place that would be different than the rest of how the weapons calculate damage. I will need some time to look over what that would entail. For now, you should be able to input your Psi bonus into the mod box and it should add it to the roll. Another option is setting up a mod for it as well and storing it on your hotkey bar to add it to the mod box when you need it.

That is a shame. Yes i realize you can handle it manually. Just FYI there are a few Psi weapons that this affects.

superteddy57
December 13th, 2023, 01:16
I have made notes and when I am able to circle back for expansion, then I'll see if I have a solution to implement.

ProfDogg
December 23rd, 2023, 00:14
The "Kimim AAR – Type 14 Secure Courtesy Assist Unit" image is missing from the Robots Handbook.

Moon Wizard
December 23rd, 2023, 02:19
I've reported to the DLC developer for that product.

Regards,
JPG

GravityBlade
December 26th, 2023, 19:39
I tested this on the TEST and looks like it's working as intended. I'm sorry your having issues on LIVE. Will be some time till that version of the code will be pushed to our LIVE users.

Has the fix for the drag-drop issue been pushed to the LIVE servers yet?

For reference:


Found a bug where dragging and dropping a "new" Spacecraft Scale Weapon item fails to copy the item.

Some background. I was adding a spacecraft weapon that is missing (Railgun Barbette) and set all the information as needed/required. Locked it. tried to add it to a ship (in PC Spacecraft) and it refused to add to the ship. Restarted the campaign just to make sure it wasn't a sync issue and still couldn't drag-drop it.

Moon Wizard
December 27th, 2023, 19:18
I believe that everything submitted for Traveller ruleset has been pushed to Live. @superteddy57 is out this week so I can't ask him; but let me know if you're still having issues.

Regards,
JPG

GravityBlade
December 27th, 2023, 22:38
I believe that everything submitted for Traveller ruleset has been pushed to Live. @superteddy57 is out this week so I can't ask him; but let me know if you're still having issues.

Regards,
JPG

Tried it yesterday and the issue is still present.

Thanks

Moon Wizard
December 27th, 2023, 23:49
@superteddy57 checked in briefly, and saw your note. He committed the fix he had pending, and I just pushed it to Live. Please run a new Check for Updates, and try again.

JPG

GravityBlade
December 28th, 2023, 19:31
@superteddy57 checked in briefly, and saw your note. He committed the fix he had pending, and I just pushed it to Live. Please run a new Check for Updates, and try again.

JPG

Yay! Issue is resolved.

Thanks.

Stargrove
December 31st, 2023, 23:49
When you open the Items pane and select wither Armour or Weapons at the top is will bring up a categorized listing of each one of those categories. The sub-category headings in those lists is almost impossible to read as it is black text on a dark grey background. Would be nice if it was a different color scheme there...white text maybe.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=59627&d=1704066297

Moon Wizard
January 3rd, 2024, 18:26
Fixed in update I just pushed today for the default theme.

Regards,
JPG

Elvedui
January 3rd, 2024, 19:02
If you use the luck trait which is an optional trait from the Companion, you cannot roll it from the party sheet since the party sheet doesn't capture the trait properly. You can only roll it from the character sheet. The party sheet has a place for the stat, but it just doesn't populate it.

superteddy57
January 4th, 2024, 04:19
Pushed a new update to fix this latest report.

Elvedui
January 5th, 2024, 17:59
I think i mentioned this before, but the Behind the Claw module is missing the Trin's Veil subsector map from the book.

Elvedui
January 9th, 2024, 15:18
I found an issue with Misc Actions. While it auto populated the Tactics (military) skill, it didn't populate the actual skill rank and mod and in this case there was also a Tactics (naval) that i assume would auto populate, but it didn't in that case. I am not sure if there are other skills that should populate in that section, but i think there is something wrong with the code in this section.

Elvedui
January 9th, 2024, 15:40
I found a problem dragging the Saurian race from Behind the claw to a character sheet. it won't drag and populate. I also see that the armor trait for races...this would apply to Saurian if you could use the race, but take Warrior caste doesn't account for the armor trait in the character sheet. This may be an overall code issue where the race traits just don't auto populate their affect anywhere. It should stack with armor in general, but you need to find a way to manually do it now.

superteddy57
January 10th, 2024, 02:14
Thank you for the reports. We have taken note and will investigate them.

The Canterbury Tail
January 16th, 2024, 13:47
For the Central Supply Catalogue, the personal augmentation piece of Combat Arm is supposed to have the following armour modifiers which seem to be missed. I've tried adding them manually on the character sheet version but it isn't taking.
TL 8 +2 armour
TL11 +4 armour
TL13 +6 armour

Now subdermal armour works the way it's set up, but the Combat Arm appears to be missing the modifiers.

anstett
February 20th, 2024, 22:26
New dice rolling error reported by someone on the Mongoose Discord:

If you type /roll 2d6r1 causes you to roll d20s? I can do /roll 2d8r1 and it works fine but doing 6 causes it to roll d20s

ALSO

How hard would it be to change the die image on the character sheets from a d20 to a d6 to be more in line with game mechanics?

ragnarol
February 21st, 2024, 06:44
Party sheet ships cargo.

- As a player if I open the party sheet and go to cargo some errors pop in the console and anything I enter in the cargo is not shared with the GM

I would expect the cargo list to be shared with all players

Moon Wizard
February 22nd, 2024, 01:47
I'm currently running in the beta Test version; and I'm not seeing any errors when opening the Party Sheet -> Ships tab where the Cargo list is created. Also, players are not able to enter data on the Party Sheet -> Ships tab as well.

It sounds like you may be running an older version of the ruleset perhaps. What version is reported in the Chat window on campaign start?

Regards,
JPG

ragnarol
February 22nd, 2024, 09:38
I'm currently running in the beta Test version; and I'm not seeing any errors when opening the Party Sheet -> Ships tab where the Cargo list is created. Also, players are not able to enter data on the Party Sheet -> Ships tab as well.

It sounds like you may be running an older version of the ruleset perhaps. What version is reported in the Chat window on campaign start?


You were right, sorry. I tested it on my laptop that I use on my commute and it is normally lagging a bit behind. I have just tested and I don't get errors on going to that tab as a player, but I do get them when trying to add an item (right click) add item:

[2/22/2024 9:30:20 AM] RULESET: Mongoose Traveller (2E) ruleset (2024-1-3) for Fantasy Grounds
Copyright 2023 Smiteworks USA, LLC
[2/22/2024 9:30:20 AM] RULESET: Mongoose Traveller 2E
Copyright 2016 Mongoose Publishing.
[2/22/2024 9:30:20 AM] RULESET: Core RPG ruleset (2023-12-28) for Fantasy Grounds
Copyright 2023 Smiteworks USA, LLC
[2/22/2024 9:30:20 AM] MEASURE: LOAD - PART 2 - 6.0375562
.
.
.
[2/22/2024 9:32:26 AM] [WARNING] Frame tabs contains out-of-range values in BottomLeft.
[2/22/2024 9:32:38 AM] [ERROR] Script execution error: [string "MGT2:..ign/scripts/spacecraft_cargolist.lua"]:44: createWindow: Unable to create window


Ideally players should be able to maintain the cargo list on the ship - as it is theirs. Was that ever the intention on the screen, would be an easy one to add?

ragnarol
February 22nd, 2024, 09:59
Party sheet main tab "armour" doesn't show propertly. Also there is no much space for PC names/etc even on screen resize

PC character sheet PErsonal tab, it would be better that the resizing fields are "Event" and "Title" instead of "Career" as those are the fields that need more text.

I was going to attach screenshots but it keeps telling me "the security token was missing". Let me know if its nto clear and I can try a different way of uploading them.

Moon Wizard
February 22nd, 2024, 17:46
No idea on the intentions. This ruleset was created by @MadBeardMan for Mongoose (and is still contracted for it, as far as I know); but he hasn't responded to reports for some time.

I've been updating the ruleset to work with Core functionality better, since I'm responsible for keeping the Core system growing; but I don't have bandwidth to add features to rulesets that are created by others unfortunately. I'll lock down the player side, so that they don't see the cargo add menu, since it would require the developer to implement a system to manage that (FG data is only allowed single owner, and the GM owns the party sheet data). I know that @MadBeardMan said that he was looking at expanding on the cargo features in the past, but I have not seen any submissions. I think I can adjust the party sheet stuff pretty easily, but I'll leave the character sheet for @MadBeardMan.

Regards,
JPG

ragnarol
February 22nd, 2024, 18:48
Thanks @MoonWizard

I completely understand it, and I appreciate what you can fix!

I have a collection of errata/formatting issues I have found while reading various Traveller modules in FG - is there any point on raising those right now until @MadBeardMan (if) is back?

Moon Wizard
February 22nd, 2024, 20:13
Yeah, we are tracking the items; and providing them to Mongoose/@MadBeardMan as they come up.

Regards,
JPG

ProfDogg
March 8th, 2024, 03:31
So there was some weirdness in the stats section tonight. I'm trying to figure out how it happened and then how I partially fixed it (but didn't really). I have a player with a 14 Dex which translates into a +2 DM. It showed as +7 when we opened the sheet. Switched some skills to include Dex and they also showed +7. Forced the stat to 0 and it then reflected -3 (which is correct). Checked skills, still showing +7 (even with now being -3). Switched it over a few times, closed and reopened the sheet, etc... It still shows as +7 in the Skills section (but now the Stat reflects accurately)...

BangsNaughtyBits
March 8th, 2024, 03:38
I've seen something similar quite often, particularly after character creation.

Look on the characters sheet on the Actions tab under Characteristic Status. I have had to reset them using the small button on the bottom left of each stat. Long time issue.

ProfDogg
March 8th, 2024, 03:49
I've seen something similar quite often, particularly after character creation.

Look on the characters sheet on the Actions tab under Characteristic Status. I have had to reset them using the small button on the bottom left of each stat. Long time issue.

Yep, that worked... K, I was starting to panic... I just committed to running this game and even dropped some more money in the store when I caught that and the other bugs being reported. Much obliged...

ProfDogg
March 10th, 2024, 22:05
OK, new thing, probably has to do with latest version update (but I'm just guessing there)... I created a new Story entry and began to load my links (Images, Systems, etc) to organize. I can type into the Story (and change from header to list to body, etc) but it does does not accept links.

ProfDogg
March 10th, 2024, 22:06
OK, new thing, probably has to do with latest version update (but I'm just guessing there)... I created a new Story entry and began to load my links (Images, Systems, etc) to organize. I can type into the Story (and change from header to list to body, etc) but it does does not accept links.

Never mind... I just found the "add link" button... It was easier before when we could just drag and drop...

Conspiracy
March 11th, 2024, 03:09
When opening a NPC with token set this errror this error if thrown..

[3/11/2024 1:01:38 PM] [WARNING] template: Could not find template (image_refblock) in class (npc_main_humanoid)
[3/11/2024 1:01:38 PM] [ERROR] Script execution error: [string "MGT2:common/scripts/images_npc.lua"]:18: attempt to index global 'ctrl' (a nil value)
[3/11/2024 1:01:38 PM] [WARNING] template: Could not find template (image_refblock) in class (npc_main_humanoid)
[3/11/2024 1:01:38 PM] [ERROR] Script execution error: [string "MGT2:common/scripts/images_npc.lua"]:18: attempt to index global 'ctrl' (a nil value)
[3/11/2024 1:01:38 PM] [WARNING] template: Could not find template (image_refblock) in class (npc_main_humanoid)
[3/11/2024 1:01:38 PM] [ERROR] Script execution error: [string "MGT2:common/scripts/images_npc.lua"]:18: attempt to index global 'ctrl' (a nil value)

If the NPC doesn't have a token it opens fine.

Note: Just noticed that it's not happening with all NPC's. Also the Core Rule Book and Pirates of Drinax - Book 1 are the only modules active.

ProfDogg
March 11th, 2024, 12:00
When opening a NPC with token set this errror this error if thrown..

[3/11/2024 1:01:38 PM] [WARNING] template: Could not find template (image_refblock) in class (npc_main_humanoid)
[3/11/2024 1:01:38 PM] [ERROR] Script execution error: [string "MGT2:common/scripts/images_npc.lua"]:18: attempt to index global 'ctrl' (a nil value)
[3/11/2024 1:01:38 PM] [WARNING] template: Could not find template (image_refblock) in class (npc_main_humanoid)
[3/11/2024 1:01:38 PM] [ERROR] Script execution error: [string "MGT2:common/scripts/images_npc.lua"]:18: attempt to index global 'ctrl' (a nil value)
[3/11/2024 1:01:38 PM] [WARNING] template: Could not find template (image_refblock) in class (npc_main_humanoid)
[3/11/2024 1:01:38 PM] [ERROR] Script execution error: [string "MGT2:common/scripts/images_npc.lua"]:18: attempt to index global 'ctrl' (a nil value)

If the NPC doesn't have a token it opens fine.

Note: Just noticed that it's not happening with all NPC's. Also the Core Rule Book and Pirates of Drinax - Book 1 are the only modules active.

Same here...

Arkaerial
March 11th, 2024, 12:20
Can confirm having same issues with some NPC & Ships in all the following modules Drinax /w Companion & Shadow of Sindal, Aliens in Charted Space 1, JTAS 1, Glorious Empire, Sword Worlds.
This was a newly created campaign.

Moon Wizard
March 11th, 2024, 17:54
I just pushed an update that should address this error. Please run a new Check for Updates and try again.

Regards,
JPG

Arkaerial
March 11th, 2024, 20:53
That resolved the issue for me.

Conspiracy
March 11th, 2024, 22:39
Fixed for me as well.

ProfDogg
March 11th, 2024, 23:29
Got a new issue... This doesn't seem to have impacted characters already created and had weapons already on their sheet. But we rolled up a new character today and when I went to add weapons, it creates the entry in inventory but deletes it in the Actions tab... You can actually see it being added, then it just blips away...

BangsNaughtyBits
March 14th, 2024, 21:54
Minor issue with an extension. I spoke to the author, Mattekure, about his "Easy Lights" extension (published under Rob2e). He has updated it to support the new windows under FGU 4.5 and it's working in most rulesets. In MgT2e, it loads but does not provide buttons on the image toolbars. He suggested the Traveller toolbars were not implementing the 4.5 spec.

Specifically: "easylights was designed in Core. If it doesnt work after its because the ruleset didnt update to the new standard way of doing things. the rulesets need to update to the CoreRPG standard toolbars
core is undergoing some big changes, and some rulesets lag in implementing those changes"

Not a big deal but I thought I'd mention it to be thrown on the pile.

Moon Wizard
March 14th, 2024, 22:56
As far as I'm aware, the Traveller rulesets currently have no overrides to the image windows, so the toolbar should work exactly the same.

Try checking to see if you have any unpacked rulesets in the rulesets subfolder of the FG data folder, and remove if so.
Otherwise, make sure that you do not have MGT2.pak or "Mongoose Traveller 1E.pak" in your rulesets subfolder of the FG data folder, and remove if so.
Otherwise, delete MGP40000TRVMG2E.dat and/or MGP3800TRVMG1E.dat in your vaults subfolder of the FG data folder, and run a new Check for Updates.

Regards,
JPG

BangsNaughtyBits
March 15th, 2024, 00:51
Purged and updated. Same behavior on multiple computers, a Mac and a PC. Also, other people have the issue on the Discord in the Traveller channel. Initially, the Easy Lights extension was throwing errors with 4.5 and was updated a few days ago and now generally works. Note I also just created a virgin MhT2e campaign to test with.

I can't speak to the actual issue. I contacted the extension dev directly first and am following up from that. If he doesn't mind I can send you the DMsGuild version if that would help, though I am using the one from the Forge now. Should be identical.

Moon Wizard
March 15th, 2024, 05:05
This is working for me, if I download the Live version from the Forge. (see attached image)
60182

Can you see if you can find "eea4f6b8-c6dd-11ee-8c52-0050562be458.dat" in your vault folder? If so, can you delete and try updating again?

Regards,
JPG

BangsNaughtyBits
March 15th, 2024, 05:53
And there they are. This is now showing the buttons. Not sure what has changed. Had multiple PC/NPC tokens on map as they don't show without them. Now I see them. Will validate on test box tomorrow. And ask other people who had issue on the discord.

Disregard below....................

I had already deleted it previously but did so again and still not seeing the buttons compared to other rulesets like SWADE.

Note, on my test box I purged the rulesets and vault folder contents entirely then updated. I can archive and delete the Smiteworks folder, uninstall and reinstall FGU entirely if that would help.

Again, though I am perfectly willing to help in any fashion you need, this is a minor issue. I don't want to pull your resources from something more pressing.

Elvedui
March 25th, 2024, 18:27
Maybe not a bug, but i am not sure. When you drag a ship to PC Spacecraft the pictures and floor plans don't go with it and you can't add those images either. Not under notes or any other tab. Yes the small token image goes with the ship, but nothing else. Somewhat related, if a ship has a vehicle there is no way to drag the vehicle (and its stats) over the the spacecraft. Nor can you add vehicles to player inventories? You just have to search for it under the campaign tab each time you need to deal with a vehicle.

ProfDogg
March 25th, 2024, 22:54
Maybe not a bug, but i am not sure. When you drag a ship to PC Spacecraft the pictures and floor plans don't go with it and you can't add those images either. Not under notes or any other tab. Yes the small token image goes with the ship, but nothing else. Somewhat related, if a ship has a vehicle there is no way to drag the vehicle (and its stats) over the the spacecraft. Nor can you add vehicles to player inventories? You just have to search for it under the campaign tab each time you need to deal with a vehicle.

I create a Story and attach all my ship elements to it.

Elvedui
March 26th, 2024, 21:03
I create a Story and attach all my ship elements to it.

Not an ideal solution. I should be able to do what i need under the PC Ship tab or on a character sheet. But yes, i guess that is a work around. Just share the sheet with the players.

agoldsmi55
March 29th, 2024, 23:48
Summary
Both players and myself can now only move player tokens on a map by selecting the end of the token, rather than as before clicking anywhere on the token.
Apologies if this is already reported or a new deliberate behaviour but it is very annoying !

Detail
I'm running v4.5.3 (2024-03-28) on a Windows 11 PC
No extensions in use

To reproduce
(Note that tokens all have a golden hexagon surrounding them, with small arrows pointing from inside out, towards each vertex)
1 Drag a player token from the combat tracker onto a map. (2D view mode selected)
2 Place cursor in the centre of token. Note cursor does *not* change to a hand icon.
3 Click and try and drag token - note that this doesn't work, and map panned instead
4 Now move cursor over the golden hexagon within each token. Note cursor now becomes a hand
5 Click and drag, and good things happen - the token is moved as expected

Oddly, this doesn't happen for NPC tokens. Note sure if significant that NPC tokens don't have the small golden arrows pointing towards each vertex of the golden hex shape surrounding token.


This new behaviour only started a few weeks ago, and (oddly) doesn't effect the Symbaroum ruleset, nor Vaesen.



Very grateful for any help.

pindercarl
April 1st, 2024, 02:48
Summary
Both players and myself can now only move player tokens on a map by selecting the end of the token, rather than as before clicking anywhere on the token.
Apologies if this is already reported or a new deliberate behaviour but it is very annoying !

Detail
I'm running v4.5.3 (2024-03-28) on a Windows 11 PC
No extensions in use

To reproduce
(Note that tokens all have a golden hexagon surrounding them, with small arrows pointing from inside out, towards each vertex)
1 Drag a player token from the combat tracker onto a map. (2D view mode selected)
2 Place cursor in the centre of token. Note cursor does *not* change to a hand icon.
3 Click and try and drag token - note that this doesn't work, and map panned instead
4 Now move cursor over the golden hexagon within each token. Note cursor now becomes a hand
5 Click and drag, and good things happen - the token is moved as expected

Oddly, this doesn't happen for NPC tokens. Note sure if significant that NPC tokens don't have the small golden arrows pointing towards each vertex of the golden hex shape surrounding token.


This new behaviour only started a few weeks ago, and (oddly) doesn't effect the Symbaroum ruleset, nor Vaesen.



Very grateful for any help.

Thanks for the report. The issue has been identified and a fix has been submitted. It should be addressed in the next FGU update.

agoldsmi55
April 2nd, 2024, 23:20
Issue

Minor but annoying issue …. The ‘tabs’ on the character sheet now have very poor contrast and almost impossible to read the unselected tabs (for example ‘Inventory’).

For my regular players this not a major issue , but for a group I’m introducing to FG this has been a real niggle factor / frustration for some of the players.

As previous report recently, not running any extensions, and running on a fairly high spec Windows 11 PC.

Grateful as always of assistance.

Moon Wizard
April 2nd, 2024, 23:35
Strange; I didn't change the tabs frame for the ruleset, and it hasn't been changed by the original developer. Are you sure they weren't always that way?

EDIT: Nevermind, I see what happened. There was an override that looked like a copy that used slightly different alpha channel behavior. Just pushed an update to help with that.

Regards,
JPG

BangsNaughtyBits
April 2nd, 2024, 23:47
I usually use the FG Modern Dark theme but the tabs look the same to me, vaguely illegible. That's a me issue though. I work much better with the tabs across the top like in the Star Trek ruleset.

agoldsmi55
April 3rd, 2024, 16:41
Strange; I didn't change the tabs frame for the ruleset, and it hasn't been changed by the original developer. Are you sure they weren't always that way?

EDIT: Nevermind, I see what happened. There was an override that looked like a copy that used slightly different alpha channel behavior. Just pushed an update to help with that.

Regards,
JPG

Many thanks Moon Wizard , and also for responding so quickly. Certainly a new issue.

Best regards
Andy

Elvedui
April 7th, 2024, 21:47
The Spinward extents module has a stormknights career. This doesn't show up in the Careers tab.

Moon Wizard
April 7th, 2024, 23:34
I've forwarded to the publisher and the DLC developer.

Regards,
JPG

MadBeardMan
April 8th, 2024, 14:17
The Spinward extents module has a stormknights career. This doesn't show up in the Careers tab.

Hi,

Thanks for pointing this out. I've checked and they should be there, so I'll get it re-built and pushed up. I'll reply here when it's done.

Cheers,
MBM

Elvedui
April 8th, 2024, 14:35
Hi,

Thanks for pointing this out. I've checked and they should be there, so I'll get it re-built and pushed up. I'll reply here when it's done.

Cheers,
MBM

Most of the additional careers don't show up from the non core books. There are a host of other issues that are like this...maybe not bugs. Like Traveller companion skills not showing up or no options for the extended skills, etc. Happy to see you back.

MadBeardMan
April 8th, 2024, 21:39
Most of the additional careers don't show up from the non core books. There are a host of other issues that are like this...maybe not bugs. Like Traveller companion skills not showing up or no options for the extended skills, etc. Happy to see you back.

Hi Elvedui,

I've updated The Spinward Extents - the 3 Storm Knight Careers are there, and sent it over, not sure when it'll go into LIVE, hopefully tomorrow.

I'll double check the others over the weeks to come.

As for the Companion Book, the extended skills from what I can remember, isn't supported in the code base. We were going to add a new wizard but it didn't happen, maybe we'll come back to that once the new theme and Core Rulebook 2022 update are complete.

Feel free to hit me up on Discord as I'm on there more these days.

Cheers,
MBM

ragnarol
April 8th, 2024, 22:02
Nice to see you back MBM!

Elvedui
April 9th, 2024, 16:04
Hi Elvedui,

I've updated The Spinward Extents - the 3 Storm Knight Careers are there, and sent it over, not sure when it'll go into LIVE, hopefully tomorrow.

I'll double check the others over the weeks to come.

As for the Companion Book, the extended skills from what I can remember, isn't supported in the code base. We were going to add a new wizard but it didn't happen, maybe we'll come back to that once the new theme and Core Rulebook 2022 update are complete.

Feel free to hit me up on Discord as I'm on there more these days.

Cheers,
MBM

What is your discord? Also, all of the careers in the Aliens books for Aslan, etc...also fall into the same category. I have been keeping a list. Hopefully the companion issues can be updated soon. I find the broad skills a far more appealing categorization than the core rules.

Conspiracy
April 22nd, 2024, 05:29
I haven't been able to delete ships from the Party and Ships Sheet. Right clicking on a ship only shows the Close Window dialog.

Moon Wizard
April 23rd, 2024, 02:37
Just pushed an update to add a top-level edit button to the party ships list and per ship delete buttons.

Regards,
JPG

Conspiracy
April 25th, 2024, 03:36
Moon Wizard thanks for the quick fix.

Vackipleur
June 6th, 2024, 21:47
Hi,

I've this console message if I have a character with "Jack Of All Trades" skill at level 1 and no Weapon Skill (in my example Melee) when a melee weapon is equipped and I open the Actions tab on character sheet.


[6/6/2024 10:31:25 PM] [ERROR] Script execution error: [string "C:char_weapon:skillDM"]:25: attempt to concatenate global 'skill' (a nil value)

Thanks

Berwind
June 13th, 2024, 05:31
During play, I've noticed two bugs that have caused us to forgo features supplied by the ruleset/VTT.

Menu Options bugs:


1. When attempting to apply the "Damage Characteristic Order" or "Heal Characteristic Order" options to macros, the functionality does not operate as expected. After applying these options to macros and attempting to use them, the macros reset the options to default settings instead of the chosen settings meant to be applied to the macro.
A second side effect to using the macros: characters only receive END damage or healing (neither STR nor DEX) until manually pressing the options in the menu and resetting them by hand.
The obvious workaround is to use the Characteristic Order options in the options menu, however my players have expressed that it's annoying to use, so we forgo the feature entirely.

2. Natural resilience does not dynamically apply DM to damage received based on current END DM; this is because it uses the DM on the main tab of the sheet instead of the DM on the actions tab of the sheet.

Thanks!

MadBeardMan
June 13th, 2024, 18:16
During play, I've noticed two bugs that have caused us to forgo features supplied by the ruleset/VTT.

Menu Options bugs:


1. When attempting to apply the "Damage Characteristic Order" or "Heal Characteristic Order" options to macros, the functionality does not operate as expected. After applying these options to macros and attempting to use them, the macros reset the options to default settings instead of the chosen settings meant to be applied to the macro.
A second side effect to using the macros: characters only receive END damage or healing (neither STR nor DEX) until manually pressing the options in the menu and resetting them by hand.
The obvious workaround is to use the Characteristic Order options in the options menu, however my players have expressed that it's annoying to use, so we forgo the feature entirely.

2. Natural resilience does not dynamically apply DM to damage received based on current END DM; this is because it uses the DM on the main tab of the sheet instead of the DM on the actions tab of the sheet.

Thanks!

Hey Berwind,

Thanks for taking the time to type this all up.

I'm confused as to what you mean macro's - the Damage and Heal options are read directly when applying damage or healing, as far as I'm aware this order is set for your game, and not an ad-hoc option. But tell me what you're doing and I'll see what can be done.

Regarding the Natural Resilience - I'll take a look at this, I've almost finished the updated character sheet which I hope it's much simpler to use, in the meantime I will see if I can address this.

Cheers,
MBM

Berwind
June 13th, 2024, 18:56
I'm confused as to what you mean macro's - the Damage and Heal options are read directly when applying damage or healing, as far as I'm aware this order is set for your game, and not an ad-hoc option. But tell me what you're doing and I'll see what can be done.,
MBM

I probably could have explained it better. You can click and drag options from the menu onto the Macro bar at the bottom to quickly change settings by using the buttons on the bottom of the screen.

As an example, you can set Show GM Roll to on, click and drag that to a button on the bottom.
Toy can then turn Show GM Roll off and do the same. You can now change the option using the buttons on the bottom of the screen instead of using the options menu.

When applying this to Characteristic order and only after clicking the buttons, I experience the bug in my previous comment.

I can record a video of my issue after I get off of work if you like.

MadBeardMan
June 13th, 2024, 20:28
I probably could have explained it better. You can click and drag options from the menu onto the Macro bar at the bottom to quickly change settings by using the buttons on the bottom of the screen.

As an example, you can set Show GM Roll to on, click and drag that to a button on the bottom.
Toy can then turn Show GM Roll off and do the same. You can now change the option using the buttons on the bottom of the screen instead of using the options menu.

When applying this to Characteristic order and only after clicking the buttons, I experience the bug in my previous comment.

I can record a video of my issue after I get off of work if you like.

Interesting, I'll check that out as the options are done in the same way all options are done, so be interesting to know if another 'multi selection' option works.

Cheers.
MBM

Berwind
June 14th, 2024, 01:55
I recorded the video to make sure we're on the same page.
I'll also mention that I checked for console errors, and there were none.
FG Version 4.5.8 (2024-06-05)

https://www.youtube.com/watch?v=Odxhax2Cwik

I'll also mention, and I got this idea because of the bug, it wouldn't be a bad idea to have an option that only applies damage to Endurance, for those that houserule that you can apply remaining damage points individually instead of under one characteristic.
I was also thinking it was possible that it could be a bug with the menu for things added via ruleset or extension, but we can investigate that further if needed.

VarianTemplar
June 22nd, 2024, 06:32
Hi,

I've this console message if I have a character with "Jack Of All Trades" skill at level 1 and no Weapon Skill (in my example Melee) when a melee weapon is equipped and I open the Actions tab on character sheet.



Thanks
Some of my Players are running into the same situation - console pops up, and we get this particular error audit {Script execution error: [string "C:char_weapon:skillDM"]:25: attempt to concatenate global 'skill' (a nil value)} each time they, or I as Referee:

Switch to the "Action" tab of a Character's record
Hover, then left click to "pick up" the attack dice
Double click the attack dice when targeting an NPC


All Characters that encounter this have some level of Jack-of-All-Trades,

ProfDogg
June 23rd, 2024, 16:37
Some of my Players are running into the same situation - console pops up, and we get this particular error audit {Script execution error: [string "C:char_weapon:skillDM"]:25: attempt to concatenate global 'skill' (a nil value)} each time they, or I as Referee:

Switch to the "Action" tab of a Character's record
Hover, then left click to "pick up" the attack dice
Double click the attack dice when targeting an NPC


All Characters that encounter this have some level of Jack-of-All-Trades,

Same here... You are unable to remove Jack of All Trades once it's dropped on a sheet also. However there is a work-around: rename it and just put the modifier for JoaT into the Unskilled skill so you can roll it. SO I have Jack of All Trades renamed as "JoaT" instead and just put the number of ranks into the Unskilled skill. So far, no errors doing that...

Vackipleur
June 23rd, 2024, 17:53
Ah thanks ProfDogg

shindaseishin
June 30th, 2024, 19:27
Small bug. In the Vehicle Handbook the Violator Strategic Bomber has type "Militar" instead of "Military" which adds an extra item to the type filter dropdown on the Vehicles list.

shindaseishin
June 30th, 2024, 19:32
In the campaign I am working on I have the PSI characteristic disabled and the optional Charm and Morale characteristics enabled. In the task chain editor for the characteristic selectors PSI is enabled and charm and morale are not available. These should match the campaign settings.

Moon Wizard
July 1st, 2024, 02:18
I've forwarded to Mongoose and their developer.

Regards,
JPG

Pharoid
September 23rd, 2024, 20:43
Unable to add camera token to spacecraft. Or any type of token really. The window comes up blank when clicking on the token in the spacecraft window. You can with NPC's. Just not spacecraft.

Moon Wizard
September 24th, 2024, 00:08
Just pushed a hot fix for the Traveller ruleset that I think should fix that. Please run a new Check for Updates, and try again.

Regards,
JPG

Benner
September 24th, 2024, 03:18
It looks like vehicles cannot be added to the combat trackers or the party sheet.

Pharoid
September 24th, 2024, 23:37
If I remember correctly, vehicles were the next on the developers list to implement in the ruleset some time ago. As a workaround, I used the robot type for vehicles in the combat tracker to track hits. I suppose you could also create them as spacecraft, but I haven't tried that. With any luck, the developer will implement vehicles with the 2022 update. Not sure.

anstett
September 25th, 2024, 00:31
Moon, your update fixed the generic spacecraft but not the PC spacecraft.

If you look up Lab Ship for example it has the three image slots. If you create a PC version of that you only have the single token still.

Moon Wizard
September 25th, 2024, 00:36
I've enabled the logic in the core code; but the PC spacecraft was written by @MadBeardMan as a completely custom sheet. Once @MadBeardMan has translated that sheet to match the standard sheet formats, then the support for that will automatically work.

Regards,
JPG

anstett
September 26th, 2024, 00:15
Thank you Sir

lawsonj2019
October 4th, 2024, 07:58
I think I have an issue with the Spacecraft Combat Tracker. The "phase" box has no entries, and clicking on the next phase button reports an error in the console. There are two "round" boxes and neither are filled in initially.

Fantasy Grounds - v4.5.10 ULTIMATE (2024-08-20)
Mongoose Traveller (2E) ruleset (2024-08-13) for Fantasy Grounds Copyright 2024 Smiteworks USA, LLC

I have tested creating a new clean campaign with the Traveller ruleset, and I have only the Core Rulebook module activated — no extensions, and no other modules.

When I click on the next phase button the following errors appear in the console...

[10/4/2024 7:49:22 AM] [WARNING] window: Unable to locate control (label_init) specified in insertbefore attribute for control (spacer_buttons_header_add) in windowclass (sub_sct_header_host)
[10/4/2024 7:49:32 AM] [ERROR] Script execution error: [string "C:.._sct_controls_host:button_nextphase"]:3: attempt to index global 'StarshipCombatManager' (a nil value)

Using the general next button (the down arrow next to "Menu") appears to allow the turns to progress and the chat window shows we are moving from phase to phase. However, at the end of all the phases before we get onto a new round (which shows up in the chatlog) and the new round values get shown in the two(!) "round" boxes, another error pops up in the console log

[10/4/2024 7:49:59 AM] [ERROR] Script execution error: [string "C:.._sct_controls_host:shiproundnumber"]:3: attempt to index field 'shipround' (a nil value)

If I click on one of the two "next round" buttons, the chatlog shows we have moved onto the next round (and increments the value) but the values in the two round boxes remain the same.

Here's the spacecraft tracker as I see it...

62262

Am I doing something incorrectly, or is there some form of bug?

Moon Wizard
October 4th, 2024, 18:42
Just pushed a hot fix update that should fix the errors on advancing Phase/Round in the ShipCombat Tracker. Please run a new Check for Updates, and let us know if you still see issues.

Regards,
JPG

lawsonj2019
October 4th, 2024, 22:09
Yay! That's fixed it. Fast work. Thank you.

Sarkoptesmilbe
December 3rd, 2024, 15:21
Hi everyone! Yesterday, I noticed a few things. Hit locations used to be rolled automatically after a hit, now they're not (but damage rolls still mention that no hit location was set, and the option is of course enabled). The Companion module is loaded, if that's a requirement. And I wanted to try the option for automated sustained critical hits and automated ship criticals, but the options are always reset to "off", even if I immediately reopen the options window. Other options are saved properly.

I've tried disabling all extensions, resetting the settings etc. to no avail... I'd appreciate some help.

Tarkonian
December 3rd, 2024, 18:04
Hi everyone! Yesterday, I noticed a few things. Hit locations used to be rolled automatically after a hit, now they're not (but damage rolls still mention that no hit location was set, and the option is of course enabled). The Companion module is loaded, if that's a requirement. And I wanted to try the option for automated sustained critical hits and automated ship criticals, but the options are always reset to "off", even if I immediately reopen the options window. Other options are saved properly.

I've tried disabling all extensions, resetting the settings etc. to no avail... I'd appreciate some help.

I'll add these to my list for this week and give it a look. Thanks for letting us know!

Stargrove
December 4th, 2024, 00:59
There are some quirks with data imported into the System form when you start tabbing down through the fields starting at System Name. Data will get erased or truncated and even after it is re-entered can still get erased or truncated if you continue to use tab to move through fields on the first tab.

This issue is related to when I use an extension I created to import JSON data from travellermap.com. See threads about this problem here:
https://www.fantasygrounds.com/forums/showthread.php?83562-UWP-Web-Import-Tool

and here:

https://www.fantasygrounds.com/forums/showthread.php?83528-UWP-Import-Tool-amp-Issues-with-the-ruleset

Moon Wizard
December 5th, 2024, 03:23
I'll respond further in your second thread.

Regards,
JPG

LinWood2020
December 5th, 2024, 13:08
I have a player whose character sheet does not load properly into the CT or the Party Sheet when I drag-and-drop it in. The DEX and END values do not load, setting both stats at 0 (but not changing the character sheet itself). I've gone through the character sheet with him and found no issues there. I've considered working up a new copy of the character but I wanted to see if there are other alternatives. Any suggestions?

superteddy57
December 5th, 2024, 13:57
It's best to report bugs in the bug report threads. I have moved your report to this thread so developers can spot it.

LinWood2020
December 5th, 2024, 16:38
The bug thread is a bit intimidating at 113 pages....

But thanks for moving it over!

Sarkoptesmilbe
December 6th, 2024, 13:39
I'll add these to my list for this week and give it a look. Thanks for letting us know!

I've played around a bit with the optional rules and found that hit locations ARE rolled, but only when player characters are targeted, never for NPCs (no matter what type, humanoid or animal or otherwise). I'm not sure if this is working as intended; I'd certainly like an implementation for NPCs as well. But this may not be a bug after all.

The spacecraft criticals are also a strange case. The rules always revert from "optional_val_yes" to "Off" when the menu is closed, but it seems that ship criticals are rolled correctly. The criticals themselves are not resolved and applied, so it seems that's left as manual work. The rule is turned off and remembered when set to "optional_val_no", and it simply seems that "off" means the same as "optional_val_yes", so that's more of a UI bug/oversight.

Moon Wizard
December 6th, 2024, 19:37
More than likely, hit locations were only implemented for PCs by the original Traveller ruleset developer. We just took over the ruleset into maintenance mode, because the original developer moved on; so we're focusing on making sure it continues to work with the core features and fixing up anything previously implemented.

Regards,
JPG

Stargrove
December 11th, 2024, 00:35
I have found a data conflict between what is in the Ruleset under the System Bases entry and the data that is on Travelelrmap. I think some of the entries in the ruleset have the races, whereas the entries on TravellerMap no longer use that information, as who owns the base is usually implied by other data for any given system. Anyways...here is the BASE_TABLE from the TravellerMap source code:



C: 'Corsair Base',
D: 'Naval Depot',
E: 'Embassy',
H: 'Hiver Supply Base', // For TNE
I: 'Interface', // For TNE
K: 'Naval Base',
L: 'Naval Base', // Obsolete
M: 'Military Base',
N: 'Naval Base',
O: 'Naval Outpost', // Obsolete
R: 'Clan Base',
S: 'Scout Base',
// T: 'Terminus', // For TNE - name Collision
T: 'Tlauku Base',
V: 'Exploration Base',
W: 'Way Station',
X: 'Relay Station', // Obsolete
Z: 'Naval/Military Base' // Obsolete


We, as users of the ruleset, have no insight into what is in there when it comes to these codes, but if they could be updated, that would be nice.

Moon Wizard
December 11th, 2024, 00:45
I'm assuming that the codes come from the source books where they were originally defined. Wouldn't changing the way codes are interpreted interfere with data entered from books using the original method?

Regards,
JPG

Stargrove
December 11th, 2024, 01:27
I guess I hadn't considered that...

Take Theeve, which I came across while testing my UWP import tool tonight. The Bases entry comes back as a 'K' in the JSON, which crosses to Naval Base in their table. In the ruleset, 'K' is currently 'K'kree Naval Base' That world is definitely not a K'kree world and is not anywhere near any K'kree territory. So, the spirit of any past content would still be there with the more agnostic 'Naval Base' in the TM data.

I just put all the letters of the alphabet into the Bases field on a system and now know what all of them mean (assuming there are no two-letter entries):

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=62946&d=1733273156

I am not sure it would make much difference to essentially leave what is in the ruleset there and maybe just remove the race names in front of the entries that have them. There a lot more bases in the ruleset than there are in the TM data. This would allow the names to better line up between the two data sets and not interfere very much with already created FG content.

You all are obviously the arbiters of what's right and wrong for the ruleset and if you think it would be detrimental to make an update like this that's cool. I just wanted to point out the discrepancy is all.


This all has me wondering about the Trade Codes field and how that matches up...:o

Moon Wizard
December 11th, 2024, 01:46
The thing is that we mimic whatever is in the actual printed book; and try not to deviate from that. I'm not sure what is printed in the books over various time periods (original printings, revised printings, adventure and source book printings, etc.) nor why the web site you are pulling from would use different codes than the books.

Basically, we wouldn't want to change the way the codes work without someone doing an exhaustive review of all the world records across all the books to ensure that all the stuff already in the store is fully compatible. At this point, the ruleset code is in maintenance mode until another developer steps in, as we don't have the resources to do that level of review and development across all the rulesets we support.

Regards,
JPG

Stargrove
December 11th, 2024, 01:53
That's fair, and I understand the whole "it's in maintenance" thing.

It was a lot of work to understand the creation of a couple of extensions and to get my head wrapped around LUA. A whole ruleset that was put together by someone else would be daunting. Diving into someone else's (or many someone's) code is never fun.


I was joking a bit before about the Trade Codes, but would it be possible to get a list of the Trade Codes from the ruleset? I really am curious what's in there. Having that information might help me refine my UWP tool a bit.

Tarkonian
December 11th, 2024, 17:50
That's fair, and I understand the whole "it's in maintenance" thing.

It was a lot of work to understand the creation of a couple of extensions and to get my head wrapped around LUA. A whole ruleset that was put together by someone else would be daunting. Diving into someone else's (or many someone's) code is never fun.


I was joking a bit before about the Trade Codes, but would it be possible to get a list of the Trade Codes from the ruleset? I really am curious what's in there. Having that information might help me refine my UWP tool a bit.

I will have to swing back to this at the end of this week. Unfortunately there's not a standard table for me to just look at and pass that on to you. Instead they take the values, pass them into a Hex format, and then parse the values from there. Let me finish up some work on other projects before my xmas break starts, and then I'll try to figure out what the parsing is and get you a table of codes.



Diving into someone else's (or many someone's) code is never fun.

This is exactly why we try to encourage standard practices when writing scripts and functions, and have been offering registration methods for people to use when they create their ruleset. Then we can standardize most of the "boring" parts, and people can register just their unique code for their ruleset. It makes it a lot easier to work through it later on, as well as maintain it. But Fantasy Grounds has a lot of rulesets and some of them are pretty old. So it'll be an ongoing process for awhile. It'll be worth it when we get there though!

shindaseishin
December 12th, 2024, 05:09
I found an issue with the homeworld system. I searched this thread and didn't see anything about this so I hope it's not a duplicate.

I created a homeworld and added a skill to this. I then start a new character. I drag the homeworld onto the character's homeworld field and the log says that the skill has been added to the character at level 0. I go to the character's skills tab and I see the skill added but the "Unskilled Skill" is not there.

In testing this I seem to have found the work-around to make it behave as expected. When I create the new character, before dropping the homeworld onto the field, if I go to the skills tab first, I see the "Unskilled Skill" and then I go back to the main tab. I then drop the homeworld onto the field. After doing that procedure I can go to the skills tab and see that the "Unsilled Skill" is still there and the new skill is added.

This behaviour suggests to me, not knowing the code behind this, that there is a LUA script run when the skills tab is shown that checks if the skills list is empty. If it is then the script adds the Unskilled Skill to the skill list. But if you add a homeworld before opening the skills list then the script sees that the skill list is not empty and thus does not add the Unskilled Skill. But that is just an assumption.

LinWood2020
December 12th, 2024, 13:48
I've noticed at least one system entry (somewhere in Glisten or Pax Rulin, I think) where the trade codes do not match the UWP for the system. I just corrected the system entry in my campaign, and now try to look ahead to double-check any systems the PCs are traveling towards.

There's also the whole Ganulph kerfuffle, but that seems to be a disconnect between the various flavors of Traveller canon and not necessarily a fault in the ruleset.

GravityBlade
December 12th, 2024, 17:37
After the most recent update Psi Talents (usually listed under skills) have disappeared. Removing and adding a previous ability or adding a new one, which in the past would add the associated talent, does not solve this.

Thanks.

GravityBlade
December 12th, 2024, 17:44
Not sure if this is a bug or not but ...

When creating a new augment/augmentation, needed fields (such as protection, damage, etc.) are not populated when the Type is set to "Augments" or "Personal Augmentation" which are the given types for the preloaded ones. These need to be included (or any/all hidden fields included for read-only augments) so that new/custom augments can be given their proper effects.

The work around is to use the Armour or Weapon type but this seems a bit kludgy.

Thanks.

Tarkonian
December 12th, 2024, 18:43
After the most recent update Psi Talents (usually listed under skills) have disappeared. Removing and adding a previous ability or adding a new one, which in the past would add the associated talent, does not solve this.

Thanks.

I'm currently working on another ruleset today/tomorrow, but I will look at MGT2 again and add this to my list. Do you have a screenshot of what it looked like before?

GravityBlade
December 12th, 2024, 19:23
I'm currently working on another ruleset today/tomorrow, but I will look at MGT2 again and add this to my list. Do you have a screenshot of what it looked like before?

Sadly no I do not. From memory the talents appeared under the skills (in the Skills tab) in a separate grouping, if I recall correctly.

Hope that helps.

Tarkonian
December 13th, 2024, 23:39
Sadly no I do not. From memory the talents appeared under the skills (in the Skills tab) in a separate grouping, if I recall correctly.

Hope that helps.

Okay. Can you get me an export of the character you are using with the ability. I'll use that to test with and hopefully get it to work with that character.

peterfdh
December 13th, 2024, 23:54
Okay. Can you get me an export of the character you are using with the ability. I'll use that to test with and hopefully get it to work with that character.

Not sure if this helps but I've got the psionic abilities showing fine under the Actions tab. See 62966

peterfdh
December 14th, 2024, 00:22
Not sure if it's a bug or just something that's not supported by the program but I'd like to add Armour Piercing to an animal's damage and nothing I do seems to work. Have tried adding AP 5 to the Traits and AP5 and AP 5 to the Damage with brackets and without. Any ideas?

Elvedui
December 16th, 2024, 16:30
The characters sheet was definitely screwed up in an update. While yes the Psi actions are on the action tab, the skill tab has lost the psi abilities and the skill training section which is an optional item that i have had since day one. Now the training has disappeared completely.

Tarkonian
December 16th, 2024, 19:31
After the most recent update Psi Talents (usually listed under skills) have disappeared. Removing and adding a previous ability or adding a new one, which in the past would add the associated talent, does not solve this.

Thanks.

Okay. So this was definitely an issue. They were hidden windows that weren't getting the cue from the options panel to enable/disable themselves.
On top of this, they had anchoring issues and the layouts had gotten messed up, so I've cleaned them up as well and there may be further updates to that in the future.
There are a couple of other issues that have been posted for Traveller and I've been trying to get to. This week is dedicated to Traveller so I'm going to try and get the other issues and then have a nice update for Traveller this week just before xmas.

When the update is pushed later this week, your skills tabs will look more like this depending on the options you have enabled for PSI abilities and Skill Study options.

62984 62985 62986 62987

anstett
December 16th, 2024, 23:52
Looking forward to it Tarkonia.

I leave my Traveller server up 24/7 for my players to log in and check things so will ask them for input later in the week.

No Zho in the group currently so will not be testing the Psi things but can poke at it in a bit.

peterfdh
December 18th, 2024, 00:06
Whoever sorted the Armour Piercing for animals issue, thanks very much. This now seems to be working!!:)

peterfdh
December 19th, 2024, 20:29
Training data is still missing from the skills tab though...

Tarkonian
December 20th, 2024, 09:02
Training data is still missing from the skills tab though...
Update hasn't been pushed yet

Tarkonian
December 20th, 2024, 09:11
Okay, last thing being added before I start pushing the updates tomorrow.

The "Use PSI Characteristic" option now enables a basic control of PSI Abilities on NPC sheets.
Dragging a PSI ability to a sheet after the PSI Characteristic option has been enabled will add the ability to the "PSI ABILITES" section.

Unlike the character sheet, the "TALENT DM" section is unlocked and the GM can set it to whatever they want since "PSI TALENTS" isn't set up for NPCs to derive this number from.
GM's may want to bend the rules here anyways for story-line issues, so locking it behind hard-set rules wouldn't allow for that.

PSI DM is based on the PSI attribute and is directly linked to the mod value. Changing the PSI enough to change the mod will also change this value and recalculate the total.

An NPCs PSI point pool is based on the total cost of all abilities on the sheet. As you use abilities it'll use up your pool of points. If you're out, there is a button at the bottom to refresh the pool, otherwise you won't be able to use a PSI ability if you don't have the points to pay the cost. I understand this is not how it's handled for characters, but this is an easy and flexible way for GMs to set up an NPC with powers and enough points to pop them at least once. If this really doesn't work for people it can be looked at again, but for now it should work and let's us get this out before xmas.

I really hope this helps people setting up PSIONIC NPCS.
I wasn't sure if there were any limits on Psionic NPCs, so all categories (humanoid, animal, robot, android, etc) get them.
Enjoy your Psionic Robot invasions, and your interstellar psychic Russian dogs.

63016 63017

GravityBlade
December 20th, 2024, 15:30
Just looked into the PSI issue after update and the PSI Talents are showing up now. Thanks.

However new issue: the up/down scroll bar in the Skills list seems to be locked in place. I've tested with the PSI setting both on and off and there is no change.

One last thing, if I may be so bold to suggest that the PSI Talents list be moved to be below the Skills list. If PSI is switched on the PSI Talents list is shown but as it is empty (in most cases) it is a bit of a distraction for those that will have nothing listed there.

Thanks.

Tarkonian
December 20th, 2024, 16:25
Just looked into the PSI issue after update and the PSI Talents are showing up now. Thanks.

However new issue: the up/down scroll bar in the Skills list seems to be locked in place. I've tested with the PSI setting both on and off and there is no change.

One last thing, if I may be so bold to suggest that the PSI Talents list be moved to be below the Skills list. If PSI is switched on the PSI Talents list is shown but as it is empty (in most cases) it is a bit of a distraction for those that will have nothing listed there.

Thanks.

My mistake, that was the wrong scrollbar. Now the entire page should scroll no matter how big the list gets
That's a really quick fix I can throw in right now, but I can't make other changes today since MoonWizard is doing work now that I'm done.
When that's done I can look into hiding the list if nothing is there, or adding a button to toggle it on/off on the sheet itself for players that aren't using it.

Moon Wizard
December 20th, 2024, 17:14
All of @Tarkonian's updates are now Live. Please run a new Check for Updates.

Regards,
JPG

Tarkonian
December 20th, 2024, 19:56
Just looked into the PSI issue after update and the PSI Talents are showing up now. Thanks.

However new issue: the up/down scroll bar in the Skills list seems to be locked in place. I've tested with the PSI setting both on and off and there is no change.

One last thing, if I may be so bold to suggest that the PSI Talents list be moved to be below the Skills list. If PSI is switched on the PSI Talents list is shown but as it is empty (in most cases) it is a bit of a distraction for those that will have nothing listed there.

Thanks.

Okay, here's what I did.
There's a new button on the SKILLS section of the Skills Tab that -only- appears when PSI Characteristics Option is enabled.
Once this button is there, you can toggle if you want to see the PSI TALENTS section. So those of you who aren't using it don't have to see it.
This was a quick addition and it has very little testing. So if there's any issues with it, let me know here and I'll look at it even over my xmas vacation.

63022

Boldtaar
December 21st, 2024, 18:53
The implementation of Traveller Companion combat hit location is still need a little more love (as it is now it's pretty useless).
It only works one way. Players can get hit in different location but cant hit back at enemies in different locations, with makes using the rules very unbalanced.
Both players and GM need option to manual aim and/or assign hits to specific body parts.
Ruleset need automation keep track of wound severity and location on character sheet (same goes for ship combat and critical hits)

Moon Wizard
December 22nd, 2024, 04:59
Unfortunately, the original developer of the ruleset never enabled that functionality completely; and only implemented it part way.
We have taken over maintenance to fix the ruleset to work with any Core changes (@Tarkonian); but we are looking for a community developer to take over the ruleset for enhancing/expanding the ruleset for items like this.

Regards,
JPG

GravityBlade
January 3rd, 2025, 15:24
Okay, here's what I did.
There's a new button on the SKILLS section of the Skills Tab that -only- appears when PSI Characteristics Option is enabled.
Once this button is there, you can toggle if you want to see the PSI TALENTS section. So those of you who aren't using it don't have to see it.
This was a quick addition and it has very little testing. So if there's any issues with it, let me know here and I'll look at it even over my xmas vacation.

63022

The compromise works great and the scrolling now functions just fine.

Sorry it took so long before getting back to you on this.

Thanks for all your work. :)

MoNeart
January 3rd, 2025, 20:07
The compromise works great and the scrolling now functions just fine.

Sorry it took so long before getting back to you on this.

Thanks for all your work. :)

Works great!

GravityBlade
January 7th, 2025, 23:01
Stun weapons are not doing the proper damage. For reference from the Weapon Traits section in the CRB:

Stun: These weapons are designed to deal non-lethal damage, incapacitating a living target rather than killing it. Damage is only deducted from END, taking into account any Protection. If the target’s END is reduced to 0, the target will be incapacitated and unable to perform any actions for a number of rounds by which the damage exceeded their END. Damage received from Stun weapons is completely healed by one hour of rest.

When running a few test battles I noticed that the weapons with the Stun trait (which also had "stun" noted after the damage) were reducing all stats as if the weapon was doing full damage instead of stun damage. They also are not applying any kind of "incapacitated" or "stunned" condition on the target once their END is exceeded.

Thanks.

Navigat0r
January 25th, 2025, 15:25
Hi all, I may have found an issue with this ruleset. Namely, in the mongoose traveller 2e ruleset, attempting to open the notes tab on a pc ship throws an error. 63303
Additionally, the "notes" tab appear blank (there are no lines to write on). I was using the data records provided in the official core rules and high guard modules. Further testing has revealed that creating a new item using the "add item" button at the bottom of the pc spacecraft window is fine. everything is blank waiting to be filled in and the notes lines appear as they should 63304. Dragging the relevant data record into the now empty area fills in all the relevant data as expected. However, when dragged and dropped, certain items (i tested the ships boat, free trader, and light fighter from the core rules) cause the aforementioned errors to occur. The error does not take place with all data records, only some of them. Strangely enough, if I am looking at the notes tab of the newly created, blank pc spacecraft entry before dragging and dropping (as opposed to the main tab, weapons tab or others) the error does not occur. I can drag the data record, have the data be filled out, leave the notes tab and come back with no issues.
At first, I thought this might be an extension conflict (UWP import tool) so I disabled the extension but still got this error. I have also tested in a fresh campaign with no extensions and still got the error.

Tarkonian
January 25th, 2025, 16:11
Hi all, I may have found an issue with this ruleset. Namely, in the mongoose traveller 2e ruleset, attempting to open the notes tab on a pc ship throws an error. 63303
Additionally, the "notes" tab appear blank (there are no lines to write on). I was using the data records provided in the official core rules and high guard modules. Further testing has revealed that creating a new item using the "add item" button at the bottom of the pc spacecraft window is fine. everything is blank waiting to be filled in and the notes lines appear as they should 63304. Dragging the relevant data record into the now empty area fills in all the relevant data as expected. However, when dragged and dropped, certain items (i tested the ships boat, free trader, and light fighter from the core rules) cause the aforementioned errors to occur. The error does not take place with all data records, only some of them. Strangely enough, if I am looking at the notes tab of the newly created, blank pc spacecraft entry before dragging and dropping (as opposed to the main tab, weapons tab or others) the error does not occur. I can drag the data record, have the data be filled out, leave the notes tab and come back with no issues.
At first, I thought this might be an extension conflict (UWP import tool) so I disabled the extension but still got this error. I have also tested in a fresh campaign with no extensions and still got the error.

The error indicates the anchoring isn't the part of the window it needs to properly anchor so it looks blank for you. Do you have any extensions installed? If so, I would try to look at the page again without the extensions and see if the notes tab appears properly then. I will look at this tonight after I'm back and check the ruleset itself just to make sure though.

Moon Wizard
January 25th, 2025, 18:14
@Navigat0r,

Can you please post the whole logs?
(Ie press the Compile Logs button when the error pops up, and post the zip file.)

JPG

Navigat0r
January 27th, 2025, 11:39
@Tarkonian,

As I mentioned in my original post, this error comes up even in a fresh campaign with no extensions.

@Moon Wizard,

I have attached the logs from a new, no extension campaign. The error was produced using the ships boat data record from the core rulebook.

Moon Wizard
January 27th, 2025, 17:06
The issue appears to be a data issue:
[1/27/2025 8:34:44 PM] [ERROR] windowcontrol: Database type mismatch on path (notes) in control (notes) in class (charspacecraft_notes)

Regards,
JPG

Tarkonian
January 27th, 2025, 17:13
@Tarkonian,

As I mentioned in my original post, this error comes up even in a fresh campaign with no extensions.

@Moon Wizard,

I have attached the logs from a new, no extension campaign. The error was produced using the ships boat data record from the core rulebook.

Here is a shot of a fresh campaign on Test:
63326

And here is a shot of a fresh campaign on Live:
63327

And here's the Ship's Boat data loaded from the Live Module:
63328

I'm not seeing the issue with anchoring on any of the notes sections for any of the records.
I also looked through the XML for MGT2E this weekend and it looks fine.

If others are seeing this issue with the notes anchoring, please share.
I would make sure you're updated to the newest version since there have been quite a few updates to the ruleset over the last month and a half.

Tarkonian
January 27th, 2025, 19:14
@Tarkonian,

As I mentioned in my original post, this error comes up even in a fresh campaign with no extensions.

@Moon Wizard,

I have attached the logs from a new, no extension campaign. The error was produced using the ships boat data record from the core rulebook.

Can you give me a step-by-step breakdown of what you do when creating a new campaign up to the point you get this error? I want to try and recreate it to see if there's something I can add to stop it, or if the record is being created incorrectly.

MoNeart
January 28th, 2025, 04:02
I keep getting an error log message when I click on the notes tab of the PC Spacecraft entry. Any suggestions?63330

Moon Wizard
January 28th, 2025, 05:05
How did you create the PC Spacecraft entry originally? Did you create a new ship entry and fill in details, drag from main spacecraft list, or some other method?

Regards,
JPG

Navigat0r
January 28th, 2025, 09:08
I have attached instructions to reproduce the error. I also made sure that all modules and the ruleset itself were properly updated by deleting all MGT2 (.pak and .dat) files from the vault and hitting the update button so FGU would download the latest version. 63332

Tarkonian
January 28th, 2025, 16:48
I have attached instructions to reproduce the error. I also made sure that all modules and the ruleset itself were properly updated by deleting all MGT2 (.pak and .dat) files from the vault and hitting the update button so FGU would download the latest version. 63332

Thank you for this. I was finally able to recreate it. Now I'll see what I can do to fix this.

Tarkonian
January 29th, 2025, 06:54
I have attached instructions to reproduce the error. I also made sure that all modules and the ruleset itself were properly updated by deleting all MGT2 (.pak and .dat) files from the vault and hitting the update button so FGU would download the latest version. 63332

I pushed an update that should fix this issue. The notes being added had more than just text to them, so I changed it to accept "formattedtext". If there are any other issues please let me know.

Tarkonian
January 29th, 2025, 19:24
There may have been "charspacecraft" records created in between the character sheet updates and now. So we've incremented the MGT2 version to version 5. Upon loading in, if your previous version was before version 5, it will check your all of your records to make sure you have the correct notes field for the PC Spacecrafts.

If you do have the correct <notes/> database field, then it won't change anything.

If nothing was there at all, it will create a new <notes/> database field with the proper formatted text type.

If you don't have the correct <notes /> database field, and you have the old "string" database field instead, it will attempt to copy the notes, delete the incorrect <notes/> field, and then create a new node that should have the correct typing. It will then attempt to copy your old notes over by throwing them into very basic ''<p></p>'' tags. I can't guarantee they will look good, but they should be there.


As always, please let me know if you have any issues in this thread and I will look into them as quickly as I can. I hope this helps!

MoNeart
February 5th, 2025, 01:03
All fixed!

GravityBlade
February 6th, 2025, 14:43
Stun weapons are not doing the proper damage.

When running a few test battles I noticed that the weapons with the Stun trait (which also had "stun" noted after the damage) were reducing all stats as if the weapon was doing full damage (i.e. to all three stats) instead of just END damage. They also are not applying any kind of "incapacitated" or "stunned" condition on the target once their END is exceeded.

Thanks.

Just following up on this.

Is this a bug or should I post this in the features request thread?

Thanks.

superteddy57
February 6th, 2025, 16:36
I'm not aware this was ever implemented. So yes, this would be a feature request.

GravityBlade
February 6th, 2025, 20:17
I'm not aware this was ever implemented. So yes, this would be a feature request.

Will do.

Thanks.

Durhazz
February 7th, 2025, 05:02
Under the combat section in the settings changing the Combat: Ally Health player display changing the toggle to status, detailed or off does not add a a status bar or a status dot to the token. The same is also true for Combat: Enemy health display toggle. Am I missing something or is this a bug. Any help is appreciated. Thanks

superteddy57
February 7th, 2025, 06:01
I don't believe the ruleset ever did that and would be happy for someone to correct me.

Durhazz
February 7th, 2025, 22:12
Thank you for the prompt response. I suspect it has to do with the way "hit points" are handled in Traveller. Endurance goes then strength or dexterity etc.

Conspiracy
February 7th, 2025, 23:36
Just tried to add a new spacecraft and I don't seem to be able to move rows up or down on the Systems tab. I can create and delete just not move.

superteddy57
February 8th, 2025, 00:27
I am able to reorder by clicking and dragging the blue order icon. Then releasing it where I would like to be.

Conspiracy
February 8th, 2025, 01:14
That works, sorry didn't even consider dragging and dropping. Thanks for the prompt reply.

TilStillPlays
February 13th, 2025, 19:01
1) There is a bug with initiative.
When you roll for it, you get a strange value tthat goes from -4 to +3 as if the program decided that initiative is a characteristic and needs a modifier.63440

2) I add medic skill 1 to a character, then as i look at the actions tab it says 0 in the First Aid/Long Term Care/treat Poison or Disease skill boxes and i cant change it

3) I add psionic power telepathy 1 as a skill, but the talent shows up as 0 on the actions tab.



Just a last question: Will you update CSC to the new edition, there are so many things lacking?

ProfDogg
February 13th, 2025, 19:53
1) There is a bug with initiative.
When you roll for it, you get a strange value tthat goes from -4 to +3 as if the program decided that initiative is a characteristic and needs a modifier.63440

2) I add medic skill 1 to a character, then as i look at the actions tab it says 0 in the First Aid/Long Term Care/treat Poison or Disease skill boxes and i cant change it

3) I add psionic power telepathy 1 as a skill, but the talent shows up as 0 on the actions tab.



Just a last question: Will you update CSC to the new edition, there are so many things lacking?

The initiative part is actually not a bug. The values are based upon success levels, not totals... (yeah, took me forever to figure that out myself)

Elvedui
February 16th, 2025, 19:18
Deepnight Revelation 2: Near Side of Yonder - the Alien races don't show up on the race tab only in the book when you fully open it. Plus while Deepnight 4 shows up as an Adventure on the Modules Tab...2 doesn't and i purchased 3 and it wasnt showing up as a module to activate? I searched and the naming convention was differen't. It shows up as Deepnight 3: The Crossing and not Deepnight Revelation 3. Not to mention Adventures is a whole new category. The old category was MGT2 Adventures. It would be nice to have them consistent. It makes things easier to find.

superteddy57
February 17th, 2025, 19:10
Passed this along to the developer to have a look.

Stargrove
February 17th, 2025, 20:11
Deepnight Revelation 2: Near Side of Yonder - the Alien races don't show up on the race tab only in the book when you fully open it. Plus while Deepnight 4 shows up as an Adventure on the Modules Tab...2 doesn't and i purchased 3 and it wasnt showing up as a module to activate? I searched and the naming convention was differen't. It shows up as Deepnight 3: The Crossing and not Deepnight Revelation 3. Not to mention Adventures is a whole new category. The old category was MGT2 Adventures. It would be nice to have them consistent. It makes things easier to find.

1) I will get the Races added to book 2 and will go through the others and get races added if warranted.

2) I am still investigating your second comment with regards to category and naming conventions.


UPDATE:

1) I have gone through all 5 books in this series and added Races if warranted.

2) I updated the category of all 5 book to "MGT2 Adventure" and fixed the naming of book 3 to match the others.


All of these updates have been submitted for review and should be available soon.

LinWood2020
February 20th, 2025, 14:52
Last night my group and I experienced issues with Actions. Skill checks worked fine but whenever any of us tried an Action from the character sheet, NPC sheet, or Combat Tracker we got an error log instead. We have not experienced that previously so I suspect it's related to the latest update. Anyone else experiencing this?

superteddy57
February 20th, 2025, 14:53
Can you elaborate on the error you received and relay what it said here?

Moon Wizard
February 20th, 2025, 19:56
Just pushed a hot fix that should address this. Please run a new Check for Updates, and let me know if you still see the issue.

Regards,
JPG

LinWood2020
February 21st, 2025, 18:52
Just ran the update and tried it again. Issue fixed!! Thanks!!:)

GravityBlade
February 21st, 2025, 20:07
Found two bugs in the damage allocation for destructive weapons.

When firing a PGMP-14 at a target it incorrectly applies the damage as radiation (first bug) resulting in no damage when the target has Rad protection:
63555

When the "Radiation" tag in th damage box is removed the damage applied however (second bug) it did not add the attack roll Effect to the damage:
63556
Destructive weapons should still get the Effect bonus.

When you modify the damage to normal damage (i.e. from 1DD to 10D) with the tag it stil incorrectly tries to apply the damage vs the Rad armor protection:
63557

Again removing the Radiation tag applies damage and also correctly adds the Effect bonus from the attack:
63558

Radiation damage is a constant as noted in the following rule from the CRB:
63561
It is separate from the damage roll.
Also it should be noted that the PGMP (all) does not include the Radiation trait according to the CRB or the CSC. (Third bug?)

Hope this can be resolved.

Thanks.

superteddy57
February 21st, 2025, 20:29
So would it be better to have it a separate chat output that the GM or player can drag to try and apply from the 2D x 10 rads and so on?

superteddy57
February 21st, 2025, 20:54
I'll see about updating the weapon to not have the radiation added to the damage line as I'm not seeing it listed with the module's book. I will look into seeing if we can add the additional radiation roll and check to that roll instead of it being factored in the initial damage roll. But what kind of damage does it do normally then? I'll need a bit more help on the mechanics of what the initial roll does.

GravityBlade
February 21st, 2025, 22:56
I'll see about updating the weapon to not have the radiation added to the damage line as I'm not seeing it listed with the module's book. I will look into seeing if we can add the additional radiation roll and check to that roll instead of it being factored in the initial damage roll. But what kind of damage does it do normally then? I'll need a bit more help on the mechanics of what the initial roll does.

Damage is damage in Traveller, there is no separation by "type" (like in many d20 based systems, e.g. Pathfinder) so there is no need to create artificial definitions. Most (all?) additional effects are listed as Traits (e.g. Radiation, Stun, Blast) but those are not types of damage as much as different special effects. Take Blast X where a weapon with this damages all within the 'x' radius but there is no separate type of damage, it's just counted as "damage" with no other definition.

Radiation is actually accounted for separately in that a character will take "damage" depending on how (and for how long) they are exposed. Immediate vs Cumulative is treated differently as well, see these charts:
63564
63565
I should note that Immediate radiation still counts toward Cumulative radiation for a Traveller character so things can get bad fast.

Hope that helps and isn't too confusing. :)

superteddy57
February 22nd, 2025, 01:12
Nope, just haven't played this version of Traveller and appreciate the explanation. So what I'm planning is a separate chat output to be the radiation damage that it generates and will attempt to get the radiation system to ping off that separate roll. So using your example, it will roll 3d6 and 1 is for the 1DD and 2d6 will be the radiation generated. Since the code assumes normal damage is kinetic I assigned it that damage type for code purposes and will get hit with the 1DD damage and a separate 2d6 rad roll based on what you provided.

Elvedui
February 22nd, 2025, 17:27
I now seem to have an error on my PC spacecraft. The notes page disappeared and everything i had written in there and i get an error message when i click on that tab.

superteddy57
February 22nd, 2025, 19:16
It appears your notes data type doesn't match what the system is looking for. Can you provide a copy of your campaign for me to look at?

GravityBlade
February 23rd, 2025, 14:13
Nope, just haven't played this version of Traveller and appreciate the explanation. So what I'm planning is a separate chat output to be the radiation damage that it generates and will attempt to get the radiation system to ping off that separate roll. So using your example, it will roll 3d6 and 1 is for the 1DD and 2d6 will be the radiation generated. Since the code assumes normal damage is kinetic I assigned it that damage type for code purposes and will get hit with the 1DD damage and a separate 2d6 rad roll based on what you provided.

I think that should work.

The damage profile for a Destructive + Radiation weapon should look something like this:
Damage = 1DD = (1D * 10) + Effect
Radiation = 2D * 20

I look forward to testing this. :)

superteddy57
February 24th, 2025, 09:21
I've looked this over and the system is a tad bit entangled and I would need to redesign the whole damage system to get this to work correctly. This would include automating the immediate rad effects and the cumulative effects. I will have to place this on my long term project list. Sorry for no immediate turn around.

Elvedui
February 24th, 2025, 15:37
It appears your notes data type doesn't match what the system is looking for. Can you provide a copy of your campaign for me to look at?

I am not sure how to do that. However, i didn't do anything. I used to have notes there and now i cant put any notes in that section if i wanted to and it deleted the old notes. Was there an update to the notes field over the last few months. I always thought i should be able to add my deckplans there and i discussed that with MacBeard so don't know if this is a legacy issue.

superteddy57
February 24th, 2025, 15:43
If you zip your campaign and provide a link where I can download it I can verify what your campaign is doing and possibly retrieve your lost notes. I am unsure of what happened as I've just taken up the ruleset and assisting in fixing the bugs. I'm unsure if things have changed.

Elvedui
February 24th, 2025, 17:27
If you zip your campaign and provide a link where I can download it I can verify what your campaign is doing and possibly retrieve your lost notes. I am unsure of what happened as I've just taken up the ruleset and assisting in fixing the bugs. I'm unsure if things have changed.

Not sure which files to zip so lets see if this is enough.

Moon Wizard
February 25th, 2025, 05:09
@Elvedui,

You'll want to zip up the entire folder for your campaign in the FG data folder under the campaigns subfolder. There are many files and folders needed to be able to see your campaign in action.

Regards,
JPG

Elvedui
February 25th, 2025, 17:39
@Elvedui,

You'll want to zip up the entire folder for your campaign in the FG data folder under the campaigns subfolder. There are many files and folders needed to be able to see your campaign in action.

Regards,
JPG

I tried to upload it but it is too large 83MB apparently.

Moon Wizard
February 25th, 2025, 18:49
You can post the zipped file to a DropBox, OneDrive or Google Drive link to share. Just make sure to set file to "Share to Anyone with Link".

Regards,
JPG

superteddy57
February 26th, 2025, 03:54
I now seem to have an error on my PC spacecraft. The notes page disappeared and everything i had written in there and i get an error message when i click on that tab.

Pushed an update to address this. You may need to load a backup db.session file to gain access to your notes. This may assist you in accomplishing getting a previous save up and running. Please save a copy of the file you rename just in case.

https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/1207304196/Restore+Campaign+to+an+Earlier+Save

Elvedui
February 27th, 2025, 00:26
Pushed an update to address this. You may need to load a backup db.session file to gain access to your notes. This may assist you in accomplishing getting a previous save up and running. Please save a copy of the file you rename just in case.

https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/1207304196/Restore+Campaign+to+an+Earlier+Save

It worked. I was able to retrieve my old data without loading an old db.session. Also the notes field is now set up to allow me to put the deckplans and pics in this section. That was something i was speaking with the original dev about. Super helpful. thanks for pushing the fix out.

GravityBlade
February 28th, 2025, 14:54
I've looked this over and the system is a tad bit entangled and I would need to redesign the whole damage system to get this to work correctly. This would include automating the immediate rad effects and the cumulative effects. I will have to place this on my long term project list. Sorry for no immediate turn around.

I'm not surprised that this won't be an easy fix. Thanks for putting this on to your project list.

In the mean time is it possible to get the "radiation" tag removed from the damage box of all weapons? At least that way the physical damage will be applied correctly. Then it would just be up to us Referees to deal with applying the Radiation effect manually. Also we'd still need to have the Effect added to the DD damage post damage roll. That would be helpful as well.

Thanks for digging into this. :)

superteddy57
February 28th, 2025, 16:40
Sorry, not something that I would say can be done with your idea. I will think it over and see if I can find a quick fix for your situation.

GravityBlade
March 6th, 2025, 20:57
Sorry, not something that I would say can be done with your idea. I will think it over and see if I can find a quick fix for your situation.

Unfortunate but that's fine. We can remove it manually for PCs so damage allocation for those weapons actually works. Not sure what to do with NPCs but since very few use such weapons we'll just have to figure it out when the time come.

Thanks again for looking into a long term fix.

superteddy57
March 6th, 2025, 21:01
I think removing the radiation tag is the ticket for now and just setting up a /roll 2d6*# on the hotkey bar will do the trick and manually adjusting the rads. The damage system currently just isn't setup right to handle it the way it's intended within the rules.

ferrnando
March 16th, 2025, 20:06
Hi, there is an error in the core rulebook of Traveller 2E when opening certain vehicles in the Vehicles tab:

Console log:
"
[3/16/2025 1:53:44 PM] [ERROR] Graphic: Unable to load file (modules/MGT2 Core Rulebook/campaign/tokens/a.webp) (*)
"

"
[3/16/2025 2:07:59 PM] [ERROR] Graphic: Unable to load file (modules/MGT2 Core Rulebook/campaign/tokens/g.webp) (*)
"


MGT2 Core Rulebook

Vehicles:
Air/Raft
G/Bike

superteddy57
March 16th, 2025, 23:44
I will look at this on Monday.

superteddy57
March 17th, 2025, 05:24
Pushed a hotfix as the files were capitalized and the code was looking for lowercase. I pushed a fix to have these match

ferrnando
March 18th, 2025, 20:09
Pushed a hotfix as the files were capitalized and the code was looking for lowercase. I pushed a fix to have these match

Hi, the problem persists even with the capitalization hotfix. And now the error also appears with the 'Air/Raft Cargo Variant'.

Air/Raft (from MgT2 core rules):
[3/18/2025 1:58:03 PM] [ERROR] Graphic: Unable to load file (modules/MGT2 Core Rulebook/campaign/tokens/A.webp) (*)

Air/Raft Cargo Variant (from MgT2 core rules):
[3/18/2025 2:01:24 PM] [ERROR] Graphic: Unable to load file (modules/MGT2 Core Rulebook/campaign/tokens/A.webp) (*)

G/Bike (from MgT2 core rules):
[3/18/2025 2:04:50 PM] [ERROR] Graphic: Unable to load file (modules/MGT2 Core Rulebook/campaign/tokens/G.webp) (*)

superteddy57
March 18th, 2025, 20:24
Pushed another hotfix for your issue.

Stargrove
March 22nd, 2025, 15:34
Would it be possible to make the field for Kg wider on the Item sheet to accommodate larger numbers? It was pointed out to me during my recent Traveller session that all of the Heavy Weapon-type items in the CSC 2023 are in Tons and not Kg. When you enter 500 tons in the Kg field it becomes 500000 and does not fit properly.

superteddy57
March 22nd, 2025, 17:39
I will take a look at this when I'm back on Monday. Thanks for the suggestion

Stargrove
March 29th, 2025, 17:15
Would it be possible to fix the tab order on the following forms:


NPC form for entries under Weapons
Spacecraft form for entries on the Systems tab
Spacecraft form for entries on the Action tab

superteddy57
March 29th, 2025, 19:46
I'm not quite understanding what you are asking for. Can you elaborate on what you are requesting?

Stargrove
March 29th, 2025, 20:33
I'm not quite understanding what you are asking for. Can you elaborate on what you are requesting?

When on the forms I mentioned and using the Tab key on my keyboard I am either not able to tab between all the fields and when I get to the end of a given record have the tab key move to the next entry, or more annoyingly, the tab order is not in the order you would expect, does not go to some fields, or just does not work at all.

While these are not really bug per se, as I have done more and more book conversion, I find these as annoyances when I try tabbing to fields and things don't work properly and I have to move over to the mouse to get to the field I want and then back to the keyboard to keep doing data entry.

For example, if I have a new NPC record and start entering data in the fields starting at the top of the page with Name I can tab all the way through all the fields to Protection and then after that things don't work properly.When I hit tab from Protection, assuming I have created a new blank Weapon entry, the cursor will move Range, then Attack, then Damage, then Weapons Name and stop after that. I would expect given the layout of the fields that the order should be Weapon Name, Attack, Damage, Range, Traits. When I hit tab at Traits I would expect it to move to the next entry of Weapon Name entry if there is one or just back to the NPC name field if not.

On the Spacecraft form, the Main tab works as expected when moving from field to field. On the Systems page, you can only tab between one entry at a time when I would expect the cursor to move from column to column and when it gets to the end of one column it should move to the first column of the next entry. When you get to the end of all the entries it should just cycle back to the first column at the top.

On the Spacecraft Actions tab If you start in the # field the cursor will move to the Weapon Name, then TL, then Range, then Attack, then Damage. It will never move to Traits. I would expect that the proper order should be #, Weapon Name, TL, Range, Attack, Traits, Damage and if there is more than one record it should move to the next entries # field and so on.

Hope this helps.

superteddy57
March 29th, 2025, 21:03
I'll add it to my list to look over, but not every scenario will allow a clean tab from top to bottom. It is entirely dependent on what controls are being used.

anstett
April 5th, 2025, 17:31
Found an error while creating new Aslan characters, and confirmed it is the same with the Hiver characters.

Creating a new character of either race does not add the characteristic to their sheet automatically when dragging the Race onto the sheet.

What does happen is something triggers in the background but does not make it to the sheet. If you go to options, turn off the Use Terr then turn it back on again it does appear on the character sheet.

Steps:
In options set Use Territory to on
Create character sheet
**it is missing Terr as expected?
Drag race to the character sheet (Aslan or Hiver)
The new characteristic does not appear
Go to options, turn off Use Territory, then click again to turn on Use Territory
The character sheet now shows the Territory characteristic

Thanks,

BOB

superteddy57
April 5th, 2025, 21:01
MOD: Bug reports are best in this thread.

tremen
April 8th, 2025, 20:32
My players are seeing errors displayed when they connect to my campaign - the errors don't seem to prevent play or cause any actual problems once they close the error log. If I (as a player) do the same I can see in my console.log the following:

[4/8/2025 8:23:33 PM] Fantasy Grounds - v4.6.6 ULTIMATE (2025-02-20)
[4/8/2025 8:23:33 PM] RULESET: Mongoose Traveller (2E) ruleset (2025-03-12) for Fantasy Grounds
Copyright 2025 Smiteworks USA, LLC
[4/8/2025 8:23:33 PM] RULESET: Mongoose Traveller 2E
Copyright 2016 Mongoose Publishing.
[4/8/2025 8:23:33 PM] RULESET: Core RPG ruleset (2025-03-12) for Fantasy Grounds
Copyright 2025 Smiteworks USA, LLC
[4/8/2025 8:23:33 PM] EXTENSION: SmiteWorks Core Dark Theme for Fantasy Grounds\rCopyright 2024 Smiteworks USA, LLC.
[4/8/2025 8:23:33 PM] MEASURE: LOAD - PART 2 - 2.3209121
[4/8/2025 8:23:33 PM] [ERROR] Handler error: [string "MGT2:..nager_char_encumbrance_traveller.lua"]:84: setValue: Unable to create node
[4/8/2025 8:23:33 PM] [ERROR] Handler error: [string "MGT2:..nager_char_encumbrance_traveller.lua"]:84: setValue: Unable to create node
[4/8/2025 8:23:33 PM] [WARNING] setValue: Database node not owned (charsheet.id-00001.encumbrance.base)
[4/8/2025 8:23:33 PM] [WARNING] setValue: Database node not owned (charsheet.id-00001.encumbrance.light)
[4/8/2025 8:23:33 PM] [WARNING] setValue: Database node not owned (charsheet.id-00001.encumbrance.max)
[4/8/2025 8:23:33 PM] [WARNING] setValue: Database node not owned (charsheet.id-00001.encumbrance.mod)
[4/8/2025 8:23:33 PM] [WARNING] setValue: Database node not owned (charsheet.id-00001.encumbrance.status)
[4/8/2025 8:23:33 PM] [WARNING] setValue: Database node not owned (charsheet.id-00001.encumbrance.base)
[4/8/2025 8:23:33 PM] [WARNING] setValue: Database node not owned (charsheet.id-00001.encumbrance.light)
[4/8/2025 8:23:33 PM] [WARNING] setValue: Database node not owned (charsheet.id-00001.encumbrance.max)
[4/8/2025 8:23:33 PM] [WARNING] setValue: Database node not owned (charsheet.id-00001.encumbrance.mod)
[4/8/2025 8:23:33 PM] [WARNING] setValue: Database node not owned (charsheet.id-00001.encumbrance.status)

with the error and warning messages repeated for each of the PCs in the campaign. As GM I don't see these messages. Is there a good way to diagnose or resolve this?

superteddy57
April 8th, 2025, 20:35
It's a known issue and will be resolved when the fixes go LIVE. The ruleset is currently on lockdown for some new CoreRPG feature updates.

tremen
April 8th, 2025, 20:52
Thanks!

Elvedui
April 14th, 2025, 19:03
The Third Imperium modules seems to have bugs for the star systems. They don't show up in the Star Systems tab under the book. Also, the weapons don't show up under the weapon tab in the book when you just look at the book. They seem to appear in the items tab. Lastly, INI has a skill deve table that doesn't show up under classes or tables.

superteddy57
April 15th, 2025, 07:14
I have passed it along for the developer to take a look.

Chiefweasel
April 25th, 2025, 04:12
I just ran into an issue when I played today. The NPCs are not being numbered when they are transferred to the Combat Tracker. I have the Append option in the settings turned on. Anyone else have this issue?

superteddy57
April 25th, 2025, 05:37
I just ran into an issue when I played today. The NPCs are not being numbered when they are transferred to the Combat Tracker. I have the Append option in the settings turned on. Anyone else have this issue?

I just tested this with the latest updates and I'm seeing the NPCs be appended with the numbers. Are you using any extensions?

Chiefweasel
April 25th, 2025, 05:38
I am, I'll try to take them off and see if that does it.

Ah tried it. I removed all extensions and tried it again, but it still is not working. It just adds the NPC with no number for them.

Elvedui
May 1st, 2025, 16:53
There seems to be a bug with races who have innate armor. It doesn't shop up as an armor effect. Bonuses to stats seems to work, but any special abilities don't seem to work with armor being the one that seems most relevant. Many other special abilities are more specialized.

superteddy57
May 1st, 2025, 17:13
As someone who hasn't played with the ruleset, I'm not sure if this is a request for expansion or a bug report. If it is a bug, please break down how it was done before and the steps to perform to get it done previously. I'm not really sure what you are referring to with your report and need some help understanding.

Chiefweasel
May 2nd, 2025, 05:17
Here are some details:
I am using the Traveller 2nd edition.
The setting are set to append a number onto the end of the name of an NPC when it is added to the combat tracker.
But when I add the NPCs to the combat tracker (using the Battle option), the numbering is not added to names of the NPCs. It just lists duplicated names for the NPCs, like Killer 1 listed 4 times.

I do not have any extensions in use.
This option used to work but has stopped working a month or so ago.

Thanks.

superteddy57
May 2nd, 2025, 05:38
I can take a look and see why that's that respecting that setting.

Elvedui
May 2nd, 2025, 16:57
Frankly, i don't recall exactly. When i select a race it auto adds a plus or minus to an attribute. Some races have special abilities beyond that. I don't recall the other special abilities being dealt with automatically, but i thought the Armor trait used to auto populate. Armor is tracked on the equipment tab and shows what protection you have. This would be no different than having a subdermal armor mod. So currently if you receive any damage in combat it doesn't subtract racial armor...only all other armor.

superteddy57
May 2nd, 2025, 17:35
I can take a look once I am caught up on my current project. Can you use a mod for the time being till I am able to look at it?

cdjensen99
May 2nd, 2025, 18:28
I am trying to use the extension FG Dev Property Inspector and it is giving me errors. I was instructed to delete SWUFGANYFGDTP.dat from my vault and check for updates. I do not have SWUFGANYFGDTP.dat but I do have UUID e6cf47d8-ea56-11eb-8c52-0050562be458. I deleted that and it redownloaded but I am still getting the errors. I downloaded it a long time ago and I think it is an old version. No sure how to check the version number that I have.

superteddy57
May 2nd, 2025, 19:00
Most forge developers will put a version number or date in the chat when you first get on. You can verify against that. If that is not provided then you will have to reach out to the developer on how to check and where to get an updated version if out of date.

Moon Wizard
May 7th, 2025, 18:46
@Chiefweasel,

I just took a look at your report of the numbers not being appended when adding multiple NPCs with the same name.
https://www.fantasygrounds.com/forums/showthread.php?51017-Official-MGT2e-Bug-Report-Thread&p=743314&viewfull=1#post743314

I just tried adding an encounter from "Deneb Adventure 1 - Lost Duke" with 6x "Swarm of Insects". The numbering was added correctly with the "Combat: NPC Numbering" option set to "Append".

* Are you running any extensions? If so, do you see the issue without any extensions?
* Can you walk me through the exact steps that you are following so I can recreate this issue?

Regards,
JPG

savoylen
May 8th, 2025, 01:49
https://youtu.be/mzPHNIHxDZc
All of a sudden I can not add attacks/items MgT2. Started after the last set up updates though I'm not sure they are related. Anyone else experiencing the same have a work around for me?

From Discord:: Try a new campaign with no extensions. Sometimes campaign data can get corrupted. Also, try to force update FG in the FG settings.

Yep. Tried both of those already. No joy. Even my old campaigns are behaving the same way. Interestingly, if you add to a PC or NPC humanoid a item. Equip it. You can 'edit' it to whatever you want in the actions tab. (A work around). Any time you try to use the "add" option directly or any add anything in the NPC animal type, you'll get a null pointer error.

64311

superteddy57
May 8th, 2025, 06:02
Pushed hotfix to address your report

savoylen
May 8th, 2025, 06:12
Pushed hotfix to address your report

That did it... thanks!!

- Savy

Elvedui
May 9th, 2025, 15:06
I can take a look once I am caught up on my current project. Can you use a mod for the time being till I am able to look at it?

There are no mods for this nor do i know how to create one, but thanks.