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Conspiracy
October 30th, 2023, 10:41
All the NPC's load with no HP's. Is this normal?

superteddy57
October 30th, 2023, 11:27
No, it's not normal. The XML shows the HP being there for the NPCs, but they are not populating. I will need to see what might be causing this on a deeper level.

Moon Wizard
October 30th, 2023, 16:38
EDIT: Apologies, saw that a more recent set of files than I had updated locally was causing the issue. I've reverted those changes, and pushed a new build. @superteddy57 will need to review what other fixes may need to be re-applied.

Regards,
JPG

superteddy57
October 30th, 2023, 18:12
Pushed fix to LIVE

Urqy
December 22nd, 2023, 00:26
I seem to have lost all the images from the core rule book. Local images I have added are still there as are images from the Orange Coloured Sky module. Any ideas? (No extensions loaded).

Moon Wizard
December 22nd, 2023, 01:31
Can you open the Library->Modules window; then right click on each of those modules and select the Revert option? This should reset to the default data. I know that several modules have been updated to use smaller WEBP file formats.

JPG

Urqy
December 22nd, 2023, 01:40
Can you open the Library->Modules window; then right click on each of those modules and select the Revert option? This should reset to the default data. I know that several modules have been updated to use smaller WEBP file formats.

JPG

Thanks Moon Wizard. I've tried reverting the module, but I still don't have images from the core rule book. I restarted FGU again, just to be sure.

Is there a folder I should try deleting and force an update?

superteddy57
December 22nd, 2023, 02:07
I have verified this, I'll reach out to Moon and see if I can get it resolved.

Urqy
December 22nd, 2023, 02:07
Thanks very much!

superteddy57
December 22nd, 2023, 06:21
Pushed LIVE, please update and verify if the issue has been resolved.

Urqy
December 22nd, 2023, 15:37
Pushed LIVE, please update and verify if the issue has been resolved.

It is resolved, I can see the images again. Thanks!

DeadT0AD
February 3rd, 2024, 18:15
Hey, I noticed that the XP is being divided among the party rather than the each party member getting the full amount, as it was previously. I think the rules as written are for each player to get the full value of the encounter XP rather than dividing it, though I also think it's a good option as a lot of GMs house rule that.

superteddy57
February 3rd, 2024, 18:28
The core based functions changed with with one of the latest updates. I will need to look this over and update it to it's proper way.

jrock1
February 3rd, 2024, 21:14
All XP is divided evenly by the number of PCs in the party, which is correct.

superteddy57
February 3rd, 2024, 22:47
Thanks, I'll double check the rules to be sure. Too many systems to keep straight at times lol

superteddy57
February 5th, 2024, 20:59
Pushed fix for XP being divided among party. The core rulebook states each member gets full XP that is acquired.

Laerun
February 16th, 2024, 17:14
Console error when accidently clicking on the notes button on the tables frame.
(attached)
Image and Log attacked for reference. No extensions loaded. Vanilla content and modules.

superteddy57
February 16th, 2024, 17:19
Leave that Image and Log alone! It doesn't need to be attacked!

superteddy57
February 16th, 2024, 17:21
I tested this on TEST and didn't seem to run into any issues.

The_Great_DM
March 9th, 2024, 02:37
Since the new update 4.5 When anyone GM or player makes an item. The name always clears to nothing when you close the item window or hit the lock on it.

superteddy57
March 9th, 2024, 03:44
Since the new update 4.5 When anyone GM or player makes an item. The name always clears to nothing when you close the item window or hit the lock on it.

I found an issue when mods were selected. I was not able to see it show empty when I closed it and opened it again. It may have been resolved with the fix to the error I found. Can you update and relay if it has been resolved on your end? If it still is happening, please provide exact steps to replicate for me.

The_Great_DM
March 9th, 2024, 04:02
I found an issue when mods were selected. I was not able to see it show empty when I closed it and opened it again. It may have been resolved with the fix to the error I found. Can you update and relay if it has been resolved on your end? If it still is happening, please provide exact steps to replicate for me.

60075 60076

Had everyone close the session. hit check for updates and relaunch. No Mods are installed. The GM modules installed attached (we unloaded the 4e one after the photo was taken)
60077

Went to inventory tab on a character. Hit add item, made one with just the name test and when hitting lock it clears the name. Also the version attached in the pictures where it's just a random big gun weapon.

It remembers where it should go in the inventory tab based on the name but the name itself isn't visible.

The Gm also tried to make an item using the item tab (on the far right) and that had the same problem.

The_Great_DM
March 9th, 2024, 04:15
Oh, while trying other things. If you change the name of an item in our game and hit lock, It reverts to what it started as.

6007960080

And one of the other players noticed that if you add a mod (official like barbed baseball bat) or fake one like Modder to the fake item. It remembers to stay with the modded name.

60078

superteddy57
March 9th, 2024, 04:44
Ah, so it's when it's attached to the charsheet. Ok. Let me look it over.

Dewguru
March 20th, 2024, 05:15
A couple of issues that we're hoping are easy to address.

1 - Backpacks do not impact the carry weight like they indicate.
2 - When someone wearing armor uses drugs that apply additional DR, even with the effect clearly showing in the combat tracker, damage ignores the additional DR value instead of stacking them like it should. So armor with a DR 5 and Psycho with DR 3 should be preventing 8 points.

We update our clients at the start of every session, so it should be updated as of this post.

Urqy
March 20th, 2024, 06:09
A couple of issues that we're hoping are easy to address.

1 - Backpacks do not impact the carry weight like they indicate.


For the backpack as a temporary work around, we've been computing how much weight the backpack should increase the threshold and changing the weight of the backpack to be a negative of that number. For example, the small back pack adds 5 x STR to the encumbrance threshold. If a character with a 6 Strength equips the back pack, we go into his inventory, unlock the backpack and make the weight -30. This doesn't give you the exact weight you are carrying, but it does tell you where your current weight is in relation to your encumbrance and how much more junk you can carry.

superteddy57
March 20th, 2024, 09:00
Found solutions for both and will be available with next ruleset update

Moon Wizard
March 21st, 2024, 21:10
This is now Live. Please run a new Check for Updates, and try again.

Regards,
JPG

banesorka
March 25th, 2024, 16:47
Hi, one of my players has modded their shotgun with an automatic receiver, this when I noticed that a weapon that has two qualities does not get both qualities listed in the chat window after the damage dice are rolled. For instance, when this same player uses their assault rifle, and rolls effects, they get an extra line that shows how many more targets they can hit with burst, but when they roll the damage for their modded shotgun, they only get the extra line for spread, when I would expect they should get spread and burst since it is listed in the damage result. An easy way to replicate this is to just pull up the Super Mutant brute, and roll several damage dice with his mini gun as it also has spread and burst. Screenshot attached. 60349

superteddy57
March 25th, 2024, 17:20
Found issue and pushed in for review. Will be part of next ruleset update.

Moon Wizard
March 26th, 2024, 18:50
This change is now available. Please run a new Check for Updates to get it.

Regards,
JPG

banesorka
March 27th, 2024, 10:02
Found issue and pushed in for review. Will be part of next ruleset update.



This change is now available. Please run a new Check for Updates to get it.

Regards,
JPG

Thanks!

Daovala
March 28th, 2024, 04:47
Having similar issues involving Desynced inventory, items names, amounts and weight not copying when adding item to connected players inventories. Players see blank entries when copying from item listing but works on GM side. moving items from party loot works on player side but blank on GM side. Item descriptions seems to copy which is only method to see what's what. This extends to drag and drop and party sheets loot distribute button.

Also, issues only occur on sheets of connected players, if they disconnect everything works as expected to what I've experienced so far.

Moon Wizard
March 28th, 2024, 20:27
I just pushed an application quick fix to resolve the desync issue. Can you please run a new Check for Updates, and try again?

Thanks,
JPG

Daovala
March 29th, 2024, 07:28
Everything looks like it's working so far, only had one player connected instead of the 5 we would usually. DM or player moving items between party and inventory or item list and inventory seems to correctly copy on both Host/GM and player/client sides now. Thanks for the quick work.

banesorka
April 8th, 2024, 14:45
Found missing upgrades for armor.
Laminated, Resin and Microcarbon should be available for all Armor except for Vault-Tec Security Armor. Pg 136. I did see that the Synth Armor special materials are there which have the same names, but none of the regular armors have these available as upgrades.

superteddy57
April 8th, 2024, 17:12
They have been replaced with Lighter Build, Pocketed and Deep Pocketed based off the errata from April 8th 2021.

banesorka
April 8th, 2024, 17:28
They have been replaced with Lighter Build, Pocketed and Deep Pocketed based off the errata from April 8th 2021.

Ah, understood!

Chewie81
April 23rd, 2024, 07:31
Allied NPC inventory no longer works and I get the following error.
60641

Previously I could select the Pack Brahmin and go to its inventory tab and store stuff there. When the Bug appeared a few weeks back it wiped the inventories completely and now no longer works.

Immelmann
April 23rd, 2024, 14:50
the Bow weapon type is not working correctly. a player with 10 AGI and athletics 3 is getting a target number of 9. should be 13. increasing athletics does NOT change the TN. so the Bow weapon type is NOT looking at the athletics skill when calculating the TN.

1. found if you go to character sheet, weapon tab, weapon section, and change the Bow to "Thrown" it sets the correct TN in the die next to it. the weapon is technically Ranged.

2. i have created dozens of weapons, and they all work, but these Bows................sigh

getting the following error when attempting to shoot the bow at a target...

60644

3. removed recoil from weapon quality. fired weapon at target and successfully hit, but still got an error code, or some thing, in the chat box. see pic.

60645

4. yup, some thing is broken with recoil. bumpersword has the same issue. must remove recoil weapon quality.

superteddy57
April 23rd, 2024, 15:56
Pushed fixes for both reports.

Octavious
April 23rd, 2024, 16:40
Hi , I have noticed when I add any of the "supplied" fonts (Core RPG- Large fonts or source sans pro) to be applied to the fallout theme ( Not activating any other themes ) all the story texts is black and not the normal green . so reading is hard ,, I like to use the large font as im older and its hard to see the smaller text ..

superteddy57
April 23rd, 2024, 16:48
Then the extension would have to be adjusted to have green text as the font changes to the font characters and color set with in the extension.

nasman
May 3rd, 2024, 23:36
Hello! Just wondering if there was an active bug list or "on deck" feature list being worked. Mainly so I see what is already been talked about (without having to search this large thread all the time). Is there a bug tracker site?
Thanks!

superteddy57
May 4th, 2024, 00:21
No, there is no tracker site. This is basically it for the Fallout ruleset.

bawsr
May 9th, 2024, 04:37
I spent a few minutes trying to add a custom weapon mod to a read only weapon and kept getting errors popping up. It did take a few minutes to figure out why, but all of these errors probably aren't the best option :)

superteddy57
May 9th, 2024, 04:44
When you say readonly, are you saying it was locked and on the character sheet or from a module without being copied?

bawsr
May 9th, 2024, 05:44
It was still in the item list it was locked and associated with a module. Laser gun is what I grabbed. I fixed it by copying the item by unlocking it and then was able to add a mod. I was busy running a game. Wanted to make a special laser gun while talking. Didn't pay close attention to what I was doing will dming :)

superteddy57
May 9th, 2024, 05:55
Ok, yeah just wanted to be sure. I'll have to expand the drop rules to exclude drops to red locked records as it would be required to add them to campaign records. I'm currently updating the ruleset for new modules and add it to my list to ensure that is not possible. For not, please don't drop them to module records.

NottaNinja
May 17th, 2024, 23:51
The new weapon types from The Wander's Guide are not showing up in the ruleset even after running an update. Did I misinterpret that they were added from another thread?

superteddy57
May 18th, 2024, 02:34
The only one I saw that was new was Bows. What new ones are missing?

NottaNinja
May 18th, 2024, 02:59
The only one I saw that was new was Bows. What new ones are missing?

I can't even get bows to show up.

superteddy57
May 18th, 2024, 05:11
What is the date on you ruleset? It shows up when you first enter your campaign in the chat. Here is what I am seeing with the version I'm currently on.
60872

NottaNinja
May 18th, 2024, 12:31
What is the date on you ruleset? It shows up when you first enter your campaign in the chat. Here is what I am seeing with the version I'm currently on.
60872

It says 2024-05-01. I have run the FGU updater before every log-in. Is there a different way to update the toolset?

NottaNinja
May 18th, 2024, 12:49
What is the date on you ruleset? It shows up when you first enter your campaign in the chat. Here is what I am seeing with the version I'm currently on.
60872

I deleted the file and forced an update it is showing now. Thank you for your help. Can't wait to see even more new stuff added!

Pathicc
May 25th, 2024, 13:46
I think I'm found a bug with power armors:

my guy enclave soldier had broken arm and 11 damage on himself. Then I broke fully torso and 3 dmg pass true, and now he have oly 3 damage on his normal hp no 14

When special abilities tab is not open, sometimes damage goes to normal hp with negative value. I attacked for 11 dmg in hand, he had 5 armor, so 6 damage left. And he had 10 hp on hand. When I opened special abilities tab, he had broken arm (critical sure) and -4 hp on his own hp
60922

superteddy57
May 25th, 2024, 14:06
Thanks for the report. I am currently updating the ruleset and will keep an eye out for this.

Immelmann
May 28th, 2024, 12:29
need to add Energy / Radiation Damage Type as an option when creating creature / character.
needed for Alien Blaster

Immelmann
May 28th, 2024, 13:43
when creating custom Weapon Mod, there is Change Damage Type text, but no box, or any thing, to change the damage type.

Zacchaeus
May 28th, 2024, 14:14
when creating custom Weapon Mod, there is Change Damage Type text, but no box, or any thing, to change the damage type.

If you click below the modify box you can cycle through the damage types.

Pathicc
June 5th, 2024, 21:00
When you reroll damage dealt to creature it adds reroled full damage once again

superteddy57
June 6th, 2024, 05:23
I believe Fallout required the GM to revert before allowing the reroll. I'm currently updating the ruleset for future supplements and will add it to my list to investigate.

Pathicc
June 6th, 2024, 09:19
I believe Fallout required the GM to revert before allowing the reroll. I'm currently updating the ruleset for future supplements and will add it to my list to investigate.

Okey. I don't want to bother you too much, in my opinion you do a big job taking care of the updates. Is there a fairly easy way to reverse damage? Do you have to manually fix hp, critical and effects? Is there a button or something for that?

superteddy57
June 6th, 2024, 14:56
No, it would be manual all the way through. I have it on my list to look into.

superteddy57
June 8th, 2024, 02:11
Okey. I don't want to bother you too much, in my opinion you do a big job taking care of the updates. Is there a fairly easy way to reverse damage? Do you have to manually fix hp, critical and effects? Is there a button or something for that?

I looked this over and it was intended that way from the start. I unfortunately won't have a solution for this and have it on my list to explore further. This will require manual fixing my the DM prior to the reroll.

Chewie81
July 22nd, 2024, 09:05
With the most recent update I have noted 3 things as I check my campaign to see what is missing or needs to be retweaked to work with the update.

1. Some of the help buttons do nothing. I am guessing there is more updates to come to fill this in later.
2. Heavy Combat Armor Leg is missing from items. Am still checking to see if there are other missing items.
3. All the inventory that was on pack brahmin in the allies tab is gone, I assume with the changes the data was now incompatible. Question is am I able to look in the session backups to find what was on my pack brahmin. Ican check the chat log for most of it, it just doesn't cover manually entered stuff or amounts of said items.

Other than that I am liking how clean it is starting to look and the new world building stuff - Locations and Factions are great.

superteddy57
July 22nd, 2024, 19:30
I noticed the missing item. I'm going to comb over the core rulebook to sure something didn't get deleted in the update process. The help buttons may require more inspection as the system changed on how they are handled in CoreRPG. As for missing inventory. I'm not to sure since I only changed the window that displays allies. It should contain the same nodes.

Chewie81
July 23rd, 2024, 08:10
For your reference the Brahmin was taken from the NPC tables which had in the previous version a inventory screen similar to the player characters. In this version it seems the NPC windows have also changed to allow different types of NPCS. (standard NPC and Companion NPCs) Just spitballing here, Since the Brahmin was built in the older versions using the standard templates could it be that the nodes are trying to link to that and it is not displaying because it is not compatible with the new view?, should they be directed to the companion NPC instead.

If I had the time and the motivation I would have done a proper UAT on the experiment build but that is to much like my current job lol.

superteddy57
July 23rd, 2024, 10:45
No, that won't be necessary. It however can't be changed to a companion as it would need to function as a NPC out of the book. I would try switching to the companion equivalent as that should populate the inventory tab. In any case, you can export the character with the ally and post a link to here for me to look it over and see it's underlying setup.

Chewie81
July 23rd, 2024, 11:34
The back brahmin has notes that cover the majority of the items that are should be in the inventory in the XML as I was able to recover those notes from the campaign XML file. Sanctuary Storage is another Ally for keeping track of what was stored there before you added the locations feature and does not have notes so it is harder to locate what was there but I can see in the Campaign chat log items that were moved to and from there. What did come across was the currency's so that is fine. If you want more data please let me know and thanks for looking into this.

austin1988
July 23rd, 2024, 13:23
Since last update my users are having issues equipping weapons. Once equipped they do not show up under their combat tab

superteddy57
July 23rd, 2024, 13:42
I am not able to replicate this. If you can provide a copy of the characters in question, I can have a look at them and see if something has messed up. Have you tried creating a new character and seeing if it can be replicated?

kromtor
July 23rd, 2024, 20:17
Good evening everyone from Italy!
We've recently started a new campaign (two weeks ago precisely), but, after last ruleset update, some functionalities seems messed up:

- (see attachment) clicking onto the weapon type icon does not change it anymore between weapon types, and, after changing type manually, it does not calculate correctly the dice range (S.P.E.C.I.A.L. + Skill).
- NPC does deliver damage to characters (it appears correctly in chat box), but the damage does not change in the CT, but critical does apply the effect in CT.
- The "butcher" icon in the party sheet scavenging section does not produce any result if it's a player to click it.
- The damage problem comes only from the DM side; if a character does damage to an NPC or even to another player, it delivers the result correctly also in CT.

Thank you for your patience and fantastic work!

Sorry for my poor english...

Michele.

superteddy57
July 23rd, 2024, 22:07
Can you provide me with some chat outputs you are getting for the attack/damage rolls. I'm not seeing this with the current testing of a Bloodbug and my test character. Check to see if the damage is being resisted as that would diminish the damage. As for the weapon type icon, it wasn't supposed to cycle and was a bug that I noticed from my revision. What would be the purpose of changing the attack type exactly? If I hear some details on how it was being used before, I may try and find a solution for those situatons. As for the scavenging issue, I will look at it and try and see where its failing.

kromtor
July 24th, 2024, 07:51
Dear Dominic,
thank you for answering so quickly!

Answering to your question about the weapon type cycle: some weapons, such as handy rock and throwing knife, comes under "Melee and Throwing Weapons" table and have the weapon quality "Thrown".
These weapons can be thrown, usually at close range, using AGI+Throwing. Before the last update cycling through weapon types permitted to "transform" a melee weapon in a throwing weapon with correct S.P.E.C.I.A.L. and skill calculation. This can be handy also if you want to throw other objects or weapons (also without the "Thrown" weapon quality, for example, if i want to throw my out-of-ammo pipe gun to a Radroach!).
This evening i will prepare more pictures for the damage problems.

Thank you very much for your efforts and good work!

Michele.

superteddy57
July 24th, 2024, 14:12
I pushed some fixes for what was reported and did see some issues in the damage code. Please run some tests with the latest update to see if you spot the same issues as you saw earlier. As for the equipment issue, I am still not able to see this and will need a copy of those character sheets to see what the it's doing.

kromtor
July 25th, 2024, 00:18
Dear Dominic,
damage, weapon cycling and scavenging...all solved! Fantastic work!

We found another issue about hit locations: when you try to choose a body part at which aim directly, all limbs, body and head activate at ones (see attachment).

Best regards, and thank you again for your prompt and precise response!!!

Michele.

superteddy57
July 25th, 2024, 00:23
Yes, with the new location system that was put in for vehicles, when you attack/damage the actor you are targeting it will ask what location you would like to target with a dialog box. This was the only way to allow aiming with the mixture of location types and different table rolls for those locations.

kromtor
July 25th, 2024, 00:44
Dear Dominic, perfectly understood!!
All issues solved in no time...astonishing!!

Thank you again for your help!!

Best regards from Italy!!

Chewie81
July 25th, 2024, 05:28
In regards to the inventory issue I went trawling through the past chat logs and session XMLs and got the info I needed to recreate the last of missing inventory.

Pleasuretoast
July 28th, 2024, 21:22
I pushed some fixes for what was reported and did see some issues in the damage code. Please run some tests with the latest update to see if you spot the same issues as you saw earlier. As for the equipment issue, I am still not able to see this and will need a copy of those character sheets to see what the it's doing.


Hey all, made this report in the discord, but needed to post it here, as well. I, too, am having issues with weapons properly equipping. I've saved logs, but I'll include images down here as well. Created a "Brotherhood Scribe Initiate"61399 61400 61401 61402

Stats in order on the character sheet, represented numerically: 2, 0, 0, 0, 4*, 3, 0, 4*, 0, 3*, 0, 0, 0, 0, 2, 4*, 3

4 Specialized skills per Brotherhood trait. Have logs if needed.

Urqy
July 28th, 2024, 21:38
I've been running into the same problem, occasionally, with just the Laser Gun (so far). There are two (a 2H variant and a 1H variant) in the 2d20 rules. I haven't been able to nail down the exact set of steps to make it reproduce the problem every time.

superteddy57
July 28th, 2024, 21:39
It would be best if you can export the character in question and post it here. You can provide a link to a cloud drive or some way to download it for me to look at it. I have not been able to replicate the weapons not showing up.

Pleasuretoast
July 30th, 2024, 00:31
Apologies for the late reply, but here we go: https://drive.google.com/file/d/1sdsRIEgGqHEFIp2Y0Y_DRFSKK7r-ZUec/view?usp=drive_link

superteddy57
July 30th, 2024, 03:57
Thanks, I can see an issue with the weapon in the inventory. Did this item come from the equipment packs? I verified the sidebar (masterindex) items work properly when I dragged them and dropped to the character sheet. So not sure where this one came from.

superteddy57
July 30th, 2024, 04:14
I think I may have found the issue and have pushed a hotfix to help address your report.

Pleasuretoast
July 30th, 2024, 04:27
I think I may have found the issue and have pushed a hotfix to help address your report.

It's been both equipment packs and from the "items" category. This one was equipment packs, though.

kromtor
July 30th, 2024, 08:24
Hi again from Italy!
Playing around we found some other little problems:

- After loot distribution using party sheet implementation, if a weapon , derived from the sorting, is being equipped, changing its status from the inventory, it does not appear in the "Combat" section.
This issue happens only if the item comes from the party sheet distribution; if it has been choosen from the standard item list it's all correct.
- We found also a "Road Leather" clothing in a loot and, when equipping it from the inventory, we find out there's a new functionality for choosing the body part in which apply it, but the "Road Leather"
covers 3 locations: Torso , arms and legs and it's not possible to choose multiple locations. My question is: do i have to put 3 items to cover all the locations, or changing the status to "equipped" without
choosing any body part covers all 3 locations utomatically?
- Supermutants and Ghouls are immune to radiation damage, but, if irradiated food or water it's ingested, the damage is uncorrectly calculated in the combat tracker.

Thank you for your patience,

Michele.

kromtor
July 30th, 2024, 08:26
Sorry, just have read now you have already solved the weapon problem!

DeadT0AD
July 30th, 2024, 16:31
I wanted to let you know about some issues my group recently experienced.

1. Using the Vault Boy to choose where a damage will be applied isn't working, the entire Vault Boy is highlighting
2. Reroll isn't working, it brings up the reroll pop-up but no dice are available to be rerolled
3. Some of the NPCs in Orange Colored Sky and Fully Operational will no longer open
4. The ability to MOD weapons has been changed for the worse. Previously one could simple select the mods available for the weapon from the by selecting the mods tab and the weapon name and effects were updated automatically. Now it seems that each mod needs to be added to a weapon manually, including changing the name and weapon effects.

superteddy57
July 30th, 2024, 17:33
I wanted to let you know about some issues my group recently experienced.

1. Using the Vault Boy to choose where a damage will be applied isn't working, the entire Vault Boy is highlighting
2. Reroll isn't working, it brings up the reroll pop-up but no dice are available to be rerolled
3. Some of the NPCs in Orange Colored Sky and Fully Operational will no longer open
4. The ability to MOD weapons has been changed for the worse. Previously one could simple select the mods available for the weapon from the by selecting the mods tab and the weapon name and effects were updated automatically. Now it seems that each mod needs to be added to a weapon manually, including changing the name and weapon effects.

1. This was changed due to the location system that needed to be implemented. Selecting the Vault Boy and then rolling will produce a dialog box asking which location you would like to target.
2. Reroll does appear to be working with my test. The only issue I see is the frame is a bit shrunk and need adjustment to see the dice. I can look into that.
3. I might need access to that material to look them over.
4. You can add mods by drag and dropping the mod link to item. This will act as it did before without the need to select the installed mods.

DeadT0AD
July 30th, 2024, 17:36
Excellent, and thank you very much for your fast response!

superteddy57
July 30th, 2024, 21:26
Hi again from Italy!
Playing around we found some other little problems:

- After loot distribution using party sheet implementation, if a weapon , derived from the sorting, is being equipped, changing its status from the inventory, it does not appear in the "Combat" section.
This issue happens only if the item comes from the party sheet distribution; if it has been choosen from the standard item list it's all correct.
- We found also a "Road Leather" clothing in a loot and, when equipping it from the inventory, we find out there's a new functionality for choosing the body part in which apply it, but the "Road Leather"
covers 3 locations: Torso , arms and legs and it's not possible to choose multiple locations. My question is: do i have to put 3 items to cover all the locations, or changing the status to "equipped" without
choosing any body part covers all 3 locations utomatically?
- Supermutants and Ghouls are immune to radiation damage, but, if irradiated food or water it's ingested, the damage is uncorrectly calculated in the combat tracker.

Thank you for your patience,

Michele.

The Road Leather is on my list to look at and see why consumables are not respecting the damage code.

Urqy
July 31st, 2024, 01:05
3. I might need access to that material to look them over.


It does look like the eight NPCs in "Fully Operational" did not survive the upgrade. Here are the compiled logs from when I tried to open about half of them from the module. Please let me know if it's not an easy fix and I'll rebuild them.

superteddy57
July 31st, 2024, 01:49
Pushed bug fixes for all reported issues. Will be looking over the Fully Operational module and get back with you.

superteddy57
July 31st, 2024, 02:08
It does look like the eight NPCs in "Fully Operational" did not survive the upgrade. Here are the compiled logs from when I tried to open about half of them from the module. Please let me know if it's not an easy fix and I'll rebuild them.

I fixed the NPC records and pushed it LIVE.

LtAugie
July 31st, 2024, 04:31
When firing a ranged weapon (rolling the d20 on the Combat tab), the ammo used is not auto decremented. Is that intentional? I seem to remember prior to the recent update, it did auto decrement.

superteddy57
July 31st, 2024, 04:46
Thanks for the report. Pushed a hotfix for this issue.

LtAugie
July 31st, 2024, 04:51
Working. Thanks!

LtAugie
July 31st, 2024, 05:01
It appears that PERSISTENT is not working. Tested with the Stingwing and Twinjaw Rattler. When they get an Effect that is added to the target, the PERSISTENT damage does not happen (neither on the end of the PC turn nor top/bottom of combat round).

superteddy57
July 31st, 2024, 05:13
What exactly was the effect wording?

PERSISTENT: # dmgtype, location

LtAugie
July 31st, 2024, 05:27
Example, auto applied from the Twinjaw Rattler:
PERSISTENT: 3 physical, Torso

61425

superteddy57
July 31st, 2024, 07:29
Pushed hotfix for this issue.

LtAugie
July 31st, 2024, 15:47
Pushed hotfix for this issue.

Working, thanks.

kromtor
August 3rd, 2024, 08:30
Dear Dominic,
all my issues has been solved, brilliant, but here's another problem i ran into:

- I've tried to create a fresh vehicle and i followed these steps: create a new vehicle, put my two tests characters within the "crew" section of the vehicle, setting one as a pilot and the other as a passanger, put it onto the Party Sheet tab dedicated to the vehicles. This last step caused some errors (logs in the attachment).
- In the tab "Vehicles" on the character sheet the vehicle has been correctly calculcated, but, if i place the vehicle on the combat tracker it does not consider the crew skills values (see png attached).
- no extensions or theme loaded.

Thank you again and sorry for bothering again.

Michele from Italy.

kromtor
August 3rd, 2024, 08:54
Dear Dominic,
just another little issue i found lately:

- When a vehicle pilot try a manouver, within the character sheet "vehicle" tab (see attachment), the difficulty is set to 0 for a "Focused Driving" check, although it should be 1, and also for "Defensive Piloting" that should be a difficulty test equal to the vehicle size.

Thanks again.

superteddy57
August 3rd, 2024, 09:32
I will look these over. The ruleset however is now in lockdown and my fixes will take some time to get to the live server. I will be pushing my fixes to the Test server moving forward in preparation for that.

kromtor
August 3rd, 2024, 09:35
Thank you very much, no problems!

Best reagards from Italy!

superteddy57
August 3rd, 2024, 09:52
Dear Dominic,
all my issues has been solved, brilliant, but here's another problem i ran into:

- I've tried to create a fresh vehicle and i followed these steps: create a new vehicle, put my two tests characters within the "crew" section of the vehicle, setting one as a pilot and the other as a passanger, put it onto the Party Sheet tab dedicated to the vehicles. This last step caused some errors (logs in the attachment).
- In the tab "Vehicles" on the character sheet the vehicle has been correctly calculcated, but, if i place the vehicle on the combat tracker it does not consider the crew skills values (see png attached).
- no extensions or theme loaded.

Thank you again and sorry for bothering again.

Michele from Italy.

I think the issue is the characters were added prior to dropping it into the partysheet. Have you tried a fresh vehicle, drop it to the partysheet, and then add the characters? I didn't consider the steps you posted above and a block will need to be placed for PC crew to be dropped into campaign records.

kromtor
August 3rd, 2024, 10:01
Dear Dominic,
just have tried now, but still there's an issue (log in the attachemt).

superteddy57
August 3rd, 2024, 10:13
Ok thanks for testing. Gives me a starting point. Appreciate it.

kromtor
August 3rd, 2024, 10:14
My pleasure, no problems!

thethroneworld
August 4th, 2024, 07:21
One of my players managed to level up twice. When correcting his level, we could not correct his hit points, which had gone up twice. How can we correct hit points? Can the box be made editable, or is there some trick I don't know?

kromtor
August 4th, 2024, 16:16
Dear Dominic,
another little issues, maybe:
-When adding a "Unique" subtype Mod to a Weapon, put in the character inventory and then equipped, it does not recognize the Damage Type of the former weapon unless you specify it it also within the Mod creation window. Is it Intentional?
-When you equip a weapon from the inventory changing its status, on "Combat" it does not immediately recognize the Weapon Type (not a big problem i can change the type by cycling it, eventually).
-When adding an "Object" to a new Structure that have a numerical influence (for instance on energy or water production) i noticed it does not automatically change energy, water or happiness values; do i have to change it manually or i missed something in spelling?

Regards,

Michele.

superteddy57
August 4th, 2024, 16:34
I'll add it to the list.

superteddy57
August 4th, 2024, 16:35
One of my players managed to level up twice. When correcting his level, we could not correct his hit points, which had gone up twice. How can we correct hit points? Can the box be made editable, or is there some trick I don't know?

There is a mod window that can be accessed by clicking the damage resistance button. The level up HP should be there.

thethroneworld
August 4th, 2024, 18:46
There is a mod window that can be accessed by clicking the damage resistance button. The level up HP should be there.

Thanks so much for your help! That worked.

:)

MF Fluffy
August 4th, 2024, 23:08
Hello,

I am unable to select a specific hit location on the Pip Boy in the bottom left of the UI. Whenever I click it, it just selects the entire figure, and won't let me select a specific location

superteddy57
August 4th, 2024, 23:24
This was changed due to the location system that needed to be implemented. Selecting the Vault Boy and then rolling will produce a dialog box asking which location you would like to target.

MF Fluffy
August 4th, 2024, 23:25
Nevermind, I figured it out, sorry. Looks like a menu pops up after the pipboy is selected

MF Fluffy
August 5th, 2024, 05:30
Ok, sorry to bug you again:

Currently I am making a Mr. Handy Character. I chose the Mr. Gutsy Origin, and am currently equipping the armor and weapons from the inventory screen. From my understanding, when I 'equip' a weapon/amor, it should "disappear" from the inventory screen and appears on the combat screen.

I am trying that, but it only works with the weapons, sort of. The weapon will still be present on the inventory screen, but it will ALSO be present on the combat screen, which is fine. When I try it with the armor, It says it is "equipped" on the inventory screen and even shows increased carry weight, but shows no added defense/damage resistances or any armor worn in the combat screen. I know how to add in the values manually, but i'm unsure if I'm doing something wrong or if this could be a possible bug where it wont automatically populate specific areas on the combat screen when I equip them.

superteddy57
August 5th, 2024, 06:34
Sorry for the confusion. That was changed early in the release of the ruleset. Many found it confusing that it would disappear from the inventory. So that was changed. As for the Damage Resistances not updating, that would be a bug. It should updated the numbers and clicking on the location should then display the pieces that make up that location. Can you export out the character and post it here for me to investigate? I'm thinking the location on the armor piece is not matching the character's locations.

kromtor
August 5th, 2024, 07:51
Dear Dominic,
just some specifications about Vehicles implementation if it can helps you work on it:

- When adding a Vehicle to the Party Sheet and , within character sheet "Vehicle" window, assign the role that has been choosen for the character included in the crew it does not appear immediately on the Party Sheet, but just after a restart of the app.
- Adding a Vehicle directly from the Party Sheet to the CT is possible, but it does consider it a character, so without "Attribute/Skill", "Offense" and "Special abilities" section.
- When a vehicle is added direclty onto the CT it does not consider its Scale (Space), and any Crew attributes for Attacks or driving actions.

Regards,

Michele.

MF Fluffy
August 5th, 2024, 07:55
Sorry for the confusion. That was changed early in the release of the ruleset. Many found it confusing that it would disappear from the inventory. So that was changed. As for the Damage Resistances not updating, that would be a bug. It should updated the numbers and clicking on the location should then display the pieces that make up that location. Can you export out the character and post it here for me to investigate? I'm thinking the location on the armor piece is not matching the character's locations.

Here you go, let me know if the file doesnt work

kromtor
August 5th, 2024, 10:19
Some more little things to check, sorry:

- Applying a modded weapon to a character NPC does not correctly update Weapon Qualities, Range and Damage rate (also fire rate, i presume). It works perfectly onto PC.

regards,

Michele.

superteddy57
August 5th, 2024, 17:21
Some more little things to check, sorry:

- Applying a modded weapon to a character NPC does not correctly update Weapon Qualities, Range and Damage rate (also fire rate, i presume). It works perfectly onto PC.

regards,

Michele.

They won't. They are the same as regular NPCs and will need to be updated manually.

kromtor
August 5th, 2024, 17:44
They won't. They are the same as regular NPCs and will need to be updated manually.

Perfect, thank you!

superteddy57
August 5th, 2024, 19:59
Ok, sorry to bug you again:

Currently I am making a Mr. Handy Character. I chose the Mr. Gutsy Origin, and am currently equipping the armor and weapons from the inventory screen. From my understanding, when I 'equip' a weapon/amor, it should "disappear" from the inventory screen and appears on the combat screen.

I am trying that, but it only works with the weapons, sort of. The weapon will still be present on the inventory screen, but it will ALSO be present on the combat screen, which is fine. When I try it with the armor, It says it is "equipped" on the inventory screen and even shows increased carry weight, but shows no added defense/damage resistances or any armor worn in the combat screen. I know how to add in the values manually, but i'm unsure if I'm doing something wrong or if this could be a possible bug where it wont automatically populate specific areas on the combat screen when I equip them.

I checked this over and it appears the equipment pack items have things setup a bit incorrectly. If you set the location covered to the proper locations and then re-equip them it should then update correctly. I'll see about updating those items for the future.

MF Fluffy
August 6th, 2024, 08:20
I checked this over and it appears the equipment pack items have things setup a bit incorrectly. If you set the location covered to the proper locations and then re-equip them it should then update correctly. I'll see about updating those items for the future.

This workaround works! Thanks :)

kromtor
August 9th, 2024, 11:41
More testing, now i'm working on Companions:

-Put a NPC within section "Allies" (Companion attachment).
-Placed it, as a Master, wihtin CT
-when it's the turn for the Companion to act comes an error from the chat (Companion Master attachment) and it's not possible to let the NPC target anything or acting in anyway.

Regards,

Michele.

kromtor
August 9th, 2024, 12:43
Just another little test:
-not possible to add any Item within Character(companion) nor Creature(companion), only values can be changed.

kromtor
August 13th, 2024, 11:10
Bow Weapons, when equipped from inventory, do not correctly calculate S.p.e.c.i.a.l. plus skill (should be Agility + Athletics) and in weapons cycling there's no icon for bows weapons.

Regards from Italy.

kromtor
August 14th, 2024, 10:43
When exporting a module, NPC "special abilities" are not being exported.

superteddy57
August 14th, 2024, 15:52
Just another little test:
-not possible to add any Item within Character(companion) nor Creature(companion), only values can be changed.

I will see what might have changed when I first attempted this. I might need to register the actor type. Thanks for reporting


Bow Weapons, when equipped from inventory, do not correctly calculate S.p.e.c.i.a.l. plus skill (should be Agility + Athletics) and in weapons cycling there's no icon for bows weapons.

Regards from Italy.

Hmm.... I overlooked that oddball. Will look into it further.


When exporting a module, NPC "special abilities" are not being exported.

I pushed a hotfix for this issue.

kromtor
August 14th, 2024, 16:12
Confirm the exporting issue has been solved, thank you!!

kromtor
August 16th, 2024, 12:41
More testing:
- scavenging do not work correctly, it does not consider the "Need Effect?" functionality.
In the attached example it always deliver only "Mirelurk meat" and never "Softshell Mirelurk Meat" that should deliver it when an effect happens ("need effect?" set to 1).
- melee damage bonus due to high strength is not being added to unarmed and melee weapons damage rolls.

Best regards and thank you.

kromtor
August 16th, 2024, 16:25
Sorry, a little correction for my latest post:
-melee damage bonus is correclty added to melee weapon damage dices, but not to unarmed damage rolls.

Best regards,

superteddy57
August 16th, 2024, 16:35
Ok thanks, will look it over.

superteddy57
August 17th, 2024, 18:02
Pushed updates to address the latest reports.

kromtor
August 17th, 2024, 20:25
Dear Dominic,
here's my feedback for the updates:
-Bow: well done, correct!
-Melee damage: well done, correct!
-Scavenging: it functions perfectly for "one-effect-needed results"; for "two-effect-needed results" i think it consider as one result and drop also the item that should not.

Thank you again for your fantastic response!

Great work anyway!!!

Michele.

banesorka
August 19th, 2024, 09:20
So after the update on the 17th, I am still having an issue with Power Armor. With repeated attempts, I was able to get Helmet an Chest pieces to attach correctly, but I have not been able to get any leg or arm pieces to attach.

superteddy57
August 19th, 2024, 14:25
Can you check the piece in question and ensure that the Loc(s) Covered is set to the location you are attaching it to? I looked over the items and some are missing this. I added Right Leg to that field and was able to drop the piece to the location in the frame.

Immelmann
August 20th, 2024, 05:43
called shot pipboy icon is still not working properly. tonite we had a player unable to get the hit location to automate correctly. when they roll TO HIT, it works, but when rolling damage, it breaks. perhaps get a screen shot next time.

banesorka
August 20th, 2024, 08:19
Can you check the piece in question and ensure that the Loc(s) Covered is set to the location you are attaching it to? I looked over the items and some are missing this. I added Right Leg to that field and was able to drop the piece to the location in the frame.

Ok, did not know that each leg and arm would need to have the right and left changed in their loc covered since the parts no longer make that distinction in the item list.

Will this be something that we always have to adjust when we give a player a new piece of power armor, or could we get the old method back where there is a distinct left arm, right arm part in the items list? Unless the location on the power armor frame could just accept leg/arm instead of needing the side.

superteddy57
August 20th, 2024, 12:53
I'm going to be updating the pieces from the core rulebook, but for the time being you have the work around

Chronosftime00
August 22nd, 2024, 02:02
Ran across this error in the gaming I am going to be playing in. [ERROR] Script excution error:[string "Fallout 2d20:scripts/manager_combat2.lua"]:277: attempt to concatenate a nil value. It appears after I try to attack by location. The location screen is blank then the error shows up.

superteddy57
August 22nd, 2024, 02:37
Thanks for reporting. Can you provide more information on the combat? Who was attacking who? Did the target have locations setup? The error is a great start, but I need more information to understand the situation to try and get it to fire with my testing.

kromtor
August 24th, 2024, 07:50
Good Morning eveybody!

-I tried the new "NPC dice", but it seems it does not functions for this ruleset (also "damage dice" does not within Fallout ambient).
It's a bug or it's intentional?
Tried in 5th edition and it functions.

-In "Combat" tab, the "repair" button still create an error (see attachment).

Thank's and have a good day!

superteddy57
August 24th, 2024, 15:32
damage dice is not setup as there is no damage types to latch onto for it to work. As NPC dice is concerned, I would have to check on it and see as it should be system agnostic.

kromtor
August 26th, 2024, 10:49
Good week everybody!!

-Found a functionality issue (don't know if it's a bug or intentional, or even possible to solve): during characters creation when choosing equipment packs related to the character origin, many items have multiple choices (for example some armor let you choose between "Chest armor" or "a piece for a leg and an arm, your choice"), but the option form only permit one choice and only choosen item is correctly put within the inventory, and every time something is lost on the way and must be picked up from the item list and put within the inventory manually (not a big problem, but not so clean). So my question is: could it be possible to have a form with multiple choices? I've turned around this problem introducing some equipment choices with a single item and a null choice, but it's not a very clean solution.

-About ammunitions the problem is just a little different, but connected: it would be better to automatically let the system choose the correct ammunition for the choosen ranged weapon, because it create a bit of confusion when you have to choose from different kinds of ammunition after choosing the ranged weapon you prefer when the rules tells you to choose the correct ammunition for the range weapon choosen.

Thank you again for your kind attention and fantastic work!

kromtor
August 26th, 2024, 10:52
damage dice is not setup as there is no damage types to latch onto for it to work. As NPC dice is concerned, I would have to check on it and see as it should be system agnostic.

Thank's Dominic! Understood!
Only one question about damage: in fallout rules there are some damage types (energy, phyisical, radioactive, poison). Could it be possible to associate the dice to this kind of damage types or it's a damage-related problem?

Regards,

Michele.

superteddy57
August 26th, 2024, 11:50
I wouldn't disagree, but with the newest supplements, multiple damage types and sometimes all of them are applied. I would need to consider how that could work since the dice system couldn't handle multiple damage types to one die.

kromtor
August 26th, 2024, 12:18
I wouldn't disagree, but with the newest supplements, multiple damage types and sometimes all of them are applied. I would need to consider how that could work since the dice system couldn't handle multiple damage types to one die.

Perfectly understood, thank you!!

LtAugie
August 27th, 2024, 01:09
This was changed due to the location system that needed to be implemented. Selecting the Vault Boy and then rolling will produce a dialog box asking which location you would like to target.

The following is a bug that happens. After selecting the Pip Boy then targeting a location (i.e., Head), the chat reports this fine. But when subsequently rolling the Cd6 damage dice, the location is changed (re-rolled?) and the damage is applied to a non-targeted location.

61742

LtAugie
August 27th, 2024, 01:12
This was changed due to the location system that needed to be implemented. Selecting the Vault Boy and then rolling will produce a dialog box asking which location you would like to target.

After using the Pip Boy to target a location (i.e., Head), then rolling for Cd6 damage, the location changes (re-rolls?) and the damage is applied to a different location.


61744

superteddy57
August 27th, 2024, 02:30
Thanks for the clarification. I was able to see the issue with your image. I'll have an update pushed with the weekly update tomorrow.

superteddy57
August 27th, 2024, 19:00
This has been pushed with today's update.

Ulric
August 28th, 2024, 03:18
All of the NPCs for the Fully Operational adventure fail to display the NPC stats and script errors are displayed in the console. See attached screenshot.
61769

superteddy57
August 28th, 2024, 04:34
Can you export the logs and make them available here?

VikingOfScience
August 28th, 2024, 13:12
Hi Team, this has been a bug for me for weeks now, and I can't see it reported anywhere else, so here goes:

Whenever I (As GM) or my player clicks on the Frist Aid button on his character sheet:


It Opens the Log and shows an error message:

[8/28/2024 2:01:00 PM] [ERROR] Script execution error: [string "C:char_combatderived:..button_firstaid_heal"]:30: attempt to call field 'isTagSkill' (a nil value)

I can't for the life of me figure out how or why this is happening. As on his main sheet, Medicine is a tagged skill.

(screenshots attached)

Thanks in advance for any help with this!

superteddy57
August 28th, 2024, 13:53
Hi Team, this has been a bug for me for weeks now, and I can't see it reported anywhere else, so here goes:

Whenever I (As GM) or my player clicks on the Frist Aid button on his character sheet:


It Opens the Log and shows an error message:

[8/28/2024 2:01:00 PM] [ERROR] Script execution error: [string "C:char_combatderived:..button_firstaid_heal"]:30: attempt to call field 'isTagSkill' (a nil value)

I can't for the life of me figure out how or why this is happening. As on his main sheet, Medicine is a tagged skill.

(screenshots attached)

Thanks in advance for any help with this!

I pushed a hotfix for this issue.

Laerun
August 28th, 2024, 23:21
Missing Data>? I do not have the original PDF, but I was wondering if this is right? In the Book or reference manual under the Assaultron section, equipment packs text.
I see the packs created in the data records, but no actual links or info pointing to these in the Book section. Not really a bug, but perhaps just a minor missing data thing?

Update: It looks like the data was organized AFTER the page where the equipment was mentioned, some page links or combining this data into one page might have been a bit better in this case in regards to conversion and page count. More of an organizational thing.

61788

banesorka
August 29th, 2024, 14:31
Missing Data>? I do not have the original PDF, but I was wondering if this is right? In the Book or reference manual under the Assaultron section, equipment packs text.
I see the packs created in the data records, but no actual links or info pointing to these in the Book section. Not really a bug, but perhaps just a minor missing data thing?

Update: It looks like the data was organized AFTER the page where the equipment was mentioned, some page links or combining this data into one page might have been a bit better in this case in regards to conversion and page count. More of an organizational thing.

61788

Hi Laerun,

I did the adaption for WG, and I based this on how the core ruleset reference manual was set up. If you see my attached image you will see that if you click on the "Choose Equipment" on the left of the WG book, it will expand and each equipment pack has it's own page. However, I can see that with out the outline expanded, it can look like a dead end page. I will begin working on a better solution for that for the next update.


61799

Shadamar
August 29th, 2024, 17:06
I pushed a hotfix for this issue.

I'm having a new error message when I click on "First Aid" button or if I drag and drop the button on the target.

superteddy57
August 29th, 2024, 19:04
Pushed a hotfix for this issue.

Shadamar
August 29th, 2024, 21:29
I'm having a new error message when I click on "First Aid" button or if I drag and drop the button on the target.

Everything seems to be working fine, it impresses me every time how quickly our problems are resolved.

Thank you very much for your time and quick responses.

banesorka
August 31st, 2024, 13:17
Missing Data>? I do not have the original PDF, but I was wondering if this is right? In the Book or reference manual under the Assaultron section, equipment packs text.
I see the packs created in the data records, but no actual links or info pointing to these in the Book section. Not really a bug, but perhaps just a minor missing data thing?

Update: It looks like the data was organized AFTER the page where the equipment was mentioned, some page links or combining this data into one page might have been a bit better in this case in regards to conversion and page count. More of an organizational thing.

61788

Next update will have links for the packs on this page and other similar pages.

banesorka
August 31st, 2024, 13:20
Was playing our game today, and we found that the inventory on the companions is gone. They now have a loot tab, but it does not have everything that was there before.

I have one player that has a dog, it had dog armor that we used to be able to equip just like a PC, but this new layout does not allow for that.

My other player has pack brahmin, this new layout with no inventory screen has eliminated the usability of the companion window for the pack brahmin, and the loot tab contains none of the items that we had on the brahmin.

Edit:
Just hit the add companions button and it has inventory, but if we drag over and npc, like dogmeat, then they don't get an inventory tab.

Can we get the weight carried and max encumbrance added to the allied npcs?

The issues are with old companions that were in place before the big update.

superteddy57
August 31st, 2024, 15:01
Changing the NPC's Category to a Companion should fix the issue.

Ulric
August 31st, 2024, 20:21
LOGS as requested. sorry for the delayed response.



Can you export the logs and make them available here?

superteddy57
August 31st, 2024, 21:04
Ok, I'll have a look once I am off my current project. May be some time till I am able to give this my full attention.

banesorka
September 1st, 2024, 09:03
Changing the NPC's Category to a Companion should fix the issue.

This did indeed allow the "NPC" to now be a companion and restore the inventory tab, but the actual inventory is still missing. I looked at my oldest session backup xml, and the inventory is missing there as well. We will just have to rebuild it as best we can.

As for the other part, is there any chance we can get the weight and encumbrance for the companions?

superteddy57
September 1st, 2024, 13:46
It would be something that would need to be expanded and right now I have no bandwidth to expand Fallout at the moment. I am currently working on a project that needs my full attention and not sure when I will be circling back. It will be on my list of things to look into, but may take some time to give it my full attention.

Ulric
September 1st, 2024, 15:12
Here is another bug to fix when you have time.
When characters are created and weapons equiped the weapons are not functional on the combat tab. Luck for us there is a workaround. OPen the character selection screen and drag and drop the new character to make a "COPY". The new character "COPY" will have properly working characters on the combat tab. I also noticed the PREGEN characters seem to work properly and do not require this work around.
screenshot
61849

banesorka
September 3rd, 2024, 08:19
Got a issue when working with power armor, specifically when creating an NPC.

I put a full set of X-01 on a NPC, then I go into the set and add mods to the parts. This not only changes the instance of the set on the NPC, but everywhere else. Every other NPC that has X-01 now has the exact mods of the new NPC, even they are supposed to have different mods. Even the Set from the item list is changed to the new NPCs power armor mod list.

Looking for a workaround now, but not sure yet.

Edit:
So the workaround is to build the Power Armor from scratch using the PA Frame, then the individual parts.

superteddy57
September 3rd, 2024, 13:43
You will have to provide more background on this issue as that would be a major issue. First, NPCs were never intended to wear Power Armor as the data would need to be entered manually. Plus I provided no way for a NPC to equip Power Armor, let alone any item. So please provide more details on how to replicate this issue.

banesorka
September 3rd, 2024, 13:44
You will have to provide more background on this issue as that would be a major issue. First, NPCs were never intended to wear Power Armor as the data would need to be entered manually. Plus I provided no way for a NPC to equip Power Armor, let alone any item. So please provide more details on how to replicate this issue.

Sorry, it is when the Power armor is being added to the NPCs loot tab.

To reproduce: Take Assembled X-01 Power Armor and place in NPC loot tab. Open Power Armor, and edit each peace to have a mod. Open the X-01 from the items Window, and check the parts, they will have the same mods now.

superteddy57
September 3rd, 2024, 13:54
Ah, ok, thanks for clearing that up. Yes, that is not intended and I will look it over once I have some free bandwidth.

Laerun
September 4th, 2024, 03:01
Hi Laerun,

I did the adaption for WG, and I based this on how the core ruleset reference manual was set up. If you see my attached image you will see that if you click on the "Choose Equipment" on the left of the WG book, it will expand and each equipment pack has it's own page. However, I can see that with out the outline expanded, it can look like a dead end page. I will begin working on a better solution for that for the next update.


61799

Thank you, it did feel like a dead end in navigation initially.

banesorka
September 14th, 2024, 18:24
Got a few bugs we encountered today while playing:
1. Allies in Combat: When targeting a PC's Ally with a NPC and rolling an attack, this error comes to the console and the attack is unable to proceed.
-Script execution error: [string "Fallout 2d20:scripts/manager_combat2.lua"]:289:attempt to concatenate a nil value
Additional Details: We have one PC with dogmeat, I drag the dogmeat Ally from the allies section on the PC into the combat tracker, I also typically click the identify button in the track to mark it as identified.

2. Allies in Combat 2: When the PC with Dogmeat uses dogmeats attack from the dogmeat character sheet, it is still rolling from the PC, and ignores any target Dogmeat has in favor of the PCs target or lack of target. Before the major update to Fallout 2d20, when the PC clicked on the token for their ally, the attacks came from that ally, and used that allies target. This feature seems to have been removed, or is accessed in a different way now?

3.Sometimes when a player is editing the value on ammunition, it is still going crazy and begins flickering. Today the player was trying to input 499, it ban to flicker between 500 and 50.

4. When using the add loot to party sheet button sometimes it adds the loot, sometimes it only adds the caps, but it always gives this error in the console, sometimes more than once instance of the error as well.
-Handler error: [string "CoreRPG:scripts/manager_item.lua"]:855: attempt to compare number with string


Lastly, we are wondering if in a future Quality of life update the extra damage that you get when the weapon has Vicious could be shown in a "Total Damage" line in the chat window.


Let me know if you need any more info on these. Aside from number 3, they should all be easy to repeat.

superteddy57
September 14th, 2024, 19:12
Thanks for reporting. I will look these over. Will be some time till I can address your reports.

NottaNinja
September 15th, 2024, 16:15
Character leveling up are able to choose their new skill point but it does not carry over once finished with the level screen.

superteddy57
September 15th, 2024, 16:22
Thanks for the report. Still will be some time till I am able to focus and repair these reports. For the time being you can adjust it on the character sheet manually on the main tab.

thethroneworld
September 22nd, 2024, 03:08
Hello, when using a small gun with the vicious property, vicious is supposed to add +1 damage when an effect is rolled. Since an effect already generates 1 damage, it should then generate 2 per effect rolled. Instead, it just registers the normal 1 damage for the effect, even when the vicious effect is correctly listed in the chat window. In the attached image, it should be a total of four damage since they rolled two effects.
62102

superteddy57
September 22nd, 2024, 04:42
Hello, when using a small gun with the vicious property, vicious is supposed to add +1 damage when an effect is rolled. Since an effect already generates 1 damage, it should then generate 2 per effect rolled. Instead, it just registers the normal 1 damage for the effect, even when the vicious effect is correctly listed in the chat window. In the attached image, it should be a total of four damage since they rolled two effects.
62102

The image doesn't show it as a targeted action. So it won't add the damage. If you drag and dropped that entry to the target, it will factor correctly.

Circuitous
September 28th, 2024, 17:51
Found an issue with tagging skills. For some reason, this allows skills to exceed 6, even without homebrew rules in place. The Tag! perk says, "Increase the skill's rank by 2, to a maximum of 6...", reinforcing the limit set in the Skills section.

superteddy57
October 1st, 2024, 13:23
Found an issue with tagging skills. For some reason, this allows skills to exceed 6, even without homebrew rules in place. The Tag! perk says, "Increase the skill's rank by 2, to a maximum of 6...", reinforcing the limit set in the Skills section.

Sorry for the late reply. I was on vacation and been thinking on this since you posted the report. I'm not really sure how to keep open the stats and stick to the RAW rule you posted. I'm going to think on this for some time and will post if I have found a solution to your report.

superteddy57
October 1st, 2024, 14:35
Character leveling up are able to choose their new skill point but it does not carry over once finished with the level screen.

I looked this over and not seeing the skill point not being added to the character. Can you give me the conditions of when this is happening for you?

Circuitous
October 1st, 2024, 21:36
Understood. For now, I think we can just reduce it to 6 manually if it happens to exceed it.

kromtor
November 11th, 2024, 07:34
Hallo everybody,
i know has been reported before, but the ammunition counter bug (when someone try to change ammo quantity within the inventory tab in character sheet it gets crazy and it's not possible to update it) it's annoying all our campaign players.

Have you got a chance to take a look at it?

Thank you and best regards from Italy!!

VikingOfScience
November 13th, 2024, 13:08
Hallo everybody,
i know has been reported before, but the ammunition counter bug (when someone try to change ammo quantity within the inventory tab in character sheet it gets crazy and it's not possible to update it) it's annoying all our campaign players.

Have you got a chance to take a look at it?

Thank you and best regards from Italy!!

We have been experiencing that bug as well, It's Super frustrating.

banesorka
November 22nd, 2024, 08:53
Got an issue when rolling damage on Allies. We have a PC with a dogmeat ally and when we roll damage the following error occurs:
[ERROR] Handler error: "Fallout 2d20:..ts/manager_actor_Fallout.lua"]:526: attempt to perform arithmetic on local 'nArmorVal' (a nil value)

Tested on a fresh un-edited version of Dogmeat and the one we have had for some time with dog armor on it. Damage does not get applied, though it does apply critical effects still.

superteddy57
November 24th, 2024, 06:28
Sorry for delay in response. I have this on my list to look at as I'm looking over Fallout for a adding in the new character sheet standardization. I'll check this out during that update.

kromtor
December 4th, 2024, 19:48
Hallo everybody!
Just some little bugs:
- referring to the FGU wiki: "MELEEDMG will only add/subtract for melee damage only", but the dice are added or subctracted only to "unarmed" damage and not to "melee" weapon damage.
- "Spread" damage effect does not automatically inflict damage to the target. IT does appear in chat, but not in the CT (i suspect it has been reported before).
- When healing a character by the "Heal" tab in the "Combat" window it should let you choose between treating an injury or PF cure.

Thank you again and have a nice day!

superteddy57
December 4th, 2024, 20:16
You will need to drag and drop spread and burst type outputs to their intended target. Never was setup to be handled by targeting and something I would expand the next time I have time. If you want to choose which heal then you can not target anything and just roll. The output could then be drag and dropped to the intended target or injuries adjusted. I will check on the MELEEDMG report as it should include any attack that has the range melee. It does not go by the weapon type itself, but what is decided in the weapon properties for NPCs and in the action tab weapon entry.

kromtor
December 4th, 2024, 23:22
Perfectly understood , thanks!

banesorka
December 16th, 2024, 07:40
Got a few questions/requests revolving around damage effects.

Vicious:
When a weapon has vicious, we don't gat a total damage in the chat window that includes the vicious damage. So fare we have only realized it is working by know what the target had before the damage is rolled. So mechanically it is working, but it would be a great QOL if the chat window showed the actual damage total, and then, perhaps the amount resisted and amount that got applied.

Example: Rolling damage with Vicious 1. 6 normal damage, with 3 effects. Chat window shows 0 damage to the BOS Paladin, but in reality, it took 3 damage to the armor location. Without pulling up and watching the before and after of the paladin, we don't get this information in the chat window, and this really slows down gameplay.

Burst:
Before the overhaul, we had a total possible targets line in the chat window for weapons that had burst. While there is a top line that shows the total effects rolled along with the weapons damage effects, it was much easier to see the total targets line from the previous version. Is there any way this could get added back in?


These are the two most used damage effects in my campaign, so just wanted to bring this up and see what may be possible.

Thanks!

Separately, I was playing around with the new character sheet today. We can no longer drag and drop traits, perks, or allies onto the character sheet.

superteddy57
December 16th, 2024, 09:56
I will have an update for this week's weekly update.

Smeagol11
December 27th, 2024, 11:46
Hello,
I am coming across something weird. When I create a character (brotherhood initiate) and give them the starting equipment pack. I get to choose the 10mm pistol or the laser gun. Well when I select equip for either item, it shows up in combat tab as it is supposed to but the "to-hit" dice are marked with an 8 instead of the proper amount of d20's needed and also the "combat dice/damage dice" number is zero.

I removed the weapons from the inventory and manually added them in and it still didn't fix the problem completely. Somehow the 10mm pistol is now showing the "combat/damage dice" number as 4 which matches the damage rating in the entry for the item.

I also did the same for the laser gun and the combat knife that comes with the starting equipment and they both show 8 for the "to-hit" die and zero for the "combat/damage" dice. B

I am including a picture I took of this, to give a better example.

63083


One more issue is the hit points aren't changing when a character takes damage. Is this supposed to be automatic, or do we need to adjust them manually? The wound number is showing up on the title bar but it doesn't show up in the damage resistance window.

63084

Thanks for your help.

superteddy57
December 27th, 2024, 15:33
In the picture you need to click on the empty space where the gun icon is sitting to update details. It's on my list to look over. HP column is for Power Armor and so is the Wnd column. The top left area is for the player.

Smeagol11
December 27th, 2024, 18:18
Ahh, ok, awesome! Thanks again for the quick reply!

I appreciate the hard work you do getting these fixes in place and answering our questions.

Thanks again

Varamina
January 17th, 2025, 18:35
I don't know if I am doing something wrong, or this isn't available but when my player rolls over the difficulty class, and would earn extra action points, the pool isn't incrementing. Shouldn't that be automatic? The first one shows an action pool of 4 currently. I hit creating 3 AP. No increment. I did straight damage (didn't add any for aim, etc) still at 4.

mathgod
January 17th, 2025, 19:04
I don't know if I am doing something wrong, or this isn't available but when my player rolls over the difficulty class, and would earn extra action points, the pool isn't incrementing. Shouldn't that be automatic? The first one shows an action pool of 4 currently. I hit creating 3 AP. No increment. I did straight damage (didn't add any for aim, etc) still at 4.

As far as I know, action points do not get added automatically. You have to add them manually.

superteddy57
January 17th, 2025, 19:22
That is correct. Action Points are handled manually as it's an abstract system.

Varamina
January 17th, 2025, 19:22
As far as I know, action points do not get added automatically. You have to add them manually.

Thanks. I thought I saw a post somewhere that they did, but when I couldn't get it to happen, I figured they did not.

Varamina
January 18th, 2025, 07:30
How do I give a long rest to the players? I searched the forums and online, and it says to "right click on the character's sheet portrait and select rest. When I do this, all I have are Export Record, Close, and minimize. I tried using the combat tracker like you would with normal D&D. I can't figure out how to do it. Thanks, probably missing something simple.

superteddy57
January 18th, 2025, 07:48
5E or any other DnD based ruleset has this feature, but Fallout does not. I'm not aware of a rest mechanic in the rules. It would have to be handled manually if I'm incorrect on this.

superteddy57
January 18th, 2025, 07:49
You might want to check the wiki for more specific features the ruleset does offer.
https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/2054651905/Fallout+2d20+Ruleset

mmdestiny
January 20th, 2025, 01:03
Hi folks, got a few things to report.

-The Aim function works as intended in terms of specific body parts being hit on a successful roll, however the Difficulty +1 penalty only fires when used by PCs (or GM-controlled PCs). It does not fire when used by NPCs. Perhaps something to do with the differentiation between attack rolls fired from character sheet and those from the the Combat Tracker?

-Similarly, NPC's do not throw a Cover Roll with COVER: # <loc> effects applied to them. Cover Rolls fire as intended when the same <loc> effects are applied to PCs. COVER: # effects (cover applied to all body parts) throw a cover roll as expected when applied to both PCs or NPCs.

-There appears to be an unintended side effect of the Fast Shot trait. While the text says "You cannot benefit from the Aim action," the location hit in the attack roll seems to always be disregarded and replaced with another location during the combat dice roll. This could be frustrating, if someone decides to spend AP to add combat dice on a melee attack based on the location they think they're hitting.

superteddy57
January 20th, 2025, 04:32
I pushed a hotfix for the first two reports. As for the trait. Many Perks and traits are not setup to be handled automatically. All attacks and damage rolls will roll on the random location chart for the NPC/PC when the aim widget isn't used. I'm not seeing an issue on my end with this between attack and damage. You might need to provide more information on the issue, such as exact steps in reproducing steps and images to help me replicate what you are seeing. The trait isn't handled automatically and would require the player not use the aim widget on the desktop per what I am reading of the text for the trait.

mmdestiny
January 20th, 2025, 14:23
I pushed a hotfix for the first two reports. As for the trait. Many Perks and traits are not setup to be handled automatically. All attacks and damage rolls will roll on the random location chart for the NPC/PC when the aim widget isn't used. I'm not seeing an issue on my end with this between attack and damage. You might need to provide more information on the issue, such as exact steps in reproducing steps and images to help me replicate what you are seeing. The trait isn't handled automatically and would require the player not use the aim widget on the desktop per what I am reading of the text for the trait.

Good morning. Thanks for the quick hotfix.
I'll have to dig in a little later after work for more detailed reporting on the Fast Shot, but I got a chance to test the hotfix.

AIM
--NPC's now take the DC+1 penalty. Fixed!
--New (minor issue) issue introduced. The chat readout now appears to be bugged for a character with VATS. The results are still correct, but the readout is showing an Aim penalty for VATS Aim where none existed before. Screenshot attached. 1 success VATS Aim vs 1 Defense (Aim +1) = Hit. Again, the OUTCOME is correctly a hit, but the (Aim +1) text shouldn't be there for a character with VATS.

COVER:
--Still having issues getting cover rolls to fire for NPCs. Same screenshot.


63257

mmdestiny
January 20th, 2025, 15:05
Sorry to double-post, but the first update I submitted this morning is in moderation (because I don't think I attached a screenshot properly) and this new information informs that update so they should be viewed together.



Good morning. Thanks for the quick hotfix.
I'll have to dig in a little later after work for more detailed reporting on the Fast Shot, but I got a chance to test the hotfix.

AIM
--NPC's now take the DC+1 penalty. Fixed!
--New (minor issue) issue introduced. The chat readout now appears to be bugged for a character with VATS. The results are still correct, but the readout is showing an Aim penalty for VATS Aim where none existed before. Screenshot attached (Screenshot 2025-01-20 091637.jpg). 1 success VATS Aim vs 1 Defense (Aim +1) = Hit. Again, the OUTCOME is correctly a hit, but the (Aim +1) text shouldn't be there for a character with VATS.

COVER:
--Still having issues getting cover rolls to fire for NPCs. Same screenshot.


Maybe the Aim isn't fixed. Seems a few new issues have arisen haha. In addition to the above, it appears that the Aim + 1 is being applied cumulatively to Defense. After the first aim on a target, if another character attacks the same target, the target's Defense is 1 higher than it should be. Screenshot attached (Screenshot 2025-01-20 094536 copy.jpg with annotations for the VATS issue I mentioned in the first reply this morning as well).

superteddy57
January 20th, 2025, 16:59
Vats isn't factored in the roll and would have to be handled manually. As for cover, it's rolling on my end and the chat output doesn't help much we might need to see more of the combat to see what the issue is.

63261

superteddy57
January 20th, 2025, 17:03
Sorry, here the combat example with an aimed attack, it adds to the defense correctly by making it 2 from the assaultron's initial defense 1 when the paladin aims.
63262

mmdestiny
January 20th, 2025, 18:55
Sorry, here the combat example with an aimed attack, it adds to the defense correctly by making it 2 from the assaultron's initial defense 1 when the paladin aims.
63262

I appreciate you working with me on this. Hopefully this will illustrate the issue succinctly.
Best I can tell, since the hotfix there is some weird persistence going on in the DEFENSE field from the Aim + 1.

I jury-rigged some test PC's to (almost) always get me the number of hit successes to illustrate.

(aim persistence 1.jpg here)
-Note that Rad Rocky has a default DEFENSE of 1 (also the COVER: 1 Head effect, just so I could multitask the test).

-Old Tallman aims at the head. Attack roll 3 vs [DEFENSE: 2 (Aim + 1)]. Hit.

-Damage rolls, but no cover roll.

-PC1 attacks, does not aim. Attack roll 1 vs [DEFENSE 2????] Miss????

(aim persistence 2.jpg here)
-All records cleared from CT. Brand new encounter.

-Old Tallman attacks, does not aim. Attack roll 1 vs [DEFENSE 2????] Miss????

The Aim + 1 to defense appears to be persistent, even across encounters.

mmdestiny
January 20th, 2025, 18:59
To add further, any new enemy I add to the CT has their DEFENSE one point higher than it should be.

superteddy57
January 20th, 2025, 20:28
I pushed a hotfix for the issue. It appears a typo slipped through. I also updated the chat output further to display the difficulty in a green circle box near the roll and complications will display on their own line.

mmdestiny
January 20th, 2025, 23:22
I pushed a hotfix for the issue. It appears a typo slipped through. I also updated the chat output further to display the difficulty in a green circle box near the roll and complications will display on their own line.

Thanks again for working with me. I've started a brand new campaign for testing.
I've got great news, and not so great news (hope I don't end up being an annoyance...QA is my career so...sorry about that lol)

The Good!
After extensive testing, I've found why COVER wasn't working! There is a difference in the casing being checked for between NPC COVER and PC Cover.
PC COVER ONLY worked when the first letter of each <loc> is capitalized (Head, Left Arm, Torso, etc) and does NOT worth for lower case.
CONVERSELY, NPC COVER ONLY worked when <loc> is entirely lower case.
I've tested all 12 possibilities (6 loc * 2 casing options) on both PCs and NPCs and this was the case (no pun intended) across the board.

The Not so Good
Aim is now back to not actually increasing the DC for the attack roll. The (Aim +1) text is still there, but the successes are still being compared to the default DEFENSE. Both PC attacks and NPC attacks. It's hard to tell if the persistence issue we saw earlier is happening, because the DEFENSE never increments (Screenshot attached). PC1 makes a 1 success aimed roll and lands a hit against Rad Rocky, base Defense 1 (which should increase to 2 with Aim+1)

The Weird
The skill DC test green circle and red complication additions are a nice touch, but just a heads up - the DC green circle for me was always showing one higher than the D1, D2, D3 etc that was selected. A D0 roll showed D1, D5 roll showed D6 etc.

I feel like we're almost there though!

superteddy57
January 21st, 2025, 05:57
I adjusted the code to not regard casing. I pushed another hotfix and this should adjust the defense value now.

mmdestiny
January 21st, 2025, 06:37
I adjusted the code to not regard casing. I pushed another hotfix and this should adjust the defense value now.

I was SO CLOSE to giddily writing "You did it! It's all fixed!" because indeed the Aim is working perfectly (both NPC and PC) and Cover rolls were firing for both PC and NPC (though only if I made the COVER: # <loc> lower case, but I digress, it works that's all that matters) when I came across one last snag.

Somewhere, amongst all of this, the "all locations" COVER: # broke. For all I know it could have been the 1st hotfix last night that broke it -- since that was the one area of COVER that always worked from the start, I had stopped testing it.

To be honest though, I'm not sure if it's worth fixing. Should there really be an effect for total cover? Wouldn't that mean the target can't be seen, and therefore isn't eligible for targeting anyway?
Regardless, even without the total cover effect working, it can still be achieved by putting all six effects on (however tedious that may be). So this one minor snag aside, both issues can be fully utilized.

You do great work, Dominic, thank you.

superteddy57
January 21st, 2025, 06:55
I'll take a second look once I am able to circle back. Currently buried under my current project and that might need a day or two to investigate. Was thinking of just removing the all option entirely and having the code assume if no location specified it's covering all locations at that point.

mmdestiny
January 21st, 2025, 13:06
having the code assume if no location specified it's covering all locations at that point.

It's funny you should say that, because up until now doing EXACTLY that WAS firing cover for all locations for me, if you refer back to my prior reports. That was the only syntax that reliably worked across the board.

COVER: 3
Until one of the hotfixes broke it, that verbatim would roll 3 for anyone, even the NPC's that I originally had trouble with. I apologize if I wasn't clear on that.

I had always done so because of this (attached) line on FG's effects list for the ruleset

mmdestiny
January 25th, 2025, 04:40
The Weird
The skill DC test green circle and red complication additions are a nice touch, but just a heads up - the DC green circle for me was always showing one higher than the D1, D2, D3 etc that was selected. A D0 roll showed D1, D5 roll showed D6 etc.


Sorry to pile on but just got off a session with my players and in addition to the above issue with the green DC circle always displaying 1 higher than the selected DC, I think the hotfix this was introduced in also broke healing?

Attempting to use the healing "+" button on a target always returns this error to the console (we had no issue with healing in our Sunday session):

Script execution error: [string "Fallout 2d20:...ipts/manager_action_heal.lua"]136: attempt to perform arithmetic on field 'nSuccess' (a nil value)

superteddy57
January 25th, 2025, 06:40
Pushed a hotfix for both the difficulty number being 1 more than the actual difficulty and the healing error message.

SamuraiZ3R0
February 1st, 2025, 01:13
I've been experiencing issues regarding rerolls on D20s. The animations appear on screen, but the result is not displayed on chat and we get the following massage on log:

"[1/31/2025 10:02:31 PM] [ERROR] Script execution error: [string "Fallout 2d20:..ts/manager_action_attack.lua"]:362: attempt to index global 'rMessage' (a nil value)"

Also, when rerolling DCs for damage, both the fist roll and the rerolled result are assigned to the target.

63351

In the example above, the Honey Beaste suffered 17 damage.

superteddy57
February 1st, 2025, 05:18
I've been experiencing issues regarding rerolls on D20s. The animations appear on screen, but the result is not displayed on chat and we get the following massage on log:

"[1/31/2025 10:02:31 PM] [ERROR] Script execution error: [string "Fallout 2d20:..ts/manager_action_attack.lua"]:362: attempt to index global 'rMessage' (a nil value)"

Also, when rerolling DCs for damage, both the fist roll and the rerolled result are assigned to the target.

63351

In the example above, the Honey Beaste suffered 17 damage.

Thanks for the report. I'll take a look. As the ruleset is currently in a locked down status for a new beta, any updates will be pushed to the Test server and will go Live when the beta is pushed.

The_Great_DM
February 15th, 2025, 15:49
I saw that others are having issues with Rerolling. So I'll also add my errror message as a player incase it helps.
The Error message
Script execution error: [string "Fallout 2d20:...pts/manager_action_skill.lua"]:471 attempt tp perform arithmetic on field 'nDifficulty' (a nil value)
Thanks. I did read the rules are locked so this is for the future I guess maybe.

superteddy57
February 15th, 2025, 18:28
I tested this on the Test server and not seeing this issue. Also the code line it's referencing is no longer in the code. So I would say it's working and will be pushed with the rest of the other rulesets when the beta ends.

VikingOfScience
February 19th, 2025, 17:50
https://youtu.be/7zu-xzH39eM

Hi FG Team, I've attached a video of a Major Bug in Fallout RPG that cropped up as we started playing.

Thanks for your attention!

superteddy57
February 20th, 2025, 14:28
Pushed hotfix for this issue. Please run update again.

Pathicc
February 21st, 2025, 21:11
Hey,
I'm not sure if it's a bug or I can't find an option for it, but after adding a trait / perk / language / allies to the Abilities tab, it can't be removed, the edit option is missing.

Thanks for your work and time!

superteddy57
February 21st, 2025, 21:30
The edit button is in the bottom right corner of the window.

SamuraiZ3R0
February 22nd, 2025, 01:25
The d20 rerolling issue has been adresses properly, however, the DC damage rerolling still persists. When rerolling for damage, both the first roll and the reroll are assigned as damage to the target adding up the total.

superteddy57
February 22nd, 2025, 05:09
The d20 rerolling issue has been adresses properly, however, the DC damage rerolling still persists. When rerolling for damage, both the first roll and the reroll are assigned as damage to the target adding up the total.

The damage needs to be rolled back manually and is something I've had on my todo list for some time. It's been this way since release. When the ruleset gets a thumbs up for expansion, it's the first thing to expand.

SamuraiZ3R0
February 22nd, 2025, 14:25
Really? Damn, I've been neglecting it the whole time. No wonder my encounters were relativelly easy.

shrewantics
February 22nd, 2025, 18:02
On the Combat Tracker, when the PC makes and attack and causes damage to the NPC is works fine, but when the NPC makes an attack, and tries to cause damage the following error appears...

[2/22/2025 5:55:57 PM] Fantasy Grounds - v4.6.6 ULTIMATE (2025-02-20)
[2/22/2025 5:55:57 PM] RULESET: Fallout Ruleset (2025-02-19) for Fantasy Grounds
Copyright 2025 Smiteworks USA, LLC and Modiphius Entertainment, Ltd.
[2/22/2025 5:55:57 PM] RULESET: Core RPG ruleset (2025-02-18) for Fantasy Grounds
Copyright 2025 Smiteworks USA, LLC
[2/22/2025 5:55:57 PM] MEASURE: LOAD - PART 2 - 5.2776259
[2/22/2025 5:56:49 PM] [ERROR] Handler error: [string "Fallout 2d20:scripts/manager_combat2.lua"]:183: attempt to index local 'sLocation' (a nil value)
[2/22/2025 5:57:16 PM] [WARNING] bitmapwidget: Asset (portrait_id-00003_token) does not exist
[2/22/2025 5:58:46 PM] [ERROR] Handler error: [string "Fallout 2d20:scripts/manager_combat2.lua"]:183: attempt to index local 'sLocation' (a nil value)

Many thanks

superteddy57
February 22nd, 2025, 19:12
Is the NPC something you created or from one of the modules? If so, which module?

shrewantics
February 22nd, 2025, 22:08
The bloatfly from the main rulebook, many thanks

superteddy57
February 23rd, 2025, 03:11
Thanks, I pushed another hotfix that should sort out the errors from popping up.

banesorka
March 1st, 2025, 13:45
Using the latest update, when attacking a hostile NPC we no longer have the result that shows the difficulty/defense of the hostile npc.

Before, we had the result that showed Defense 1 and successes 3. We could quickly do the math and award the Action points. Now we only get the total successes and if it is a hit or not. I have to either remember each npcs defense or pull up their record to get it and award the Action points.

Could we get that added back please?

Thanks in advance!

superteddy57
March 1st, 2025, 14:48
Successes are in the chat output with the big number to the right of the rolled dice

superteddy57
March 1st, 2025, 14:52
I had the message outputs in reverse so the players would have seen the full details while the GM would not. I pushed this fix Live.

banesorka
March 1st, 2025, 14:52
Thanks!

banesorka
March 1st, 2025, 16:34
Just finished with a game and have the following bugs and a one QOL request if possible. Worth noting this is before updating to the push you made a today as we were in the middle of a session when I posted about the success and defense results.

QOL
Party Inventory:
We would love to be able to add items to a shared inventory location. We have been using a shops from the forge, but it is not quite up to date and is starting to cause errors when the players remove items.

Vehicle Cargo:
Is there any way this can be similar to player inventory so that we can drag and drop items into the vehicle cargo?


Bugs

Hit Location issue:
One of my players has dogmeat, but in this combat, dogmeat was not part of the combat tracker, nor was dogmeat on the map. Any time a npc attacked this player's character, it was treating him like a quadruped, targeting left front leg instead of left arm. While some effects like Breaking still applied to the PC, the rest of the damage and other effects did not. The other PCs who do not have a dogmeat trait did not have this issue, they were targeted normally. Example: NPC attacks PC, location hit is left front leg, damage gets rolled, but does not get applied anywhere.


Power Armor Interfering with damage:
When attacking a PC with power armor that is in pristine condition, everything seems to work fine, but, when a part of the power armor is fully broken, and the PC takes direct damage, any damage done to another part of power armor that is not broken wipes out the wounds on the PC. Example: BOS Paladin with PA. PA is good to go, attack deals 5 over the DR of the Torso, breaking the Torso. Next Attack hits the torso again dealing 5 damage to the Paladin. Next attack hits the left arm and is absorbed by the DR. The 5 damage the Paladin took from the previous attack is cleared out on the character sheet.

superteddy57
March 1st, 2025, 16:59
First, don't update during a session, that is just a bad habit.

Party Inventory
This is something you would need to discuss with the extension developer. We have no current plans in adding this feature as of yet.

Vehicle Cargo
This is a bug and will have to look a bit deeper as the vehicle is on the partysheet and as a child it's not accepting the drops. Works fine with it as a normal record, but not in the partysheet. So I will add it to my list

Hit Location
Need to share with me that character for me to test with it. I can't replicate with the characters I have on hand.

Power Armor
I'll look this over and see if something got mixed up, but will require more testing on my end.

banesorka
March 1st, 2025, 17:20
We did not update during the session, I was just trying to convey that this issues are from the version before your update that was just pushed. I actually still have not updated since I am working on things still.

Here is the PC that is somehow being treated as a quadruped. https://drive.google.com/file/d/1dykD94y-aNx4ZyoQOt1nTbEcvGbmxF6v/view?usp=sharing

If you need anything else to help let me know.

Thanks!

superteddy57
March 1st, 2025, 17:47
Ah misunderstood. I'll check out the character thanks

superteddy57
March 3rd, 2025, 08:06
Pushed fix for the issue with the ally locations being used instead of the parent character.

banesorka
March 3rd, 2025, 08:08
Thanks!

SamuraiZ3R0
March 9th, 2025, 01:11
Every time the players deal damage we get this message:
[3/8/2025 10:06:51 PM] [ERROR] Handler error: [string "Fallout 2d20:scripts/manager_combat2.lua"]:184: attempt to index local 'sLocation' (a nil value)