View Full Version : Error when using the new party formation screen
Lo Zeno
September 8th, 2022, 16:44
I was testing the new party formation screen on an existing D&D 5E campaign, and when I click any of the three auto-fill formation buttons I get the following error:
[9/8/2022 4:21:51 PM] [ERROR] Script execution error: [string "scripts/manager_combat_formation.lua"]:33: attempt to index field '?' (a nil value)
I have disabled all the extensions, and the error persists. But if I create a new campaign from scratch, the error does not happen, so I suspect it might be due to some leftover of previously active extensions, possibly.
I have uploaded the campaign here:
https://1drv.ms/u/s!AhU4e1ugaj2RgthjDDIdAhxm1LB4FQ?e=2Fam7g
Zacchaeus
September 8th, 2022, 17:50
If it's working in a new campaign (and I can't reproduce any error in one) then it will be an extension that's likely the issue. All you can do is enable the extension in the new campaign one by one until you hit the problem.
Moon Wizard
September 8th, 2022, 17:52
It's because of some extension that sets up Cohorts? in the data. You've got 3 combat tracker entries all pointing to the same database source node, which is causing a problem with the routine that's pulling the information to build the formation, because it assumes a unique data record for every entry. You would get the same error if you added the same PC twice to the combat tracker.
I'll have to look to see what I might be able to come up with; but it also might have to be a change on the Cohorts extension.
Regards,
JPG
Lo Zeno
September 8th, 2022, 17:52
If it's working in a new campaign (and I can't reproduce any error in one) then it will be an extension that's likely the issue. All you can do is enable the extension in the new campaign one by one until you hit the problem.
I've just tried this, right after I wrote the post - I could not reproduce the error in the new campaign, even after enabling all the extensions I had in the original campaign.
Lo Zeno
September 8th, 2022, 17:56
It's because of some extension that sets up Cohorts? in the data. You've got 3 combat tracker entries all pointing to the same database source node, which is causing a problem with the routine that's pulling the information to build the formation, because it assumes a unique data record for every entry. You would get the same error if you added the same PC twice to the combat tracker.
I'll have to look to see what I might be able to come up with; but it also might have to be a change on the Cohorts extension.
Regards,
JPG
Ah, that might be it! Yes, it's the extension "Friend Zone" (https://forge.fantasygrounds.com/shop/items/170/view), I'll warn the developer in the extension's thread
Zacchaeus
September 8th, 2022, 18:05
AFAIK it works with Friends Zone but you need to drag the NPCs from the Combat Tracker to the party sheet for it to work properly. (I think I saw MeAndUnique mention that on Discord somewhere).
Moon Wizard
September 8th, 2022, 18:09
Ok, I found a couple items I could do to help on my side, which I'm working on.
But also, the Cohorts extension author needs to add support for cohorts to be looked up by the ActorManager code, by adding this to the top of a global script (if they don't already). I don't have the extension to check whether they do or not.
ActorManager.registerActorTypePathHandler("charsheet.*.cohorts.*", "npc");
There's still the issue of the same cohort (skeleton) being dragged three times onto the combat tracker being seen as one entity; but that's expected for the same reason that the same PC pulled twice onto the combat tracker would be seen as the same creature with two combat tracker entries.
Regards,
JPG
Lo Zeno
September 8th, 2022, 18:16
AFAIK it works with Friends Zone but you need to drag the NPCs from the Combat Tracker to the party sheet for it to work properly. (I think I saw MeAndUnique mention that on Discord somewhere).
I'll have to join their Discord for more details, then, because dragging the NPCs to the party sheet is not adding them into the party sheet (if that is what's supposed to happen)
Lo Zeno
September 8th, 2022, 18:18
There's still the issue of the same cohort (skeleton) being dragged three times onto the combat tracker being seen as one entity; but that's expected for the same reason that the same PC pulled twice onto the combat tracker would be seen as the same creature with two combat tracker entries.
That might be due to one of my players being able to summon multiple skeletons: before the party formation feature I gave them the Skeleton NPC in their Cohorts list (from the Friend Zone extension) and they used to drag it to the map multiple times depending on how many skeletons they summoned. I'll have to find another workaround for multiple summons for them.
Zacchaeus
September 8th, 2022, 18:46
I'll have to join their Discord for more details, then, because dragging the NPCs to the party sheet is not adding them into the party sheet (if that is what's supposed to happen)
I just tested and it does in fact work.
Add the cohort to the PC sheet. Add it to the Combat tracker by dragging from the PC sheet. Drag the PCs and NPCs from the Combat Tracker into the party sheet. Use the green skull icon to drag the PCs/NPCs onto the map.
ChipDancer
September 8th, 2022, 20:09
Just gonna toss this out: I am not a happy person with this update as it has totaled my campaign. I've unloaded every extension and am getting a ridiculous amount of errors just trying to open combat tracker let alone add or remove a character!
Question: Do I need to go into the forge and disable those extensions on top of disabling them within the campaign launch properties window?
ChipDancer
Zacchaeus
September 8th, 2022, 20:13
No, simply not selecting them in your campaign will not load them into the campaign. However there could still be code left in the db.xml from the extensions you have disabled which may well cause errors.
ChipDancer
September 8th, 2022, 20:15
FRACK!
Not what I wanted to hear. What is the best course of action to recover from this if it is a corruption in the db.xml please?
ChipDancer
Zacchaeus
September 8th, 2022, 20:21
Post the db.xml here and we can take a look.
The other option is to enable the extensions one by one in a new campaign until you get an error; and then you'll know exactly which extension(s) to disable.
ChipDancer
September 8th, 2022, 20:36
Here is both the console.log and the DB.xml.
Thanks for the help! :)
Working on testing a blank campaign with extensions while you look into this.
ChipDancer
ChipDancer
September 8th, 2022, 20:45
FYI
I created a fresh new Pathfinder 1E campaign, no mods or extensions loaded, and am still getting what appears to be the same errors.
Console Log included
ChipDancer
Zacchaeus
September 8th, 2022, 20:49
I'm not getting any errors from the db file. I should probably have asked what ruleset you were using. It opens fine in 5e but I suspect that's not the ruleset being used.
ChipDancer
September 8th, 2022, 20:52
It's listed in the condole log start up sequence, but to save you time, it's Pathfinder 1E.
ChipDancer
Zacchaeus
September 8th, 2022, 20:55
The console log shows that you are loading the CoreRPG ruleset from 16th August. Try deleting the CoreRPG,pak file from your rulesets folder and update FGU. If there are any folders inside the rulesets folder delete those as well.
ChipDancer
September 8th, 2022, 20:58
Is it normal to load the 3.5e ruleset for Pathfinder 1E? The errors look like their coming from the 3.5e ruleset.
From Console.log for the new blank campaign:
[9/8/2022 3:52:40 PM] FGU: v4.2.2 ULTIMATE (2022-06-07)
[9/8/2022 3:52:40 PM] OS: Windows 10 (10.0.19042) 64bit
[9/8/2022 3:52:40 PM] GRAPHICS: NVIDIA GeForce GTX 1060 6GB : 6052
[9/8/2022 3:52:40 PM] UI SCALE: 1.25
[9/8/2022 3:52:40 PM] USER: ChipDancer
[9/8/2022 3:52:40 PM] Launcher scene starting.
[9/8/2022 3:52:45 PM] Starting private server mode. [(10.10.10.64:1802) (fe80::9d56:99bc:f384:e3d1:1802)]
[9/8/2022 3:52:45 PM] Game server started. [10.10.10.64:1802]
[9/8/2022 3:52:45 PM] Launcher scene exiting.
[9/8/2022 3:52:45 PM] Tabletop scene starting.
[9/8/2022 3:52:45 PM] NETWORK STATUS: [Server] [Connected]
[Server Type - LAN]
[9/8/2022 3:52:46 PM] MEASURE: RULESETS LOAD - 0.8786113 - PFRPG
[9/8/2022 3:52:46 PM] MEASURE: EXTENSIONS LOAD - 0.0009998 - 0
[9/8/2022 3:52:57 PM] MEASURE: MODULE LIST BUILD - 10.546331 - 318
[9/8/2022 3:52:57 PM] MEASURE: REFRESH IMAGE ASSETS - 0.4979961
[9/8/2022 3:52:57 PM] MEASURE: REFRESH PORTRAIT ASSETS - 0.0661468
[9/8/2022 3:52:58 PM] MEASURE: REFRESH TOKEN ASSETS - 0.4917519
[9/8/2022 3:52:58 PM] MEASURE: ASSET LIST BUILD - 1.0558948
[9/8/2022 3:53:00 PM] MEASURE: LOAD - PART 1 - 14.7870241
[9/8/2022 3:53:01 PM] RULESET: Pathfinder (1E) ruleset (2022-09-06) for Fantasy Grounds
Copyright 2022 Smiteworks USA, LLC
[9/8/2022 3:53:01 PM] RULESET: Dungeons and Dragons (3.5E) ruleset (2022-09-06) for Fantasy Grounds
Copyright 2022 Smiteworks USA, LLC
[9/8/2022 3:53:01 PM] RULESET: Core RPG ruleset (2022-08-16) for Fantasy Grounds
Copyright 2022 Smiteworks USA, LLC
[9/8/2022 3:53:01 PM] MEASURE: LOAD - PART 2 - 0.8131687
[9/8/2022 3:53:05 PM] [WARNING] Could not load script file (3.5E) (combattracker_host) (ct/scripts/ct_window_dnd.lua)
[9/8/2022 3:53:05 PM] [WARNING] template: Could not find template (spacer_ct_host_header_buttons) in class (combattracker_host)
[9/8/2022 3:53:05 PM] [ERROR] window: Control (label_wounds) anchoring to an undefined control (rightanchor) in windowclass (combattracker_host)
[9/8/2022 3:53:05 PM] [ERROR] window: Control (label_wounds) anchoring to an undefined control (rightanchor) in windowclass (combattracker_host)
[9/8/2022 3:53:05 PM] [ERROR] window: Control (label_nonlethal) anchoring to an undefined control (rightanchor) in windowclass (combattracker_host)
[9/8/2022 3:53:05 PM] [ERROR] window: Control (label_nonlethal) anchoring to an undefined control (rightanchor) in windowclass (combattracker_host)
[9/8/2022 3:53:05 PM] [ERROR] window: Control (label_temp) anchoring to an undefined control (rightanchor) in windowclass (combattracker_host)
[9/8/2022 3:53:05 PM] [ERROR] window: Control (label_temp) anchoring to an undefined control (rightanchor) in windowclass (combattracker_host)
[9/8/2022 3:53:05 PM] [ERROR] window: Control (label_hp) anchoring to an undefined control (rightanchor) in windowclass (combattracker_host)
[9/8/2022 3:53:05 PM] [ERROR] window: Control (label_hp) anchoring to an undefined control (rightanchor) in windowclass (combattracker_host)
[9/8/2022 3:53:05 PM] [ERROR] window: Control (label_wounds) anchoring to an undefined control (rightanchor) in windowclass (combattracker_host)
[9/8/2022 3:53:05 PM] [ERROR] window: Control (label_wounds) anchoring to an undefined control (rightanchor) in windowclass (combattracker_host)
[9/8/2022 3:53:05 PM] [ERROR] window: Control (label_nonlethal) anchoring to an undefined control (rightanchor) in windowclass (combattracker_host)
[9/8/2022 3:53:05 PM] [ERROR] window: Control (label_nonlethal) anchoring to an undefined control (rightanchor) in windowclass (combattracker_host)
[9/8/2022 3:53:05 PM] [ERROR] window: Control (label_temp) anchoring to an undefined control (rightanchor) in windowclass (combattracker_host)
[9/8/2022 3:53:05 PM] [ERROR] window: Control (label_temp) anchoring to an undefined control (rightanchor) in windowclass (combattracker_host)
[9/8/2022 3:53:05 PM] [ERROR] window: Control (label_hp) anchoring to an undefined control (rightanchor) in windowclass (combattracker_host)
[9/8/2022 3:53:05 PM] [ERROR] window: Control (label_hp) anchoring to an undefined control (rightanchor) in windowclass (combattracker_host)
[9/8/2022 3:54:32 PM] Tabletop scene exiting.
[9/8/2022 3:54:33 PM] Launcher scene starting.
ChipDancer
ChipDancer
September 8th, 2022, 21:02
Good catch sir!
Testing now...
ChipDancer
ChipDancer
September 8th, 2022, 21:08
Zacchaeus,
You are awesome!
I didn't catch that the corerpg.pak was out of date and wouldn't even have known to look at that until now, so thank you.
My test campaign worked without error.
My actual campaign worked not only without error but runs like 10x faster that say last week! WOW!!!
The only question is why wasn't the corerpg.pak updated? Enough to know that in the future this is something to keep an eye upon and I hope this helps out others who will no doubt be experiencing this issue! :)
Thanks again sir!
Now back to loading extensions and testing...I got nine players all freaking out and praying! LOL!!!
(^_^)
ChipDancer
Zacchaeus
September 8th, 2022, 21:11
It should have updated; but computers. So it clearly didn't update properly for whatever reason.
ChipDancer
September 8th, 2022, 21:27
Now all that remains is to figure out which extension is breaking the combat tracker as it worked fine without any loaded LOL!
Thanks again, I'll post which one it was when I got it narrowed down so others might find it of use!
ChipoDancer
ChipDancer
September 8th, 2022, 22:24
The extension that broke my campaign is the StrainInjury Plus Extended Automation and Overlays series, all of the alts versions also break combat tracker.
ChipDancer
BaneTBC
September 8th, 2022, 22:43
I actually put multiple entries on the Cohorts tab for the creatures (like skeletons or zombies) and just give them additional names (Abbott and Costello, Fric and Frac, et al) and drag out the number needed. I dread looking at if they had to do 20 or something of them. But that avoids trying to create multiple creatures in the CT from one entry in the Cohorts tab.
dbachen
September 9th, 2022, 13:55
Ok, I found a couple items I could do to help on my side, which I'm working on.
But also, the Cohorts extension author needs to add support for cohorts to be looked up by the ActorManager code, by adding this to the top of a global script (if they don't already). I don't have the extension to check whether they do or not.
ActorManager.registerActorTypePathHandler("charsheet.*.cohorts.*", "npc");
There's still the issue of the same cohort (skeleton) being dragged three times onto the combat tracker being seen as one entity; but that's expected for the same reason that the same PC pulled twice onto the combat tracker would be seen as the same creature with two combat tracker entries.
Regards,
JPG
I let M&U know that this thread existed so that they can come take a look at your message.. Thanks for taking the time to reply with the code.
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