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Mike Serfass
December 29th, 2023, 16:08
You could force an update of the Pathfinder module by deleting the mod file then checking for updates. You might have an old version that's stuck updating.
The mod file is in the modules folder under the same parent folder your campaigns live in.

Swifty0x0
December 29th, 2023, 18:33
It's a .dat file in the /vault dir, not in /modules, but I can't decipher its name (alpha numeric product name). Is it safe to delete those and do update?

Mike Serfass
December 29th, 2023, 19:45
Sorry, I should have known it was a dat file.
Yes, those are safe to delete. FGU will know they're missing when it starts and restore them during the update.

Swifty0x0
December 30th, 2023, 04:30
Now if I can determine which file it is. However, I checked with a friend who has the same product (Pathfinder for Savage Worlds Core Rules book), and he sees the same problem as I - The core class edges for all base classes Barbarian to Wizard have missing ability links and wrong descriptions in the remaining links.

This is a recent issue, since these were working fine for us before the last couple/few updates (not sure if it's the product or because of a recent FGU update). But, I'd still like to know if anyone else has the issue (or not) - to test, only have to make a new character drag a core class edge onto the char sheet (as making a new char) and see if it got all the abilities it's suppose to have and that those ability links are correct.

Doswelk
December 30th, 2023, 20:02
I cannot recreate issue, but then I do not use the vault versions of the ruleset, can someone else let me know if they recreate this problem.

Mortar
December 30th, 2023, 20:18
I cannot recreate issue, but then I do not use the vault versions of the ruleset, can someone else let me know if they recreate this problem.

Yes. I haven't looked at any of the other classes, but Paladin definitely has some issues.

59610

That is the Code of Honor hindrance open, but with the Aura of Courage description.

Deleting the file from the vault, then updating does Not fix the issue.

Doswelk
December 30th, 2023, 23:24
Yep, it seems there is something wrong with the Vault version :(

59615

I'll try a push and see if they fix it...

Swifty0x0
December 31st, 2023, 05:11
I did determine which /vault file PFSW Core Rulebook was by looking at the product name on my Fantasy Grounds purchase list, deleted the file, let it re-download through update, loaded it into a fresh campaign by itself with no extensions, and the problem persists. So, it does appear to be an FGU issue from a recent update of that.

One other clue I remember experiencing after the FGU update feature that can load windows you left open when closing a campaign, was a flash of links in the middle of the FGU background which went away when I clicked on something in a story window, or other windows. The flash of links didn't seem to have any names associated with them, basically it was just a bunch of link icons in the middle of the FGU background screen.

GM BK
January 1st, 2024, 23:07
I noticed the above issue as well. It was with the Fighter and Monk Edges.

I've also noticed that I can't add any Weapons or Armor to a Parcel, only Items.

Jiminimonka
January 2nd, 2024, 00:29
I noticed the above issue as well. It was with the Fighter and Monk Edges.

I've also noticed that I can't add any Weapons or Armor to a Parcel, only Items.

This about Weapons or Armor (and Vehicles) not adding to Parcels is in SWADE too.

GM BK
January 2nd, 2024, 13:36
This about Weapons or Armor (and Vehicles) not adding to Parcels is in SWADE too.

Given both of my campaigns are PFSW, I haven't seen SWADE in months... Was unaware that this issue was present elsewhere.

Jiminimonka
January 5th, 2024, 18:12
Given both of my campaigns are PFSW, I haven't seen SWADE in months... Was unaware that this issue was present elsewhere.

Moon Wizard said this is getting patched next Tuesday

holtrick
January 10th, 2024, 04:08
It doesn't appear to be fixed. Anyone else still seeing these issues?

Griffy
January 10th, 2024, 04:50
Has anyone else had a problem with all the graphics missing out of the pathfinder core rules? So any tables that are graphics are missing as well as the pictures. The GM guide is fine.

Also the reset button in the party tracker is in the wrong place and throwing errors. [1/9/2024 8:44:54 PM] [ERROR] window: Control (resetadventurecards_button) anchoring to an undefined control (rightanchor) in windowclass (ps_main)

I just really want to make sure its just me before i start trying to figure it out.

Moon Wizard
January 10th, 2024, 05:43
@holtrick,
Can you be more specific about what you have seen that isn't fixed?

@Griffy,
I've reported the missing graphics to @Doswelk.
For the button error, which extensions are you loading?

Regards,
JPG

Griffy
January 10th, 2024, 05:53
@Griffy,
I've reported the missing graphics to @Doswelk.
For the button error, which extensions are you loading?


That's great about the graphics. That one had me worried. The other one you caught me I was hoping there was some sort of problem so I didn't have to unload and slowly reload all my extensions. I'm not sitting in front of the computer right now, but I do have quite a few extensions loaded including the SWADE adventure deck. I will check through the extensions loaded and see if there's some kind of conflict. Thanks!

Moon Wizard
January 10th, 2024, 05:55
@Griffy,
I just completed a full search of the entire catalog of files, and I could not find that reference anywhere. It probably means that an older version of one of the extensions is hanging out. This is only relating to the reset button error.

Can you please try these steps?
* Open FG
* Click on folder button on upper left of launch screen.
* Rename the extensions/rulesets/modules folders to extensions.backup/rulesets.backup/modules.backup
* Return to FG launch screen and click on Check for Updates.
* After updates complete, try launching campaign again to see if you are still getting same error.

Regards,
JPG

Swifty0x0
January 10th, 2024, 10:16
All the classes have missing ability links, some aren't even named, and the descriptions of the ability links are for the wrong ones (when you open those up). Also, look at the fighter class edge, nothing in it at all. I uploaded an image, hope it shows. This campaign is bare bones, no extensions, and only the Pathfinder for Savage Worlds Core Rules loaded. Kevin said (farther up the thread) he pushed this issue to FG.

I'm trying to use the insert image to the post, but not seeing that work. Might have worked.

59676

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=59677&stc=1&d=1704883206

holtrick
January 10th, 2024, 17:54
@Moon Wizard

I am referring to the issue Swifty0x0 just posted a screen shot of. The links for the classes seem to be messed up. I, perhaps mistakenly, thought that was what was getting patched on Tuesday.
Thanks.

Mike Serfass
January 10th, 2024, 20:16
My character advances extension adds a couple of items to the party sheet. If you're using it, try disabling that one and the adventure card extension first.
The advances extension is working fine with SWADE rules, but was throwing a similar error to what you're seeing from the adventure card reset button.
My guess is the adventure card extension didn't get updated for you.

Moon Wizard
January 10th, 2024, 23:38
@Doswelk just provided me with updated files for the SWPF Core Rules modules. I went ahead and pushed those as a hot fix. In my quick testing, I was able to access images and class abilities.

Regards,
JPG

Griffy
January 11th, 2024, 02:05
@Moon Wizard

What you recommended fixed all the issues I was having. Thank you!

@Mike Serfass

When I did what Moon Wizard suggested it disabled the adventure deck extension. When I reenabled it is working fine again <crosses fingers> I may have an uprising if I had to disable one or the other :) Thanks for the advice!

Mike Serfass
January 11th, 2024, 04:29
It sounds like the adventure deck did need an update. I'm glad that worked.
I use the adventure deck as well, so I make sure my extension doesn't contend with it. I couldn't live without both either!

Swifty0x0
January 11th, 2024, 07:25
@Doswelk just provided me with updated files for the SWPF Core Rules modules. I went ahead and pushed those as a hot fix. In my quick testing, I was able to access images and class abilities.

Regards,
JPG

@Moon Wizard,
I checked the Class Edge abilities for all the core rules classes (after the update) and most look ok, but the Barbarian has an unnamed ability, and the fighter is missing its lead in text.
The unnamed ability link shown for the Barbarian is possibly a left over artifact (i.e. new edge) from when the core rules module had issues, not sure. But, I did unload and reloaded the core rules module. Also, when I look at the Fighter in my regular campaigns (now with the updated core rules module) the lead in text is there!

I show the Wizard because it might have a possible problem as it doesn't have a link to whether the character chooses universalist or specialist (if specialist then certain spellcasting is adjusted). This is related to the wizard's schools of magic. I don't know whether that is supposed to have a class ability associated with that or not (possible question for @Doswelk). Usually, there's ability links for class choices and then you delete the ones the character doesn't take.

Again, this is bare bones campaign, no extensions, and only the PFSW Core Rules loaded.



https://www.fantasygrounds.com/forums/attachment.php?attachmentid=59686&stc=1&d=1704957679

Doswelk
January 11th, 2024, 16:12
59688
I cannot create the problem and there is no coding for Specialist you have to manually modify each power yourself.

Moon Wizard
January 12th, 2024, 05:26
Try performing a Revert by opening the Library->Modules window, right clicking on the book entry, and selecting the Revert option. This should reset the module to the original state, in case there are any left over parts.

Regards,
JPG

Matchstickman
January 12th, 2024, 14:15
If I drag an Edge down to the quick bar, why is it labelled Hindrance? Is that a bug, or a feature?

EDIT: It's a thing in the core Savage Worlds rule set too!

rigerco
January 12th, 2024, 17:37
That has been around as long as I've been using FGU. I think it has to do with how edges/hinderances were created and in the background they're the same thing.

Matchstickman
January 13th, 2024, 18:36
So it's a long know bug then?
I'm almost certain I've seen it say Edge before (though I could be wrong), but that could have been on Deluxe and/or FGC

Jiminimonka
January 13th, 2024, 18:53
So it's a long know bug then?
I'm almost certain I've seen it say Edge before (though I could be wrong), but that could have been on Deluxe and/or FGC

Its not a bug its just the way Edges and Hindrances work. Everything defaults to Hindrances as a link.

Mike Serfass
January 20th, 2024, 00:38
There are two Arcane Mastery edges, but neither indicates which class edge they go with. Could they have (Wizard) and (Sorcerer) added like Favored Powers and Mystic Powers have?
Not a biggie, but a nice little time saver.
Thanks!

vegaserik
January 26th, 2024, 22:43
The token is missing for Madda the Monk in the Archetypes 2 mod. The full image is there but no token like the others have.

Doswelk
January 30th, 2024, 10:19
The token is in the module and you cannot assign tokens to Archetypes in FGU I do not understand the issue.

GM BK
March 7th, 2024, 20:07
Coming across this error when opening Powers from the Powers tab of the character sheet:

[3/7/2024 2:56:17 PM] Campaign saved. (0.4s)
[3/7/2024 2:56:33 PM] [WARNING] Frame scrollbar_base contains out-of-range values in Bottom.
[3/7/2024 3:01:17 PM] Campaign saved. (0.4s)
[3/7/2024 3:02:16 PM] [WARNING] Frame tabs contains out-of-range values in BottomLeft.
[3/7/2024 3:02:24 PM] [ERROR] Script execution error: [string "C:charsheet_power:link"]:11: attempt to index field 'source' (a nil value)
[3/7/2024 3:03:14 PM] [ERROR] Script execution error: [string "C:charsheet_power:link"]:11: attempt to index field 'source' (a nil value)
[3/7/2024 3:03:22 PM] [ERROR] Script execution error: [string "C:charsheet_power:link"]:11: attempt to index field 'source' (a nil value)
[3/7/2024 3:03:44 PM] [ERROR] Script execution error: [string "C:charsheet_power:link"]:11: attempt to index field 'source' (a nil value)
[3/7/2024 3:03:56 PM] [ERROR] Script execution error: [string "C:charsheet_power:link"]:11: attempt to index field 'source' (a nil value)

I tried putting a new Power in that tab to see if it would do the same thing, and it did.

Hope this helps! :)

Disclaimer: I only use the SWADE and PFSW rulesets, so if this issue has been reported elsewhere, my apologies for the double post.

macDsinfo
March 7th, 2024, 20:51
Do you have the decked out extension running?

Moon Wizard
March 7th, 2024, 21:05
As @macDsinfo asked, are you running any extensions?
"source" is not referenced in the current SW code base in that script; and it's not modified by SWPF.

Regards,
JPG

GM BK
March 7th, 2024, 21:58
Do you have the decked out extension running?

Yes, I have Character Advances tab, but that's it. Just to be sure that's not what's triggering it, I turned it off and booted up my server without it, but it still gave the same error.

Here's the error message again, but this is from start up:

[3/7/2024 4:52:56 PM] Tabletop scene starting.
[3/7/2024 4:52:56 PM] CAMPAIGN: 1S_We Be Goblins!
[3/7/2024 4:52:56 PM] RULESET: SWPF
[3/7/2024 4:52:56 PM] NETWORK STATUS: [Server] [Connected]
[Server Type - CLOUD - PRIVATE]
[3/7/2024 4:53:08 PM] MEASURE: RULESETS LOAD - 11.8917258 - SWPF
[3/7/2024 4:53:08 PM] MEASURE: EXTENSIONS LOAD - 0 - 0
[3/7/2024 4:53:09 PM] MEASURE: MODULE LIST BUILD - 0.9870801 - 63
[3/7/2024 4:53:09 PM] MEASURE: REFRESH IMAGE ASSETS - 0.0410776
[3/7/2024 4:53:09 PM] MEASURE: REFRESH PORTRAIT ASSETS - 0.0279486
[3/7/2024 4:53:09 PM] MEASURE: REFRESH TOKEN ASSETS - 0.0817868
[3/7/2024 4:53:09 PM] MEASURE: ASSET LIST BUILD - 0.150813
[3/7/2024 4:53:11 PM] MEASURE: LOAD - PART 1 - 14.4561029
[3/7/2024 4:53:12 PM] MEASURE: MODULE LOAD - 0.1150205 - Pathfinder for Savage Worlds: Advanced Players Guide
[3/7/2024 4:53:12 PM] MEASURE: MODULE LOAD - 0.2327273 - Pathfinder For Savage Worlds: Bestiary
[3/7/2024 4:53:12 PM] MEASURE: MODULE LOAD - 0.2058592 - Pathfinder For Savage Worlds: Core Rules
[3/7/2024 4:53:12 PM] MEASURE: MODULE LOAD - 0.01991 - Pathfinder For Savage Worlds: Core Rules GM
[3/7/2024 4:53:14 PM] Fantasy Grounds - v4.5.0 ULTIMATE (2024-03-06)
[3/7/2024 4:53:14 PM] RULESET: Pathfinder for Savage Worlds (2024-03-05) for Fantasy Grounds.
Copyright 2024 Smiteworks USA, LLC and Pinnacle Entertainment Group
[3/7/2024 4:53:14 PM] RULESET: Savage Worlds Adventure Edition (2024-03-05) for Fantasy Grounds.
Copyright 2024 Smiteworks USA, LLC and Pinnacle Entertainment Group
[3/7/2024 4:53:14 PM] RULESET: Core RPG ruleset (2024-03-05) for Fantasy Grounds
Copyright 2024 Smiteworks USA, LLC
[3/7/2024 4:53:14 PM] MEASURE: LOAD - PART 2 - 3.060717
[3/7/2024 4:53:21 PM] [ERROR] Script execution error: [string "C:charsheet_power:link"]:11: attempt to index field 'source' (a nil value)

Mike Serfass
March 8th, 2024, 00:24
Do you have little buttons on each power just to the right of the activation die?
When you hover over this button a tool tip appears that says "apply".

GM BK
March 8th, 2024, 01:01
Do you have little buttons on each power just to the right of the activation die?
When you hover over this button a tool tip appears that says "apply".

I have the buttons, but nothing when I hover over. EDIT: Actually, the buttons are to the right of the damage box, not the activation.

Not sure if you've tried any patches with this, but the error is still occurring.

Moon Wizard
March 8th, 2024, 02:26
@GM BK,
Just pushed a SavageWorlds main ruleset update to address that script error. Please note that the update servers are running very slow right now.

Regards,
JPG

Mike Serfass
March 8th, 2024, 15:20
I think those buttons are bleeding over from CoreRPG / D&D.
They appeared on one of the existing characters. Those powers threw the error. Dropping new powers didn't have the buttons and they didn't throw errors.
I don't see any of those buttons since the most recent update. It looks like Moon Wizard's update got rid of them.
Thanks Moon Wizard!

GM BK
March 8th, 2024, 18:24
@GM BK,
Just pushed a SavageWorlds main ruleset update to address that script error. Please note that the update servers are running very slow right now.

Regards,
JPG

Works perfectly now! Thanks! :)

Guegui
May 19th, 2024, 22:01
I play a wizard in a Rise of the Runelords campaign. We have recently swithched to SWPF, and are running on FGU.

I have found some issues, which do not occur when running D&D 5e on FGU. I would appreciate advice and insights:

1) Spells (powers have a duration). As a player I cannot modify the duration of spells (such as Detect Arcana).
2) My PC has the Concentration edge. But duration 5 powers do not show as duration 10, and as per point 1 I cannot amend.
3) If I accidentally apply an effect to my PC (or to another player), only the referee can remove the effect. Is this an option, bug or feature.

While I can see the logic of the game-master have more capabilties, it is fustrating if we cannot be autonomomous in managing our PCs.

I use the spells that come with the game guides, but there are times when I would like to create a custom power, and this was easy with FGU-5e, but seems hard on SWPF.

rigerco
May 19th, 2024, 22:10
I can't answer for why players cannot modify their entries on the CT, but if you are frequently casting powers with extra durations, or other modifiers, I suggest that you make a custom sub-attack power with the modifiers applied on your character sheet. That way you no longer have to fiddle with it each time you cast.

goodmanje
May 20th, 2024, 00:24
I play a wizard in a Rise of the Runelords campaign. We have recently swithched to SWPF, and are running on FGU.

I have found some issues, which do not occur when running D&D 5e on FGU. I would appreciate advice and insights:

1) Spells (powers have a duration). As a player I cannot modify the duration of spells (such as Detect Arcana).
2) My PC has the Concentration edge. But duration 5 powers do not show as duration 10, and as per point 1 I cannot amend.
3) If I accidentally apply an effect to my PC (or to another player), only the referee can remove the effect. Is this an option, bug or feature.

While I can see the logic of the game-master have more capabilties, it is fustrating if we cannot be autonomomous in managing our PCs.

I use the spells that come with the game guides, but there are times when I would like to create a custom power, and this was easy with FGU-5e, but seems hard on SWPF.

I think the GM has to allow it.

Doswelk
May 20th, 2024, 13:48
I can't answer for why players cannot modify their entries on the CT, but if you are frequently casting powers with extra durations, or other modifiers, I suggest that you make a custom sub-attack power with the modifiers applied on your character sheet. That way you no longer have to fiddle with it each time you cast.

Indeed players can add effects but cannot edit them once added, players in my campaign after linking the powers to their character sheet, had made custom effects to suit them.

Zoi
May 23rd, 2024, 19:31
I'm sorry if it has already been posted, how and where do you code Witch Hexes? Since they aren't considered spellcasting would love a way to code my Agony Hex. Thank you very much.

Doswelk
May 25th, 2024, 07:50
BoyHowdy best answered this on Discord I'll post here for completeness:


I don't have a witch in my game and haven't created any witchy NPCs, but I'd do it as follows (off the top of my head):Agony: Test of Spirit v Smarts (or set it up as a skill set at Witch's Spirit for the test that way if you must).
Augment, Charm, Evil Eye, Healing: Makes a power a limited free action, no coding needed
Blight: Meta stuff, no need to code
Cackle: Just put a note on anyone with Vulnerable or Distracted, that way you will know to put it back if system removes it.
Hag's Eye: I'd just put a token on the map for the witch to move.
Nightmares: I'd treat is as an effect based on failing the spirit roll
Vision: Meta stuff
Waxen Image: Just Puppet power with a wax doll trapping
Weather Control: Elemental Manipulation power for free

Vhok
May 28th, 2024, 02:32
are there any more AP's in dev??? my group has played both of the ones in the store.

Doswelk
May 28th, 2024, 12:06
not yet

LegendarySwordsman
June 27th, 2024, 01:13
Having trouble moving PCs and NPCs to maps. Dragging from the CT via the green, yellow, and red faces does nothing. Dragging from the portrait or individually from the CT puts a link pin on the map, not the token. What am I doing wrong?
Thank you ��

Lonewolf
June 27th, 2024, 09:43
Having trouble moving PCs and NPCs to maps. Dragging from the CT via the green, yellow, and red faces does nothing. Dragging from the portrait or individually from the CT puts a link pin on the map, not the token. What am I doing wrong?
Thank you 🙂


Dragging from the CT via the green, yellow, and red faces at bottom does work. Also dragging from the token works. However you should be using encounters for NPC. Plus auto adding to CT from party sheet.

LegendarySwordsman
June 27th, 2024, 15:03
Right, and I am doing those things; I build encounters in the Encounters windows and use the CT menu to add PCs.

So why am I unable to get their tokens onto a map? Is it a setting that I have wrong? I can’t even do it during prep, when they are not online, to test line of sight.

Mike Serfass
June 27th, 2024, 22:06
Could you post screenshots with indicators for the items you're interacting with? A video would be even better.

LegendarySwordsman
July 5th, 2024, 00:36
Could you post screenshots with indicators for the items you're interacting with? A video would be even better.


https://youtu.be/9HZwAnL-zyI
I also added some comments to the chat window at the end.

Doswelk
July 5th, 2024, 09:49
You have no player tokens, so how can the map show them without tokens?

LegendarySwordsman
July 5th, 2024, 18:54
You have no player tokens, so how can the map show them without tokens?

Ah! That was exactly the problem. Thanks so much. I knew it had to be something simple, and it was wrecking my head.

Thanks again.

spinksy
August 2nd, 2024, 15:06
Hi,
I'm currently prepping the scarecrow fight in Book 2 of the Rise of the RuneLords AP. No matter what damage type dealt to the scarecrow FG flags it as Immune and ignore the damage. Is there a way around this or is it just user error on my end?
I've tried adding enchantments to weapons etc but everything gets flagged as immune and ignored

rigerco
August 2nd, 2024, 15:22
The Runelords set was published before the keywords system was implemented, so iirc you have to manually bypass immunity with a right click when it pops up. You can always add this extension https://forge.fantasygrounds.com/shop/items/1169/view and then modify the Immunity tag on the NPC. I believe Doswelk updated all the weapons with keyword tags earlier this year.

Camberme
August 2nd, 2024, 15:23
Hi,
I'm currently prepping the scarecrow fight in Book 2 of the Rise of the RuneLords AP. No matter what damage type dealt to the scarecrow FG flags it as Immune and ignore the damage. Is there a way around this or is it just user error on my end?
I've tried adding enchantments to weapons etc but everything gets flagged as immune and ignored

many times you can right click on the "damage" in the combat tracker bringing up the Radial menu. On the lower left option looks like a person is the "effects" option. then the "bottom" option is no immunity.

614436144461445

spinksy
August 2nd, 2024, 16:11
Thanks very much for the quick responses. I'll try the extension but the right click selection works a treat.
Thanks again

Muagen
August 18th, 2024, 04:53
In Pathfinder for Savage Worlds I've run into an issue with Load Limit not being calculated correctly. The following pictures are of a character with d8 Strength, who should have a Load Limit of 60, but the character sheet is calculating 30.
The only extension I have loaded is the new Core - Dark theme.
61626
61627

dogfisc
August 18th, 2024, 05:28
In Pathfinder for Savage Worlds I've run into an issue with Load Limit not being calculated correctly. The following pictures are of a character with d8 Strength, who should have a Load Limit of 60, but the character sheet is calculating 30.
The only extension I have loaded is the new Core - Dark theme.
61626
61627

Go into Options and look for the load limit setting. Mine had been set to 10; setting it 20 will match PFSW rules.

Muagen
August 18th, 2024, 06:28
Go into Options and look for the load limit setting. Mine had been set to 10; setting it 20 will match PFSW rules.

All fixed now, and thanks for that! I've been running this campaign for the last six months and this is the first time I've had to adjust that setting.

Doswelk
August 21st, 2024, 09:59
This is a bug in SWADE ruleset therefore SWPF inherits this bug, it has now been fixed and should correctly default to 20 now.

dogfisc
September 6th, 2024, 16:12
Getting an error when opening the record for Small Air Elemental and Small Fire Elemental from the Pathfinder for Savage Worlds Bestiary. Just updated FG, new campaign, no extensions.
61893

Mike Serfass
September 6th, 2024, 18:51
Thanks for reporting this.
We have a fix for the error and will deploy it soon.

Mike Serfass
September 11th, 2024, 03:19
The fix for this went out today.
There was also a layout problem with languages on NPCs. That has also been fixed.

joltblaster
December 2nd, 2024, 01:11
Question on modifiers for powers: One of my players noticed that the powers often have more modifiers then what is listed in SWADE or the Pathfinder version of the core rules. Is this a mistake and should I just edit the powers to make them match what is in the Core books?

If not where are the extra modifiers coming from?

Thanks in advance.

Mike Serfass
December 2nd, 2024, 01:35
The powers in the book/pdf show only modifiers specific to that power, and don't show the common modifiers that all powers can have.
For example, Havoc in the rule book gives area effect and strong, but it could also have fatigue, hinder, glow, and the others in the Power Modifiers section. Those are listed in FGU for convenience, since they have associated effects.
The books saves space and printing cost. The FGU rule set is about convenience.

joltblaster
December 2nd, 2024, 01:48
Where can I find the common set?

Mike Serfass
December 2nd, 2024, 03:20
In the SWADE book it's page 152, the Powers chapter, Power Modifiers section.
In the VTT manual search on Power Modifiers.
In the SWADE Pathfinder book, I don't know the page number but it's Chapter 5 Powers, Power Modifiers section.
In the VTT search on Power Modifiers and find it in the results list.

joltblaster
December 2nd, 2024, 04:23
I was playing around and removed a couple. How do I refresh the list and recover what I removed? Also, on Lower Trait, is there a way to add the effect that at the beginning of the turn to make the Spirit roll to recover?

Mike Serfass
December 2nd, 2024, 20:07
To revert the entire module, open modules from the sidebar button, right click the module in the left-hand list, and click the radial button with two arrows that says "revert changes" when you hover over it.
You may not want to delete things from the ruleset. They're there for a reason.
Effects don't do things like initiate rolls. They're static. They're counted down if they have a duration, but you'll have to remember to make those rolls manually.

joltblaster
December 2nd, 2024, 23:10
Thanks for the tip. I fixed the ones I changed. I could not get it to revert the entire module but I was able to revert the individual powers that I had updated.

Junax
December 3rd, 2024, 17:25
I am not sure if this is the right place. I need help. I bought swade and the pathfinder core rulebook but it went to my classic.. fantasy ground instead of unity and I have no idea how to access it in Unity. Thanks

Mike Serfass
December 3rd, 2024, 20:54
When you start FG Unity and run an update, it doesn't download items?

Jiminimonka
December 3rd, 2024, 21:04
I am not sure if this is the right place. I need help. I bought swade and the pathfinder core rulebook but it went to my classic.. fantasy ground instead of unity and I have no idea how to access it in Unity. Thanks

Unless you have 2 separate accounts (one FG Classic and one FGU) then this won't happen, ever. Launch FGU, make sure you have logged in and then Update.

tfelts
December 5th, 2024, 04:09
I am new to Fantasy Grounds so there may be something obvious here but I noticed the following and don't know if it is the way it is suppose to be or if I am doing something wrong:

When I create a Wizard or add Arcane Background (magic) then add powers they are in the Powers tab as 'effects' and don't have the spellcraft die to roll. However, when I add Arcane Background (Miracles) and add the powers they have the faith die to roll to cast.

I hope you understand the question. Is this intentional? am I doing something wrong?

Thanks

Doswelk
December 5th, 2024, 07:17
Arcane Background Magic and Miracles are generic in Pathfinder for Savage Worlds, they are there but are used for characters without a Class Edge, adding the Faith skill (Miracles) or Spellcasting skill (Magic) to the character sheet will set the correct die value for powers.

Mike Serfass
December 5th, 2024, 18:15
Welcome to Fantasy Grounds!
Arcane backgrounds indicate what the related arcane Skill is. The Skill should have a link which you can drag onto your character sheet right from the arcane background.
The AB Edge should have a link to the AB to make it easier to access this information.

dogfisc
December 9th, 2024, 23:36
The "Familiars" section of the core rules reference manual is blank.
62934

Matchstickman
December 11th, 2024, 07:59
So here's a question, no need to answer if it breaks NDAs or something.
With Savage Pathfinder's core rules having just been updated to the second printing, do you get a list of what changed so you can update module, or do you have to read through everything carefully and work it out yourselves?

Doswelk
December 11th, 2024, 10:36
I have just posted a call for help on the Discord channel :D

Mike Serfass
December 11th, 2024, 15:33
Unfortunately, Pinnacle gives no support to content creators on FG. We have to work out everything ourselves, sometimes including rules interpretation.
Thus Doswelk's request for help.
Fortunately we have a helpful and supportive FG community.

Redemption77
January 15th, 2025, 22:05
Is it possible to get the Swade Fantasy Adventure deck card add on to work within the Savage Pathfinder ruleset? While the standard adventure deck obviously works, the 4 cards arent added and there is no ability to select them from the extensions and the module even with the universal module extension, it doesn't show up.

Mike Serfass
January 16th, 2025, 00:13
Yes, it's possible. I'll contact the creator of it and ask for this change.
Also, this extension is throwing errors currently. It needs updates to the latest character sheet changes.
That will be addressed.

Redemption77
January 16th, 2025, 00:35
Which extension is that because Ive been battling some errors. Im assuming you mean the Universal Module extension?

Mike Serfass
January 16th, 2025, 00:41
No, the fantasy adventure deck extension.
Are those errors with SWADE Pathfinder? Is so, post them here.
If not, post the error on a new thread and I'll look at it.
Unless it's with a non-Savage Worlds extension, in which case I can't help.

Maxpdev
March 24th, 2025, 22:17
Sorry if I am asking in the wrong place. Will Savage pathfinder bestiary 2 be coming to FG?

Mike Serfass
March 24th, 2025, 22:53
Yes. It's being worked on even as you read this.

Maxpdev
March 26th, 2025, 20:57
I am happy! thank you!

dogfisc
April 10th, 2025, 19:58
This was in a separate thread, adding it here as it seems a better place for it:

The effects for Shifters (in both the Shifter and APG2 module) for the Major Forms set Smarts and Spirit to those of the animal, but the Shifter Wild Shape edge notes that the shifter retains those attributes.

Also, for Bear Minor Form, the effect adds two dice to Vigor, and should also add 2 to Toughness,

Tempered7
June 23rd, 2025, 08:40
Hi PFSW devs,

This ruleset seems perfect for fast paced solo one-shots where my Solo PC goes for item hunts. And most importantly, it is more affordable for me and I can't thank you enough for that! :)

I am new to PF2 and especially SW, so I have some questions:
How compatible PFSW is with both PF1/PF2 and SW modules?


FGTalen said in the youtube review (https://www.youtube.com/watch?v=jwrrFkszX1M&t=2227s) that "[with the universal module]... You can go all the way back to PF1E and load all the material and then it's a simple matter of doing the conversion into PFSW." That's exactly what I wanted to do in PF1 ruleset but found out it is not compatible.

If I buy Specific parts of APs (PF1: Tyrant's Grasp / PF2: Blood Lords #5 + Outlaws of Alkenstar #3),
And a PF2 lore book "Lost Omens: Impossible Lands,"

1) What will I have to convert and how to exactly do that? And what (feats, items, npcs, skills, etc) will be compatible?
2) Is there a conversion guide somewhere, as in, what PF mechanics corresponds to which SW mechanic?
3) Or better yet, is there a way to bypass the conversion phase entirely, by having some modules or some other ways?
4) Also, if I buy Card Decks from PF2 (Harrow Deck), SW (Adventure Deck) will the automation extensions be compatible?

Thanks in advance (also for bringing this sweet ruleset into FGU!)

zarlor
June 23rd, 2025, 17:52
For 1... I would highly recommend playing any SWADE games first, and I mean anything. Get a solid feel for the rules and how the really work before looking to do a conversion. The reason is that coming from a ruleset like PF or DnD there is a tendency to makes specific challenges for specific "levels" of characters and the like, whereas Savage Worlds is a lot less striaghtforward on that front. The old scenario where a 12th level Fighter can just wade through hoards of Kobolds doesn't hold true in SWADE (gang-up bonus and acing dice mean a solo fighter in that situation is going to have a much harder time of things, statistically speaking!) So a lot of conversion is really about getting the relative feel. Overall, though, it's not too hard. Most things revolve around a a +2 or -2 being a pretty good buff/debuff to a roll, whereas +/-4 is quite a big one. Getting to +/-6 is huge and +/-8 brings things to the level of improbable (but nothing in SWADE is necessarily ever impossible, thanks to those acing dice.) Otherwise it's just converting things so they "feel" about right. You want to get the essence of a thing you are converting, not exact stats. There is no real way to do direct conversions like that but there also doesn't need to be, just work with with feels right. Magical effects and spells in particular are something you need to get used to the ideas of "trappings" with to create uniqueness, since the base Powers those are built upon are fairly broad, and trappings are the key to making them feel unique.

2... not really. There sort of is one for magical effects and it can be useful as a guide to see how they use ideas to make PF spells fit into SWPF. Overall, though, conversion guides for Savage Worlds all come down to just making stuff feel right. I know, that's wishy-wash as all get out, but it really is a huge part of understanding Savage Worlds, IMHO.

3... also, not really, although if you get good at converting on the fly (and a lot of stuff really can be done on the fly, Savage Worlds is really good for being able to quickly adjust things at the table) then you won't need to pre-convert anything.

4... automations won't work between systems, generally, but the basic thing might. Most automations have to be built for the specific ruleset in question and the universal module thing is relly just about bringing in assets and references, not automations. Sorry.

I'm sure others may chime in with more specific advice, but hopefully that helps some. I definitely advise getting some play time in with SWADE in general first, still. There are often FGU groups looking for players or one-shots you can get into. Get a feel for the rules and how FGU handles SWADE automations and you'll be well served by doing so, IMHO.

Good luck!

Mike Serfass
June 23rd, 2025, 22:20
The Pathfinder for Savage Worlds: Guide to Korvosa (https://www.fantasygrounds.com/store/product.php?id=S2P11517Guide) includes the harrow deck.
Two adventure paths and various other products are already available in SWPF: Pathfinder for Savage Worlds (https://www.fantasygrounds.com/store/?sys=41&pub=12).
I recommend you start with those. By the time you've played through all that you'll have a good feel for the ruleset and how PFSW plays.

Tempered7
June 24th, 2025, 19:26
@zarlor, @Mike thank you both for explaining. All noted. :) I'm bound to Solo Play, that's why I have to use unconventional methods. I'll create my own setting/story as I learn the rules 1 by 1 and add them into the gameplay in small chunks like a practical homework.

As I understand it, I can actually do what I want to achieve but with some customizations which I'm good at. "Feel rather than stats" is way better for me as it how I roleplay my solo sessions normally.

So, I think, mechanical difficulties can be overcome by taking most things from PFSW and only the lore part from PF1/PF2.

CONVERSION METHOD FROM REDDIT I'LL USE:


...Using Pathfinder to Savage Worlds 1:1 is not going to be utilizing the Savage Worlds system well at all and basically just lead to a very long slog fest. Best bet is to reinterpret the encounters: identify the key elements, cut the extraneous parts, and change them up to utilize SWADE’s various subsystems (Quick Encounters, Dramatic Tasks, Social Conflicts, Chases, Combats, etc), using full Combat only when it’s important and recontextualizing the rest... source (https://www.reddit.com/r/savageworlds/comments/17qppfb/converting_pf1e_to_savage_pathfinder/)

And get help from https://www.godwars2.org/SavageWorlds/ which has a "Pathfinder NPC Conversion." There is even "Fantasy Grounds layout and XML support" for NPC and monster stats.

---
One problem though:

I couldn't find a magical item module for PFSW. Especially guns for Gunslinger class in Advanced Players Guide 2.
I was thinking Pathfinder 2 RPG - Treasure Vault (Remastered) (https://store.steampowered.com/app/3781600/Fantasy_Grounds__Pathfinder_2_RPG__Treasure_Vault_ Remastered/) but since automation will not work,
is there any other way to get all kinds of magical items in 1 module for the ruleset?

Mike Serfass
June 25th, 2025, 02:02
There aren't really modules of magic items for SWADE. Savage Worlds isn't a gear-based system. Even SWPF doesn't need the plethora of magic items for successful adventuring.
That said, you can easily create magic items using the modifications and arcane sections of weapons and items. (Modifications are called Enchantments in SWPF.)
SWPF has a handful of enchantments the GM uses to create items for characters as needed. The SWADE Fantasy Companion also has a handful of modifications.
You can also create modifications (enchantments) of your own with effects to make them re-usable.

Tempered7
June 25th, 2025, 02:26
The SWADE Fantasy Companion also has a handful of modifications.
You can also create modifications (enchantments) of your own with effects to make them re-usable.

Oh, the Companion is what I was looking for. Also has many Arcane BGs & Stronghold options.
Good to know that I can create my own enchantments. Comparing the gear-based systems & enchantment system, I think SWADE will be more suitable for Solo for its moddable parts.
Thanks!

wndrngdru
June 25th, 2025, 03:16
SW works quite well for solo play. The entire first season of Me, Myself, and Die (on YouTube) used it.

Tempered7
June 25th, 2025, 04:25
SW works quite well for solo play. The entire first season of Me, Myself, and Die (on YouTube) used it.

He is kinda my role model in solo rpgs ^^ His methods are so refined & fluid that I based my entire solo guide on his playthroughs for newbie soloists. As I saw in his videos, classless system, bennies, exploding dice (except when against you), and card decks are perfect for soloing. Especially action & adventure cards. They spark imagination better than text tables. That's why I want to transition from DnD to PFSW. PF for extraordinary lore, and SW for fast 'n furious system. If only PF1 & PF2 modules were compatible with PFSW, though.

Jiminimonka
June 25th, 2025, 09:59
There aren't really modules of magic items for SWADE. Savage Worlds isn't a gear-based system. Even SWPF doesn't need the plethora of magic items for successful adventuring.
That said, you can easily create magic items using the modifications and arcane sections of weapons and items. (Modifications are called Enchantments in SWPF.)
SWPF has a handful of enchantments the GM uses to create items for characters as needed. The SWADE Fantasy Companion also has a handful of modifications.
You can also create modifications (enchantments) of your own with effects to make them re-usable.

Enchantment! Enchantment

Tempered7
June 25th, 2025, 11:05
Enchantment! Enchantment

https://i.imgur.com/8O6qoWy.png

Sales can't start soon enough! Can't wait to Sandal my way into item hunt. xD

zarlor
June 25th, 2025, 18:31
Well, you still have Rise of the Runelords and Curse of the Crimson Throne in PFSW along with several short modules, plus Advanced Player's Guide and Advanced Player's Guide 2 (although the latter isn't in FGU yet) and 2 Bestiary's all focused on PFSW. You have even more options throwing in what's in the Fantasy Companion's Bestiary to solidly give you replacements for things. Personally in playing RotR with my group I've heavily cut into more than a few of the combats there because the originals (as most Pathfinder and DnD before it) were so heavily focused on dungeon crawling that in SWADE it feels like more of a slog than it really should be, so I just, on the fly, turn those non-Wild-Card (and even some Wild Card) combats into modified Quick Combat encounters. It's very much worth doing that unless you greatly enjoy the back and forth and tactics of a LOT of combats.

In any case those existing sources are a vast resource for quickly turning existing PF stuff into SWADE pretty easily (or at least using them as examples).

Tempered7
June 25th, 2025, 19:24
Yeah, I read their back cover info but for my lack of knowledge of the actual contents and the system itself, I still can't map it out in my head. It seems that Quick Encounters will be the easiest start.

I also thought about starting with Core rules + Bestiary + 1 AP. But for both financial reasons and to quickly complete the ingame setup in my mind, I'll start with these:

> Pathfinder for Savage Worlds Core Rules / for the ruleset
> Fantasy Companion (SWADE) / for extra item enchantments and arcane bgs, strongholds (faction bases)
> and Dungeon map pack / to create dungeon maps on-the-fly. (I already have assets for dressings).

This setup will coincide with steam sales and enable a much needed quick start for a specific setting in my mind. I'll also create mini-scenarios for each subsystem to learn by playing.

Oh, and considering both your's and Mike's comments, PFSW doesn't sound like it is meant for DnD/PF style dungeon crawlers but my solo style will be more concentrated, more cinematic / story-heavy after I learned the system.

This will be the setting background, btw:


When the war between Nex & Geb seemingly came to a halt, both side's factions are overworking to attract mercenaries to search and gather powerful magical items to be used in defense of their kingdoms. Since neither Archmage is willing to attack first nor consider peace, this race for power will determine the advantageous side when the war restarts. As gunslingers, warriors, mages and all kinds of sellswords fill the halls of these factions for fame and gold, only the best will survive the harsh conditions of Mana Wastes.

Independent mission-based quick one-shots, 2 sessions max. I'll play any number of PCs for any faction that I can get my hands on their lore. So above setup will provide me the baseline for diverse mechanics. And the magical items will be created at the end of a dungeon / last boss' defeat depending on how the story unfolds providing the PCs can survive. It'll be all RNG and little prep.

Tempered7
June 25th, 2025, 19:32
Oh wait, Advanced Player's Guide 2 is on steam.

https://store.steampowered.com/app/3575010/Fantasy_Grounds__Pathfinder_for_Savage_Worlds_Adva nced_Players_Guide_2/

and FG Store: https://www.fantasygrounds.com/store/product.php?id=S2P11521

zarlor
June 26th, 2025, 01:25
Oh nice! Thanks, I missed it's release, apparently

Tempered7
June 26th, 2025, 20:25
Np. :)

One last question: Is Fantasy Companion (SWADE) compatible in PFSW? Without the need for universal module extension.

Jiminimonka
June 26th, 2025, 20:35
Np. :)

One last question: Is Fantasy Companion (SWADE) compatible in PFSW? Without the need for universal module extension.

No. It works with it but as it is not Paizo it requires the universal module.

Tempered7
June 26th, 2025, 22:33
No. It works with it but as it is not Paizo it requires the universal module.

Oh dang. But as long as the mechanics works with it, it's ok. Thanks for the info!
Btw the creator of universal module, you're doing the Lord's work, my hero! :)

zarlor
June 27th, 2025, 22:53
Yeah, I use it with the universal module in my current RotR game as we largely "favor" the SWADE rules over straight PFSW. No real issues beyond making copies of some things here and there and maybe making minor tweaks to them, although some we'd have to do even without use the FC, for example I have a few spellcasters and they love the Concentration Edge so making a copy of their powers to set the right durations on is nice, plus it more easily let's us rename and/or craft Powers to their specific Trappings that way anyway.

Doswelk
June 28th, 2025, 15:45
You do not need the Fantasy Companion if you have SWPF, in fact the Fantasy companion is really just SWPF rules modified to SWADE.

Doswelk
June 28th, 2025, 15:46
Actually it is letting you run D&D in SWADE as we already have SWPF :P

Jiminimonka
June 28th, 2025, 16:09
Oh dang. But as long as the mechanics works with it, it's ok. Thanks for the info!
Btw the creator of universal module, you're doing the Lord's work, my hero! :)

That would be Ikael.

zarlor
June 28th, 2025, 23:27
You do not need the Fantasy Companion if you have SWPF, in fact the Fantasy companion is really just SWPF rules modified to SWADE.

I'm sorry to disagree, but I would say that is not exactly the case. SWPF is pre-SWADE while the SWADE FC is post-SWADE. There are definite differences between them, though relatively minor, but enough that I prefer the FC for general verbiage or rules clarifications and I pulled things like some of the additional power modifiers from FC over into the power in SWPF. SWPF has a slightly higher power curve (especially at the beginning) so essentially I favored combining and using the more favorable of the two rulesets. Plus FC has it's own Bestiary and there are different magic items in it that can be used in an SWPF game so there are definite reasons where it may be favorable to have the Fantasy Companion as well.

Overall you don't NEED FC with SWPF at all, but for us I found it preferable to include.

Tempered7
June 29th, 2025, 01:47
I have no idea how they are used in group play.

Aside from rules, I bought FC for the new enchantments, arcane BGs and most importantly Stronghold rules which are not in the SWPF core book. Stronghold rules are crucial for setting up faction bases. There is a specific mini setting in my mind that I want to setup for solo play, so these kind of lego block style mix & match parts is perfect for my unconventional methods. Not to forget the bestiary in FC. Overall, it is the perfect companion for a budget soloist next to Core SWPF. Rules are not that important as they can be modified in solo as needed.

Doswelk
June 29th, 2025, 10:08
I'm sorry to disagree, but I would say that is not exactly the case. SWPF is pre-SWADE while the SWADE FC is post-SWADE.

Nope, SWPF is POST SWADE

SWADE Copyright 2019
SWPF Copyright 2021

SWADE 5th printing is newer than SWPF and has rules updated, SWPF has not had rules updated to match SWADE 5th printing.

Doswelk
June 29th, 2025, 10:20
There are definite differences between them, though... SWPF has a slightly higher power curve (especially at the beginning) so essentially I favored combining and using the more favorable of the two rulesets. Plus FC has it's own Bestiary and there are different magic items in it that can be used in an SWPF game so there are definite reasons where it may be favorable to have the Fantasy Companion as well.

Like I said SWPF is the conversion of Pathfinder to Savage Worlds.

FC is extra rules for SWADE to run Fantasy Games, hence the D&D comment (a quick way to explain how they are similar BUT different).

One of the biggest differences between SWPF and SWADE/FC is how powers affect you, quite a lot of powers in SWPF automatically affect you and then you have to remove them with Spirit/Vigor checks. In SWADE/FC you can just resist a power straight out. Downtime in FC (and I've seen it elsewhere) was written for SWPF first. The Magic Item system between SWPF and FC is different.

FC was written to complement 5th printing of SWADE, SWPF is it's own ruleset technically, that's why Ikael had to make the Module Loader extension, Pinnacle WANTED SWPF and SWADE to be treated as two different rulesets but said we could make an extension to allow them to work together.

I deliberately DO NOT use the FC rules in SWPF (probably because I like to think of them as Pathfinder and D&D/Fantasy), but I do use the monsters. There is no reason NOT to use both but you do not need to, additionally as you have mentioned and is mentioned in the FC, SWPF is higher power, SWADE/FC Races should have a total +2 bonus when using Racial modifiers, SWPF races should be +4.

That said given I made both the SWPF ruleset and the FC modules for FGU, I of course think you should but both :p

Mike Serfass
June 29th, 2025, 15:48
Note that the fantasy companion extension enables strongholds, while the SWPF does not.
If you want to enable strongholds in SWPF, let me know, and I can help with that.

Tempered7
June 29th, 2025, 15:51
Note that the fantasy companion extension enables strongholds, while the SWPF does not.
If you want to enable strongholds in SWPF, let me know, and I can help with that.

I'd appreciate it, because the mini solo setting in my mind depends on that. (Faction bases will be main hubs for my Solo PCs to get their mission briefs, & return for quick cash in).

Mike Serfass
June 29th, 2025, 16:10
I found Jiminimonka's extension. (I thought there was one.)
Unlock Bases (https://forge.fantasygrounds.com/shop/items/1351/view)

I'm considering adding that as an option to the base ruleset so no extension is needed.

Tempered7
June 29th, 2025, 16:13
I found Jiminimonka's extension. (I thought there was one.)
Unlock Bases (https://forge.fantasygrounds.com/shop/items/1351/view)

I'm considering adding that as an option to the base ruleset so no extension is needed.

Thank you! Adding it to FGU, will report back later.

Tempered7
June 29th, 2025, 16:21
I subscribed to it
Updated FGU
But FGU only shows it as an option in SWADE, not PFSW.

Doswelk
June 29th, 2025, 16:51
That will be because the ruleset (inside extension) is set to SWADE, Jiminimonka or Mike will have to add SWPF.

Tempered7
June 29th, 2025, 16:55
That will be because the ruleset (inside extension) is set to SWADE, Jiminimonka or Mike will have to add SWPF.

Oh, ok. I hope it's not too much workload. But maybe other people would like to use it too.

Mike Serfass
June 29th, 2025, 18:09
Until jiminimoka updates it, here's how to do it.
Open the extension (it's actually a zip file), load extension.xml into a text editer, add this under the existing <ruleset> node, just above <loadorder>:


<ruleset>
<name>SWPF</name>
</ruleset>

Tempered7
June 29th, 2025, 18:17
Until jiminimoka updates it, here's how to do it.
Open the extension (it's actually a zip file), load extension.xml into a text editer, add this under the existing <ruleset> node, just above <loadorder>:


<ruleset>
<name>SWPF</name>
</ruleset>


It worked! Thank you!
I'm officially a level 1 coding-wizard now :D

Oh, it even has room part!

Tempered7
June 29th, 2025, 19:31
FYI, FC has 2 minor errors:

1- Small typo on World Building > "Artowrk: Two Savage Worlds", instead of "Artwork..."
2- Bestiary entry in ref manual might have mixed parts from Stronghold rules. I couldn't find the stronghold rules in its own entry.

Bestiary entry starts with "0 Alchemy Lab" but other parts of a stronghold start immediately after the last word of previous entry -as in the attachment.

Tested on PFSW with only SW Module Loader ext. / And on SWADE without any extensions.
___
Just for confirmation: Should there be some sort of links for stronghold rooms (lab, hall) to drag & drop into the stronghold category in sidebar?

Mike Serfass
June 30th, 2025, 01:01
Thanks for reporting those. Savage Doswelk is pretty quick fixing things like that.
The stronghold rooms link is on the stronghold window. Normally there isn't a separate button on the sidebar for rooms/upgrades. That can be added with an extension, however.
Jiminimonka has already uploaded an update to the Forge for the enable bases extension. That should be downloaded within a day or so.

Tempered7
June 30th, 2025, 01:09
Thanks for reporting those. Savage Doswelk is pretty quick fixing things like that.
The stronghold rooms link is on the stronghold window. Normally there isn't a separate button on the sidebar for rooms/upgrades. That can be added with an extension, however.
Jiminimonka has already uploaded an update to the Forge for the enable bases extension. That should be downloaded within a day or so.

Np.
Rooms/upgrades question was out of curiosity. I thought Stronghold room descriptions had links that are lost with an error or something.
Thank you, Mike, Doswelk and Jiminimonka for your work on this.

Tempered7
July 1st, 2025, 20:48
Until jiminimoka updates it, here's how to do it.
Open the extension (it's actually a zip file), load extension.xml into a text editer, add this under the existing <ruleset> node, just above <loadorder>:


<ruleset>
<name>SWPF</name>
</ruleset>


FYI, after the Tuesday (current) or last PFSW/Ext update, Unlock Bases ext disappeared from PFSW exntesion loader list.
Despite the code above is in the file.
/Deleted the ext and re-updated the client but still the same.

Mike Serfass
July 2nd, 2025, 04:32
Jiminimonka updated the extension,so it overwrote your update.
I gave him the wrong value for pathfinder. Sorry, that's on me.
I let Jimini know and he'll get that updated right away. Likely it will be updated tomorrow.
If you don't want to wait, unzip the extension, change PFSW to SWPF in extension.xml, copy the updated file into the extension, and it should work.

Tempered7
July 2nd, 2025, 04:47
Jiminimonka updated the extension,so it overwrote your update.
I gave him the wrong value for pathfinder. Sorry, that's on me.
I let Jimini know and he'll get that updated right away. Likely it will be updated tomorrow.
If you don't want to wait, unzip the extension, change PFSW to SWPF in extension.xml, copy the updated file into the extension, and it should work.

Np, thanks for the quick solution.
Btw, I was using it wrong in typing. Gotta change the habit to SWPF.

EDIT: Oh, you guys also added HQ Room Tab :) Thank you!

havokman98
August 19th, 2025, 18:25
When Core Dark Theme extension is used parts of the text are unreadable.
65184

Doswelk
August 21st, 2025, 08:04
That is a problem with the theme not the Pathfinder Ruleset, I cannot resolve this issue I do not have ANY access to the Dark Theme. Sorry

It looks like the Dark Theme doesn't have a sidebar frame defined, so the standard SWPF ruleset frame is used, but the theme has changed the text color, so you have bright text on a bright frame, nothing I can do to fix.

Smiteworks will have to look at why the Dark Theme Sidebar frame is not being used.

65197

Moon Wizard
August 21st, 2025, 16:54
Thanks for the clarification. I incorrectly assumed it was a custom SW frame. I've escalated to Adam, who created the theme.

Regards,
JPG

BadEye
August 21st, 2025, 17:13
When Core Dark Theme extension is used parts of the text are unreadable.
65184

A fix for this has been submitted and will be included in the next round of updates.


Thanks for the report!

havokman98
August 23rd, 2025, 17:39
A fix for this has been submitted and will be included in the next round of updates.


Thanks for the report!

No problem

Btw, does anyone know if the Shadow Bloodline is in any of the Advanced Player's Guides?

Moon Wizard
August 24th, 2025, 22:39
@havokman98,

We pushed the theme update late yesterday. Please run a new Check for Updates.

Regards,
JPG

havokman98
August 27th, 2025, 10:44
@havokman98,

We pushed the theme update late yesterday. Please run a new Check for Updates.

Regards,
JPG

It's fixed. Thank you!

Also, disregard my previous question. The Sorcerer Shadow Bloodline is not in any of the player guides. So, I went ahead and made my own version.
65269

OpalinePhantomQueen
December 31st, 2025, 19:49
Hi folks, I'm not sure if this is the right page to report an issue with the Bestiary 2 images not loading for some creatures. How can I fix this, or can this be fixed?

66098

rigerco
December 31st, 2025, 20:32
Looks like the images are missing for the first 7 daemons. Looking in assets, the images are there but the file name starts with daemon-type.webp instead of just type.webp as linked in the NPC record. I'll poke Doswelk over on Discord.

mardigilian
April 14th, 2026, 15:45
Swat ability does not seem to be working in Pathfinder for Savages Worlds or vanilla SWADE. I tried manually applying effects suggested in forum posts [>Ignore #Scale], [>Scale -2][>Ignore #Size], those also had no effect67119