View Full Version : 5E - Kit'N'Kaboodle
Dudin
January 24th, 2022, 19:13
I'm with you. I feel like I am barely utilizing it as a means of adding charges to an item on long rests lol
nephranka
January 27th, 2022, 20:43
I use the Wild magic ext and there was a conflict with this one when I used a healing potion. He was able to resolve it but pointed out that casting spells from items will not trigger the wild magic surge ext since you do not attach spell level to the power. Is that something that could be done if indeed that is the case. Thanks for the consideration.
https://www.fantasygrounds.com/forums/showthread.php?68424-Wild-Magic-Auto-Roll-(DnD-5E)/page3
lostsanityreturned
February 1st, 2022, 06:53
Any possibility of having potions, oils, scrolls and the like default to 1 use, destroy?
At the moment I am using MNM's consumables extension to add to a consume effect to potions and the like for players, but it would be easier to just do everything through KnK if possible :)
nephranka
February 1st, 2022, 10:46
Any possibility of having potions, oils, scrolls and the like default to 1 use, destroy?
At the moment I am using MNM's consumables extension to add to a consume effect to potions and the like for players, but it would be easier to just do everything through KnK if possible :)
I use this for that very reason. Here is a potion configured to destroy as soon as the character checks the circle. So, that have to make sure they use the power first. I even group all of my potions under the same group (same with scrolls, wands, etc...)
lostsanityreturned
February 1st, 2022, 22:00
I use this for that very reason. Here is a potion configured to destroy as soon as the character checks the circle. So, that have to make sure they use the power first. I even group all of my potions under the same group (same with scrolls, wands, etc...)
I know you can confirgure it manually to do this, (I created manual items for rations, torches and waterskins). Just time consuming to do it for every one use consumable ;)
nephranka
February 1st, 2022, 22:31
I know you can confirgure it manually to do this, (I created manual items for rations, torches and waterskins). Just time consuming to do it for every one use consumable ;)
Now that I read your post...I get ya.
Adamant
February 11th, 2022, 16:37
Does anyone knew whether 5E Automatic Effects (the Grim Press one) automatically fills in the spell and charges information for each item, or is it still required to be inputted by the GM?
Leprekorn
February 11th, 2022, 17:34
I believe it is in the process of being added.
SteveStewart332
February 12th, 2022, 00:16
Using kit'n'kaboodle tonight (haven't played for a couple of weeks), and I noticed that all the items I had set up with charges, roll on last charge for destroy and re-chaerge etc. seem to have lost all of these features. All I have now is the item description on the main tab, and the number of charges on the actions tab. I am running fully updated 5e (including Forge updates), kit'n'kaboodle, Rob 2e's coding packages for both spells and items (and a bunch of other stuff that I don't think has a bearing), and B9's spell domains and token extensions. Also running Critically Awesome Essentials and one-click druid. Finally, running better combat effects. Any known issues before I start the joyful process of eliminating extensions one by one?
Just noticed there no longer seems to be an ability to edit the actions tab when unlocked (so can't add powers, for example). I am also running Mad Nomad's Character sheet tweaks and consumables.
Seems to be OK on a clean campaign with no other extensions.
Aridhro
February 12th, 2022, 14:19
Does anyone knew whether 5E Automatic Effects (the Grim Press one) automatically fills in the spell and charges information for each item, or is it still required to be inputted by the GM?
Still need to look into adding updated charge information . The 5eAE DMG items already have certain KNK charge info on the power version .(rolled recharge on dawn or dusk for example). I only implement data for Powers and custom effects. Not directly on the items themselves. Copying all the items to my mods would be an infringement on IP.
dbachen
February 13th, 2022, 13:43
Still need to look into adding updated charge information . The 5eAE DMG items already have certain KNK charge info on the power version .(rolled recharge on dawn or dusk for example). I only implement data for Powers and custom effects. Not directly on the items themselves. Copying all the items to my mods would be an infringement on IP.
So while you don't have copies of all of the items, you do have powers for those items, and those powers do have "uses" to represent the charges, but that's for your thread not this one to derail it.
MeAndUnique
February 19th, 2022, 17:41
Hey folks, sorry for the radio silence recently. Things have been pretty crazy for me lately and will likely be so for another few weeks before normalcy returns. However, there is a small update contributed by @daddyogreman in v2.5.0 which adds a campaign option for whether item powers show up on the character's Actions tab when the item is equipped or just carried.
Unclethan
February 23rd, 2022, 19:03
Does KNK require another extension to automatically uncheck a used charge on recharge?
When using v2.5.0 with no other extensions, the only effect on a recharge appears to be in the chat window: <item name> [RECHARGE]
Thanatos0042
March 1st, 2022, 21:14
In Respoone to:
https://www.fantasygrounds.com/forums/showthread.php?65937-5E-Kit-N-Kaboodle&p=632027&viewfull=1#post632027
the DEPRECATED - 2021-01-01- Use getRecordType/isPC message
Xeleb did respond:
https://www.fantasygrounds.com/forums/showthread.php?62208-5E-Spell-Automation&p=639127&viewfull=1#post639127
He'd work with you as a mod author to see if there is a work around of fix so these 2 extension can co-exist, but otherwise he is not going to do any further fixing apparently, leaving the people who paid him out in the cold unless they use his extension alone or with other things that don't conflict. Defintely not a way to treat people who paid you and expect reasonable support when the application updates.
As an alternative, maybe you could add those kind of features to the Kit.
Thanks.
BlazingAzureCrow
March 17th, 2022, 04:59
Since the last update, when I click on most of the link buttons (the dragon heads or shields depending on the theme) on anything on the action tab, it works but returns this error:
"[ERROR] Script execution error: [string: "common/scripts/buttongroup_tabs.lua"]:62: attempt to index field '?' (a nill value)"
I have isolated this to being from Kit'n'kaboodle specifically.
jfg1984
March 17th, 2022, 05:02
EDIT TO ADD: Looks like I wasn't the only one!!! Sorry for the double post.
Hey there, I just noticed with the most recent update of FG that there seems to be a little bug I'm having.
I turned off every extension except Kit'n'Kaboodle so I'm pretty sure the problem is within the extension itself.
52027
The issue happens when I add a power, and then click the red dot to the right of said new power to bring up its box so I can put in things like the description of the effect etc. I get that error message every time.
MeAndUnique
March 17th, 2022, 05:11
I'll take a look and get a fix out as soon as I can, sorry for the hassle in the meantime!
estrolof
March 17th, 2022, 14:08
Don't know if it helps, but I'm not even getting an Actions tab.
52031
MeAndUnique
March 17th, 2022, 20:07
Don't know if it helps, but I'm not even getting an Actions tab.
52031
This did indeed provide a valuable clue, thanks!
MeAndUnique
March 17th, 2022, 20:09
Just released version 2.5.1 which fixes the error when opening up powers for the actions tab.
Leprekorn
March 17th, 2022, 20:15
Awesome
Lexi the Red
March 25th, 2022, 00:51
I love this extension. However recently I have noticed that inventory weight for NPCs is no longer being calculated, where it did so previously. I tested it in a completely clean 5e campaign with no extensions other than Kit'N'Kaboodle loaded, with the same error. I have some NPCs in an ongoing campaign who show the weight of the inventory they had on them, but it does not change when I add or remove items now, it is stuck at what it was previously when it was working.
52158
MeAndUnique
March 25th, 2022, 18:23
I love this extension. However recently I have noticed that inventory weight for NPCs is no longer being calculated, where it did so previously. I tested it in a completely clean 5e campaign with no extensions other than Kit'N'Kaboodle loaded, with the same error. I have some NPCs in an ongoing campaign who show the weight of the inventory they had on them, but it does not change when I add or remove items now, it is stuck at what it was previously when it was working.
52158
Thanks for reporting. It appears that some of the recent ruleset updates have much more solidly locked the built-in logic to only applying to characters. I'll certainly look at addressing this, though unfortunately it won't be a quick fix to keep up with the updates.
MeAndUnique
April 8th, 2022, 11:20
Just released v2.5.2, which is updated to work with the latest version of Clock Adjuster on the Forge as well as fixes NPC encumbrance calculations.
Leprekorn
April 8th, 2022, 14:11
Nice
FGUDM
April 11th, 2022, 03:45
Fantastic work, definitely one of my favorite extensions by far.
I seem to be running into a problem when using this with automatic save advantage (https://www.dmsguild.com/product/314134/Fantasy-Grounds-Automatic-Save-Advantage) however, whenever I attempt to view and manage action tabs the console comes up with an error message. Fortunately, it doesn't seem to be breaking anything but it is a bit bothersome to see the console pop up so many times. Any suggestions as to how I might resolve this problem in any way? Thank you in advance.
52341
MrDDT
April 11th, 2022, 03:59
Loving this EXT thanks MeAndUnique.
MeAndUnique
April 11th, 2022, 06:44
Fantastic work, definitely one of my favorite extensions by far.
I seem to be running into a problem when using this with automatic save advantage (https://www.dmsguild.com/product/314134/Fantasy-Grounds-Automatic-Save-Advantage) however, whenever I attempt to view and manage action tabs the console comes up with an error message. Fortunately, it doesn't seem to be breaking anything but it is a bit bothersome to see the console pop up so many times. Any suggestions as to how I might resolve this problem in any way? Thank you in advance.
52341
Kent is aware of the error and has a potential solution in mind. He indicated that he hopes to have a fix out soon.
FGUDM
April 11th, 2022, 08:43
Kent is aware of the error and has a potential solution in mind. He indicated that he hopes to have a fix out soon.
Awesome, thanks for letting me know! And ditto to what MrDDT said, really loving this extension so far!
Fingersome
April 20th, 2022, 23:04
I've noticed there seems to be an issue with Kit'n'kaboodle throwing exceptions when I edit an item power that restores hit points (like a potion of healing for example). As soon as I add a power that has a Heal associated with it, it throws an exception. I have to assume this is related to Constitutional Amendments, since i'm not sure what else would cause it.
52479
If this is a known bug, please ignore me - but I'd appreciate any pointers, if there is a patch for this that already exists or if there's just nothing I can do about it. It doesn't seem to actually cause any problems, it's just an eyesore.
Cheers :)
nephranka
April 21st, 2022, 01:19
I've noticed there seems to be an issue with Kit'n'kaboodle throwing exceptions when I edit an item power that restores hit points (like a potion of healing for example). As soon as I add a power that has a Heal associated with it, it throws an exception. I have to assume this is related to Constitutional Amendments, since i'm not sure what else would cause it.
52479
If this is a known bug, please ignore me - but I'd appreciate any pointers, if there is a patch for this that already exists or if there's just nothing I can do about it. It doesn't seem to actually cause any problems, it's just an eyesore.
Cheers :)
"asa" script is from the automatic save advantage ext from kent. In the post just above it looks like they are aware and trying to get a fix. I don't use it so I have not seen it in action.
shoebill
May 2nd, 2022, 06:46
Hi,
I am getting the following error when using this extension.
[ERROR] Script execution error: [string "common/scripts/buttongroup_tabs.lua"]:62: attempt to index field '?' (a nil value)
I am running 5e. The error occurs whenever I try opening a spell description from the Actions Tab in the character's sheet or directly from the Spells sidebar.
I have the latest Forge version. I have disabled all other extensions and the problem persists.
MeAndUnique
May 2nd, 2022, 17:25
Hi,
I am getting the following error when using this extension.
[ERROR] Script execution error: [string "common/scripts/buttongroup_tabs.lua"]:62: attempt to index field '?' (a nil value)
I am running 5e. The error occurs whenever I try opening a spell description from the Actions Tab in the character's sheet or directly from the Spells sidebar.
I have the latest Forge version. I have disabled all other extensions and the problem persists.
Hmmm, I am unable to reproduce this on my end. The most common thing I can think of is do you happen to have an unzipped copy of either the extension or the ruleset in the folder? FG will often load the unzipped version before the zipped one, so there could be some missing updates to either if that is the case.
shoebill
May 3rd, 2022, 06:02
Hmmm, I am unable to reproduce this on my end. The most common thing I can think of is do you happen to have an unzipped copy of either the extension or the ruleset in the folder? FG will often load the unzipped version before the zipped one, so there could be some missing updates to either if that is the case.
You were right! I had a zip from both the CoreRPG and the 5e dating back to mid 2021. Deleting them has solved the issue. Thanks!
MeAndUnique
May 3rd, 2022, 06:38
You were right! I had a zip from both the CoreRPG and the 5e dating back to mid 2021. Deleting them has solved the issue. Thanks!
Awesome, I'm glad you're back up and running!
SteveStewart332
May 8th, 2022, 18:42
Hi MeAndUnique - I still have the issue I reported on 12 February. Have you had a chance to look at this yet?
MeAndUnique
May 8th, 2022, 20:51
Hi MeAndUnique - I still have the issue I reported on 12 February. Have you had a chance to look at this yet?
From what I saw, the initial post suggested that everything is functioning as intended in a clean campaign with no other extensions. And that when a pretty substantial number of other extensions are loaded there is some undesirable behavior. There is not an otherwise known conflict resulting in what you observed, so I would indeed need to know which other extensions results in the conflict in order to attempt to resolve the issue.
SteveStewart332
May 9th, 2022, 19:42
I'm not getting any error messages - before I go through the painful "one extension at a time" thing, any thoughts on where I'd be best to look? With no knowledge of coding, I'm guessing that one of the following might be a potential culprit - ammunition manager (bmos), clock adjuster (priest), mad nomad consumable items, character sheet effects display and character sheet tweaks (mad nomad), extraplanar containers and bag of holding (bmos). I'll start with those and see if anything happens. Thanks for the extension by the way - it was a really neat addition and I look forward to having it working again.
SteveStewart332
May 9th, 2022, 21:46
Gone through the painful process - the only thing I found was that with Mad Nomad's Character Sheet tweaks an error comes up when the action tab is selected (either on the item or the character sheet) - [ERROR] Script execution error: [string "scripts/manager power asa.lua]:33:attempt to index local 'rAction' (a nil value). However, I also found that by deleting the item and adding it on again to the character sheet, it's recovered the functionality of your extension! Hope some (any?) of that is useful.
MeAndUnique
May 10th, 2022, 16:26
Gone through the painful process - the only thing I found was that with Mad Nomad's Character Sheet tweaks an error comes up when the action tab is selected (either on the item or the character sheet) - [ERROR] Script execution error: [string "scripts/manager power asa.lua]:33:attempt to index local 'rAction' (a nil value). However, I also found that by deleting the item and adding it on again to the character sheet, it's recovered the functionality of your extension! Hope some (any?) of that is useful.
That sounds like a known conflict with Automatic Save Advantage which has been reported to the author of that extension along with a potential solution.
MeAndUnique
May 21st, 2022, 21:24
A number of users have requested to be able to toss a coin my way so I have created a page for them to do so and added a link to the first post. Please feel no obligation to do so though!
Spyger
May 26th, 2022, 01:02
Snagged this extension a while back but haven't had any cause to use it until recently. Confused on a few points and looking for clarification:
Is it supposed to actually show the powers directly on the character sheets? All I'm getting is a new Power header labeled with the item name or whatever I put under "Display Group" but in weird black shadowed text, along with a link to the item/group.
Is recharging supposed to actually recharge the items (as in, uncheck the circles)? There's a notification and dice roll in the chat box, which is certainly helpful. But it seems odd having to go and uncheck uses manually.
What does the "Power Group" field do, if anything?
MeAndUnique
May 26th, 2022, 02:23
Snagged this extension a while back but haven't had any cause to use it until recently. Confused on a few points and looking for clarification:
Is it supposed to actually show the powers directly on the character sheets? All I'm getting is a new Power header labeled with the item name or whatever I put under "Display Group" but in weird black shadowed text, along with a link to the item/group.
Is recharging supposed to actually recharge the items (as in, uncheck the circles)? There's a notification and dice roll in the chat box, which is certainly helpful. But it seems odd having to go and uncheck uses manually.
What does the "Power Group" field do, if anything?
Yep, powers should show on the Actions tab; the group is collapsible in the same fashion as regular powers, by clicking on the group header and the alternative text coloring is the indication that the group is collapsed.
Indeed recharging is supposed to uncheck the appropriate number boxed based on the roll. My best guess if that isn't working is that there is a conflict with another extension. I'd be happy to take a look at resolving it if you can identify which combination of two extensions causes the problem. Alternatively, if it is not a conflict, more details on how to reproduce this scenario in a clean campaign would be appreciated, since everything appears to be working as intended on my end.
The Power Group field causes any actions on the item that are configured to use Power Group info (e.g. using a group DC instead of 8+Ability+Proficiency) to use the group of the same name from the character sheet when determining the value. This is primarily used for items that allow a spell caster to cast spells from the item using their own spellcasting attack bonus or DC, hence the default value of "Spells".
Hope those answers help and I'm happy to go in more depth if that would be beneficial :)
Spyger
May 26th, 2022, 05:16
Wow. I've been using FGU on a weekly basis for over a year and never knew about collapsible groups. Derp. Powers show up just fine.
I managed to get recharging to work, but only via charges with rolls. If I set the power itself to Uses per Short/Long, that doesn't work. If I set Charges to Mode: Gain Single (checked), that doesn't work (maybe I'm just guessing completely wrong about what that line is supposed to do). But thanks to the Roll line functioning even without any dice, I think I can do whatever I need.
Power Group sounds perfect for magic weapons, casting implements, or class-specific gear. I'm just dabbling with little Common trinkets from Icespire Peak right now, but I'm sure that feature will be useful later.
Thanks for the quickly offered help!
MeAndUnique
May 26th, 2022, 17:26
Wow. I've been using FGU on a weekly basis for over a year and never knew about collapsible groups. Derp. Powers show up just fine.
I managed to get recharging to work, but only via charges with rolls. If I set the power itself to Uses per Short/Long, that doesn't work. If I set Charges to Mode: Gain Single (checked), that doesn't work (maybe I'm just guessing completely wrong about what that line is supposed to do). But thanks to the Roll line functioning even without any dice, I think I can do whatever I need.
Power Group sounds perfect for magic weapons, casting implements, or class-specific gear. I'm just dabbling with little Common trinkets from Icespire Peak right now, but I'm sure that feature will be useful later.
Thanks for the quickly offered help!
Glad it is working well enough for you to proceed! And thanks for the extra info about the parts that aren't working (which I can also see on my end); I'll see about getting those fixed.
meadegendar
May 29th, 2022, 18:10
Is there a way to either group items that are being added to the action tab, or turn that function off? For example, if I have a wand and a staff and a healing potion, put the wand and staff under a Magic Items group and a healing potion under a potions group with the rest of the potions. I have a player whose character is higher level with a bunch of spells and when you start adding individual items to the action tab it creates a really long list for them to scroll through, and I can not manipulate the items that this extension adds to the tab to manually group.
MeAndUnique
May 29th, 2022, 18:56
Is there a way to either group items that are being added to the action tab, or turn that function off? For example, if I have a wand and a staff and a healing potion, put the wand and staff under a Magic Items group and a healing potion under a potions group with the rest of the potions. I have a player whose character is higher level with a bunch of spells and when you start adding individual items to the action tab it creates a really long list for them to scroll through, and I can not manipulate the items that this extension adds to the tab to manually group.
Certainly, that is what the Display Group field on toward the bottom of an item's Actions tab is for.
meadegendar
May 30th, 2022, 13:41
Yeah, but for some reason, when KNK adds the items to the tab, it does not show the grouping for those items. I had to turn off the extension and manually adjust the items to the groups. FYI, I am using MNM Character Sheet tweak and effects. Trying to upload screenshot, and it won't let me.
Naurthoron
May 31st, 2022, 18:06
Hi, I have this error now when loading Kit'N'Kaboodle v2.6.0:
[ERROR] Script execution error: [string "scripts/manager_item_power.lua"]:43: attempt to call field 'addTimeChangeFunction' (a nil value)
Any idea what would be causing this?
nephranka
May 31st, 2022, 18:27
Hi, I have this error now when loading Kit'N'Kaboodle v2.6.0:
[ERROR] Script execution error: [string "scripts/manager_item_power.lua"]:43: attempt to call field 'addTimeChangeFunction' (a nil value)
Any idea what would be causing this?
I think this is tied to the clock adjuster ext and you need the newest version of it as well. I assume you are using it.
MeAndUnique
May 31st, 2022, 19:15
I think this is tied to the clock adjuster ext and you need the newest version of it as well. I assume you are using it.
That is exactly correct. Just grab the current version of Clock Adjuster on the Forge, update, and you're good to go.
Naurthoron
May 31st, 2022, 20:20
Indeed, I was still using the 5e clock adjuster.
Thank you!
MeAndUnique
June 11th, 2022, 17:07
Just released version 2.6.1 which replaced the send icon that was recently removed from and FG update.
MeAndUnique
July 29th, 2022, 14:31
Just released version 2.6.3 which fixes a minor compatibility issue with Capital Gains.
MeAndUnique
August 16th, 2022, 03:44
Just released version 2.6.4 to address the recent ruleset updates.
jfg1984
August 17th, 2022, 05:41
Hey there, just letting you know that I've discovered a compatibility issue between this mod and critically awesome essentials for unity.
Whenever you try to use critically awesome essentials to rest an npc in the combat via the "rest individual" feature that extension provides ... you get this error message:
54007
And the rest doesn't take. This error only happens with Kit'N'Kaboooodle loaded together with Critically Awesome Essentials. Removing Kit'N'Kaboooodle removes the error from happening. I've isolated it down to just these two extensions.
I already let that mod author know as well, hopefully you two can work together to find a compatibility resolution :)
MeAndUnique
August 20th, 2022, 16:52
Hey there, just letting you know that I've discovered a compatibility issue between this mod and critically awesome essentials for unity.
Whenever you try to use critically awesome essentials to rest an npc in the combat via the "rest individual" feature that extension provides ... you get this error message:
54007
And the rest doesn't take. This error only happens with Kit'N'Kaboooodle loaded together with Critically Awesome Essentials. Removing Kit'N'Kaboooodle removes the error from happening. I've isolated it down to just these two extensions.
I already let that mod author know as well, hopefully you two can work together to find a compatibility resolution :)
Are you still seeing this after the recent update to CAE for ruleset adjustments?
jfg1984
August 20th, 2022, 18:42
Are you still seeing this after the recent update to CAE for ruleset adjustments?
I am. I tested it after I downloaded the newest version. That update fixed an window anchor error issue to the combat tracker, but did not resolve this individual short rest/long rest bug.
TheDuckFG
December 29th, 2022, 06:25
Hi, I'm getting an error when using this extension that seems to be mentioned above by jfg1984, only I'm not using CAE. I've tested this by running with just KnK and I still get the error, while disabling it resolves the problem.
55575
oops I attached it a bunch but that shows the error log
MeAndUnique
December 29th, 2022, 16:14
Hi, I'm getting an error when using this extension that seems to be mentioned above by jfg1984, only I'm not using CAE. I've tested this by running with just KnK and I still get the error, while disabling it resolves the problem.
55575
oops I attached it a bunch but that shows the error log
Those two errors most likely indicate an old version of KNK is being used. I recommend deleting Kit'N'Kaboodle from your extensions, making sure you have it from the Forge, and then running an FG update; this should ensure the latest version is present. Also, if you've ever unzipped any extensions to look at the code, make sure you don't have an unzipped copy of KNK as that would take precedence over the version from the Forge.
MeAndUnique
December 29th, 2022, 16:17
Just released version 2.6.5 which comes with a compatibility fix to work with the Level Up extension. Also, this extension now communicates version information with the Power Up extension.
TheDuckFG
December 29th, 2022, 22:13
Those two errors most likely indicate an old version of KNK is being used. I recommend deleting Kit'N'Kaboodle from your extensions, making sure you have it from the Forge, and then running an FG update; this should ensure the latest version is present. Also, if you've ever unzipped any extensions to look at the code, make sure you don't have an unzipped copy of KNK as that would take precedence over the version from the Forge.
Worked, cheers. I assumed forge would've done that for me but oh well. Great extension btw.
Hobbles
January 25th, 2023, 19:56
Alright, forgive me if I'm just a bit thiock....but is there a tutorial? Syntax, a few sample item photos? I haven't even managed to add healing to health potions lol.
MeAndUnique
January 26th, 2023, 18:45
Alright, forgive me if I'm just a bit thiock....but is there a tutorial? Syntax, a few sample item photos? I haven't even managed to add healing to health potions lol.
In progress, though nothing actually useful as of yet, sorry. At a high level if you open up an item and unlock it there is now an Actions tab for the item that you can interact with in much the same way that you do for the Actions tab on a character sheet.
nephranka
January 26th, 2023, 18:58
Noticed on TEST:
Opening character sheet:
[1/26/2023 1:56:22 PM] [ERROR] Script execution error: [string "KitNKaboodle:..ign/scripts/power_action.lua"]:11: attempt to index global 'castdetail' (a nil value)
MeAndUnique
January 26th, 2023, 20:58
Noticed on TEST:
Opening character sheet:
[1/26/2023 1:56:22 PM] [ERROR] Script execution error: [string "KitNKaboodle:..ign/scripts/power_action.lua"]:11: attempt to index global 'castdetail' (a nil value)
Thanks for the heads up. I'll add it to the list of TEST errors to fix.
MeAndUnique
February 4th, 2023, 13:41
Version 3.0.0-rc1 is up on TEST. In addition to supporting the present changes planned on the TEST branch for FG, this release is able to leverage those changes so that new action types provided by any other extension will be possible to add to items/spells/feats/etc, though with the caveat that there may be some graphical inconsistencies.
MeAndUnique
February 23rd, 2023, 20:19
Version 3.0.0 is live which takes advantage of today's updates to FGU which consolidate action handling. Now actions offered by any extension should be available on any additional powers offered by Kit'N'Kaboodle (such as items).
Dax Doomslayer
February 23rd, 2023, 21:25
Hi MeAndUnique, I am trying this extension for the first time. I'm not sure if I'm running into an extension conflict or if this is a result of the new FG update or if I'm doing something incorrect. This is basically happening whenever there's an action done on the Action Tab of the Item. Please see the attached error message. Thanks!
56321
nephranka
February 23rd, 2023, 21:50
I am getting a strange error as well:
[ERROR] Effect dropped on target which is not listed in the combat tracker.
This is showing up in chat when I click the effect that is set to "self". "Target" is no error but also does not go on the target.
Edit: looks to be a conflict with another ext. Tested only KnK and it is working. I will look for why this just started happening.
MeAndUnique
February 23rd, 2023, 21:51
Hi MeAndUnique, I am trying this extension for the first time. I'm not sure if I'm running into an extension conflict or if this is a result of the new FG update or if I'm doing something incorrect. This is basically happening whenever there's an action done on the Action Tab of the Item. Please see the attached error message. Thanks!
56321
Best I can tell that is indeed a conflict with another extension. First, "tkndetail" doesn't exist anywhere in Kit'N'Kaboodle. And second, I tested in a fresh campaign with only Kit'N'Kaboodle loaded and item actions are working as expected. If you can identify the conflicting extension and steps to reproduce the error I'd be happy to work with the author of the other extension to resolve the issue.
nephranka
February 23rd, 2023, 22:17
Found the conflict. It is BCEG and KnK. Screen shot below:
MeAndUnique
February 23rd, 2023, 22:28
Found the conflict. It is BCEG and KnK. Shots below:
Cool, thanks for the heads up. I'll work with Ryan to get it sorted out.
Dax Doomslayer
February 27th, 2023, 18:16
OK - I thought it was me but I'm beginning to think there is something up with the extension. This is a clean campaign, only KnK running. I get a warning in the console and when I view the item there's no action buttons. I'm a newbie with this extension but I'm thinking there's something off.
MeAndUnique
February 27th, 2023, 21:11
OK - I thought it was me but I'm beginning to think there is something up with the extension. This is a clean campaign, only KnK running. I get a warning in the console and when I view the item there's no action buttons. I'm a newbie with this extension but I'm thinking there's something off.
I opted to exclude the buttons on the item window since it normally is able to be much smaller on the screen that a character sheet and I wanted to preserve the ability to save screen space. The warning in this particular case is harmless, it is a result of this extension including support to interact with the UI of another extension, so if the other extension isn't loaded there isn't anything to interact with, but nothing else breaks as a result.
rhagelstrom
February 27th, 2023, 22:26
Found the conflict. It is BCEG and KnK. Screen shot below:
Should be fixed with BCEG 5.6
MeAndUnique
February 27th, 2023, 22:27
Should be fixed with BCEG 5.6
Thanks!
nephranka
February 28th, 2023, 10:45
Thank you both!
nephranka
March 15th, 2023, 01:26
Just loaded FGU to check something and as soon as I open an item KnK blows up....must have been the last update that just pushed through.
Mavrik6666
March 15th, 2023, 10:25
Yes getting the same, took out the extension and goes back to normal.. cant open any items or even see description withough the error appearing
ShadeRaven
March 15th, 2023, 14:29
Just want to reinforce the above. I turned off all other extensions and it's definitely just KnK. Hopefully an easy enough fix because your work is absolutely fantastic (all of it, not just KnK)!
Zacchaeus
March 15th, 2023, 14:30
Indeed. And only with KnK loaded.
Leprekorn
March 15th, 2023, 14:35
Same issue for me
Mattkilt
March 15th, 2023, 16:59
Same for me.
MeAndUnique
March 15th, 2023, 17:13
Hey everyone, sorry for the hassle. Version 3.0.1 is live with a fix.
Leprekorn
March 15th, 2023, 17:19
Working for me now
nephranka
March 15th, 2023, 17:28
Hey everyone, sorry for the hassle. Version 3.0.1 is live with a fix.
Thanks!
Mavrik6666
March 16th, 2023, 17:13
Works again, thanks :)
0m0n
March 26th, 2023, 04:15
There appears to be a conflict with branch9's extension common core / advanced spell damage where effects/heals in KnK don't work on self
Link to post in ASD thread (https://www.fantasygrounds.com/forums/showthread.php?61703-extension-Advanced-Spell-Damage-Extension-casting-spells-at-higher-level&p=682490&viewfull=1#post682490)
MeAndUnique
March 29th, 2023, 15:29
For anyone who sees the above concern, bratch9 was able to knock out an update lightning fast to address it.
Hobbles
April 11th, 2023, 00:46
So I have different warning than other people have posted. When I open a feat with actions configured I get the below warnings. I tried remaking the feats after the update but no joy, everything was working great until a month ago when FG updated. Anyone have any idea?
[4/10/2023 6:42:33 PM] [WARNING] Frame tabs contains out-of-range values in BottomLeft.
[4/10/2023 6:42:40 PM] [WARNING] buttoncontrol: Could not find pressed icon (down) in control (button_chat_pcdesc) in class (ability_header)
[4/10/2023 6:42:44 PM] [WARNING] buttoncontrol: Could not find pressed icon (down) in control (button_chat_pcdesc) in class (ability_header)
[4/10/2023 6:42:44 PM] [ERROR] Script execution error: [string "KitNKaboodle:..gn/scripts/ability_power.lua"]:75: attempt to call field 'update' (a nil value)
[4/10/2023 6:42:44 PM] [ERROR] Script execution error: [string "KitNKaboodle:..gn/scripts/ability_power.lua"]:75: attempt to call field 'update' (a nil value)
[4/10/2023 6:42:44 PM] [ERROR] Script execution error: [string "KitNKaboodle:..gn/scripts/ability_power.lua"]:75: attempt to call field 'update' (a nil value)
[4/10/2023 6:42:44 PM] [ERROR] Script execution error: [string "KitNKaboodle:..gn/scripts/ability_power.lua"]:75: attempt to call field 'update' (a nil value)
Griogre
April 11th, 2023, 01:42
You might check to see if you have an unzipped version of CoreRPG in your ruleset folder. And also are you running FGU not FG classic?
Hobbles
April 11th, 2023, 02:50
You might check to see if you have an unzipped version of CoreRPG in your ruleset folder. And also are you running FGU not FG classic?
.pak files only in the ruleset folder. I'm running FGU, which the mod worked fine with until the update.
MeAndUnique
April 12th, 2023, 00:37
So I have different warning than other people have posted. When I open a feat with actions configured I get the below warnings. I tried remaking the feats after the update but no joy, everything was working great until a month ago when FG updated. Anyone have any idea?
[4/10/2023 6:42:33 PM] [WARNING] Frame tabs contains out-of-range values in BottomLeft.
[4/10/2023 6:42:40 PM] [WARNING] buttoncontrol: Could not find pressed icon (down) in control (button_chat_pcdesc) in class (ability_header)
[4/10/2023 6:42:44 PM] [WARNING] buttoncontrol: Could not find pressed icon (down) in control (button_chat_pcdesc) in class (ability_header)
[4/10/2023 6:42:44 PM] [ERROR] Script execution error: [string "KitNKaboodle:..gn/scripts/ability_power.lua"]:75: attempt to call field 'update' (a nil value)
[4/10/2023 6:42:44 PM] [ERROR] Script execution error: [string "KitNKaboodle:..gn/scripts/ability_power.lua"]:75: attempt to call field 'update' (a nil value)
[4/10/2023 6:42:44 PM] [ERROR] Script execution error: [string "KitNKaboodle:..gn/scripts/ability_power.lua"]:75: attempt to call field 'update' (a nil value)
[4/10/2023 6:42:44 PM] [ERROR] Script execution error: [string "KitNKaboodle:..gn/scripts/ability_power.lua"]:75: attempt to call field 'update' (a nil value)
Have you tried in a clean campaign without any other extensions loaded? I am not seeing any errors when opening it up.
Tiberius777
April 12th, 2023, 03:08
I have a question that maybe you can help me with because my google-fu has been weak for this search. I like the 1e mechanic on creatures that states "+1 or better weapons to hit". I think I want to introduce this into 5e in a similar way. Currently, as you know, a number of creatures have the ability to be resistant to weapon attacks unless they are magical/silver/etc. My question, is there a way to make creatures resistant to weapon attacks unless they are +2 or better?
Zacchaeus
April 12th, 2023, 09:51
I have a question that maybe you can help me with because my google-fu has been weak for this search. I like the 1e mechanic on creatures that states "+1 or better weapons to hit". I think I want to introduce this into 5e in a similar way. Currently, as you know, a number of creatures have the ability to be resistant to weapon attacks unless they are magical/silver/etc. My question, is there a way to make creatures resistant to weapon attacks unless they are +2 or better?
Not automatically, no. FGU only tests to see if the attack is coming from a magical source - not the bonus on the weapon. You would need to write an extension which allowed you to do that.
hazeyindahead
April 21st, 2023, 05:13
Hello I am getting an extension error when loading FGU, Im not certain of any functional changes, however.
MeAndUnique
April 21st, 2023, 16:10
Hello I am getting an extension error when loading FGU, Im not certain of any functional changes, however.
What error are you getting? Also, are you getting the error in a clean campaign with only Kit'N'Kaboodle loaded, or is there a conflict with another extension? And if it is a conflict with another extension, which one?
hazeyindahead
April 21st, 2023, 17:18
What error are you getting? Also, are you getting the error in a clean campaign with only Kit'N'Kaboodle loaded, or is there a conflict with another extension? And if it is a conflict with another extension, which one?
Terribly sorry for the lack of details:
Old campaign with lots of EXTs
No other conflicts or errors detected.
Error message read: string ["kitnkaboodle:scripts/manager_item_power.lua"]:43 attempt to call field 'addtimechangefunction' (a nil value)
However, I shut my PC down and on reboot of FGU today, the error did not occur. I did not make any changes or updates.
MeAndUnique
April 21st, 2023, 17:34
Terribly sorry for the lack of details:
Old campaign with lots of EXTs
No other conflicts or errors detected.
Error message read: string ["kitnkaboodle:scripts/manager_item_power.lua"]:43 attempt to call field 'addtimechangefunction' (a nil value)
However, I shut my PC down and on reboot of FGU today, the error did not occur. I did not make any changes or updates.
I guess if a reboot fixed it then we're all good :D
hazeyindahead
April 22nd, 2023, 02:22
I guess if a reboot fixed it then we're all good :D
So I have shut the game down and rebooted my computer after a radeon driver update and get the same error now.
Still unsure of what loss of function may occur and I have ~50 extensions so I am unsurprised.
I havent gotten more errors only the one on load and still havent seen something not work the way I wanted though Im not testing KnK specifically.
Will report back after session in a few days
GKEnialb
May 2nd, 2023, 03:42
Last night I was adding a spell to a ring of spell storing and accidentally used the "Add Item" green plus, so when I added the spell, there was an empty item in the Powers. I right-clicked on it and selected "delete item" and got:
"[ERROR] Script execution error: [string "KitNKaboodle:..ripts/counter_item_power.lua"]:40: attempt to index upvalue 'nodePower' (a userdata value)"
and the item wasn't deleted. I recreated that a lot - was never able to delete a power that I added. I had a bunch of extensions loaded, so today tried to create it with just KitNKaboodle loaded and a different campaign (5E). I created a ring and added and deleted powers with no issue. Then I equipped it and when I added a power, I got the same error, though deleting seemed to work fine. When exiting FGU, I got a bunch of
"Object (DATABASENODE) deleted without cleaning up attached Lua object."
errors.
GKEnialb
May 2nd, 2023, 03:58
Because of earlier posts, I rebooted my PC and created a brand new 5E campaign with only KnK. Created a new character, gave him a ring of spell storing, added a power, added a spell, deleted the power, all worked fine. Added another power and another spell, all worked fine. Set both spells to 1/Never, deleted the power in between them and all seemed to work fine, but when I went to the actions tab, the power was there. Unequipped/re-equipped, power was in the actions tab and also in the item. Clicked on the link for the power in the actions tab and got:
5/1/2023 8:52:37 PM] [ERROR] Handler error: [string "KitNKaboodle:..ripts/counter_item_power.lua"]:90: getValue: Invalid parameter 1
[5/1/2023 8:52:37 PM] [ERROR] Handler error: [string "KitNKaboodle:..ripts/counter_item_power.lua"]:90: getValue: Invalid parameter 1
[5/1/2023 8:52:37 PM] [ERROR] Script execution error: [string "KitNKaboodle:..ripts/counter_item_power.lua"]:40: attempt to index upvalue 'nodePower' (a userdata value)
[5/1/2023 8:52:37 PM] [ERROR] Script execution error: [string "KitNKaboodle:..ripts/counter_item_power.lua"]:40: attempt to index upvalue 'nodePower' (a userdata value)
As above, returning to launcher gave me:
[5/1/2023 8:57:20 PM] [ERROR] Object (DATABASENODE) deleted without cleaning up attached Lua object.
[5/1/2023 8:57:20 PM] [ERROR] Object (DATABASENODE) deleted without cleaning up attached Lua object.
[5/1/2023 8:57:20 PM] [ERROR] Object (DATABASENODE) deleted without cleaning up attached Lua object.
And it is v3.0.1 of KnK.
MeAndUnique
May 3rd, 2023, 15:43
Thanks for the detailed report! I'll work on getting this fixed as soon as my day job loosens its grip a bit :D
GKEnialb
May 4th, 2023, 04:28
Thanks for the detailed report! I'll work on getting this fixed as soon as my day job loosens its grip a bit :D
Yeah, darn those day jobs getting in the way of extensions. :) I can definitely relate.
MeAndUnique
July 16th, 2023, 17:13
Once again, sorry about the long delay on this. Version 3.0.2 is live with a fix.
GKEnialb
July 18th, 2023, 02:16
Thanks! I have not been able to reproduce the errors, so everything looks good.
Vaall
August 14th, 2023, 19:24
Hey
I get this error message when I open a homebrew class feature, racial trait or feat ability that has been set to "Switch to multiple" in the actions tab.
Is it possible to do something about it please?
58549
Thanking you
MeAndUnique
August 19th, 2023, 13:23
Hey
I get this error message when I open a homebrew class feature, racial trait or feat ability that has been set to "Switch to multiple" in the actions tab.
Is it possible to do something about it please?
58549
Thanking you
Thanks for reporting, I've fixed the error in v3.0.3 which can be grabbed manually from GitHub. The Forge appears to be having some issues and so I am waiting for those to be resolved so I can get the fix uploaded there as well.
MeAndUnique
August 19th, 2023, 19:28
Version 3.0.3 is live on the Forge as well.
Fuffelschmertz
September 6th, 2023, 02:01
Damn, that's a great extension - I use it in my dnd game.
Is there a possibility on having a similar thing in pathfinder 2e?
citan108
September 24th, 2023, 18:40
Today, I'm having an issue where if I load the extension then I cannot edit any item information. I've isolated it to be this extension that is causing the issue. Any tips on how to resolve? I'm using 5e ruleset.
rhagelstrom
September 24th, 2023, 19:16
Today, I'm having an issue where if I load the extension then I cannot edit any item information. I've isolated it to be this extension that is causing the issue. Any tips on how to resolve? I'm using 5e ruleset.
Are you sure? I think it is an interaction between Advanced Effects and KnK
citan108
September 24th, 2023, 20:02
Are you sure? I think it is an interaction between Advanced Effects and KnK
Thanks for the reply. Just enabled Kit n Kaboodle and disabled Advanced Effects and it worked like a charm. I looked up the Advanced Effects thread and it seems like there's some kind of issue with it. I appreciate you helping out!
Halahad
September 27th, 2023, 23:53
Wonderful ext. Can anyone help me? I'm trying to create a spellbook where each spell can only be read once. I tried to do this in the first screenshot. After using a spell as usual, I mark it in the left circle and then an error appears.
What am I doing wrong and is it even possible to implement what I need?
P.S. Only ext that conflict with that button is 5E - Combat Automation by Xelab, but as I read in this forum - problem was fixed. Turning off "Combat Automation" solved the problem with error, but it didn't solve what I want to achieve. (Spellbook where spells can be used only once, similar to scrolls, but more like a bunch of scrolls in book).
TheFlyingFridge
October 1st, 2023, 02:28
Hey, just first want to say that I love this ext.
I've had an issue crop up today when trying to view or create item templates in 5e. Doesn't impact any other item records. I've created a new campaign with only KnK enabled and I can reproduce the error.
Cheers!
MrDDT
October 5th, 2023, 15:59
Hey, just first want to say that I love this ext.
I've had an issue crop up today when trying to view or create item templates in 5e. Doesn't impact any other item records. I've created a new campaign with only KnK enabled and I can reproduce the error.
Cheers!
Same still getting this, I had reported it on discord but wanted to say to others this is happening with templates still.
SmackDaddy
October 5th, 2023, 17:44
Same still getting this, I had reported it on discord but wanted to say to others this is happening with templates still.
Happening to me as well. I am sure the dev is aware, just hasn't had the time to deal with it. MeandUnique is a busy dev! :)
SmackDaddy
October 29th, 2023, 21:12
Just checking in to see about the template errors..... MeandUnique, I do know you are busy, and do this for free, so no pressure.... just was curious as to whether you may have some time in November to work on the issue?
BlazingAzureCrow
November 24th, 2023, 23:46
Wanted to pop in to bring up the same issue with Templates. Signal-boosting.
claedawg
December 2nd, 2023, 17:17
Getting the following WARNING when booting up a campaign today.
[12/2/2023 11:05:19 AM] [WARNING] windowclass: Window class (power_action_resource) defined with merge attribute, but asset name does not match existing asset. [KitNKaboodle] [campaign/record_power.xml]
Darth Decisive
December 15th, 2023, 04:56
Hey there! It looks like these most recent updates have caused problems with this extension when paired with Advanced Effects. Strangely enough, it causes all of the Feats to stop appearing with any text in them!
This extension doesn't seem to make a problem without Advanced Effects set up, but given the importance of that one, I figure that might be an issue.
MrDDT
December 15th, 2023, 05:38
Hey there! It looks like these most recent updates have caused problems with this extension when paired with Advanced Effects. Strangely enough, it causes all of the Feats to stop appearing with any text in them!
This extension doesn't seem to make a problem without Advanced Effects set up, but given the importance of that one, I figure that might be an issue.
I'm not seeing this issue.
BlazingAzureCrow
December 15th, 2023, 07:24
I'm also having this problem with feats - the text doesn't show up and can't be edited while Advanced Effects is also loaded. Tested in a campaign with just the two of them.
Is it possible for anyone to take up maintaining KnK? It seems like Unique is quite busy, and this extension is pretty integral to many tables at this point. Apologies if that's crass to ask - I don't know how these things work.
MrDDT
December 15th, 2023, 07:59
I see it now, oddly enough, using Polymorphism fixed it haha.
_JackDoor_
December 27th, 2023, 17:45
Hi all,
Currently, the radial menu error comes up again as per another user previously last month. Currently running 3.0.3 from the forge.
Seems to be affecting the class specialisation window exclusively for me.
MrDDT
December 27th, 2023, 17:52
Hi all,
Currently, the radial menu error comes up again as per another user previously last month. Currently running 3.0.3 from the forge.
Seems to be affecting the class specialisation window exclusively for me.
I want to confirm this is happening for me also for class feature, race traits, and feats.
ghen
January 24th, 2024, 23:55
I downloaded a new module that has item templates in it from the dmsguild. New to me, its older. But clicking on item templates gives me this:
[WARNING] window: Unable to locate control (main) specified in insertbefore attribute for control (contentframe) in windowclass (itemtemplate)
[ERROR] window: Control (content) anchoring to an uncalculated control (contentframe) in windowclass (itemtemplate)
there's a couple more errors but they look really similar.
I narrowed it down to Kit'n'kaboodle, disabling the extension makes it work again.
nephranka
February 23rd, 2024, 19:14
Looks like this blows up on TEST. Passing the information along.
[ERROR] window: Control () anchoring to an undefined control (contentframe) in windowclass (npc)
[ERROR] Script execution error: [string "C:npc:npc_inventory"]:4: attempt to index field 'tabs' (a nil value)
TurinDM
February 25th, 2024, 15:53
This ext is awesome. Have you intention to make it workable also for PF and other games?.
BlazingAzureCrow
March 7th, 2024, 04:55
As of the most recent update, when opening or adjusting the size of certain windows (racial traits, class traits, spells, feats, class features, subclass features, NPC sheets, features on the character sheet), I'm getting the following errors. This is with only Kit'n'kaboodle on.
60005
Zetesofos
March 9th, 2024, 04:16
As of the most recent update, when opening or adjusting the size of certain windows (racial traits, class traits, spells, feats, class features, subclass features, NPC sheets, features on the character sheet), I'm getting the following errors. This is with only Kit'n'kaboodle on.
60005
Can confirm, I am also getting this error. I also had it with Friend Zone, but it seems to be an issue for each extension individually (having tested each separately).
jimlad42
March 9th, 2024, 23:26
Quoting from MrDDT's post on Friend Zone:
MeAndUnique: Hey folks, sorry, life has been hectic as of late. Between work, family emergencies, and so on I've not had energy/time to even play a TTRPG since early December let alone keep up with extension development as much as I'd like. The latest FG update made a fair number of under-the-hood adjustments that has changed the way several of my extensions need to interact with the rulesets; good changes overall though the timing sucks for having to do a fair bit of work to just get back to square one.
In particular, I've managed to make a slight amount of progress on KNK to figure out how to make errors go away from the console, though most of the added tabs still aren't working as intended.
Good that MeAndUnique's working on it, but it'll be a bit.
Zetesofos
March 28th, 2024, 19:57
Just a friendly check in. Has there been any updates on this extension as of yet?
Thank you in advance!
TurinDM
March 29th, 2024, 20:58
I have the same problem, i was testing the ext today
Lexi the Red
April 9th, 2024, 21:30
I am sorry to be "that girl", I just love this extension so much and I and my players are really missing it. Any word on a fix? :)
Darth Decisive
April 10th, 2024, 19:29
In the meantime, typing "/console skip" (no quotes) stops it from throwing errors. While annoying, the base functionality otherwise seems to work if that helps!
claedawg
April 11th, 2024, 17:25
In the meantime, typing "/console skip" (no quotes) stops it from throwing errors. While annoying, the base functionality otherwise seems to work if that helps!
It is not working correctly as the "new" actions tab on spells (from the spell menu or links for any powers on the character sheet) is blank. Oddly, the actions tab on items still works until you click on the link for an individual power (aka, spell) has a blank action tab.
Mirtul
April 22nd, 2024, 13:03
Just came here to say I join the prayers for a fix for this mod.
Hope the dev is well and this message finds you.
MrDDT
April 22nd, 2024, 18:47
Just came here to say I join the prayers for a fix for this mod.
Hope the dev is well and this message finds you.
KNK is being looked at by M&U and was reported by him that it's more than just a quick fix.
BushViper
April 29th, 2024, 11:55
M&Unique has produced some of the most useful extensions for FGU and I've been spoiled by the likes of KNK. I know he's busy, but I will be incredibly thankful once KNK is fixed. I and my players lean heavily on his work.
Vass_Dts
April 29th, 2024, 13:27
It is not working correctly as the "new" actions tab on spells (from the spell menu or links for any powers on the character sheet) is blank. Oddly, the actions tab on items still works until you click on the link for an individual power (aka, spell) has a blank action tab.
And to whomever else in may concern...
Workarounds till KNK gets fixed
1: Error pop ups. Use '/console skip' to get rid of the error pop ups.
2. Items Editing. You can still edit Item powers.
3. Spells/Powers Editing. Use the Old Ways... For things you already have in the spells reference window, you can copy the spell from the Spells Reference in a character (I use a dedicated blank character for this). You can edit the spell's actions from there. Once you are ready, you can delete the original spell from the Spells Reference, and drag the edited version to the spells reference. It will keep all the actions.
For new powers/spells, you can likewise create a new spell/power in a character, write up its descriptions, code its action buttons, and drag it in the spells ref.
4. NPC Inventories. That one's broken, and sadly there's not much you can do about this other than manually adding an item's powers to an NPC.
Gawain the Great
May 1st, 2024, 18:13
And to whomever else in may concern...
Workarounds till KNK gets fixed
1: Error pop ups. Use '/console skip' to get rid of the error pop ups.
2. Items Editing. You can still edit Item powers.
3. Spells/Powers Editing. Use the Old Ways... For things you already have in the spells reference window, you can copy the spell from the Spells Reference in a character (I use a dedicated blank character for this). You can edit the spell's actions from there. Once you are ready, you can delete the original spell from the Spells Reference, and drag the edited version to the spells reference. It will keep all the actions.
For new powers/spells, you can likewise create a new spell/power in a character, write up its descriptions, code its action buttons, and drag it in the spells ref.
4. NPC Inventories. That one's broken, and sadly there's not much you can do about this other than manually adding an item's powers to an NPC.
Your list of 4 workarounds is a great resource as we all work to continue using the unique and amazing properties of the K'nK extension. I've been limping through, as well, and your suggestions about how to modify spells and still have them function is a lifesaver.
As to #4, I've been able to make the NPC Inventories work with my own workaround. I have noticed that when I try to drop an Item into inventory it won't do it at all, until I've moved the Item into a newly made Campaign-specific heading of the Items tab. Once I do that, I can drop the Item and it will even do the "carried" function and move the item into the NPC Actions tab (this might come from the Equipped Effects ext, though). Looking back, this function seems a bit hit-and-miss, but it's easy enough to just drag the item into the NPC actions without the "carried" function, and it works fine that way.
Let me know if this works for anyone else. If it requires some other tweak that I'm doing without realizing it, I'll look into that and see what's going on. I just did this yesterday, creating a Rogue NPC and adding specific daggers to the inventory. The daggers then appeared in the Actions portion. Also, when I "kill" the NPC the inventory "drops" as LOOT re the Map Parcel's extension.
Thanks for all the great info!
Vass_Dts
May 4th, 2024, 20:08
Your list of 4 workarounds is a great resource as we all work to continue using the unique and amazing properties of the K'nK extension. I've been limping through, as well, and your suggestions about how to modify spells and still have them function is a lifesaver.
As to #4, I've been able to make the NPC Inventories work with my own workaround. I have noticed that when I try to drop an Item into inventory it won't do it at all, until I've moved the Item into a newly made Campaign-specific heading of the Items tab. Once I do that, I can drop the Item and it will even do the "carried" function and move the item into the NPC Actions tab (this might come from the Equipped Effects ext, though). Looking back, this function seems a bit hit-and-miss, but it's easy enough to just drag the item into the NPC actions without the "carried" function, and it works fine that way.
Let me know if this works for anyone else. If it requires some other tweak that I'm doing without realizing it, I'll look into that and see what's going on. I just did this yesterday, creating a Rogue NPC and adding specific daggers to the inventory. The daggers then appeared in the Actions portion. Also, when I "kill" the NPC the inventory "drops" as LOOT re the Map Parcel's extension.
Thanks for all the great info!
Hmmm, interesting. I will look into it when I have time. :)
eporrini
May 19th, 2024, 14:45
Any update on a permanent fix for this one? Just checking in.
eporrini
June 9th, 2024, 20:52
Please please, can someone maybe package the updates that were done so this is at least semi-usable? I saw there are some work arounds to help this extension, I am most concerned with the PC magic item component vs. NPC? Help :-(.
dbachen
June 10th, 2024, 18:51
Please please, can someone maybe package the updates that were done so this is at least semi-usable? I saw there are some work arounds to help this extension, I am most concerned with the PC magic item component vs. NPC? Help :-(.
There haven't been any updates done to K&K. While Ryan was able to update some of the other M&U extensions to make them usable, K&K relies much more heavily on UI components. Although M&U had said they were trying to free up some time to get this taken care of, it is still outstanding.
knorbet77
June 23rd, 2024, 01:30
I've had a go at updating the UI for KitNKaboodle as a learning exercise. If you want to try out the attached update you're welcome to. I haven't used the extension extensively so I don't know everything it does. One thing I will note though, is that the Encumbrance for NPCs is not updating automatically. If you close the record and open it again it will force an update. And obviously it's not on the forge, so you will need to copy it manually into your extensions folder.
GKEnialb
June 24th, 2024, 23:49
Thanks! Seems to work well!
jimlad42
June 25th, 2024, 13:38
I've had a go at updating the UI for KitNKaboodle as a learning exercise. If you want to try out the attached update you're welcome to. I haven't used the extension extensively so I don't know everything it does. One thing I will note though, is that the Encumbrance for NPCs is not updating automatically. If you close the record and open it again it will force an update. And obviously it's not on the forge, so you will need to copy it manually into your extensions folder.
Seems to mostly work, great job!
Although I'm running into errors when I open a feats/features/traits window in the player Abilities tab, or from the details of a race or class, and it doesn't seem to function in those windows.
(Tested in an empty campaign with only this extension loaded.)
[6/25/2024 8:29:15 AM] [ERROR] window: Control (actions) anchoring to an undefined control (contentframe) in windowclass (ref_ability)
[6/25/2024 8:29:15 AM] [ERROR] window: Control (actions) anchoring to an undefined control (contentframe) in windowclass (ref_ability)
[6/25/2024 8:29:15 AM] [ERROR] window: Control (actions) anchoring to an undefined control (contentframe) in windowclass (ref_ability)
[6/25/2024 8:29:15 AM] [ERROR] window: Control (actions) anchoring to an undefined control (contentframe) in windowclass (ref_ability)
[6/25/2024 8:29:15 AM] [ERROR] window: Control () anchoring to an undefined control (contentframe) in windowclass (ref_ability)
[6/25/2024 8:29:15 AM] [ERROR] window: Control () anchoring to an undefined control (contentframe) in windowclass (ref_ability)
[6/25/2024 8:29:15 AM] [ERROR] window: Control () anchoring to an undefined control (contentframe) in windowclass (ref_ability)
[6/25/2024 8:29:15 AM] [ERROR] Script execution error: [string "KitNKaboodle:..cripts/insetcontentframe.lua"]:11: attempt to index global 'contentframe' (a nil value)
[6/25/2024 8:29:15 AM] [ERROR] window: Control (actions) anchoring to an undefined control (contentframe) in windowclass (ref_ability)
[6/25/2024 8:29:15 AM] [ERROR] window: Control (actions) anchoring to an undefined control (contentframe) in windowclass (ref_ability)
[6/25/2024 8:29:15 AM] [ERROR] window: Control (actions) anchoring to an undefined control (contentframe) in windowclass (ref_ability)
[6/25/2024 8:29:15 AM] [ERROR] window: Control (actions) anchoring to an undefined control (contentframe) in windowclass (ref_ability)
[6/25/2024 8:29:15 AM] [ERROR] window: Control () anchoring to an undefined control (contentframe) in windowclass (ref_ability)
[6/25/2024 8:29:15 AM] [ERROR] window: Control () anchoring to an undefined control (contentframe) in windowclass (ref_ability)
[6/25/2024 8:29:15 AM] [ERROR] window: Control () anchoring to an undefined control (contentframe) in windowclass (ref_ability)
(I actually didn't know this extension effected those as well until now.)
knorbet77
June 25th, 2024, 22:02
I'll have another look soon. It is almost certainly the Trait records that need to be updated.
BushViper
June 26th, 2024, 06:17
Knorbet77, I haven't tested your work yet, but I lean heavily on this extension and I wanted to say that I appreciate your attempts to find a solution (success or not).
knorbet77
June 28th, 2024, 08:52
Ok, I've had another stab at it. Please check out the updated attachment, which I hope clears up all the newly noted errors. I have run it in conjunction with all of Grim Press's extension catalogue without any clashes I could find.
It took hours to find the fix, but ended up only being a one line fix :)
MrDDT
June 28th, 2024, 09:03
Ok, I've had another stab at it. Please check out the updated attachment, which I hope clears up all the newly noted errors. I have run it in conjunction with all of Grim Press's extension catalogue without any clashes I could find.
It took hours to find the fix, but ended up only being a one line fix :)
After doing some quick testing seems all is working great, thank you so much.
rocketvaultgames
June 28th, 2024, 20:47
Amazing. Thank you!!
rhagelstrom
June 29th, 2024, 04:26
Ok, I've had another stab at it. Please check out the updated attachment, which I hope clears up all the newly noted errors. I have run it in conjunction with all of Grim Press's extension catalogue without any clashes I could find.
It took hours to find the fix, but ended up only being a one line fix :)
I submitted this as a PR on Github to the KnK repo so whenever the MeAndUnique gets around to it.
knorbet77
June 29th, 2024, 06:14
I submitted this as a PR on Github to the KnK repo so whenever the MeAndUnique gets around to it.
Thanks, hopefully I don't get critiqued too hard :).
nephranka
July 6th, 2024, 14:04
Passing long some errors. 5e, only this ext loaded. v.3.0.3
I noticed an error when opening items:
[7/6/2024 8:49:34 AM] [ERROR] Script execution error: [string "CoreRPG:common/scripts/buttongroup_tabs.lua"]:258: attempt to call field 'setText' (a nil value)
Also, this error on NPCs:
[7/6/2024 8:55:08 AM] [ERROR] window: Control (npc_inventory) anchoring to an undefined control (contentframe) in windowclass (npc)
knorbet77
July 8th, 2024, 08:26
Passing long some errors. 5e, only this ext loaded. v.3.0.3
I noticed an error when opening items:
[7/6/2024 8:49:34 AM] [ERROR] Script execution error: [string "CoreRPG:common/scripts/buttongroup_tabs.lua"]:258: attempt to call field 'setText' (a nil value)
Also, this error on NPCs:
[7/6/2024 8:55:08 AM] [ERROR] window: Control (npc_inventory) anchoring to an undefined control (contentframe) in windowclass (npc)
Hi Nephranka, I was able to reproduce the first error and apply a fix. However I couldn't reproduce the second. Are there any details you can provide to help narrow it down? (I thought I had already stomped all the anchoring issues :)).
knorbet77
July 8th, 2024, 08:30
I made a small amendment to fix the first Error noted by Nephranka above. I also updated the revision to 3.0.4 so that we could track where users were getting their file from and aid in troubleshooting.
MrDDT
July 8th, 2024, 08:47
I made a small amendment to fix the first Error noted by Nephranka above. I also updated the revision to 3.0.4 so that we could track where users were getting their file from and aid in troubleshooting.
Awesome thank you, I tested this and it's working for me.
nephranka
July 8th, 2024, 11:10
Hi Nephranka, I was able to reproduce the first error and apply a fix. However I couldn't reproduce the second. Are there any details you can provide to help narrow it down? (I thought I had already stomped all the anchoring issues :)).
Just gave 3.0.4 a test and all the errors have resolved. If the npc one pops back up I will report back. Thank you.
rocketvaultgames
July 9th, 2024, 17:18
I know everyone is busy and this is probably a super-low priority at best, but I'd like to respectfully suggest adding an inventory tab to Vehicles as well as NPCs.
My group is tooling around Avernus in their Scavenger collecting all kinds of stuff and it would be helpful to track what is where in the Vehicle sheet rather than through the Party Sheet / individual PC sheets.
MrDDT
July 11th, 2024, 05:04
Having an issue with this EXT stomping on other EXTs that play in the NPC card of adding a tab.
I have a few other EXTs and they all work just fine together, but this will stomp on them, including Friend Zone.
knorbet77
July 11th, 2024, 11:04
Having an issue with this EXT stomping on other EXTs that play in the NPC card of adding a tab.
I have a few other EXTs and they all work just fine together, but this will stomp on them, including Friend Zone.
I can see why my fix is causing your issues; just not sure how to fix it yet. If I knew what had changed in the last ruleset update, my attempts wouldn't be so trial and error. I'll keep trying when I have time but no promises I'm afraid.
knorbet77
July 12th, 2024, 05:44
@MrDDT can you please try the attached and see if it fixes your issue? As far as I can tell it is playing nicely with Friend Zone now. One known caveat though, is that if you are using Map Parcels, it will create two inventory tabs (both are referencing the same data so shouldn't cause problems). I'm not sure what the remedy to this situation is as the implementations are using different sub classes. I will continue to noodle in my spare time.
MrDDT
July 12th, 2024, 05:52
Let me give it a go.
MrDDT
July 12th, 2024, 08:06
@MrDDT can you please try the attached and see if it fixes your issue? As far as I can tell it is playing nicely with Friend Zone now. One known caveat though, is that if you are using Map Parcels, it will create two inventory tabs (both are referencing the same data so shouldn't cause problems). I'm not sure what the remedy to this situation is as the implementations are using different sub classes. I will continue to noodle in my spare time.
So it's working exactly like you saying with MP, and without it's working fine too.
So not a big deal to me having 2 tabs for inventory that lead to "almost" the same place, there are minor differences as in one has powers (from KNK) and doesn't.
nephranka
July 18th, 2024, 18:24
Looks like on TEST the tab is missing. They are adding a tab for images on items, so I suspect changes to items may be the cause.
MrDDT
July 18th, 2024, 18:33
@MrDDT can you please try the attached and see if it fixes your issue? As far as I can tell it is playing nicely with Friend Zone now. One known caveat though, is that if you are using Map Parcels, it will create two inventory tabs (both are referencing the same data so shouldn't cause problems). I'm not sure what the remedy to this situation is as the implementations are using different sub classes. I will continue to noodle in my spare time.
Looks like on TEST the tab is missing. They are adding a tab for images on items, so I suspect changes to items may be the cause.
Make sure you using this version of KNK, its working for me on Test.
MrDDT
July 18th, 2024, 18:50
So after reading better. I didn't check items, I checked other stuff and it was working, but items got a new tab and it's conflicting.
Darth Decisive
July 19th, 2024, 03:05
That fix is incredible, thank you so much for helping to patch things up in the meantime! You are all the GOATs.
knorbet77
July 20th, 2024, 01:35
Warning: The attached update is for the current Test Channel only. It will fail if it's loaded into the Live Channel. This version (3.0.6) should fix the issues noted above with the Item Record, though the existing caveats in regards to Map Parcels still stand. I am slowly gaining a better understanding of Fantasy Grounds and KitNKaboodle, so hopefully I should be able to remove the second inventory Tab at some point in the future. As an aside, I think the Hacks are slowly becoming less Hacky and more in line with best practice :).
rhagelstrom
July 20th, 2024, 03:50
Nice!
nephranka
July 20th, 2024, 11:13
cool!
I found another anchor issue in LIVE (and I assume TEST but I have not verified).
[7/20/2024 6:10:45 AM] [ERROR] Script execution error: [string "KitNKaboodle:..cripts/insetcontentframe.lua"]:12: attempt to index global 'contentframe' (a nil value)
[7/20/2024 6:10:45 AM] [ERROR] window: Control (actions) anchoring to an undefined control (contentframe) in windowclass (reference_classfeature)
To reproduce:
Open Classes
Open a class
Open a feature of the class
knorbet77
July 20th, 2024, 12:02
cool!
I found another anchor issue in LIVE (and I assume TEST but I have not verified).
[7/20/2024 6:10:45 AM] [ERROR] Script execution error: [string "KitNKaboodle:..cripts/insetcontentframe.lua"]:12: attempt to index global 'contentframe' (a nil value)
[7/20/2024 6:10:45 AM] [ERROR] window: Control (actions) anchoring to an undefined control (contentframe) in windowclass (reference_classfeature)
To reproduce:
Open Classes
Open a class
Open a feature of the class
Confirmed for both. I'll see what I can do.
BushViper
July 22nd, 2024, 22:18
**With the most recent version of KNK this is no longer an issue**
nephranka
July 23rd, 2024, 10:29
Warning: The attached update is for the current Test Channel only. It will fail if it's loaded into the Live Channel. This version (3.0.6) should fix the issues noted above with the Item Record, though the existing caveats in regards to Map Parcels still stand. I am slowly gaining a better understanding of Fantasy Grounds and KitNKaboodle, so hopefully I should be able to remove the second inventory Tab at some point in the future. As an aside, I think the Hacks are slowly becoming less Hacky and more in line with best practice :).
Working in TEST. Thanks!
knorbet77
July 23rd, 2024, 10:47
Working in TEST. Thanks!
Unfortunately I think that's the only thing that is working :( Most of the fixes I made seem to be broken again. It's also proving significantly more difficult to ensure the fixes don't break other collaborative efforts. As I don't actually use this extension, I don't know how it operated before the updates broke it. I'll probably keep chipping away at it as long as it holds my interest but please don't hold out hope for a short term fix.
nephranka
July 23rd, 2024, 10:56
Unfortunately I think that's the only thing that is working :( Most of the fixes I made seem to be broken again. It's also proving significantly more difficult to ensure the fixes don't break other collaborative efforts. As I don't actually use this extension, I don't know how it operated before the updates broke it. I'll probably keep chipping away at it as long as it holds my interest but please don't hold out hope for a short term fix.
Yeah, TEST changes can be very brutal for morale. This extension is both highly used/valued in the community and very difficult to maintain (so I understand). Any efforts you put into it don't go unnoticed and are appreciated.
Nalistar
July 25th, 2024, 17:25
Hi,
I'm getting an error with the extension Combat Automation when using powers from items added by KnK. I guess it's a conflict between the two, since in all other instances CA works just fine.
Any chance you could look into it?
[7/25/2024 6:24:19 PM] [WARNING] window: Anchored static width ignored for control (speak) in windowclass (charsheet_overview)
[7/25/2024 6:24:29 PM] [ERROR] Script execution error: [string "..07-CombatAutomation:combat_automation.lua"]:111: attempt to index field 'actionsmini' (a nil value)
Vass_Dts
August 14th, 2024, 01:42
So, with the latest version of FGU, the Picture tab eats up the tab that KNK uses on spells and items etc. The data are all there, it's just that we don't have a tab button to access them.
nephranka
August 14th, 2024, 02:00
So, with the latest version of FGU, the Picture tab eats up the tab that KNK uses on spells and items etc. The data are all there, it's just that we don't have a tab button to access them.
I can confirm. The new tab is messing things up!
nephranka
August 14th, 2024, 11:33
So post #423 has a TEST version that seems to resolve the missing tab. I used it in LIVE and it appears to be working.
Edit: One error so far. On the "actions" tab of feats the right-click gets this error:
[8/14/2024 6:44:45 AM] { #1 = subwindow = { name = s'menubar', x,y,w,h = 12,12,376,23 }, #2 = genericcontrol = { name = s'contentanchor', x,y,w,h = 16,29,368,6 }, #3 = genericcontrol = { name = s'bottomanchor', x,y,w,h = 16,484,368,16 }, #4 = subwindow = { name = s'header', x,y,w,h = 25,44,350,36 }, #5 = genericcontrol = { name = s'contentframe', x,y,w,h = 35,95,330,373 }, #6 = subwindow = { name = s'content', x,y,w,h = 31,104,338,365 }, #7 = scrollbarcontrol = { name = s'', x,y,w,h = 365,113,0,0 }, #8 = genericcontrol = { name = s'resize', x,y,w,h = 383,483,17,17 }, #9 = subwindow = { name = s'actions', x,y,w,h = 35,95,0,0 }, #10 = scrollbarcontrol = { name = s'', x,y,w,h = 361,99,0,0 }, #11 = genericcontrol = { name = s'tabs', x,y,w,h = 383,80,17,92 } }
[8/14/2024 6:44:45 AM] s'******* 1 ************'
[8/14/2024 6:44:54 AM] { #1 = subwindow = { name = s'menubar', x,y,w,h = 12,12,376,23 }, #2 = genericcontrol = { name = s'contentanchor', x,y,w,h = 16,29,368,6 }, #3 = genericcontrol = { name = s'bottomanchor', x,y,w,h = 16,484,368,16 }, #4 = subwindow = { name = s'header', x,y,w,h = 25,44,350,36 }, #5 = genericcontrol = { name = s'contentframe', x,y,w,h = 35,95,330,373 }, #6 = subwindow = { name = s'content', x,y,w,h = 31,104,338,365 }, #7 = scrollbarcontrol = { name = s'', x,y,w,h = 365,113,0,0 }, #8 = genericcontrol = { name = s'resize', x,y,w,h = 383,483,17,17 }, #9 = subwindow = { name = s'actions', x,y,w,h = 35,95,0,0 }, #10 = scrollbarcontrol = { name = s'', x,y,w,h = 361,99,0,0 }, #11 = genericcontrol = { name = s'tabs', x,y,w,h = 383,80,17,92 } }
[8/14/2024 6:44:54 AM] s'******* 1 ************'
[8/14/2024 6:44:58 AM] [ERROR] radial: Could not find menu icon (refresh)
eporrini
August 21st, 2024, 13:27
Any idea when this extension will be updated? As pointed out above (#432) my tab is missing for this extension.
BlazingAzureCrow
August 29th, 2024, 19:27
Signal boosting - it looks like the Actions tab is still missing on spells, feats, and other similar types of windows. I have it back for items though.
claedawg
August 29th, 2024, 21:43
Confirmed for both. I'll see what I can do.
Would it be possible to just release a version that only adds the Action tabs to everything and just not have the other things that come with this extension. There are other extensions that already take care of the other things (like the NPC inventory tab and prepared amounts for individual actions in an Action tab category). That way, you could just release that extension independently on the Forge and not have to worry about releasing updates on GitHub. Would also be less work for you as it would focus on just one part of the current extension, lol.
Vaall
September 13th, 2024, 22:46
Hey, thanks to a friend we managed to make the action tab appear for spells and items (We did not succeed for races and classes).
I share this update with you.
Hoping to help all the people who need this extension.
BushViper
September 14th, 2024, 01:03
I really appreciate those of you that are trying to keep this alive. KnK is one of the core extensions I really would prefer not to be without.
I'm going to test the new version and see how it holds up.
Again, thank you.
Nalistar
September 17th, 2024, 18:35
I'm afraid the new FGU update broke this extension.
Anyone else experiencing this?
Vass_Dts
September 18th, 2024, 02:28
Yes, KNK was broken in TEST, so it was expected that it would be broken in LIVE.
The GOOD news is that items and spells still have their actions tab (talking about the latest version in post #438). The bad news is that the character sheet anchor points have been changed, as the sheets have been remade. So the item sections created by KNK appear, but on top of other elements. Mad Nomad's extensions have the same issue. So, I would assume it's a matter of identifying the anchor points and anchor those control elements there. That should bring it back to (mostly) functional status that Vaall managed to bring it to. Which is perfectly Functional enough for me and my group. (I haven't yet thanked you immensely for your efforts. KNK is extreme Quality of Life improvement).
That and a few other things are the reason I have not updated yet.
Lexi the Red
September 18th, 2024, 04:17
Here's a screenshot for reference. Capital Gains is doing the same thing. 62028
Vaall
September 18th, 2024, 09:12
Hey,
I'm sending you an update of KnK with the correction of the display bug in the action tab on a character sheet.
I think I can fix Capital Gain which has the same error.
Thanks to SilentRuin who posted the solution to this problem on the discord (columnarchor ==> contentanchor)
Nalistar
September 18th, 2024, 14:04
Hey Vaall,
Thanks a lot for the fix, it works great (both for KNK and Capital Gains).
I don't wanna bother you too much since you've already helped a lot, but is there any chance you could also fix Temporal Fixation (from the same author and I guess with a similar anchoring issue)?
<3
rocketvaultgames
September 18th, 2024, 17:56
Hey Vaall,
Thanks a lot for the fix, it works great (both for KNK and Capital Gains).
I don't wanna bother you too much since you've already helped a lot, but is there any chance you could also fix Temporal Fixation (from the same author and I guess with a similar anchoring issue)?
<3
I'll pile it on as "Role With It" seems to have a similar issue (and no dedicated thread).
Thank you for all you do. I wouldn't be using Fantasy Grounds if it weren't for all of these excellent extensions!
Vaall
September 19th, 2024, 00:24
I'd like to have a look. But I think it would be better to post on the right forum thread to avoid mixing up information.
For "temporal fixation", I don't see where the display problem is. (I'm using the latest version of rhagelstrom found on its github).
For "role with it", I've never used it so I don't know what it should look like, sorry.
rocketvaultgames
September 19th, 2024, 00:44
I'd like to have a look. But I think it would be better to post on the right forum thread to avoid mixing up information.
For "temporal fixation", I don't see where the display problem is. (I'm using the latest version of rhagelstrom found on its github).
For "role with it", I've never used it so I don't know what it should look like, sorry.
Temporal Fixation seems to cause this:
62054
If you could point me to the correct forum thread for Role With It, that would be excellent. I can't seem to find a link. I'm guessing it would be a simple fix as all it does is just add a field to the NPC to hold a free-form role descriptor string (e.g. Brute/Soldier/Controller/Leader, etc.)
Sincere thanks for working on these! It is truly appreciated.
Nalistar
September 19th, 2024, 17:25
I'd like to have a look. But I think it would be better to post on the right forum thread to avoid mixing up information.
For "temporal fixation", I don't see where the display problem is. (I'm using the latest version of rhagelstrom found on its github).
For "role with it", I've never used it so I don't know what it should look like, sorry.
I think the problem was that I just didn't have the new version (I'm not really used to look on forums/github, I've always just used the Forge), so thank you for pointing me in the right direction :)
Farratto
September 19th, 2024, 22:14
I put out an update to Kit'N'Kaboodle & Temporal Fixation. It's similar to what Vaall did but is more inclusive. Find them both on rhagelstrom's github:
https://github.com/rhagelstrom/KitNKaboodle/releases/tag/v3.0.4-rc1
Farratto
September 20th, 2024, 02:22
Thank you to Vaall for reporting issues. I believe I got them all fixed. Download new version at:
https://github.com/rhagelstrom/KitNKaboodle/releases
jimlad42
September 23rd, 2024, 17:16
I'd been skipping this extension for awhile because I kept running into minor issues without the time to properly log them, thanks for updating and fixing it all Farratto! Fantastic work!
rocketvaultgames
September 24th, 2024, 21:56
I'm seeing this error with only KnK loaded when opening a group of item actions on the actions tab of a PC/ The text isn't anchored in the window correctly:
62146
Farratto
September 24th, 2024, 22:19
I'm seeing this error with only KnK loaded when opening a group of item actions on the actions tab of a PC/ The text isn't anchored in the window correctly:
62146
Got ya covered, my friend. Next release has a fix. Should be coming soon. Check at https://github.com/rhagelstrom/KitNKaboodle/releases for v3.0.4-rc3
Thank you for reporting your find
rocketvaultgames
September 24th, 2024, 22:19
Amazing. Thanks much!!
poposkent
October 11th, 2024, 15:19
Thank you for keeping KnK updated.
When adding items to the actions tab on PC level up, it does not work correctly.
Even if I do it manually, the name of the item is buggy and the link does not work correctly.
Sorry, I know you're busy, but I hope this bug gets fixed.
Thank you.
Farratto
October 11th, 2024, 16:10
Thank you for keeping KnK updated.
When adding items to the actions tab on PC level up, it does not work correctly.
Even if I do it manually, the name of the item is buggy and the link does not work correctly.
Sorry, I know you're busy, but I hope this bug gets fixed.
Thank you.
Thank you for reporting. I'm not sure exactly what you mean though. I am able to add items and the name appears correctly and the link functions.
Can you provide a screenshot example?
Vass_Dts
October 11th, 2024, 22:03
Thank you for keeping KnK updated.
When adding items to the actions tab on PC level up, it does not work correctly.
Even if I do it manually, the name of the item is buggy and the link does not work correctly.
Sorry, I know you're busy, but I hope this bug gets fixed.
Thank you.
I am also confused. I’m not sure what does adding items on pc level up means.
Lou Ciphor
October 12th, 2024, 23:01
This is causing problems with NPC actions not transferring to the CT, and normally linkable text not being....linkable.
See thread https://www.fantasygrounds.com/forums/showthread.php?82738-2024-Rules-Update-NPC-sheet-problems
rhagelstrom
October 12th, 2024, 23:19
This is causing problems with NPC actions not transferring to the CT, and normally linkable text not being....linkable.
See thread https://www.fantasygrounds.com/forums/showthread.php?82738-2024-Rules-Update-NPC-sheet-problems
Can not reproduce. Are you running the latest version?
Vass_Dts
October 13th, 2024, 02:21
This is causing problems with NPC actions not transferring to the CT, and normally linkable text not being....linkable.
See thread https://www.fantasygrounds.com/forums/showthread.php?82738-2024-Rules-Update-NPC-sheet-problems
Please note that KNK is no longer updated via the Forge. If you want the latest version download from here: https://github.com/rhagelstrom/KitNKaboodle/releases and paste it on your Extensions folder (replace the old one).
Gawain the Great
October 13th, 2024, 03:59
Please note that KNK is no longer updated via the Forge. If you want the latest version download from here: https://github.com/rhagelstrom/KitNKaboodle/releases and paste it on your Extensions folder (replace the old one).
Thanks for the link to the updates. This version re-includes the Action tab on Items, so I can drop spells onto Items again. Lovely to have the functionality back.
Lou Ciphor
October 13th, 2024, 05:51
May have spoken too soon on KNK. Still having problems in tonight's game with KNK disabled. Latest version from GitHub.
Vass_Dts
October 14th, 2024, 00:14
You have problems with KNK disabled...?
Nalistar
October 22nd, 2024, 19:37
Hi,
Just 3 quick issues I'm having:
- (most important) Would it be possible to have KNK items power include the spell tokens from B9 Spell Tokens? I can't manage to make them work together, even with matching names
- The option "Show carried item powers" seems to be on even when turned off (and it always overrides extensions like Equipped Effects
- I'm getting a conflict with Combat Automation, that gives this error [ERROR] Script execution error: [string "CombatAutomation:combat_automation.lua"]:339: attempt to index global 'rAction' (a nil value) when clicking on the Action tab of items and spells that have actual actions available. I know this might depend from CA, but that ext is on maintenance mode (iiirc) so maybe something can be done from KNK side (I have no idea how this stuff works tbh)
Thanks a lot
Farratto
October 22nd, 2024, 20:12
Hi,
Just 3 quick issues I'm having:
- (most important) Would it be possible to have KNK items power include the spell tokens from B9 Spell Tokens? I can't manage to make them work together, even with matching names
- The option "Show carried item powers" seems to be on even when turned off (and it always overrides extensions like Equipped Effects
- I'm getting a conflict with Combat Automation, that gives this error [ERROR] Script execution error: [string "CombatAutomation:combat_automation.lua"]:339: attempt to index global 'rAction' (a nil value) when clicking on the Action tab of items and spells that have actual actions available. I know this might depend from CA, but that ext is on maintenance mode (iiirc) so maybe something can be done from KNK side (I have no idea how this stuff works tbh)
Thanks a lot
Thank you for your report. I can take a look at these. No promises right now but I'll see what I can do. The following information would help me:
do you have these problems with only KnK loaded (no other extensions)?
If not, can you narrow down which extension, when in conjunction with KnK, do these problems come up?
Nalistar
October 22nd, 2024, 20:53
Thank you for your report. I can take a look at these. No promises right now but I'll see what I can do. The following information would help me:
do you have these problems with only KnK loaded (no other extensions)?
If not, can you narrow down which extension, when in conjunction with KnK, do these problems come up?
Thanks a lot.
- The first issue comes from an interaction with B9 Spell Tokens (https://forge.fantasygrounds.com/shop/items/149/view), an extensions that adds spell tokens to spells in the Action tab (for PCs) and on the CT (for NPCs). Basically the actions added by KNK don't show these tokens even if they have spell names correctly matching.
- The second one happens with just KNK loaded (I'm using version v3.0.4-rc4)
- The last issue happens only as a conflict with Combat Automation (https://www.dmsguild.com/product/347021/Fantasy-Grounds-Combat-Automation)
Farratto
October 24th, 2024, 22:52
Just to let everyone know: Kit'N'Kaboodle is now being maintained by Farratto.
New Forge link: https://forge.fantasygrounds.com/shop/items/1959/view
New Forum link: https://www.fantasygrounds.com/forums/showthread.php?83081-Jack-of-All-Trades-for-5e-(rebranding-of-Kit-N-Kaboodle)
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