View Full Version : Official Starfinder RPG Bug Report Thread
Locotomo
June 13th, 2023, 15:26
It is in my world (the Mystic copy) and I can't get rid of it, mo matter what I do.
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Moon Wizard
June 13th, 2023, 17:52
@Locotomo,
Hmm, not seeing that issue with the default Starfinder Core Rulebook.
Some ideas to check:
* Try right clicking on the Starfinder Core Rulebook module in the Library->Modules list and selecting the Revert option.
* Try unloading modules one at a time to see when the Mystic (Copy) goes away.
* Look in modulestate.xml (or post here) to see which modules are being loaded. Maybe you exported a custom module with a copy, and loaded it?
* Also, we can look at the modulestate.xml to see what other modules are loaded.
Regards,
JPG
Locotomo
June 13th, 2023, 19:54
I will check now, I also still have this in the class tab : Starfinder RPG - Attack of the Swarm AP 5: Hive of Minds (Starfinder) [Fixed] archetype, instinctive metaphysicist. It isn't fixed for me.
Edit: Problem still there in the AP 5 module. The Archetype is in the Classes tab, not in the Archetypes tab. 57697
Locotomo
June 13th, 2023, 20:03
The Mystic copy is in the Interstellar Species (Players) module !
Moon Wizard
June 14th, 2023, 01:07
I've notified the DLC developer for both products, and asked for a fix.
Regards,
JPG
madman
June 14th, 2023, 04:38
The Mystic copy is in the Interstellar Species (Players) module !
I will get that taken care of.. [Fixed]
Madman
madman
June 14th, 2023, 04:40
I will check now, I also still have this in the class tab : Starfinder RPG - Attack of the Swarm AP 5: Hive of Minds (Starfinder) [Fixed] archetype, instinctive metaphysicist. It isn't fixed for me.
Edit: Problem still there in the AP 5 module. The Archetype is in the Classes tab, not in the Archetypes tab. 57697
I know I changed that. Must not have done something right. I will get it fixed.
Madman..
Locotomo
June 14th, 2023, 08:48
You people are on fire ! :D
Littlerogue
June 14th, 2023, 20:40
I don't if it's normal (the 4.4 update was released just yesterday) but i can't use trigger sound to make, for exemple, any hit by laser weapon trigger the associated sound (i have a supersyrin subscription and made the proper link with FGU). The same test with D&D5 seems to work.
superteddy57
June 14th, 2023, 20:47
Triggers are base off the chat output and they may not be setup within Starfinder to trigger those sounds.
ProfDogg
June 14th, 2023, 20:51
Triggers are base off the chat output and they may not be setup within Starfinder to trigger those sounds.
Where's the "how-to" for the sounds? I'm wracking my brain setting this up...
Moon Wizard
June 14th, 2023, 21:00
There is a wiki page here that was from beta cycle. It still needs to be finalized by Doug.
https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/2078932993/Using+Sound+Links
There's also a section in the FG v4.4.0 video.
https://www.youtube.com/watch?v=VoXe-sc2Uws&t=1498s
There will be more information as we update the documentation.
Also, currently, the attack hit/miss sound triggers are only working in 5E; but I'm working on a fix for that.
Regards,
JPG
ProfDogg
June 14th, 2023, 21:02
There is a wiki page here that was from beta cycle. It still needs to be finalized by Doug.
https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/2078932993/Using+Sound+Links
There's also a section in the FG v4.4.0 video.
https://www.youtube.com/watch?v=VoXe-sc2Uws&t=1498s
There will be more information as we update the documentation.
Also, currently, the attack hit/miss sound triggers are only working in 5E; but I'm working on a fix for that.
Regards,
JPG
Ah, but that's a head-start... Thank you...
Honken
June 26th, 2023, 09:23
I am playing Horizon of the Vast with my players, and one of the players got his hands on the "handcoil, explorer," and was using it in a couple of combats. And since the item is a energy weapon it should attack agains EAC, but it doesn't. Is this a bug, or am i doing it wrong somewhere?
madman
June 27th, 2023, 22:53
I am playing Horizon of the Vast with my players, and one of the players got his hands on the "handcoil, explorer," and was using it in a couple of combats. And since the item is a energy weapon it should attack agains EAC, but it doesn't. Is this a bug, or am i doing it wrong somewhere?
I will have to take a look. I will get back to you.
If you add the text "vs eac" under properties it will fix the issue. I will sort out the item record and get it updated.
As a side note.. Add the item to the party sheet and make the changes then re drop it on the character.
Madman..
Honken
June 28th, 2023, 12:30
So, this is a test i did today, clean ruleset (i had done the test before, never captured it though).
https://1drv.ms/i/s!Ash8HBvgPSZvhscg2Knwcdb5gHZkJg?e=9Pvqhq
I hope this helps.
superteddy57
June 28th, 2023, 14:35
I'm not sure what I am looking at and would need you to elaborate on what the issue is that is going on in the image.
Honken
June 28th, 2023, 21:24
I'm not sure what I am looking at and would need you to elaborate on what the issue is that is going on in the image.
The Handcoil, Explorer (this one from the Horizon of the vast p1) does not attack EAC, even if it is a Electricity damage weapon. And i did fiddle a bit with "vs. eac" to try to see if i could make it to attack vs EAC. And then i did a Laser pistol, Azimut for reference (basic energy weapon from Core). Handcoil are usually from the Armory book, but this item was from the horizon p1 module. Not sure if that make any diffrence though. I don't have armory. I wrote this in #1264 for reference.
I am playing Horizon of the Vast with my players, and one of the players got his hands on the "handcoil, explorer," and was using it in a couple of combats. And since the item is a energy weapon it should attack against EAC, but it doesn't. Is this a bug, or am i doing it wrong somewhere?
superteddy57
June 28th, 2023, 21:33
Appreciate the break down. Just was a tad confused :)
madman
June 29th, 2023, 19:42
I did a little testing on this. It does attack vs. EAC. However, without the "vs eac" in the properties field it does not report it to chat.
Madman..
Again, if you change the record on the character sheet it does not update. Create a copy make the "vs eac change" then drop it on the character. Alternatively, you can add the item to the party sheet, make the changes and then drop it on the character. [Fixed]
Soniti
July 3rd, 2023, 03:29
We noticed tonight that some options from the Character Operations Manual and Armory modules are not showing up in some of the character option sections where they should be.
For example, in the Operative Exploits under the Operative class menu, we're only seeing Core Rulebook options:
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None of the additional Operative Exploits from the Character Operations Manual or Armory are showing up there (for example, there should be one called Trap Spotter (Armory) and one called Shuriken Assassin (Character Operations Manual) that aren't showing up. You can find them in the reference sections of the associated books but for Armory, they aren't actually linked so they can't be dragged to a character sheet.
Are we just missing something? Or is this functionality not part of the modules? We're relying heavily on the Hephaistos site already for making sure the characters have the abilities they should since the FGU implementation doesn't seem to be fully there.
superteddy57
July 3rd, 2023, 03:35
Those records aren't updated based on the modules loaded. Those were made under the Core Rulebook and only display those options. The only place where features would show up from the other modules would be the master index. This is the window that displays when you click on the sidebar buttons.
Edit: Excuse me when I say "Those record aren't updated" I am referring to the links in the section highlighted in your image.
Soniti
July 3rd, 2023, 04:10
Those records aren't updated based on the modules loaded. Those were made under the Core Rulebook and only display those options. The only place where features would show up from the other modules would be the master index. This is the window that displays when you click on the sidebar buttons.
Edit: Excuse me when I say "Those record aren't updated" I am referring to the links in the section highlighted in your image.
Thanks for the response! So when a player levels up and wants to select one of the Operative Exploits from Armory, is there no way to add that to his character sheet without creating an entry and copying and pasting the text?
For example, the only way I can find the "Trap Spotter" feature is by going to Modules > Starfinder Armory > Reference Manual > Operative (under Chapter 2: Class Options) > Operative Exploits. And there, they aren't linked things that can be dragged at all.
58069
superteddy57
July 3rd, 2023, 05:00
The sidebar buttons will lead you to the record the module provides. The reference manual is a great resource, but if you want the records to drop to the character to keep track of things, it would be located there.
58071
Soniti
July 3rd, 2023, 05:08
The sidebar buttons will lead you to the record the module provides. The reference manual is a great resource, but if you want the records to drop to the character to keep track of things, it would be located there.
58071
Oh wow, totally missed the two tabs at the top of that window! Thank you!
superteddy57
July 3rd, 2023, 07:06
It's a hold over from a by gone era where the sidebar couldn't hold many buttons. So some of the sidebar buttons needed to be imbedded in the "main" buttons to give more options. Haven't gotten around to doing all of them.
Camberme
July 7th, 2023, 21:25
There are a few things I've noticed from the Starfinder ruleset in the Character window there is a weird artifact / line that goes through the right hand side and then extends "past" the top and bottom edges.
58120
Also there seems to be an offcenter with the AC values
58121
superteddy57
July 7th, 2023, 21:37
Thanks for report, I'll add to my list to investigate. I'm currently working through other projects and it may take some time to resolve.
cpverne
July 10th, 2023, 21:18
Getting an error during starship combat when applying damage to a PC Ship from an NPC attack:
[7/10/2023 4:06:12 PM] RULESET: SFRPG ruleset (2023-06-27) for Fantasy Grounds
...
[7/10/2023 4:07:36 PM] [ERROR] Handler error: [string "SFRPG:scripts/manager_action_shipdamage.lua"]:123: createChild: Invalid argument 1
This happens if you double click on the Damage box, or drag it to the PC token on the map.
It works fine for a PC applying damage to an NPC if you drag onto the NPC token.
superteddy57
July 10th, 2023, 21:24
I tested with a PC ship dragged from the partysheet and attempted the steps your provided and was not able to replicate. If you have any extensions loaded, it would be best to test without them and see if you can replicate. If the ship was dragged from the sidebar PC ship button window, then I would suggest removing it from the combat tracker and dropping it to the partysheet ship tab and then dragging from there. If you've done all of this, I will need a copy of that ship to see if there may be an issue with the ship itself.
cpverne
July 10th, 2023, 21:44
Thanks. I must have dragged it from the wrong window. Dragging it from Party Sheet to Combat Tracker to the Map cleared up the issue.
Zstroy
July 12th, 2023, 00:51
Booted up my campaign to do some prep work and found that there was a Process Data File error for the Starfinder Armory: [Error] Process Data File (Starfinder Armory): '<' hexadecimal value 0x3C, is an invalid attribute character Line 26418, position 4.
I do not have any extensions running and the Armory will not load into my campaign if anyone could assist I would greatly appreciate it. I have attached my compiled logs in the post thank you again for your time.
Beltaur
July 12th, 2023, 23:08
Booted up my campaign to do some prep work and found that there was a Process Data File error for the Starfinder Armory: [Error] Process Data File (Starfinder Armory): '<' hexadecimal value 0x3C, is an invalid attribute character Line 26418, position 4.
I do not have any extensions running and the Armory will not load into my campaign if anyone could assist I would greatly appreciate it. I have attached my compiled logs in the post thank you again for your time.
same problem on my end. Didn't have this last week.
superteddy57
July 13th, 2023, 01:36
A hotfix has been submitted and will get pushed when it's been approved.
redchin42
July 22nd, 2023, 00:14
Making a starship module for the Society Starships. An error noted - When I copied an Azata T8 to T10, and replaced some ship items, all of a sudden the ship's maneuverability shifted to average; later when I copied another to make a T12, it dropped to poor. Dragging new M10 thrusters onto it did not change the maneuverability or turn back to good. It may have something to do with raising the tier level.
superteddy57
July 24th, 2023, 15:39
I will look into this, just will be a moment to find a solution. I will report back when I have one available.
Camberme
July 24th, 2023, 21:12
Starfinder Alien Archive item not in the items list
https://aonsrd.com/MagicItems.aspx?ItemName=Bloodbrother%20Serum&Family=None
Source Alien Archive pg. 23
Level 5; Price 500; Bulk —
Description
Bloodbrother serum is made from rare alchemical reagents and the vital fluids of the eponymous beast. When the serum is consumed, you gain cold resistance 5 and regain 2 Hit Points per round for 5 rounds.
My adventure in 6-03 is calling for it. Easy to enter sure, but wondering why it's not in the item drop down? and what other Alien Archive items are missing.
yarnameloc90
July 26th, 2023, 01:43
Hello Team,
Not sure if this was mentioned in a previous post but it appears Fantasy Grounds isn't recognizing the Wounded or Bloodied conditions in Starfinder. The effect "IF: Wounded; ATK:-13" is reducing the attack roll even if the character hasn't sustained any damage. Other conditions from the conditions drop down menu such as dazed and stable work just fine when creating a custom IF statement. I have seen the Wounded and Bloodied conditions work in other rulesets and just wasn't sure if it could work in the Starfinder ruleset as well. Please share your thoughts. Thanks.
madman
July 27th, 2023, 04:22
Starfinder Alien Archive item not in the items list
https://aonsrd.com/MagicItems.aspx?ItemName=Bloodbrother%20Serum&Family=None
Source Alien Archive pg. 23
Level 5; Price 500; Bulk —
Description
Bloodbrother serum is made from rare alchemical reagents and the vital fluids of the eponymous beast. When the serum is consumed, you gain cold resistance 5 and regain 2 Hit Points per round for 5 rounds.
My adventure in 6-03 is calling for it. Easy to enter sure, but wondering why it's not in the item drop down? and what other Alien Archive items are missing.
[Fixed] Thanks for reporting this. I see it in the list though.
I did not create this module originally, If you find one please let me know.
Madman..
superteddy57
July 27th, 2023, 04:25
Hello Team,
Not sure if this was mentioned in a previous post but it appears Fantasy Grounds isn't recognizing the Wounded or Bloodied conditions in Starfinder. The effect "IF: Wounded; ATK:-13" is reducing the attack roll even if the character hasn't sustained any damage. Other conditions from the conditions drop down menu such as dazed and stable work just fine when creating a custom IF statement. I have seen the Wounded and Bloodied conditions work in other rulesets and just wasn't sure if it could work in the Starfinder ruleset as well. Please share your thoughts. Thanks.
If that was found through the wiki, it may be in error. I'm not aware of the system having those conditions for actors. Can you provide me with the rules related to those conditions?
yarnameloc90
July 29th, 2023, 00:23
Hi SuperTeddy,
Thanks for responding. The wiki mentions IF and IFT should work with the Healthy, Wounded and Bloodied conditional operators. Healthy works just fine, however Wounded and Bloodied do not. I have not seen these conditions specifically mentioned in any rule books for Starfinder but it is interesting that the healthy conditional operator works in Fantasy Grouds, but bloodied and wounded do not. Also I believe these conditions are not specifically called out in D and D 5e but the functionality is there.
It would be great if this functionality worked for Starfinder. Is this something which could be added to the roadmap if it is determined that the wiki is in error?
superteddy57
July 29th, 2023, 02:15
The ruleset has seen transition from it's earliest roots of being a copy/paste of the 3.5e code and I have been working over time to make it more SFRPG than a patchwork of making 3.5e work with the system. Without looking through all the updates done previously could I tell when or if it was ever in. The wiki may need to be updated to reflect that. As for the functionality, I would have to do some further investigation how to link those up for you use. I have a pretty full plate at the moment and may take some time to look it over. I have another report to check as well with Ship tiers that was reported some time ago. So I'll put it on my list of things, just may take some time to get around to that entry.
Vigilance
August 4th, 2023, 02:28
when in ship combat the players target the ship and roll it is not showing it hitting or missing a ship. when I drag the hit on the ship I get this error. 58409 Pulling the players ship of the combat tracker causes the now roll. pulling if the party sheets seems to work.
superteddy57
August 4th, 2023, 03:42
PC ships should only be used from the partysheet and dropped to the combat tracker from there. I have removing the option on my to do list. The drag and drop from the sidebar is a known issue.
yarnameloc90
August 4th, 2023, 13:34
Hi SuperTeddy,
Thanks for the update regarding the Wounded and Bloodied conditions. Starfinder in Fantasy Grounds has come a long way from when my gaming group first began using it about 2 years ago. You guys have done a lot of great work which has really improved the quality of life for our gaming sessions. Thanks again and kudos!!
HeckoX
August 26th, 2023, 10:07
More of a mistake than a bug.
The references for Urgathoa and Weydan have been flipped in the Core rulebook.
Urgathoa has the image for Urgathoa, but the text for Weydan, while Weydan has the image for Weydan, but text for Urgathoa
madman
August 28th, 2023, 00:38
I will take a look, and get it updated. Thanks for reporting it. [Fixed]
Madman..
msbranin
August 30th, 2023, 05:15
Error when starting a brand new session. no addons are loaded.
58677
Moon Wizard
August 30th, 2023, 05:49
Thanks for the report. I just pushed a hot fix for that issue. Run a new Check for Updates to get the new code.
Regards,
JPG
Ghostwheel
August 30th, 2023, 17:18
Hi there Moon Wizard,
Last night (about 16 hours ago), I was also getting an error when I loaded my SF campaign (an error about sfrpg starship combat lua). After loading this most recent update, that is no longer a problem. But I'm still experiencing some weird behavior. When I open a story window, I can no longer see the window title.
This is true with or without extensions loaded. I also only seeing MS Windows-like icons for my asset images (instead of previews). Everything was working fine at lunchtime yesterday (~24 hours ago).
I'm assuming this is still an update problem, but can't be sure. Can you provide any insight for me? Is anyone else seeing these problems?
Thanks for all of your work on this!
-Pete
Edit: I tried to upload a small jpeg, but I don't think I have permission to do so.
Moon Wizard
August 30th, 2023, 17:30
You should be able to attach picture files; but you have to use the Go Advanced post option and use the Manage Attachments button/window.
Any visual anomalies should be reported here, preferably with pictures, so that I can address them as I go. We did a big base theme update, and it's rippling changes through our various supported systems as we find things that were not completely visually defined in those systems previously.
Regards,
JPG
Ghostwheel
August 30th, 2023, 17:51
Hi again Moon Wizard,
Thanks for the message letting me know how to "manage attachments". I've uploaded a pair of images that show the problems I'm experiencing with the Story windows and the Asset previews. I am seeing this behavior with or without extensions loaded.
-Pete
ddavison
August 30th, 2023, 19:37
Those symbols in the Assets window are the new folder icons. It looks like the text color underneath needs to be updated though.
Ghostwheel
August 31st, 2023, 18:58
Hi Moon Wizard,
I'm still seeing the issue with "Story" windows not displaying the window title.
Also, I am running into errors when I try to use Drift Leech (i.e. NPC) special abilities. Not sure if it matters, but I'm working with the "We're No Heroes: Fly Free or Die" adventure path. I've attached a screen shot of the error that pops up.
-Pete
namabest
September 1st, 2023, 05:48
If it helps with debugging, I'm having the same problem with displaying NPC special abilities. The error is the same as shown on the attached image by Ghostwheel above. I get the error when I try to view NPCs from the Alien Archive. I'm updated to the latest FG. The NPC i could see the error was Barathu and Dragonkin, but i suspect it happens to any NPC special ability.
Ghostwheel
September 4th, 2023, 20:14
I think I understand why I'm not seeing the title text for "Story" windows. It looks like the text color and background colors are the same. You can see this when viewing the Story window title with no highlighting versus with the text highlighted (see attached images). I hope this is helpful.
Moon Wizard
September 5th, 2023, 04:58
Thanks for the report. I'll get that updated with other theme fixes tomorrow.
Regards,
JPG
Camberme
September 25th, 2023, 01:46
in fly free or die AP4. in the going going gone section, fly away home, there is a ship record for the PC ship, it's blank. Kind of hard to run a startship combat with no information on the ship it self.
Moon Wizard
September 25th, 2023, 02:17
Reported to the DLC developer.
Thanks,
JPG
madman
September 25th, 2023, 23:42
Thanks for reporting this. I will take a look and get it fixed. [Good]
Madman..
Camberme
October 9th, 2023, 20:37
Thanks for reporting this. I will take a look and get it fixed.
Madman..
I know why the ship was missing. I checked the PDF and it's "not there" like they expect you to just kinda know.. but I figured it's the same type of ship the "sister" ship to the windfall which is shown in ap3
on the "cover" so I just copied/pasted that and renamed the ship.
zeronihilation
October 22nd, 2023, 00:46
Thanks for the feedback. This would be a huge expansion to the item system that's currently in SFRPG to add in the upgrades to adjust the item. It's something I've been looking to do, but just hasn't bubbled to the top. Making the controls editable won't help in this situation as the automation would kick in and replace your changes. So I would have to find a solution to help in this. I will keep this in mind next time I'm in that area.
Hello,
Are there any updates to item level and HP/Hardness issues that prevent gear from tracking if player-created or other build bonuses?
Player item creation also impacts the repair time for items, so there are additional benefits to tracking this detail.
To add to the prior notes, adding in the simple power-armor upgrade mechanics would benefit my players considerably.
Thank you,
superteddy57
October 22nd, 2023, 01:38
No, no update at this time.
Locotomo
November 3rd, 2023, 15:55
Something is wrong here in the class tab of the spell selection.
Looks like I can still not upload pictures. I do it in Discord.
Locotomo
November 8th, 2023, 16:27
Hey guys, thx for updating but it seems that a new mistake sneaked in there
It's the Rotting Touch IV spell from Starfinder Enhanced.
madman
November 8th, 2023, 23:03
There are a few of those that will be fixed soon..
Madman
Locotomo
November 16th, 2023, 15:23
Hi there :)
Is it possbible to get maps with higher resolutions?
In this case, with "The Threefold Conspiracy AP 1, The Chimera Mystery", I can't read anything.
On the normal maps are only pins for encounters and no room descriptions.
These are the Inner Rear Cover and Inner Cover.
Regards, Loco
Locotomo
November 16th, 2023, 17:17
There is a "New Personality" in the Drift Crisis handbook. :)
Locotomo
November 17th, 2023, 15:41
I just checked the other "Threefold Conspiracy" Books. In all inside covers the resolution so so low, you can't read anything.
madman
November 17th, 2023, 23:33
There is a "New Personality" in the Drift Crisis handbook. :)
I will get that taken care of. Thanks for reporting it.
Madman..
madman
November 17th, 2023, 23:36
I just checked the other "Threefold Conspiracy" Books. In all inside covers the resolution so so low, you can't read anything.
I will have a look at these. The images are the standard for images in a conversion. If they are of a map, then the images are included at a higher resolution if one is available.
So after looking at these, I am curious about what it is you need to read that is not in the ship sheet for the inner cover. As well as on the map of whatever starship is on the rear inner cover (See map of the same name)? All the information is provided. If I missed something, please let me know. I will be happy to fix it.
Madman..
Locotomo
November 18th, 2023, 08:14
The inner rear map has a map key (1 to 21) on the top left which I can‘t find anywhere else.
The other maps only have pins for the combat encounters but not the descriptions of what the rooms are.
btw, thx for the effort to help :)
Loco
tschellenberg
November 18th, 2023, 16:34
This could be user error but I discovered that the spells can be setup for combat maneuver rolls and show as 'CMB (CMD)'. It appears the roll is being computed correctly but the CMD portion is not. If I open the target defence section in the combat tracker, the EAC/KAC are correct but the CMD box says 0. According to page 246 of the rules, it seems that that should be set to KAC + 8. If I manually set it, the rolls appear to work as designed.
tschellenberg
November 18th, 2023, 17:03
The behaviour of SR in the combat tracker seems a bit mismatched or maybe I'm just unclear how it's supposed to work. Looking at the combat tracker under the 'Defense' section, there is a box labelled 'SR'.
For characters:
- This box has the character's SR in it from their character page
- It appears to be applied correctly to spells cast at the character
For NPCs:
- The box has zero in it even when the NPC has SR
- The SR for NPCs seems to be getting applied via a string in the 'Special' entry
- Only the 'Special' entry seems to be respected for spells cast at this NPC. That is, if I modify the SR value in the box manually, casting a spell does not roll the CL check. If I add the SR in the 'Special' string, then the CL check does get rolled.
I'm not sure what the ideal behaviour is but I guess it would make sense to me if the box worked and was respected in all cases. I noticed that the official entries for NPCs are using the 'Special' string and that seems to function as designed but the UI appears to have some slightly contradictory information in it and manually changing it didn't do what I was anticipating.
superteddy57
November 19th, 2023, 04:49
@tschellenberg both have been verified and located. I was able to fix those boxes not populating when you drop the NPC. Both boxes are the go to location for those checks, so the Special string will no longer be factored in SR. This fix however won't be available LIVE as the ruleset is currently in lockdown and will be pushed with the next BETA push.
Zionmatrix
November 19th, 2023, 20:49
I'm not sure if this where I need to post, but I'll start here.
In the Redshift Rally module the players run the starship X-66, but it's not in the PC Ships. And I can't forgive or how to put it in the party sheet so they can control it.
Later on in the book is gets upgraded. I was going for one that was already leveled up.
Are this things something that can be fixed/added? I'd there a work around other then just manually building the ships from scratch?
Thanks
Trenloe
November 19th, 2023, 20:59
I'm not sure if this where I need to post, but I'll start here.
In the Redshift Rally module the players run the starship X-66, but it's not in the PC Ships. And I can't forgive or how to put it in the party sheet so they can control it.
Later on in the book is gets upgraded. I was going for one that was already leveled up.
Are this things something that can be fixed/added? I'd there a work around other then just manually building the ships from scratch?
Thanks
Moved this thread to the official Starfinder bug reporting thread. For future reference - most official product lines have a bug reporting thread in the sticky threads at the top of the sub-forum dedicated to the FG ruleset in question.
madman
November 25th, 2023, 23:44
I'm not sure if this where I need to post, but I'll start here.
In the Redshift Rally module the players run the starship X-66, but it's not in the PC Ships. And I can't forgive or how to put it in the party sheet so they can control it.
Later on in the book is gets upgraded. I was going for one that was already leveled up.
Are this things something that can be fixed/added? I'd there a work around other then just manually building the ships from scratch?
Thanks
This is from the module.
"Before the campaign begins, the PCs should design the
X-66 racer as a tier 7 starship using 180 BP and options
presented in the Starfinder Core Rulebook and Starfinder
Starship Operations Manual. The X-66 must have a
maximum crew size at least equaling the number of PCs to
accommodate a starship crew during dangerous starship
races.
The only other information in the PDF is an NPC statblock with the basic text. Which is included as an NPC.
I would not normally build something the players will just design themselves to add into a conversion.
Madman..
madman
November 26th, 2023, 00:04
The inner rear map has a map key (1 to 21) on the top left which I cant find anywhere else.
The other maps only have pins for the combat encounters but not the descriptions of what the rooms are.
btw, thx for the effort to help :)
Loco
This is an older module. It does not have FGU multi-layer that I can use for the Maps. I can include a snapshot in the images if that would help you.
I am looking through the PDF and can not find any other descriptions of that ship other than the ones provided in the story entries linked on the maps.
Unless I am just not seeing what you are talking about.
Madman..
Camberme
December 10th, 2023, 23:15
In Fly free or Die AP5, Crash and burn. One of the creatures is a rust slime, in the Rust Bug.... the slime is named Rust Bub... which we think is fun, but I think the converter meant to name it a Rust Bug.
madman
December 13th, 2023, 02:40
In Fly free or Die AP5, Crash and burn. One of the creatures is a rust slime, in the Rust Bug.... the slime is named Rust Bub... which we think is fun, but I think the converter meant to name it a Rust Bug.
I will take a look and get it fixed.
Madman..
Draykor
December 13th, 2023, 22:20
Character portraits are showing as shadowed when players are not connected
59483
Moon Wizard
December 13th, 2023, 22:29
That's new standard behavior as part of the release today. Any PC added to the party sheet is available in the desktop character list. If no connected player is currently controlling a PC, it is shown grayed out. If you do not want to see the party sheet members on the desktop, there is a new option you can set: Desktop: Show PCs -> Active
Regards,
JPG
AlterZwerg
December 17th, 2023, 12:06
Interstellar Species
Races are missing in the module and canīt be selected for character creation.
Did some digging and the Species in the Ref Manual are linked to the various modules they originated from
i.e Pahtra canīt be selected if Alien Archive (Players) is missing, Uplifted Bear is missing AA 2 (Players) etc.
Dead Suns AP:
Grenades from various parcels and treasures are missing their damage die when equipped.
You have to either add the damage manually to the ones looted from the parcels or swap them to the ones from the core rulebook which are fine
Dead Suns 1:
Gear Vrokilayo Hatchbuster - Frag Grenade
Acreon Crew Quarters - Shock Grenade I , Incendiary grenade I
Fusion Queen Back Office: Incendiary grenade
Dead Suns 2:
Gear Devourer Cultist - shock grenade I
Ukulam Gallery - incendiary grenade
Dead Suns 3:
Gear Alera Okwana Frag Grenade II
Gear Yex. Frag Grenade II
Fleshworn Fabrications Frag Grenade III
Dead Suns 5:
Item: disruption grenade
Weapons looted from the NPCs in Dead Suns 1 are missing "vs. eac" or "vs. kac" in their properties, resulting in buggy hit rolls
madman
December 18th, 2023, 05:46
Interstellar Species
Races are missing in the module and canīt be selected for character creation.
Did some digging and the Species in the Ref Manual are linked to the various modules they originated from
i.e Pahtra canīt be selected if Alien Archive (Players) is missing, Uplifted Bear is missing AA 2 (Players) etc.
This was intentional to not create a bunch of duplicate races for everyone.
Madman..
AlterZwerg
December 18th, 2023, 06:28
This was intentional to not create a bunch of duplicate races for everyone.
Madman..
But what‘s the point of buying the book if you can’t use it?
You have to own and load every other book that originally contained those species.
I did some conversions for the store myself and linking different products together like that usually is a no go.
topla6944
December 21st, 2023, 20:53
Hi,
I try to drop a PC prtrait in the Party ship Ship section after having a put a ship in it to assign the crew but it doesn't work with FGU. I try the same manipulation with FGC and it work properply.
Can it be fixed or there is an other way to do it for FGU.
thx,
superteddy57
December 21st, 2023, 21:03
This has been reported and resolved on the TEST server. The ruleset is currently in lockdown til the Beta is over. Once it is over, the update will be pushed LIVE.
superteddy57
December 22nd, 2023, 15:28
The process will be the same. The new core updates changed how the token drag worked from the character sheet and the code needed to reflect that.
Locotomo
January 2nd, 2024, 21:32
Hello and happy new year :)
On the party sheet I can't select other skills for secret group checks.
Locotomo
January 2nd, 2024, 21:43
There are also still some typos in the selection boxes of the Feats and Spells tabs.
superteddy57
January 2nd, 2024, 21:56
Hello and happy new year :)
On the party sheet I can't select other skills for secret group checks.
We will take a look at this as it looks like it was introduced with the new party sheet standardization.
Locotomo
January 3rd, 2024, 18:34
Did SF get an update today? Somehow I can select the skills on the party sheet, but I don't know if it is supposed to look like this and I got an error aswell.
Moon Wizard
January 3rd, 2024, 18:44
Sort of. Just pushed another adjustment to bring it down to 5 choices scrolled like other rulesets; and also fixed the errors when roll button clicked.
Regards,
JPG
Locotomo
January 3rd, 2024, 20:31
Thank you :)
Locotomo
January 6th, 2024, 12:38
Starfinder Drift Crisis has an empty "New Personality" :)
ianril
January 13th, 2024, 01:11
It appears Deck of Many Worlds/Locations is broken when I try to access it on my starfinder table. There's a large gap in the middle of each design that makes text entirely unreadable, and its hard to even make new worlds again. I tried this with several themes, and saw no difference, and made sure I closed all plugins to ensure that was not part of the problem either. I posted a few images on the starfinder section of game system channels in the fantasy grounds discord, if you need to see what i'm experiencing.
5969859699
superteddy57
January 13th, 2024, 03:54
I'll alert the developer in charge of the product. It's best to post images and steps to replicate here. Things like that can get lost in the discord and not easy to find in some cases.
superteddy57
January 14th, 2024, 22:21
I pushed a hotfix LIVE for Deck of Many Worlds and the Locations extension. Please attempt an update and see if it resolves your issue.
HeckoX
January 25th, 2024, 03:22
It's not possible to select Evolutionist as a class for class abilities; it will skip from Envoy to Mechanic.
Also worth noting is that like the Vanguard has EP, the Evolutionist has a special class point resource (MP), which should also be reflected
Draykor
February 4th, 2024, 16:28
Strength seems to be factored into "spell" without to being told to be.
superteddy57
February 4th, 2024, 18:11
It's not possible to select Evolutionist as a class for class abilities; it will skip from Envoy to Mechanic.
Also worth noting is that like the Vanguard has EP, the Evolutionist has a special class point resource (MP), which should also be reflected
This will require some updates to the code that may take some time. I have added it to my list, but will be some time till it's on the top.
superteddy57
February 4th, 2024, 18:12
Strength seems to be factored into "spell" without to being told to be. I will have to look this over and see
jrock1
February 4th, 2024, 18:49
I will have to look this over and see
And I noticed STR wasn't being applied to PC's melee attacks for last Wed's session; however, the archaic issue I mentioned on Discord looks fixed (I think).
superteddy57
February 4th, 2024, 19:34
There hasn't been any updates to Starfinder for some time so not sure about archaic issue you have had. Also, it's best to report issues here directly. It is quite hard to locate a discord message at times and we request all issues to be reported here to ensure the developers can see the issue. Along with the report, we request to receive the exact steps in replicating the issue and context of the issue. If I can't replicate the issue, then more information needs to be provided. At this time, I will check on your report with the other strength report, but may need more information regarding the archaic issue.
NovenTheHero
February 5th, 2024, 20:00
After having run all of Horizons of the Vast, I just have to say that the implementation of starship combat in the Starfinder module is just horrible. Players can barely interact with the ship sheet, can't change shields, can't really even do much with the ship sheet at all. It just seems like it was a giant oversight when starship combat was supposed to be a "thing" for Starfinder.
It basically makes me never want to run starship combat in FGU, ever. If I could review it right now, it would be pretty scathing.
NovenTheHero
February 5th, 2024, 20:24
Noven, I agree and created an extension for that. It gives the player the ability to do the things you are referring too. Here is the link, feel free to reach out to me if you have any questions.
https://forge.fantasygrounds.com/shop/items/1415/view
Yup, I use that extension but it gives me a screen of errors and for my players as well. Besides, this is basic functionality that should be in the base product. Inexcusable. It really makes me question whether or not I want to use FGU for Starfinder 2E if a core mechanic of the system is so poorly implemented that causes so much frustration.
superteddy57
February 5th, 2024, 20:58
Pushed fix for strength being applied in Ability actions for damage.
superteddy57
February 10th, 2024, 06:17
After having run all of Horizons of the Vast, I just have to say that the implementation of starship combat in the Starfinder module is just horrible. Players can barely interact with the ship sheet, can't change shields, can't really even do much with the ship sheet at all. It just seems like it was a giant oversight when starship combat was supposed to be a "thing" for Starfinder.
It basically makes me never want to run starship combat in FGU, ever. If I could review it right now, it would be pretty scathing.
I checked out the session where you participated in ship combat.
First, the theme you are using has the text as white against a white background. That's why you can't see the shield numbers. Standardization should be coming to help alleviate this issue with themes. If you check it out in vanilla the numbers do appear.
Second, the players can't change the ship sheet due to ownership issues with how FG handles records overall. The system only allows the owner to make changes to a record. Silverside05's extension does provide this functionality by giving ownership to each player that wishes to make changes, the code unfortunately does some things that wouldn't be a long term solution and I want a solid solution to be implemented.
Third, the module has nothing to do with the ship combat system and is a base ruleset feature. So it's not the module itself that is the issue. That only contains the data and no functionality.
I appreciate your feedback and have made notes from what I saw.
NovenTheHero
February 10th, 2024, 13:14
I am glad that it is just not me with the ownership issues with PC starships and I am glad that at least you are looking into a long-term solution. With you guys being a super partner with Paizo, looking forward to the 2E ruleset, is this something that is on the radar?
superteddy57
February 10th, 2024, 20:50
Starfinder 2E has been discussed, but can't really say much more than that till the books are finalized and provided to us. If it uses Pathfinder 2E as a base, might be a quick turn around as we already have a ruleset for that system. Nothing has been finalized yet. I'm super excited for it for sure. Looking forward to seeing what it brings.
superteddy57
February 11th, 2024, 23:39
The end result is what we want, but the solution you went with isn't what we'd like to approach for a final fix for this. I did have a few ideas to get it done, just other projects are currently priority. As I said when I am able to circle back, this is the top of my list to resolve. For now, your extension is fine and will help ease that issue. So that is my current recommendation.
Zaibach333
March 14th, 2024, 04:00
I'm new to this ruleset but I'm told the issues I'm seeing happened after the v4.5.0 update.
When utilizing an NPC by dragging it into a PC's gear->vehicles list, then proceeding to drag that entry into the CT, then dragging that token onto a battlemap, odd linkages occur, what I'm observing is:
- All stats except for HP seem to be blank when viewing the vehicle in the CT
- When you first pull in the Vehicle from the CT to the battlemap, it comes in super tiny, see screenshot : 60169
- Only some attacks will know to grab EAC and KAC from the entry in the PC's gear->vehicles list
- Hardness effect is not applied for a DR amount
- Other actions pulling from the targeted vehicle will see default values, see screenshot : 60168, where I have a custom action to grab the target's KAC for a Pilot skill check's DC (5 + KAC) the DC listed in the console is 5, meaning KAC is coming in as zero
I hope to see these fixed, cause I'm liking the ruleset and know it would make vehicles a lot easier to manage when I don't have to pull in an NPC entry for player vehicles...
superteddy57
March 16th, 2024, 22:46
I believe I addressed all the issues you have reported. They will be available with the next ruleset update. I will need more time to expand the CT subwindows to populate data, but did add the parts that affect combat the most for now.
Moon Wizard
March 20th, 2024, 01:59
The update @superteddy57 mentioned is now in the patch system. Please run a new Check for Updates, and try again.
Regards,
JPG
Zaibach333
March 20th, 2024, 02:35
The update @superteddy57 mentioned is now in the patch system. Please run a new Check for Updates, and try again.
Regards,
JPG
Yay, thanks for tackling those bugs, so far I tried Vehicles and Drones successfully going into the CT. Mechs change the actions tab correctly when getting in and out, but... and even though this is similar to vehicles, this might not have been a bug that was getting looked at:
But I have to open the mech to drag it into the CT, and it says something in the chat whenever you hop in: (now I don't know the intended means of using a mech with the character sheet, so I'm assuming this is not intended)
60235
I should also note I dragged in a Mech NPC to create the Mech from the Tech Revolution module.
superteddy57
March 20th, 2024, 21:30
Yay, thanks for tackling those bugs, so far I tried Vehicles and Drones successfully going into the CT. Mechs change the actions tab correctly when getting in and out, but... and even though this is similar to vehicles, this might not have been a bug that was getting looked at:
But I have to open the mech to drag it into the CT, and it says something in the chat whenever you hop in: (now I don't know the intended means of using a mech with the character sheet, so I'm assuming this is not intended)
60235
I should also note I dragged in a Mech NPC to create the Mech from the Tech Revolution module.
Well you shouldn't add PC Mechs directly to the CT. They are treated like armor in terms of the logic of the system. There should be a blue button next to the mech in the gear -> vehicle tab. This will tell FG that the PC will be entering the vehicle. I did find some issues with this when I was looking over the code. A fix will be pushed with the next ruleset update.
Zaibach333
March 20th, 2024, 21:36
Oh awesome! looking forward to that fix, my PCs plan on getting some in our current campaign, eventually... that'll be a slick way to manage those.
Zaibach333
March 20th, 2024, 22:05
That screen capture I named mechError.png might not be related to mechs at all... whenever I add a weapon to my PCs it says that in the chat... if it's a missing record how do I track what is missing? I have all my book modules loaded and refreshed, still getting the notice...
for reference: 60250
superteddy57
March 21st, 2024, 02:07
That screen capture I named mechError.png might not be related to mechs at all... whenever I add a weapon to my PCs it says that in the chat... if it's a missing record how do I track what is missing? I have all my book modules loaded and refreshed, still getting the notice...
for reference: 60250
When reporting, please provide as much detail as possible to try and replicate it on my end. I tested dropping a weapon on the character sheet and am not able to have that message appear in chat. I might be missing a step, so more details helps in tracking it down.
Zaibach333
March 21st, 2024, 02:32
When reporting, please provide as much detail as possible to try and replicate it on my end. I tested dropping a weapon on the character sheet and am not able to have that message appear in chat. I might be missing a step, so more details helps in tracking it down.
gotcha, so I'm going to try reproducing this in a new campaign folder, jotting down as I go:
Start a new campaign
Activate the core rulebook
Create a new player character with the plus button
give it a name
drag in the human race
I dont think the selection matters for ability point but I said str
drag in the Ace Pilot Theme
drag in the Mechanic class
I added 1 rank to all the class skills
I added Skill focus to the feats, altered the text to say "Skill Focus (Piloting)"
I added 3 to the IN misc modifier on the skills tab
Now I open the gear inventory tab
I open the Items window and drag in the ranged weapon: "Zero rifle, frostbite-class" to the gear inventory tab of the PC
Observe the chat has two new messages saying "Unable to find record to match link dropped. CHeck to make sure the correct modules are open."
I didn't try narrowing down the steps but this is what I did to get it...
60252
superteddy57
March 21st, 2024, 02:54
Followed those steps and not able to replicate. I would say wait for the new build that has those fixes from earlier and it may have sorted it. It does appear the item is in your inventory and something else is creeping in. The other solution might be is opening a new campaign and trying to replicate it and see if it produces the same result. If not, then the core rulebook module may need reverting.
Zaibach333
March 22nd, 2024, 15:23
I know it was partially mentioned, just to make sure it's not lost in another thread:
Bug: Mechs in PCs aren't behaving correctly when getting off and on, in regards to the CT, Token, Image, size etc. maybe some other things
superteddy57
March 22nd, 2024, 15:45
That should be sorted as I looked at it with the last round of fixes. The only thing it won't do is update the token as that system was changed at the base level. Need more time to look it over. It should change the space value for the character and adjust it's token size on the image.
Zaibach333
March 24th, 2024, 15:55
After playing a game a couple nights ago we had many issues, here are some short steps to some issues, couldn't find them all as short steps.
class spam steps:
1. Create new campaign
2. load Tech Revolution Module
3. create PC from Plus sign
4. Drag in Nanocyte class
5. Observe "Unable to find record to match link dropped." in chat
also observe that from this point on, weapons and other action altering triggers will continue to spam the chat, more and more with more weapons equipped.
Item nil error steps:
1. Create new campaign
2. load Core Module
3. creaet PC from Plus sign
4. Drag in the Android Race
5. in Gear, drag in the weapon "Graviton crystal, least"
6. Observe ERROR index nil value.
also observed after a while of Ignoring these, the PC actions ATK and FATK might not be draggable or may even be blank. it'll just grab a number or not do anything...
Zaibach333
March 24th, 2024, 16:13
Attached is a character with the item action issue 60320
Additionally he shows the spamming unable to find record when adding weapons to his gear
60321
superteddy57
March 24th, 2024, 16:29
I pushed a fix in for review. Should be available with the next update.
Draykor
March 26th, 2024, 00:05
It seems that every encounter is now a CR31 encounter. My players love this...
superteddy57
March 26th, 2024, 00:14
I'm not able to verify it, but it may be due to the version I'm testing on is the build that is being updated tomorrow. I would double check you don't have any unzip rulesets or aren't fully up to date.
Moon Wizard
March 26th, 2024, 18:49
This change is now available. Please run a new Check for Updates to get it.
Regards,
JPG
Zaibach333
March 26th, 2024, 19:41
I fear this update might have regressed some older issues:
Issue: Missing Damage dice, and dropping records into PC Gear puts in chat "Unable to find record to match link dropped. Check to make sure the correct modules are open."
Steps:
Create a new Campaign
Load in the Core and Tech Revolution rule book modules
Create a new PC with the Players plus button
Drag in Android Race
Drag in Ace Pilot Theme
Drag in Mechanic Class
Drag in numerous ranged and melee weaponry
Observe each item climbs a list of the Unable to Find link text...
Additionally observe the damages in the generated actions from the items don't always have a value for ATK/FATK and I'm not seeing Damage.
Attached is a screenshot:
60378
and the exported character from the screenshot:
superteddy57
March 26th, 2024, 19:45
You might want to try a fresh campaign and see if these issues are still there. I'm not seeing any regression.
superteddy57
March 27th, 2024, 02:41
Able to verify as it was with the action tab and wasn't visiting that tab. A fix is in for review and will be part of new ruleset update.
Ulric
March 31st, 2024, 15:19
When Player portraits are switched to initiative view borders around tokens are not correctly sized. Here is a screenshot. No extensions are loaded.
60423
Egheal
March 31st, 2024, 18:03
This is a known bug, appearing on other rulesets (Call of Cthulhu and Alien for sure). It is already investigated by Smiteworks team.
Ulric
March 31st, 2024, 19:18
Thanks for the update.
superteddy57
March 31st, 2024, 23:09
It's due to the frame used being the ct entry frame and most rulesets don't have them even around. There tends to be a bit of off shoot. It's being looked into.
Zaibach333
April 4th, 2024, 14:27
Taken bugs from the discord (so they're not lost):
- Mech/powered armor bugs: token size not changing when toggled/equipped in CT and Images (image of the token not changing either but that seems less important)
- PC owned Vehicle's mini-window weapon's list unable to drag items into. (workaround is to add weapons to the PC's inventory instead)
- getting error when entering size for newly created NPC
Script execution error: [string "C:npc_combat_creature:size"]:3: attempt to call field 'updateSummary' (a nil value)
superteddy57
April 4th, 2024, 20:41
Found the issues for these and will be part of next update.
Locotomo
April 8th, 2024, 15:33
The Aasimar species from the Starfinder Alien Archive 2 (Players) has a trait which is called "Skilled". It gives a +2 racial bonus to Diplomacy and Perception checks.
When the character sheet gets populated with this trait, FGU thinks you are a human and automatically get a +1 skill point per level.
I guess just changing the name "Skilled" to something else could help, Aasimar-Skilled for example :)
superteddy57
April 8th, 2024, 21:33
Thank you for the report. I will have to touch base with the developer and see if we can find a solution. The one I'm leaning towards is renaming the trait without the skilled text as that is what the automation pings on. Just have to see what their thoughts are.
Locotomo
April 9th, 2024, 15:11
Yesterday we made new characters with a free archetype. We found several mistakes and typos:
Archetypes:
Battle Leader (Starfinder Near Space) is missing the list of victory cries.
Entropic One (Horizons of the Vast AP5) has an empty class feature.
Battleflower (Starfinder Characters Operations Manual) I guess its just a typo : BattleFlower
Junkomancer (Junkers Delight Player) has (Archetype) beside its name.
Arcanamirium Sage (Starfinder Pact Worlds Player) Type(Class/NPC) is missing Archetype entry in the text box.
Divine Champion (Starfinder Pact Worlds Player) Type(Class/NPC) is missing Archetype entry in the text box.
Phrenic Adept (Starfinder Core Rulebook) Type(Class/NPC) is missing Archetype entry in the text box.
Skyfire Centurion (Starfinder Pact Worlds) Type(Class/NPC) is missing Archetype entry in the text box.
Star Knight (Starfinder Pact Worlds) Type(Class/NPC) is missing Archetype entry in the text box.
Starfinder Data Jockey (Starfinder Pact Worlds) Type(Class/NPC) is missing Archetype entry in the text box and entry text format is wrong.
Starfinder Forerunner (Starfinder Core Rulebook) Type(Class/NPC) is missing Archetype entry in the text box.
Steward Officer (Starfinder Pact Worlds) Type(Class/NPC) is missing Archetype entry in the text box.
Stewards Infiltrator (Against the Aeon Throne AP3 Player) Type(Class/NPC) is missing Archetype entry in the text box.
Stewards Stalwart (Against the Aeon Throne AP3 Player) Type(Class/NPC) is missing Archetype entry in the text box.
In all Archetypes the Type (Class/NPC) text is overlapping with the text box.
Regards, Loco
Locotomo
April 9th, 2024, 15:21
There are also some mistakes with the Fighting Style Features of the Soldier.
When you open the Features window and filter Class: Soldier, Feature: Fighting Style, there is an entry at the bottom : "Focus Fire" which doesn't belong here. It is a 5th level feature of the Bullet Rain Fighting Style. (Starfinder Tech Revolution)
Fighting Style (Powerhouse), Tech Revolution: First sentence of the description is missing a "Y"
Loco :)
Locotomo
April 9th, 2024, 15:28
Starfinder Core Rulebook.
Is there a reason that the description of all Serum of Healing (Mk1-3) start with a "null" ?
madman
April 9th, 2024, 17:03
Thanks for reporting these. I will have a look and get them fixed.
Moon Wizard
April 9th, 2024, 19:18
@Zaibach333,
The fixes provided by @superteddy57 for the issues you reported a few posts back have now been pushed into Live. Please run a new Check for Updates, and try again.
Regards,
JPG
madman
April 9th, 2024, 19:27
Yesterday we made new characters with a free archetype. We found several mistakes and typos:
Archetypes:
Battle Leader (Starfinder Near Space) is missing the list of victory cries. [FIXED]
Entropic One (Horizons of the Vast AP5) has an empty class feature. [FIXED]
Battleflower (Starfinder Characters Operations Manual) I guess its just a typo : BattleFlower [FIXED]
Junkomancer (Junkers Delight Player) has (Archetype) beside its name. [FIXED]
Arcanamirium Sage (Starfinder Pact Worlds Player) Type(Class/NPC) is missing Archetype entry in the text box. [FIXED]
Divine Champion (Starfinder Pact Worlds Player) Type(Class/NPC) is missing Archetype entry in the text box. [FIXED]
Phrenic Adept (Starfinder Core Rulebook) Type(Class/NPC) is missing Archetype entry in the text box. [FIXED]
Skyfire Centurion (Starfinder Pact Worlds) Type(Class/NPC) is missing Archetype entry in the text box. [FIXED]
Star Knight (Starfinder Pact Worlds) Type(Class/NPC) is missing Archetype entry in the text box. [FIXED]
Starfinder Data Jockey (Starfinder Pact Worlds) Type(Class/NPC) is missing Archetype entry in the text box and entry text format is wrong. [FIXED]
Starfinder Forerunner (Starfinder Core Rulebook) Type(Class/NPC) is missing Archetype entry in the text box. [FIXED]
Steward Officer (Starfinder Pact Worlds) Type(Class/NPC) is missing Archetype entry in the text box. [FIXED]
Stewards Infiltrator (Against the Aeon Throne AP3 Player) Type(Class/NPC) is missing Archetype entry in the text box.
Stewards Stalwart (Against the Aeon Throne AP3 Player) Type(Class/NPC) is missing Archetype entry in the text box.
I do not have access to the last ones to fix them.
Madman..
Locotomo
April 9th, 2024, 21:08
You are great :)
sciencephile
April 9th, 2024, 22:08
I do not have access to the last ones to fix them.
Madman..
I fixed the other two and checked them in as a hotfix for immediate release to the LIVE environment.
Mysteran
April 11th, 2024, 00:40
We've been having an issue for two weekly play sessions now where if a character tries to roll an attack roll from a weapon that isn't linked back to an item in their inventory throws an error stating "Unable to find record to match link dropped. Check to make sure the correct modules are open."
To replicate and make sure it wasn't an issue with the campaign I did the following:
1. Create a new Starfinder campaign.
2. Load the CRB Module.
3. Create a new character.
3a. I added a Race and Class just in case.
4. Add a weapon to the Actions tab using the right click, add weapon button.
4a. Adjust attack and damage if you'd like. Doesn't seem to make a difference.
5. Double click the ATK field to attempt an attack. Error is output to chat. Trying to drag the attack to a hotkey also causes the error when first dragging it.
Attempting to drag an item onto the weapon to attempt to link it also gives the error.
Seems to only be weapons and only weapons that were not added to actions from an item in inventory. Doesn't happen with spells or with class ability actions.
60520
Zaibach333
April 11th, 2024, 04:13
@Zaibach333,
The fixes provided by @superteddy57 for the issues you reported a few posts back have now been pushed into Live. Please run a new Check for Updates, and try again.
Regards,
JPG
I found getting out of the mech is resetting the image, but not the size of the character back to it's original size... if I redrag into the CT then onto the map it does. or if I manually set the size then drag in from the CT to the map it resets it too.
Fantastic fixes in this update though!
Locotomo
April 11th, 2024, 04:57
When you drag an Archetype onto the sheet, instead of the archetypes name it just shows “name” on the sheet.
Regards, Loco :)
superteddy57
April 11th, 2024, 18:23
We've been having an issue for two weekly play sessions now where if a character tries to roll an attack roll from a weapon that isn't linked back to an item in their inventory throws an error stating "Unable to find record to match link dropped. Check to make sure the correct modules are open."
To replicate and make sure it wasn't an issue with the campaign I did the following:
1. Create a new Starfinder campaign.
2. Load the CRB Module.
3. Create a new character.
3a. I added a Race and Class just in case.
4. Add a weapon to the Actions tab using the right click, add weapon button.
4a. Adjust attack and damage if you'd like. Doesn't seem to make a difference.
5. Double click the ATK field to attempt an attack. Error is output to chat. Trying to drag the attack to a hotkey also causes the error when first dragging it.
Attempting to drag an item onto the weapon to attempt to link it also gives the error.
Seems to only be weapons and only weapons that were not added to actions from an item in inventory. Doesn't happen with spells or with class ability actions.
60520
Found issue. Will be part of next update.
When you drag an Archetype onto the sheet, instead of the archetypes name it just shows “name” on the sheet.
Regards, Loco :)
Can you tell me which ones you have tested as the core rulebook ones appear to be working correctly.
Locotomo
April 12th, 2024, 18:57
Of course :)
But first, before I forget:
In Junker's Delight, there is an opponent (2.09.F.00. Rampage Ground)
When you add this creature to the combat tracker it gets same effects twice.
Now the Archetypes with the strange behaviour :
All of them !
Even the one from the Core Rulebook. See picture :)
Regards, Loco :)
60531
madman
April 12th, 2024, 23:41
The Aasimar species from the Starfinder Alien Archive 2 (Players) has a trait which is called "Skilled". It gives a +2 racial bonus to Diplomacy and Perception checks.
When the character sheet gets populated with this trait, FGU thinks you are a human and automatically get a +1 skill point per level.
I guess just changing the name "Skilled" to something else could help, Aasimar-Skilled for example :)
Fixed - Changed the name of the Trait.
Madman..
Locotomo
April 13th, 2024, 15:58
Starfinder module : The Liberation of Locust 1, Map The Locus 1 Exchange.
When I press the button for zoom to fit, the map is really small.
60540
Locotomo
April 13th, 2024, 16:05
Starfinder module : The Liberation of Locust 1
The new races (Gathol, Tromlin (Heartseeler Trooper and Hardshell Defender) are missing their artwork.
They are present in the pdf.
Regards, Loco :)
superteddy57
April 13th, 2024, 19:10
Of course :)
But first, before I forget:
In Junker's Delight, there is an opponent (2.09.F.00. Rampage Ground)
When you add this creature to the combat tracker it gets same effects twice.
Now the Archetypes with the strange behaviour :
All of them !
Even the one from the Core Rulebook. See picture :)
Regards, Loco :)
60531
The archetype issue was found and a fix will be part of the next ruleset update.
Locotomo
April 13th, 2024, 23:23
I was scrolling through the modules and found this.
The header of Horizons of the Vast appears twice.
60542
(I know I am a nuisance at the moment :P)
Regards, Loco
Locotomo
April 13th, 2024, 23:37
When you open the feats tab and open the search tab (1-Type) you can see 3 combat categories which should be just 1 and the last entry is "You can detect even..."
See picture : 60543
The combat entry with the bracket is from "Indirect Retreat" - Signal of Screams AP 1.
The COMBAT is with a ton of feats.
The entry with "you can detect even..." is from "Draconic Senses" Starfinder Interstellar Species.
Regards, Loco
Locotomo
April 13th, 2024, 23:46
Spells tab : At the School tab is a "1" (Hired Weapon - Fly Free or Die AP 2) and I don't know if (Ritual) belongs in here (Planar Beacon - Starfinder enhanced)
The Class tab has lots of mistakes. See pictures.
I think there should be only one class of each instead of Witchwarper 2,3,4,5 for example.
There is also a Mystic (Devourer) and Special entry.
If you want I can take screenshots of all the entries :)
6054460545605466054760548
superteddy57
April 15th, 2024, 05:48
Clicking on the errant filters will show the records and the module they are connected to. Can you relay which modules they are part of?
Moon Wizard
April 16th, 2024, 21:13
The fixes that @superteddy provided should now be Live.
Regards,
JPG
madman
April 17th, 2024, 02:11
I will get that stuff fixed up ASAP. Thanks for reporting them. [Fixed]
Madman..
madman
April 17th, 2024, 02:34
Starfinder module : The Liberation of Locust 1, Map The Locus 1 Exchange.
When I press the button for zoom to fit, the map is really small.
60540
I am not sure why the zoom is weird. But the map is Hi-Res version of the image.
I will have to look into this more.
Madman..
madman
April 17th, 2024, 02:35
Starfinder module : The Liberation of Locust 1
The new races (Gathol, Tromlin (Heartseeler Trooper and Hardshell Defender) are missing their artwork.
They are present in the pdf.
Regards, Loco :)
They are there for me in the module.
Not sure what you mean.
Madman..
madman
April 17th, 2024, 02:59
I was scrolling through the modules and found this.
The header of Horizons of the Vast appears twice.
60542
(I know I am a nuisance at the moment :P)
Regards, Loco
[Fixed] the module category was of the and the other was Of The. Typos.
Madman..
Locotomo
April 17th, 2024, 13:08
They are there for me in the module.
Not sure what you mean.
Madman..
They are playable races. Thats where they are missing :)
Locotomo
April 17th, 2024, 16:27
I have a new problem :
60569
Locotomo
April 17th, 2024, 16:29
Clicking on the errant filters will show the records and the module they are connected to. Can you relay which modules they are part of?
Here we go :)
6057060571605726057360574
Locotomo
April 17th, 2024, 16:31
Next 5 pictures :
6057560576605776057860579
Locotomo
April 17th, 2024, 16:31
Last 3 :
605806058160582
madman
April 22nd, 2024, 15:21
I see what it is. I will get them fixed [Fixed]
Madman..
madman
April 22nd, 2024, 23:33
I sent it in as a hotfix. [Fixed]
Madman..
Evolivolution
April 23rd, 2024, 00:21
Can we bring back the level field on the NPC sheets?
Can the drone sheet (from the inventory) be updated to where you can edit skill proficiency in client? And also give them a size?
superteddy57
April 23rd, 2024, 03:00
Fixes added to SVN for review and should be available with next ruleset update.
NekelLuna
April 23rd, 2024, 03:08
I bought the Fly Free or Die 1 module, and when I shared out the Event 1 map with my players, they couldn't see anything. I tried with the Event 8 map, and things were visible. I'm sure I'm doing something wrong, but I followed the tutorials online for how to share things with players... Am I missing something? The tokens are on the map and everything... Apologies if this is the wrong thread to post in.
madman
April 23rd, 2024, 23:54
I bought the Fly Free or Die 1 module, and when I shared out the Event 1 map with my players, they couldn't see anything. I tried with the Event 8 map, and things were visible. I'm sure I'm doing something wrong, but I followed the tutorials online for how to share things with players... Am I missing something? The tokens are on the map and everything... Apologies if this is the wrong thread to post in.
Sorry. That looks like it was made without lighting on the map. If you set it to sunlight after unlocking the image it should fix the issue. I will get it updated.
Madman..
madman
April 27th, 2024, 20:04
I bought the Fly Free or Die 1 module, and when I shared out the Event 1 map with my players, they couldn't see anything. I tried with the Event 8 map, and things were visible. I'm sure I'm doing something wrong, but I followed the tutorials online for how to share things with players... Am I missing something? The tokens are on the map and everything... Apologies if this is the wrong thread to post in.
I added lighting to the map.
Madman..
Zionmatrix
May 6th, 2024, 01:56
Not sure if this is a bug report or a request, so please move it as needed.
I'm running Redshift Rally and Rally 4 "Tenebrous Swell" does not have Standings that I can find in the Module. I had to go to the PDF to find it.
Also the Olghuth doesn't have some of its special attacks coding.
it would be nice to have Agonized Wail and Sideswipe coded as spells.
thanks
madman
May 7th, 2024, 00:37
Not sure if this is a bug report or a request, so please move it as needed.
I'm running Redshift Rally and Rally 4 "Tenebrous Swell" does not have Standings that I can find in the Module. I had to go to the PDF to find it.
Also the Olghuth doesn't have some of its special attacks coding.
it would be nice to have Agonized Wail and Sideswipe coded as spells.
thanks
Thanks for reporting this. I will take a look and get it fixed.
Madman..
Locotomo
May 9th, 2024, 10:27
Hi there, found another problem.
Drift Crashers AP1. 2.09 Event 8. The starships don't have any crew. No starship combat possible.
Regards, Loco :)
telwyn
May 10th, 2024, 22:37
So a player has been rebuilding Altronus with the enhanced version of Solarian. Two things he's noticed that are strange:
1) When adding class levels new Solarian Enhanced abilities only get auto-added the level after they should appear. He manually added Attunement surge at 2nd, then at 3rd level a second copy auto appeared. Same with Combat meditation at level 3 and then level 4.
2) The new Solarian special features are listed in the module as features not special features - looks easy to fix (untick one box and tick another) but would that break something on a character already created with these as features?
Excited to try the new class version despite these teething issues :-)
Telwyn
superteddy57
May 11th, 2024, 18:44
Thanks for the report. I found the issue. I'll have a fix pushed with the weekly update.
madman
May 11th, 2024, 19:27
Hi there, found another problem.
Drift Crashers AP1. 2.09 Event 8. The starships don't have any crew. No starship combat possible.
Regards, Loco :)
Added the pilot to the crew section. [Fixed]
Madman..
telwyn
May 12th, 2024, 23:52
Thanks for the report. I found the issue. I'll have a fix pushed with the weekly update.
If this was responding to my issue, thanks for the speedy fix!
superteddy57
May 13th, 2024, 02:02
Yes, it was in relation to your report. Thanks again for letting us know.
Markimedes
May 15th, 2024, 07:59
Getting the following error after filling out my Mech NPC stats
[5/14/2024 11:56:24 PM] [ERROR] Script execution error: [string "W:charmech_ppability"]:3: attempt to index global 'UtiltiyManager' (a nil value)
superteddy57
May 15th, 2024, 13:21
A hotfix is pushed in fixing this error
FlyingCodpiece
May 15th, 2024, 19:12
Keep getting an error message when trying to load images, looks like specifically from Interstellar Species.
madman
May 15th, 2024, 22:47
I found getting out of the mech is resetting the image, but not the size of the character back to it's original size... if I redrag into the CT then onto the map it does. or if I manually set the size then drag in from the CT to the map it resets it too.
Fantastic fixes in this update though!
I will take a look and get it fixed. Thanks for reporting this.
Madman..
Markimedes
May 16th, 2024, 05:08
I get the following error when I open a PC mech.
[ERROR] window: Control () anchoring to an undefined control (notes) in windowclass (charvehicle_notes)
Markimedes
May 16th, 2024, 06:01
When I try to add a Mech NPC to the player Vehicle Gear I get this error:
[ERROR] Script execution error: [string "SFRPG:scripts/manager_char.lua"]:2272: attempt to index local 'sOtherMv' (a nil value)
superteddy57
May 16th, 2024, 12:46
I'm not able to replicate either of those issues. If you have any extensions, please open a fresh campaign with no extensions and see if you can replicate the errors. If it can't be reproduced on your end in that new campaign, then it would be an extension. I would also check and make sure you don't have any unpacked SFRPG rulesets in your ruleset folder as well. If it's still happening then I will need exact steps to replicate the issues as my steps are not producing the errors.
FlyingCodpiece
May 16th, 2024, 17:59
I'm now also having an issue where when adding a character class to a brand new character it loads straight to 2nd level abilities, skipping all 1st level (will include an Operative that is missing all proficiencies, Operative's edge, Trick attack, etc. but has Evasion and Operative Exploit)
All extensions from the forge are turned off, and only rulebook loaded is the core book, this is a brand new campaign I created to test this that is happening across all my campaigns regardless of what's loaded.
superteddy57
May 16th, 2024, 18:52
I'm now also having an issue where when adding a character class to a brand new character it loads straight to 2nd level abilities, skipping all 1st level (will include an Operative that is missing all proficiencies, Operative's edge, Trick attack, etc. but has Evasion and Operative Exploit)
All extensions from the forge are turned off, and only rulebook loaded is the core book, this is a brand new campaign I created to test this that is happening across all my campaigns regardless of what's loaded.
Pushed a hotfix to address this issue.
FlyingCodpiece
May 16th, 2024, 19:35
Ran the update, still happening.
superteddy57
May 16th, 2024, 19:37
I just tested my hotfix and i'm not seeing with a new character it adding the wrong level features.
60856
FlyingCodpiece
May 16th, 2024, 20:05
Still the same :confused:
superteddy57
May 16th, 2024, 20:35
I see I forgot to push the fix to the patch system. I apologize. Try this next update and let me know if it's working correctly.
FlyingCodpiece
May 16th, 2024, 20:46
That got it, thank you!
Markimedes
May 22nd, 2024, 04:18
My breath weapon is having two issues:
It isn't rounding. 60899 60900 60901
I found a potential solution for this one. Not sure if there's a better way: 60902
Also vulnerability seems to only apply +2 from my breath weapon no matter what I roll, rather than 50%. Vulnerability does seem to properly apply the 50% if I use an electricity weapon though.
Markimedes
May 24th, 2024, 02:12
Related to my above post, it looks like it's splitting my breath weapon into half ability, half electricity damage. I don't know why it would do that, but it's causing the VULN 50% to only apply to half the damage being dealt.
superteddy57
May 24th, 2024, 14:21
That is how the damage is calculated. Damage is not factored as one bucket. It's separated into their own buckets. The rules for damage are presented in the core rulebook.
Markimedes
May 26th, 2024, 05:01
Can you point me to the rule where vulnerability is only applied to the dice, not the damage modifier? Is this for everything then? If I hit someone with a hammer, it's 1d6 bludgeoning damage and +STR strength damage? That doesn't seem right to me.
On page 241 of the CRB, ability damage is actual damage to your ability scores. I don't understand what this other "ability damage" is that FGU is calculating.
superteddy57
May 26th, 2024, 12:21
I took a second look and see that the "Ability" damage type is splitting the damage. It should split on kinetic and energy damage types with a second look. It will be part of the next update to the ruleset.
Markimedes
May 26th, 2024, 20:19
Range doesn't work. Starfinder maps can tell how far away things are, and weapons have a range increment on the stat sheet, yet no penalties are applied no matter how far away the target is. This seems to be a Starfinder-only issue since it works automatically in other systems in FGU.
Moon Wizard
May 26th, 2024, 21:24
It does not apply to the other default systems (5E, 4E, 3.5E, PF1), unless it has been added by an extension.
Regards,
JPG
superteddy57
May 27th, 2024, 03:45
It was never added into Starfinder as well. There was no mechanism built to handle such things when the ruleset was built and has always been handled manually.
Euchale
May 27th, 2024, 16:16
Could you steal the code from Savage Worlds, as that one does in fact have ranged modifiers without any extensions 60949
superteddy57
May 27th, 2024, 16:52
It would require an extension if you would like it handled automatically, as there are no current plans on expanding it at this time.
Markimedes
June 2nd, 2024, 07:30
Not sure if this is a bug or not, but when a player is holding a torch and walks into an area and then leaves, that area stays "explored". If another player without darkvision or dim-light vision then enters that room, which should be totally dark, he can still see the walls and stuff that the player with the torch explored earlier, and he can even see monsters in that room now.
I'm not sure if this is a glitch or I'm doing something wrong. Is the torch somehow turning the dungeon into dim light permanently when they pass through an area? Is there a way to unexplore the area so it because pitch black again when the torch leaves the room?
60978
60979 The smaller character has no darkvision but can see creatures in what should be pitch black.
BTW I joined as a player, so you're seeing from their perspective.
Markimedes
June 2nd, 2024, 07:45
Not sure if this is a bug or not, but when a player is holding a torch and walks into an area and then leaves, that area stays "explored". If another player without darkvision or dim-light vision then enters that room, which should be totally dark, he can still see the walls and stuff that the player with the torch explored earlier, and he can even see monsters in that room now.
I'm not sure if this is a glitch or I'm doing something wrong. Is the torch somehow turning the dungeon into dim light permanently when they pass through an area? Is there a way to unexplore the area so it because pitch black again when the torch leaves the room?
60978
60979 The smaller character has no darkvision but can see creatures in what should be pitch black.
BTW I joined as a player, so you're seeing from their perspective.
So I was able to figure out part of it. For some reason ambient lighting was turned on, which removed his ability to see the Akata, but the room is still show up as "explored". Is this how it's meant to work?
60980
superteddy57
June 2nd, 2024, 12:56
This would be a core feature question and report. The Starfinder ruleset doesn't make any changes to this system. As far as I am aware yes, the fog of war doesn't reset once the actor loses light. Explored areas remain explored or another light is still on the actor.
Zionmatrix
June 2nd, 2024, 20:15
MAJOR problem with Redshit Rally. We're about to start the big battle at the end, against the Peerless - The ship's crew have no action!
the only thing clickable is open actions and skill check. No weapon attacks (or gunnery skill) no damages. this is going to make very hard to run ship combat with having paper beside to remember what is happening.
I also run Starship Enhanced ext. that can help automate and delegate damage to a ship's character sheet.
Lastly, it would be nice if the minefield was setup (or at least mines as a NPC)
thanks for all your hard work.
madman
June 3rd, 2024, 01:18
It looks like the combat tracker does not like the named crew. Rename the crew to the defaults and they should work.
I will get it fixed in a future update, thanks for reporting it.
Madman..
Zionmatrix
June 3rd, 2024, 01:19
Already done, thanks
Markimedes
June 8th, 2024, 03:50
Adding an NPC as an ally removes effects:
Following the only way that seems to work for giving a specific player access to a specific ally token, I dragged an NPC into a player's "Allies" tab. I've used an Akata as an example. If I drag the Akata to the combat tracker, you can see it brings in all the immunities. If I drag it into Allies, and then into the combat tracker to give the player access to the token, most of the effects get removed.
61032
superteddy57
June 8th, 2024, 04:23
I'll add it to my list.
Markimedes
June 9th, 2024, 20:48
I have a character with +5 Dex and Second Skin. This gives a total of 17 KAC. When the player is encumbered, the max dex bonus to armor should be +2 instead of +5. This would mean effectively -3 KAC (14 KAC instead of 17 KAC), however, the game is applying [DEF EFFECTS -5], so even a 12 and 13 hit.
superteddy57
June 10th, 2024, 03:55
When providing feedback or reports of issues, it's best to provide exact steps to replicate. Other factors might be involved that might go unnoticed to find the culprit. Also lets me (or other developers) set up a test scenario to find where it's breaking down. Can you elaborate on your report for me and give me exact conditions for this issue?
superteddy57
June 10th, 2024, 05:05
I believe I may have found the issue. I saw the AC fields were not updating correctly when the encumbered and overburdened conditions are on the actor. I will push an update with the weekly update.
superteddy57
June 10th, 2024, 05:19
Adding an NPC as an ally removes effects:
Following the only way that seems to work for giving a specific player access to a specific ally token, I dragged an NPC into a player's "Allies" tab. I've used an Akata as an example. If I drag the Akata to the combat tracker, you can see it brings in all the immunities. If I drag it into Allies, and then into the combat tracker to give the player access to the token, most of the effects get removed.
61032
I tested this and was not able to see this happening with my current version. I would suggest trying again after the update that is going out with the weekly updates and see if you can replicate again.
AlterZwerg
June 12th, 2024, 21:45
Ability Increase buggy:
According to Table 2-4, the second Ability Increase should be at Level 10.
My players leveled up to Level 9 and the window for the Ability Increase popped up.
Confirmed with a test character.
superteddy57
June 12th, 2024, 23:06
There have been issues with the leveling system. I'll take a look. Might be lagging a level behind.
Camberme
June 16th, 2024, 23:37
RE: Alien Archive 1 GM side
Expected Behavior. Correct terms used, and correct calculations for NPC's (specifically elementals)
Noticed Behavior. For the "tiny air elemental" it has the Offense ability, whirlwind (4d6+8 B). This should be scaled, so the same Damage, as it's "slam" attack. 1d6+3 The other Air elementals, DONT have an offensive ability listed. they should also be scaled to their Slam attack's damage. PER: The amount of damage the whirlwind deals should be the same as the creature's standard melee damage. Referenced from: https://aonsrd.com/UniversalMonsterRules.aspx?ItemName=Whirlwind (under guidelines)
madman
June 16th, 2024, 23:43
I guess the forums do not think I am human. I will take a look and get it fixed. Thanks for reporting this.
Madman..
GregRex
June 20th, 2024, 01:15
My players leveled up to 4 and were prompted for an Ability Score Increase. ASI should be level 5 as I am reading the Core rulebook. (every 5 levels)
superteddy57
June 20th, 2024, 04:42
I'm still looking into the leveling system as I mentioned in a previous post.
superteddy57
June 21st, 2024, 09:55
I believe I found the issue. I will be pushing an update with the next weekly update.
ValerianMemsk
June 25th, 2024, 11:20
Found a problem: while vehicle was created by myself from character inventory - i can add and remove mods from items "on the fly". However while trying to utilize basic vehicles from core/armory - no "drag and drop" functions work. No mods, no grafts, nothing. Not even when i myself create a vehicle npc.
Is there a fix?
superteddy57
June 25th, 2024, 12:49
Found a problem: while vehicle was created by myself from character inventory - i can add and remove mods from items "on the fly". However while trying to utilize basic vehicles from core/armory - no "drag and drop" functions work. No mods, no grafts, nothing. Not even when i myself create a vehicle npc.
Is there a fix?
You might need to provide me with the exact steps you are doing and what you are trying accomplish. I tested adding grafts and weapons to a vehicle record on the character sheet and I'm not seeing an issue with that process.
ValerianMemsk
June 25th, 2024, 12:55
Yeah, the ones from character sheet is working ok.
BUT try to take one from NPC section, like from core book, transfer it to character inventory, and then try to add some mods.
That specific way of doinfg it does not work for me.
That what i ment.
And even if i myself create new npc-vehicle it will still not support any mods after being added to character's inventory.
superteddy57
June 25th, 2024, 13:11
Oh that is expected. The reasoning is NPC Vehicle stat blocks are not made using PC vehicle rules. It doesn't know what grafts and mods to recreate the NPC stat block. This makes recreating the PC version of it near impossible. Weapons are still able to be dropped. If you want that level of detail, it would be best to recreate the vehicle as a PC vehicle by creating a blank vehicle in the character sheet inventory and building using the PC vehicle rules from Tech Revolution.
ValerianMemsk
June 25th, 2024, 13:13
Yeah, figured it out.
Created a special "Vehicle Seller" PC to store custom vehicles. :D
Thank you for clarification.
superteddy57
June 25th, 2024, 13:30
No worries, I just couldn't figure a better way since the two systems are so vastly different.
mdemm
July 12th, 2024, 15:31
Looks like there's a problem with adding a ship to the party sheet so PC's can be assigned roles. My GM tried to give us a new ship last night but it would not drag on to the party sheet.
I'm checking again with a blank template campaign and can see the same thing. There party sheet tab for ships is also displaying as blank.61284
Edit: User error due to the learning curve, ship being added wasn't a PC ship....don't know why you have to go and completely redo a ship instead of converting an NPC record.
opilio
July 26th, 2024, 20:33
Hi, I'd like to report two bugs with mechs in Starfinder that I could reproduce in a fresh campaign as well, and another that seems more spurious.
First: when ever you click on "use" for action on the spells tab for a mech, I get the following error
"[ERROR] Script execution error: [string "SFRPG:scripts/manager_power_SFRPG.lua"]:42: attempt to index global 'PowerManager35E' (a nil value) stack traceback:
[string "SFRPG:scripts/manager_power_SFRPG.lua"]:42: in function 'fnUsePower'
[string "CoreRPG:scripts/manager_power_core.lua"]:31: in function 'usePower'
[string "C:power_item_header:usepower"]:3: in function <[string "C:power_item_header:usepower"]:2>"
Second: Shield points and the corresponding "Fatigue" field have sign errors. After the first hit on an NPC mech, it subtracts the fatigue value from the hit, instead of filling the difference between Shield Points and Fatigue. On a PC mech, the value of fatigue can even be greater than the shield points without clipping. I.E. with 9 Shield Points, 0 Fatigue and 14 damage the stats go to 9 Shield Points and 14 fatigue, instead of 9 Shield, 9 Fatigue, and 5 Wound.
Third: in the campaign file (and not reproducible in a fresh install so far), the players seem to get new weapons actions on the sheet each time, without deleting the old. After three times entering and exiting, each weapon is tripled.
Let me know, if you need additional information to help with fixing the bugs. Thank you all for your great effort with Starfinder. The implementation in Fantasy Grounds is e
superteddy57
July 26th, 2024, 21:00
I will make a note to check this out, but right now the ruleset is currently locked down due to the current Beta and may take some time to brought LIVE. I will check this over and see if I can replicate in TEST, if so, will update there.
bigrat
August 10th, 2024, 16:36
The Pilot ranks to starship AC and TL is not being calculated automatically. I have had my player select the pilot role on his character sheet, but it does not seem to affect the playership in any way. Additionally, I cannot manually edit these values either.
It would help as a workaround if many of the values on the Starship sheet could be manually edited. But I am no code wiz, so I assume that there is probably a reason why.
superteddy57
August 10th, 2024, 23:16
I will add it to my list to investigate. I have a few other projects in front at the moment and may take some time to resolve the recent reports.
superteddy57
August 11th, 2024, 18:28
I took some time to look it over and pushed fixes to the things I found. I used the current TEST version that will be going LIVE and some of the reports aren't able to be replicated, but ask you to test them out once that goes LIVE to see if they have been resolved on your end.
GravityBlade
August 15th, 2024, 16:28
Hi,
Minor bug. The Ship tab on the Party Sheet is blank.
61557
Thanks.
Moon Wizard
August 15th, 2024, 18:43
Just pushed an update that should address this. Please run a new Check for Updates.
Regards,
JPG
GravityBlade
August 15th, 2024, 19:25
Hi,
The data/info for PC ships seems to not be linked to the info in the Party Sheet. When updating the PC starship as listed in PC Ships, the changes are not reflected in the ship data in the Party Sheet. In fact you can double click on the ship listed in the Party Sheet and it acts as a unlinked copy of the ship that was put in there. Removing and readding the PC ship in the Party Sheet resets all values but the issue remains.
Thanks.
superteddy57
August 15th, 2024, 19:48
It is best to provide exact steps to help replicate what you are seeing. I have created a new PC ship and dropped it into the party sheet. This copies the record from the sidebar to the partysheet and the partysheet record is accessed through double clicking on the token of the ship. This record, when updated, appears to be adjusting the stats for the ship without issue. Was this the same steps you did as well?
GravityBlade
August 15th, 2024, 20:17
Hi,
1. create ship in PC Ships window
2. drop ship into Party Sheet
3. add crew
4. go into PC Ships and modify the ship
5. go into Party Sheet and double click on ship in the Ships tab
You will see that any changes of the ship in PC Ships is not showing up in the ship data when accessed via the Party Sheet. I've tried it many ways and they are treated as separate (i.e. unlinked) data sheets. This is also seen in the PC sheets as any weapons added to the ship in PC Ships don't show up in the character sheet Ships tab. Only if you modify the info in the sheet in Party Sheets does it show up in the character sheet.
Hope that helps.
GravityBlade
August 15th, 2024, 20:33
Just pushed an update that should address this. Please run a new Check for Updates.
Regards,
JPG
Verified that the tab bug is fixed.
Thanks.
superteddy57
August 15th, 2024, 21:44
Hi,
1. create ship in PC Ships window
2. drop ship into Party Sheet
3. add crew
4. go into PC Ships and modify the ship
5. go into Party Sheet and double click on ship in the Ships tab
You will see that any changes of the ship in PC Ships is not showing up in the ship data when accessed via the Party Sheet. I've tried it many ways and they are treated as separate (i.e. unlinked) data sheets. This is also seen in the PC sheets as any weapons added to the ship in PC Ships don't show up in the character sheet Ships tab. Only if you modify the info in the sheet in Party Sheets does it show up in the character sheet.
Hope that helps.
You will need to access the sheet from the partysheet and not the sidebar for the changes to update. Double clicking on the token in the partysheet tab will open the record there. It does not link to the record that is under PC ships.
ValerianMemsk
August 16th, 2024, 08:46
Presently running "To defy the dragon".
Found some mild bugs in PC mechs form:
1. Insignificant one: current build points that you alrady "spent" are counted incorrectly. I assume "n*Tier" thing is not handled. But this is merely an inconvenience.
2. HP scaling from mech tier is broken and there is no "manual" way to edit this value. I had to drag negative value from some other field to reduce it to 0 and then drag and drop a correct value. That's scary XD
3. Size detection is broken fo SOME frames (wierd). For Charger one it automatically determined size as Huge, and for Sharpwing there was no such thing. And I cant edit it manually too.
And is there a way to add an ability to "fix" ncp mechs after convercion to pc's mechs? It mostly works ok, but still needs manual fixes for frames and limbs, but fields just become "locked" and there is no way to drag and drop correct item. I assume such behaviour is to be expected, so i dont count this as a bug.
And there is also funny thing when it's enlarge you to Huge when you enter a mech and then will not reduce you back when you exit. But it is also ok. Fixed by manually changing space in combat tracker.
And a Reinforced Frame Tech Revolution is not actually a frame, but an Upgrade to one.
And there is probably smth. wrong with tiers itself, since tier 11 should have at max. 165 points and presently having 180 witch is tier 12.
And weapon damage scaling with tier is not working (
Ааааnd mech weapons added to character's gear have wrong attack modifiers and i found no way to manually change them. And a base wapon attack formula itself is not suted for mech's weapon attack. But this could be bypassed if i could change modifiers manually...
Well pc's mechs basically cant be used now.
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