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bmos
May 7th, 2021, 22:43
This extension enhances functionality related to carrying capacity, weight/armor encumbrance penalties, speed bonuses and penalties, and armor training.

Extension Homepage, README, and Codebase (https://github.com/bmos/FG-PFRPG-Encumbrance-Penalties)
Download (https://github.com/bmos/FG-PFRPG-Encumbrance-Penalties/releases)
License Information (https://github.com/bmos/FG-PFRPG-Encumbrance-Penalties/blob/main/LICENSE.md)
Bug Tracker and Suggestions (https://github.com/bmos/FG-PFRPG-Encumbrance-Penalties/issues)

To avoid my threads taking over the PF1e subforum, I publish most updates in my combo thread (https://www.fantasygrounds.com/forums/showthread.php?60308-bmos-extensions) (with only major updates in this individual thread which is primarily for discussion and bug reports).

Khoredran
May 8th, 2021, 14:43
I am glad to tell you that after my tests, this extension works flawlessly!
No Error noted and everything does what it is supposed to do!
I want to say a huge thank you for this. It will be most helpful!

This is awesome.

The ONLY thing missing is negating Fast Movement from barbarians/bloodragers when they are carrying a heavy load. ^^

bmos
May 8th, 2021, 14:54
The ONLY thing missing is negating Fast Movement from barbarians/bloodragers when they are carrying a heavy load. ^^thanks for the suggestion!

UNRELATED EDIT:

Encumbrance Penalties (https://www.fantasygrounds.com/forums/showthread.php?68289-PFRPG-3-5E-Encumbrance-Extension) v1.0-rc.1 (https://github.com/bmos/FG-PFRPG-Encumbrance-Penalties/releases/tag/v1.0-rc.1)
* Many code improvements
* Fix triggering of encumbrance penalties not detecting current carried weight correctly.

Zarestia
May 9th, 2021, 13:59
Another great extension!
Seems to work fine so far. My speed is not getting reduced, probably due to another extension, need to check that.

Enhancement Suggestion:
- Integrate conditions like "Fatigued" or "Exhaustion", those that have an impact on strength.

Khoredran
May 9th, 2021, 14:21
What is your speed at? If it was 30 ft and is now 20 because of wearing medium/heavy armor, it won't go down further because ALL encumbrance penalties don't stack with penalties already given by wearing armor and shield.

I say this because I myself was not aware of that rule until testing the encumbrance penalties extension further. I have this to thank bmos! His extensions helps me understand and master the rules better ^^

On another topic, does this extension take into account the dwarven racial trait
{(Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.}?

Zarestia
May 9th, 2021, 15:52
What is your speed at? If it was 30 ft and is now 20 because of wearing medium/heavy armor, it won't go down further because ALL encumbrance penalties don't stack with penalties already given by wearing armor and shield.

Yes, you're right. At least it doesn't help my 7 STR wizard :D

bmos
May 9th, 2021, 18:31
On another topic, does this extension take into account the dwarven racial trait?yes, slow and steady should work correctly.


Integrate conditions like "Fatigued" or "Exhaustion", those that have an impact on strength.Those should be working, but it looks like they are not yet. Will try to fix for v1.0 release.

EDIT:
Encumbrance Penalties (https://www.fantasygrounds.com/forums/showthread.php?68289-PFRPG-3-5E-Encumbrance-Extension) v1.0 (https://github.com/bmos/FG-PFRPG-Encumbrance-Penalties/releases/tag/v1.0)
* Many code improvements
* Fix triggering of encumbrance penalties not detecting current carried weight correctly.
* Fix conditions not being detected
* Fix str adj and str mult not recalculating carrying capacities

EDIT 2:

The ONLY thing missing is negating Fast Movement from barbarians/bloodragers when they are carrying a heavy load. ^^


Encumbrance Penalties (https://www.fantasygrounds.com/forums/showthread.php?68289-PFRPG-3-5E-Encumbrance-Extension) v1.1 (https://github.com/bmos/FG-PFRPG-Encumbrance-Penalties/releases/tag/v1.1)
* Add barbarian fast movement ability. +10 speed if not wearing heavy armor and not heavily encumbered.

Khoredran
May 12th, 2021, 13:51
Since these were posts edits, that was a sneaky extension that didn't pop in my email notifications :P

A good thing I had the feeling to go check your github repository!

Thank you so much for this update! I will give it a try for sure ^^

EDIT: The Fast Movement speed adjustment seems to work like intended for the Combat tab in the Player Character sheet, but it doesn't show the correct value in the Main tab Speed entry! (it stays at 30 in the main tab whereas it's at 40 in the combat tab)

bmos
May 12th, 2021, 15:57
Since these were posts edits, that was a sneaky extension that didn't pop in my email notifications :P

A good thing I had the feeling to go check your github repository!

Thank you so much for this update! I will give it a try for sure ^^

EDIT: The Fast Movement speed adjustment seems to work like intended for the Combat tab in the Player Character sheet, but it doesn't show the correct value in the Main tab Speed entry! (it stays at 30 in the main tab whereas it's at 40 in the combat tab)I'm glad you noticed! I try to avoid bumping my extension-specific threads with release notifications in favor of posting them in my combo thread (in my signature).

I'm not seeing the issue you're reporting, however. Possibly there is an incompatibility with another extension?

I did noticed that the +10 is only applied once you equip/unequip an inventory item (which has to be done each time you re-load FG), perhaps this is what you're noticing?
I'm going to see if I can fix this soon.

Khoredran
May 12th, 2021, 17:30
You are right, changing the equipped state of any item in the inventory does correct the value and put the speed back to 40. Having this fixed would be awesome indeed!

However, you were right about the extension incompatibility: I have pinpointed the one that prevents the Main tab from updating to 40 while the combat tab updates to 40.
When you load your Encumbrance Penalties with your Drain and Permanent Bonuses extension, the main tab speed stays at 30 while the combat speed goes up to 40.

Thank you again for your awesome work!

bmos
May 12th, 2021, 20:14
You are right, changing the equipped state of any item in the inventory does correct the value and put the speed back to 40. Having this fixed would be awesome indeed!

However, you were right about the extension incompatibility: I have pinpointed the one that prevents the Main tab from updating to 40 while the combat tab updates to 40.
When you load your Encumbrance Penalties with your Drain and Permanent Bonuses extension, the main tab speed stays at 30 while the combat speed goes up to 40.

Thank you again for your awesome work!

I think I got both issues resolved. Redownload v1.1.

Khoredran
May 12th, 2021, 20:44
Some things were fixed and some other things broke ^^

Here are my observations:
When loading the test campaign without the Drain and Permanent Bonuses extension, the speed in the main AND the combat tab are both at 40 (that was a successful fix!). Then, the moment I change the carried state of any item in the inventory of the character, both speeds revert to 30. The thing is, when the Drain and Permanent Bonuses extension is loaded, both speeds begin at 40 as intended. Then, the speed in the main tab stays at 40 while the one in the combat tab reverts to 30 when doing the carried item state change.

In the test, I am equipping an item with a weight of zero, I don't know if that changes something.

The moment I reload the campaign, both speed reverts to 40, whether or not the Drain and Permanent Bonuses extension is loaded.

Hope these will help! I can feel we're almost there.

bmos
May 12th, 2021, 21:30
Some things were fixed and some other things broke ^^

Here are my observations:
When loading the test campaign without the Drain and Permanent Bonuses extension, the speed in the main AND the combat tab are both at 40 (that was a successful fix!). Then, the moment I change the carried state of any item in the inventory of the character, both speeds revert to 30. The thing is, when the Drain and Permanent Bonuses extension is loaded, both speeds begin at 40 as intended. Then, the speed in the main tab stays at 40 while the one in the combat tab reverts to 30 when doing the carried item state change.

In the test, I am equipping an item with a weight of zero, I don't know if that changes something.

The moment I reload the campaign, both speed reverts to 40, whether or not the Drain and Permanent Bonuses extension is loaded.

Hope these will help! I can feel we're almost there.Thanks! I uploaded another v1.1 hotfix.

Khoredran
May 12th, 2021, 22:01
Well, you did it! Everything works fine now :D
Even when wearing medium load, the bonus still applies which works as intended.
The Drain and Permanent Bonuses extension is also working flawlessly with it.

Good Job!

Sudain
June 14th, 2021, 17:32
Thank you for your work on this. Does this support muleback cords and masterwork backpacks like the pervious extension did? I'm not currently perceiving a change on the character sheet when trying to apply the Ant Haul effect.

bmos
June 14th, 2021, 19:20
Thank you for your work on this. Does this support muleback cords and masterwork backpacks like the pervious extension did? I'm not currently perceiving a change on the character sheet when trying to apply the Ant Haul effect. Take a look at the readme, as the effect syntax has changed since Total Encumbrance.

Sudain
June 15th, 2021, 01:59
Derp, thank you! :)

cristmo
August 14th, 2021, 10:31
Hi bmos, when Str Adj, Str Effects, Carry Mult are modified, Penalties are not changed automatically (PC needs to equip/unequip at least one item, or has to be wounded).
I've tested that this behavior can be fixed adding call CharManagerTE.calcItemArmorClass_new(nodeChar) at the end of function onEncumbranceChanged(nodeChar) (file campaign/script/char_inv_TE.lua).

Another thing: for compatibility issues with Extraplanar Containers extension (CharManager.updateEncumbrance overwrite), could you change LoadOrder at least to 2 please (this extension has to be loaded after Extraplanar Containers)?

Thanks

bmos
August 15th, 2021, 15:18
Hi bmos, when Str Adj, Str Effects, Carry Mult are modified, Penalties are not changed automatically (PC needs to equip/unequip at least one item, or has to be wounded).
I've tested that this behavior can be fixed adding call CharManagerTE.calcItemArmorClass_new(nodeChar) at the end of function onEncumbranceChanged(nodeChar) (file campaign/script/char_inv_TE.lua).Sorry, while this has been reported before (at least a couple of times) by Zygmunt Molotch, I have not been able to replicate that behavior. So far, I am pretty sure it's an extension conflict. The 3.5E ruleset doesn't call CharManager.calcItemArmorClass there and (if I remember correctly) doing so triggers a recursive code warning that is not good practice to leave in place. If you can track down what extension pairing is causing it, or what specific steps I can do to replicate it, I'd love to hear it.
Out of curiosity, are you seeing this in FG Classic or Unity?


Another thing: for compatibility issues with Extraplanar Containers extension (CharManager.updateEncumbrance overwrite), could you change LoadOrder at least to 2 please (this extension has to be loaded after Extraplanar Containers)?Absolutely. I didn't see any difference between no loadorder or loadorder 2, but it doesn't seem like there would be any issue adding it so I will post that shortly.

cristmo
August 15th, 2021, 21:49
Out of curiosity, are you seeing this in FG Classic or Unity?

I’ve tested only on Unity.

Thanks

cristmo
August 16th, 2021, 09:19
If you can track down what extension pairing is causing it, or what specific steps I can do to replicate it, I'd love to hear it.

I tried to disable all extensions but this one: the behavior is absolutely the same, so I don't think there's an extension conflict.
Replicating the issue is quite simple: e.g., you need to modify the content of field Str Adj, pumping it up so that modified Strength is enough to shift character encumbrance from medium to lower, and you can see that no switch occurs.
This is the initial status:
48720
After Str Adj edit:
48721
As you can see, Max Stat field is not updated. Now, if you simply change HP in CT, or unequip and equip again an item in the PC inventory, Max Stat is correctly updated:
48722

Now, if I add CharManagerTE.calcItemArmorClass_new(nodeChar) as last statement at the end of function onEncumbranceChanged(nodeChar), all is working fine, and I cannot see any recursive code warning in Console.
I'm testing this on Unity.

bmos
August 16th, 2021, 11:32
I tried to disable all extensions but this one: the behavior is absolutely the same, so I don't think there's an extension conflict.
Replicating the issue is quite simple: e.g., you need to modify the content of field Str Adj, pumping it up so that modified Strength is enough to shift character encumbrance from medium to lower, and you can see that no switch occurs.
This is the initial status:
48720
After Str Adj edit:
48721
As you can see, Max Stat field is not updated. Now, if you simply change HP in CT, or unequip and equip again an item in the PC inventory, Max Stat is correctly updated:
48722

Now, if I add CharManagerTE.calcItemArmorClass_new(nodeChar) as last statement at the end of function onEncumbranceChanged(nodeChar), all is working fine, and I cannot see any recursive code warning in Console.
I'm testing this on Unity.Ah! I was misunderstanding the issue. Thanks for that very thorough explanation. The recursive event warning wasn't all the time IIRC, but it's been a while since I removed that.
I found a way to add it again without it being in onEncumbranceChanged, so I think I have a good workaround although I still couldn't reproduce it.

Encumbrance Penalties (https://www.fantasygrounds.com/forums/showthread.php?68289-PFRPG-3-5E-Encumbrance-Extension) v1.3-hotfix.1 (https://github.com/bmos/FG-PFRPG-Encumbrance-Penalties/releases/tag/v1.3-hotfix.1)
* Loadorder of this extension is now 2. If you run into compatibility issues, please let me know.
* HOTFIX: should fix penalties not updating when stradj or carry mult were changed.
Click here to see raw code changes (https://github.com/bmos/FG-PFRPG-Encumbrance-Penalties/compare/v1.2...v1.3-hotfix.1)

crossbow57
September 8th, 2021, 20:17
Hey bmos,

I'm running your encumbrance penalty extension off the Forge in Pathfinder 1 on Unity.

I seem to be getting the Medium Load penalties applied to characters on a Light Load.

I'm looking at a character here with a 13 STR : Light load (50) Medium (100) Heavy (150).
The character is carrying 54 pounds and wearing padded armor.
The Penalties window shows Max stat of 3, Skill check -3 -- both of those numbers are in RED -- and a Spell Fail (4) -- in black. Additionally, the character's movement rate has been reduced from 30 to 20. All of which seems to indicate the character is carrying a Medium Load.

Admittedly, I'm running numerous other extensions, but I was curious if this was happening regularly or if there were known issues with other inventory extensions where you've seen this? Is it double-counting something, or not looking at the correct strength rating?

When I reduce the weight of the character below 50, the penalties all go away. And further playing with it, if I adjust the character's carried weight into the mid range (105 pounds in this case) the penalties for a heavy load seem to be applied... more evidence it seems to be one "level" off with penalties.

Any insight appreciated - thank you for your time.

bmos
September 8th, 2021, 20:40
Hey bmos,

I'm running your encumbrance penalty extension off the Forge in Pathfinder 1 on Unity.

I seem to be getting the Medium Load penalties applied to characters on a Light Load.

I'm looking at a character here with a 13 STR : Light load (50) Medium (100) Heavy (150).
The character is carrying 54 pounds and wearing padded armor.
The Penalties window shows Max stat of 3, Skill check -3 -- both of those numbers are in RED -- and a Spell Fail (4) -- in black. Additionally, the character's movement rate has been reduced from 30 to 20. All of which seems to indicate the character is carrying a Medium Load.

Admittedly, I'm running numerous other extensions, but I was curious if this was happening regularly or if there were known issues with other inventory extensions where you've seen this? Is it double-counting something, or not looking at the correct strength rating?

When I reduce the weight of the character below 50, the penalties all go away. And further playing with it, if I adjust the character's carried weight into the mid range (105 pounds in this case) the penalties for a heavy load seem to be applied... more evidence it seems to be one "level" off with penalties.

Any insight appreciated - thank you for your time.You're just misunderstanding how it works. Those numbers are the highest value in that range, not the lowest.
No load = 0 load
Light load = 1-50lb
Medium load = 51-100lb
Heavy load 150+lb

Source: https://www.aonprd.com/Rules.aspx?Name=Carrying%20Capacity&Category=Ability%20Scores

crossbow57
September 8th, 2021, 21:44
Ya know, it's the dumb questions that really help us all feel great about ourselves. haha.

Thanks for the clarification, I had thought myself into a hole on that one. Whew! Working as intended. Thank you! Nothing to see here.

bmos
September 8th, 2021, 21:47
Ya know, it's the dumb questions that really help us all feel great about ourselves. haha.

Thanks for the clarification, I had thought myself into a hole on that one. Whew! Working as intended. Thank you! Nothing to see here.I actually made the same mistake for a long time! Encumbrance rules are so rarely used without automation that I think it takes most people by surprise when they realize they're almost always medium encumbered.

Zygmunt Molotch
September 13th, 2021, 04:17
dont forget, when overencumbered (greater than heavy load), 5ft movement is all you can do as Full Round Action and you lose your DEX bonus to AC, (so count as flat-footed etc) ;-)

everyone always forgets *kicks telegraph pole like dejected Eeyore*

hmm, @Bmos, I was going to suggest : if over heavy, have the effect "nodex" auto applied , but it would make it rely on Kel's ext (and inter-extension reliance isn't a great thing) (and lower speed to 5)

bmos
September 13th, 2021, 12:39
dont forget, when overencumbered (greater than heavy load), 5ft movement is all you can do as Full Round Action and you lose your DEX bonus to AC, (so count as flat-footed etc) ;-)

everyone always forgets *kicks telegraph pole like dejected Eeyore*

hmm, @Bmos, I was going to suggest : if over heavy, have the effect "nodex" auto applied , but it would make it rely on Kel's ext (and inter-extension reliance isn't a great thing) (and lower speed to 5)great idea. how about I just set max dex to 0 and reduce speed to 5
looks like i can also penalize more than double heavy encumbrance to limit speed to 0.
I pushed all that to github but need to test before releasing it.

wakhere
November 17th, 2021, 10:36
ive added this extension to my list but i keep getting this failure...

49999

what am i doing wrong or am i missing a pre-requisite for this extension ?

bmos
November 17th, 2021, 11:39
ive added this extension to my list but i keep getting this failure...

49999

what am i doing wrong or am i missing a pre-requisite for this extension ?You appear to be using an old version. How did you install it?
You're also out of date on other extensions so I'd recommend you carefully check each extension for updates (and IMO you should just delete all of mine from the extensions folder and reinstall from Forge (https://forge.fantasygrounds.com/crafter/12/view-profile)).

wakhere
November 24th, 2021, 20:11
just to confirm. all my errors were because i copied the extentions directly as i used to do on classic.
now using FORGE,,, it is awesome....

However on maladies tutorial you mention your time manager extension....

i cant find this (time manager) on forge or on your original list of extensions....

bmos
November 25th, 2021, 14:11
just to confirm. all my errors were because i copied the extentions directly as i used to do on classic.
now using FORGE,,, it is awesome....

However on maladies tutorial you mention your time manager extension....

i cant find this (time manager) on forge or on your original list of extensions....Ah, yes that tutorial is old and that feature is currently not enabled.
The extension you're looking for is Clock Adjuster (https://www.fantasygrounds.com/forums/showthread.php?57561-Utility-Clock-Adjuster), which is worth using IMO. However, the maladies tracker doesn't auto-roll saves for the time being (too buggy).

celebrindal
August 15th, 2022, 21:45
Hey BMOS, seem to be getting an error the last couple of days. When you open up the inventory tab this error pops up once then good for the rest of the session. Have confirmed I get it when running only this extension.

Script execution error: [string "campaign/scripts/char_inv_TE.lua"]:119: attempt to call field 'getSize' (a nil value)

bmos
August 15th, 2022, 22:03
You're running an old version. Delete it from your extensions folder and click update again.

Koojoot
August 16th, 2022, 21:48
Hello. When active this extension lumps worn armor AC bonus and worn shield AC bonus to 'armor' section. I also have the newest version of this extension and FGU.

bmos
August 17th, 2022, 02:51
I've pushed a fix (https://github.com/bmos/FG-PFRPG-Encumbrance-Penalties/releases/tag/v1.8). Hope that helps!

Koojoot
August 18th, 2022, 22:40
Works perfectly, thank you!

Asgurgolas
September 25th, 2022, 16:45
I think I have a problem with this extension... the encumbrance part is frozen, and every time I run FGU and open the inventory tab of any character, I get an error saying

script execution errror: [string"campaign/scripts/char_inv_TE.lua"]:119: attempt to call field getSize' )a nil value)

Also, it messes up with the coins tab in inventory (as I open their inventory tab for the first time after launching FGU, some characters have their PP and sometimes GP fields just disappear so I have to re-create 'em and remember how many coins they had there).


Tested as standalone, no other extensions loaded.

About the encumbrance field, it's literally frozen: take a character with 10 str, it says "33 light, 66 medium, 100 heavy".
I set its str at 30, it doesn't change anything. I set carrying multiplier as x4, it still doesn't change. I set an effect in the combat tracker and still nothing changes.

celebrindal
September 25th, 2022, 16:56
Works fine for me, I suspect you have the same issue I had, see posts above. I say that as you are getting the same getSize error which he indicated is from an older version.

bmos
September 25th, 2022, 17:02
Thanks celebrindal.
Asgurgolas, you're on an old version. You either need to check for an extra copy you have in your extensions folder or you should complain to FG support that your Forge subscription is not getting the latest version.

Asgurgolas
September 25th, 2022, 21:31
Yeah I'm seeing that... I deleted the file and re-update to get it (extraplanar container though, doesn't download anymore from Forge. I got it from the forum thread though)
It works now, thank you (new lesson learned: check the file's date)

GPs still disappear, but that's a minor issue

Phixation
October 9th, 2022, 19:47
Hey bud. was just moving all my stuff from classic to unity and was adding extensions. noticed some weird issues with this extension. i just downloaded this so its not like i had an old version. and i started a brand new campaign with JUST this to check to see whats going on. SPEED is not additive? i know this is an information field but will bug my OCD player if i do introduce the automation lol

EDIT: also noticed once i removed it they have a new speed. odd

bmos
October 9th, 2022, 20:48
Hey bud. was just moving all my stuff from classic to unity and was adding extensions. noticed some weird issues with this extension. i just downloaded this so its not like i had an old version. and i started a brand new campaign with JUST this to check to see whats going on. SPEED is not additive? i know this is an information field but will bug my OCD player if i do introduce the automation lol

EDIT: also noticed once i removed it they have a new speed. odd

I think the first issue is just that your test characters have 0 max hitpoints and 0 wounds which means they have half speed applied. But there is something weird going on regarding the penalties box.

Phixation
October 9th, 2022, 21:08
Lemme give them a class level and check back with you.

EDIT: OK its just that i was a idjiot, they need HP Other it messes with those boxes. whew. everything works right if i remember to do that little thing. :D sorry to worry you.

bmos
November 4th, 2022, 14:23
EDIT: OK its just that i was a idjiot, they need HP Other it messes with those boxes. whew. everything works right if i remember to do that little thing. :D sorry to worry you.Yay! I think I'll disable that feature for characters without any levels :)

celebrindal
May 18th, 2026, 04:51
So normally I'd post this to the extension forum for the appropriate item. But this one is so weird I'm going to post it here first.

So i've been spending the last 4 hours testing various extensions, loading errors, making sure it works as the DM, then connecting with a client and having the PC roll dice etc.. For the most part it's been fine, found a few things, posted etc.

After I finished testing and figuring out what I can and can't use anymore I'm now getting a very weird error.

I had tested on extension, and I may have had two or three other ones loaded at the same time and had no errors.

I started loading up extension after extension to see if anything breaks when loading all of them, and sure nuff one of them barfs.. fine no issue i'll go trouble shoot.

Now after reducing it to just that one extension, and unloading ALL modules etc. it still gives me an error. Even by itself, when about 2 hours ago it was working fine.

Checked nothing has been updated in the last couple of hours but now this thing breaks, it even gives errors opening other tabs on the character sheet that have nothing to do with it..

Thoughts?

Extension: Encumbrance Penalties.
https://forge.fantasygrounds.com/shop/items/16/view

While I expected something like this:
[5/17/2026 9:42:25 PM] [ERROR] Script execution error: [string "..cumbrance-Penalties:..r_effect_35E_DS.lua"]:48: attempt to call field 'parseEffectComp' (a nil value)
Which I did NOT get the first time I tested it.

I'm also seeing goofy stuff like this when I go to the notes page which shouldn't have a thing to do with this extension.
[5/17/2026 9:42:30 PM] [WARNING] window: Anchored static height ignored for control (age) in windowclass (charsheet_notes)
[5/17/2026 9:42:30 PM] [WARNING] window: Anchored static height ignored for control (height) in windowclass (charsheet_notes)
[5/17/2026 9:42:30 PM] [WARNING] window: Anchored static height ignored for control (weight) in windowclass (charsheet_notes)
[5/17/2026 9:42:30 PM] [WARNING] window: Anchored static height ignored for control (size) in windowclass (charsheet_notes)
[5/17/2026 9:42:30 PM] [WARNING] window: Anchored static height ignored for control (alignment) in windowclass (charsheet_notes)
[5/17/2026 9:42:30 PM] [WARNING] window: Anchored static height ignored for control (deity) in windowclass (charsheet_notes)

Thoughts?

Trenloe
May 18th, 2026, 09:57
The warnings art just that - warnings, you can in general (as a user) ignore those. It's the error that's an issue and needs to be looked at. The error is related to using effects and the latest main FG core update. The owner of the extension will need to update the extension to use the new effect code.

celebrindal
May 18th, 2026, 16:26
Well two things Trenloe.
First on the DM side this pops up all the time so makes it not usable.
Two it was working, I didn't activate it, tested a few other things, reactivated it. When I reactivated it that's when it started throwing the errors.. and that was without any patching in between.

Trenloe
May 18th, 2026, 16:37
Only an "ERROR" will pop up the window, warnings don't pop up the window. Like I said: "It's the error that's an issue and needs to be looked at."

Because the error is related to parsing an effect component (parseEffectComp) it probably appeared due to adding an effect as part of your "tested a few other things" or something else that was added as part of testing that is triggering the portion of the Encumbrance Penalties extension code that raises the error.

From the error (see red highlight):

[5/17/2026 9:42:25 PM] [ERROR] Script execution error: [string "..cumbrance-Penalties:..r_effect_35E_DS.lua"]:48: attempt to call field 'parseEffectComp' (a nil value)
It's the encumbrance penalties extension code that is raising the error. I've moved the posts in this thread to that thread so the extension dev can look at the issue.

celebrindal
May 18th, 2026, 16:52
Only an "ERROR" will pop up the window, warnings don't pop up the window. Like I said: "It's the error that's an issue and needs to be looked at."

Because the error is related to parsing an effect component (parseEffectComp) it probably appeared due to adding an effect as part of your "tested a few other things" or something else that was added as part of testing that is triggering the portion of the Encumbrance Penalties extension code that raises the error.

From the error (see red highlight):

It's the encumbrance penalties extension code that is raising the error. I've moved the posts in this thread to that thread so the extension dev can look at the issue.

Thanks for moving this over..
So I run this solo and it's generating the error, where a few hours earlier it wasn't. ... but I'll let him look at it.

Rhydion
May 20th, 2026, 23:27
Echoing celebrindal's errors I came up with the following:

The error appears both during campaign load and repeatedly afterward whenever an effect is added to or removed from a combat tracker actor.

Environment

Fantasy Grounds Unity: v5.1.9 (2026-05-15)
Ruleset: Pathfinder (1E) / PFRPG (2026-05-19)
Extension: PFRPG Encumbrance Penalties v1.14
Campaign ruleset: PFRPG

The campaign log confirms PFRPG Encumbrance Penalties v1.14 was loaded.

Startup error

[5/20/2026 10:34:35 PM] [ERROR] Script execution error:
[string ".cumbrance-Penalties:.r_effect_35E_DS.lua"]:48:
attempt to call field 'parseEffectComp' (a nil value)

This happened during campaign load, shortly after the PFRPG modules finished loading and before the extension list finished printing.

Repeated handler errors

After load, the same error repeats as a handler error:

[ERROR] Handler error:
[string ".cumbrance-Penalties:.r_effect_35E_DS.lua"]:48:
attempt to call field 'parseEffectComp' (a nil value)

I confirmed manually that this triggers every time an effect is added to or removed from the combat tracker. The log shows the same handler error repeatedly at different timestamps.

Current suspicion

It looks like the extension is hooked into combat tracker effect changes, probably to recalculate carrying capacity / encumbrance when STR or related effects change.

When that handler fires, it appears to call parseEffectComp, but that field is nil in the current PFRPG / 3.5E ruleset environment. This may be due to a recent ruleset change, renamed function, moved function, or changed effect parsing API.

Reproduction

Load a PFRPG campaign with PFRPG Encumbrance Penalties v1.14 enabled.
Open the combat tracker.
Add an effect to a combat tracker actor, or remove an existing effect.
The console throws:
[string ".cumbrance-Penalties:.r_effect_35E_DS.lua"]:48:
attempt to call field 'parseEffectComp' (a nil value)

Attached files

console.log
Player.log
extensionstate.xml
modulestate.xml

I don't actually know who has been updating this one, so I'll leave this here and cross my fingers XD