View Full Version : Fishing! (5E)
jkeller
February 9th, 2026, 21:08
https://forge.fantasygrounds.com/shop/items/2836/view
The Fishing Fun extension automates fishing. Though it's fairly crunchy, it's designed to be
simple for the players - all they need to do is equip a rod, and use the Fishing skill button
to cast or reel.
Some of the mechanics were inspired by: Nefarious Nautilus (http://https://www.reddit.com/user/NefariousNautilus/)
To use, you need to select the extension when loading your campaign, and then activate the Fishing Fun module (which has the data tables).
- It supports lots of gear (rods, bait, lures, lines, nets), and you can add your own if you want.
- Equipping a rod adds a Fishing skill; all other gear is optional.
- Gear can affect your chance to hook, reel, and catch a fish.
- A character's species, proficiencies (Nature/Survival), and background can help too (and are automatically applied).
- DM may allow Str or Dex bonuses (by setting the skill attribute).
- It supports different tables of random fish (by biome), and you can modify them or add your own tables.
- Tables can have non-fish junk, or unique legendary fish.
- Fish can have many different traits which affect your chance to catch them.
- There's a button so the DM can open a configuration panel (to select the biome, etc).
- A table of fishy loot is provided if you want to provide some rewards.
There's no built-in support for hosting a tournament (yet), but you can do so fairly easily.
Just have the players take turns (like in combat), and reward the first catch, most catches,
biggest catch, and/or rarest catch.
Note that characters need to be on the Combat Tracker (at least in this version), since much of the data is tracked as effects.
As always, feedback is appreciated!
Version History
0.6 - added support for Better Menus, and /fish now opens the UI
0.5 - added a configuration toggle to control if caught fish are added as inventory items
- added achievements
0.4 - added Rarity field to the fish tables
- add the caught fish to the PC's inventory
- consolidated the Hooked and Distance fields into a single effect
0.3 - added the configuration window (opened via the fish button)
0.2 - added a Fish tab on the character sheet to track catches
- standardized fishing gear sub-types, to only allow 1 of each type to be equipped (e.g. bait, lure, or line)
- added a lock to prevent rolling while a roll is ongoing
- added support for ADV/DIS when casting
0.1 - Initial release
Tempered7
February 9th, 2026, 21:53
Now Solo DnD sessions will turn into an MMO :)
I can't give you rep but thanks for this!
Im totally reenacting this (Baelin's Route):
TQAfCzf-mSE
jkeller
February 12th, 2026, 20:38
Version 0.3 is up. The config window is in place.
https://i.ibb.co/prL4wHXx/Coniguration-Options.jpg
estrolof
February 13th, 2026, 04:54
This is quite a neat idea! Mini-games during the exploration phases?! Fancy.
I did too much fishing in Red Dead Redemption Online and World of Warcraft (won the Stranglethorn contest back in the day, *shudder*). I'll be proposing it to my group for sure.
I already primed their interest (though we didn't know it at the time) when they found a curios magic item in the town fishing pond. A bucket. When the bucket is filled with water, it connects itself to one of several far flung water sources. A user can fish in the bucket (like an ice-fishing hole, provided the fish can fit through the mouth of the bucket). It had been in the pond for years, filled. Because the fish didn't need to be caught, they could simply swim through on accident, that's what happened...strange fish were leaking into the pond one at a time. Many didn't thrive, coming from salt water or frigid waters, or lacking their preferred food source. But when a lad caught a fish that shouldn't have been in the town pond and started the PCs looking (thank you Polymorphism). They became an otter and swam down. There they met an angry crab who thought itself king of the pond, a surly fish, and eventually captured a rare large sapphire snail (whose shell is valued by artists and jewelers - they're now breeding the darned thing).
They often take their young ward to that pond during down time (or when trying to avoid responsibility). So...they may love your little invention here!
jkeller
February 13th, 2026, 15:46
That sounds fun!
If you like, you can create a special table just for fishing in the bucket (just copy one of the existing ones, and name it either "Biome ..." or "... Fish").
You could just use the "All Fish" table, but there are quite a few that wouldn't fit through a bucket :)
The campaign I developed it for started aboard a ship, so I have several mini-games. The next ones I plan to automate (as extensions) are a nautical themed dice gambling game, and a dwarven drinking contest.
estrolof
February 14th, 2026, 03:45
I'll keep an eye peeled for the drinking one. (One of the PCs is called "Two-Pint" for both their size, and how many they need just to cope with the Rogue, so they'll be thrilled.)
thedruidreyn
February 16th, 2026, 01:10
I absolutely love this, and can't wait to use it in my upcoming mashup of Waterdeep: Dragon Heist and Storm King's Thunder!
I have just one request: Any chance you could work with celestian to make the Fishing configuration button compatible with Better Menus (https://www.fantasygrounds.com/forums/showthread.php?58226-Better-Menus-(CoreRPG-5E-etc))? If not no worries, using a workaround by pinning the config menu to my hotbar, but would love this to be accessible via Better Menus at some point.
Thank you!
jkeller
February 16th, 2026, 02:23
Sure, I'll take a look - I just grabbed that extension to test with.
jkeller
February 16th, 2026, 02:43
Any chance you could work with celestian to make the Fishing configuration button compatible with Better Menus (https://www.fantasygrounds.com/forums/showthread.php?58226-Better-Menus-(CoreRPG-5E-etc))?
Done! Also just FYI, you can (now) open the UI with the /fish command. Enjoy!
thedruidreyn
February 16th, 2026, 06:00
Awesome, jkeller, thank you so much for the speedy update!
I'm finding some compatability issues with other extensions resulting in a script error and the fish not properly 'catching', but doing some testing on my end to see if I can't narrow down which extensions are colliding with yours - will update this post when I have more to go on.
Edit: So far it looks like, for some reason, Better Combat Effects Gold (https://www.fantasygrounds.com/forums/showthread.php?72284-5E-Better-Combat-Effects-Gold) seems to not play nicely with Fishing Fun. I've hit this same handler error after enabling this extension specifically in my testing:
66618
After going back out and disabling Better Combat Effects Gold, went back in and sure enough - no handler errors, plenty of fish caught.
jkeller
February 16th, 2026, 14:25
Thanks for the stack trace! I have Better Combat Effects (but not Gold at the moment). I'll see if I can figure out what's up.
jkeller
February 16th, 2026, 15:21
Thanks for the feedback! I duplicated the issue (using Better Effects, not the Gold one). Something (I'm still not sure what) was removing the trailing ";" after the Weight in the Hooked effect. This caused my parser to fail. I've removed the requirement for the semi-colon, and it seems to work fine now.
I'm considering moving that currently-hooked-fish data into the database, which would make it more reliable I think. But as DM, I like seeing that data (fish, rarity, traits, weight), so I'm still debating.
thedruidreyn
February 16th, 2026, 17:27
Thanks for the feedback! I duplicated the issue (using Better Effects, not the Gold one). Something (I'm still not sure what) was removing the trailing ";" after the Weight in the Hooked effect. This caused my parser to fail. I've removed the requirement for the semi-colon, and it seems to work fine now.
I'm considering moving that currently-hooked-fish data into the database, which would make it more reliable I think. But as DM, I like seeing that data (fish, rarity, traits, weight), so I'm still debating.
Can't thank you enough for the quick updates to this! Confirmed that it is now working with Better Combat Effects Gold enabled.
I agree, I like seeing the hooked-fish data appear where it is now. I feel like it gives you more to play with, narratively, as players are engaging in this mini-game.
SmackDaddy
February 18th, 2026, 20:53
Version 0.3 is up. The config window is in place.
https://i.ibb.co/prL4wHXx/Coniguration-Options.jpg
My characters love fishing in the Astral Sea.... any way to incorporate a fleshed out Astra Sea Biome?!? Purty Please?!?! :)
jkeller
February 18th, 2026, 21:05
My characters love fishing in the Astral Sea.... any way to incorporate a fleshed out Astra Sea Biome?!? Purty Please?!?! :)
Absolutely! You can add a table for any biome you like. Just copy the structure of one of the other tables. It must have the same fields, and the name must start with "Biome" or end with "Fish" (so, "Biome - Astral Sea" or "Astral Sea Fish" for example). If you create one, please post it, and I'll add it to the extension module. Thanks!
(I'd do it myself, but I don't actually know anything about the Astral Sea)
SmackDaddy
February 19th, 2026, 01:08
Got an error in chat practicing with player's characters where it says it can't find the tables
66646
Not to mention, Adding a fishing poll to the inventory and equip did not add the Fishing Skill, I had to do that manually, so I am not sure if this has something to with better effects gold or something with another Ext/Mod. And I never caught anything within any biome ....so I had no real clue why the 6d6 and 50 feet were there - do they react to the rolls?
jkeller
February 19th, 2026, 01:16
Interesting. It looks like another extension (not sure which one) wasn't expecting a custom skill like "Fishing".
Do you know which extension is checking for skill crits (that last line in your picture)?
I'm not sure if there's anything I can do about it (in the Fishing extension), but I can ping the other developer.
SmackDaddy
February 19th, 2026, 04:59
Skill Crits and also an extension where you can "Fail Forward" which a skill check
What is supposed to happen with the numbers in the fishing image (11) (6d6) and (50)? Got any example screesnhots of it working like it should be?
jkeller
February 19th, 2026, 14:49
Fail Forward is one of mine, so if that one is not handling custom skills, I can fix it.
Those number are:
11 - the default DC of the cast check (to hook a fish)
6d6 - a dice expression to roll the initial distance when a fish is hooked (average is 21 for 6d6)
50 - the "escape distance". If a fish swims past this distance, they escape
Various gear and attributes can affect these numbers. For example, bait gives you a bonus on your cast. Fish with the Timid trait start with +10 distance. The braided silk fishing line increases the escape distance by 20.
jkeller
February 19th, 2026, 15:13
Got any example screesnhots of it working like it should be?
The configuration UI won't change (unless you change the values). When you click the fishing skill, if no fish is hooked, it rolls a skill check. If that check is >= the DC, then a fish is hooked. It rolls on the selected biome table to determine which fish. When a fish is hooked, it adds two effects onto the PC (on the Combat Tracker). One effect just says "Hooked something" with the distance (for the client). The other shows the details about what was hooked, its weight, any traits it has, etc (only the DM can see this one).
If the PC rolls 20 when casting (or if the fish breaches), they get a glimpse of the fish (so the effect they can see will show the fish species instead of "something").
66649
Once a fish is hooked, if you click the Fishing skill, it does a contested check (PC vs fish). If the PC wins, the fish is pulled closer; if the fish wins, it swims away. Random events can effect this. Once the fish is pulled all the way in, it's caught; if it exceeds the escape distance (default is 50), it escapes.
jkeller
February 19th, 2026, 15:18
Adding a fishing poll to the inventory and equip did not add the Fishing Skill
Right, you need to actually equip it (by default, when you add an item to the inventory, it's "carried", not equipped).
This is true for most of the other gear too - like bait or lures. When equipped, you'll see the effect on the combat tracker. Some types of gear only allow one (like you can't equip two different bait); so when you equip another, it should automatically un-equip the first one.
Some gear (like the Landing Net) doesn't need to be equipped, just carried.
jkeller
February 19th, 2026, 16:01
Skill Crits and also an extension where you can "Fail Forward" which a skill check
It's not Fail Forward. I couldn't find a "Skill Crits" extension (searching in the Forge seems flakey at best). Any chance you could link it? Thanks.
Tempered7
February 19th, 2026, 16:49
It's not Fail Forward. I couldn't find a "Skill Crits" extension (searching in the Forge seems flakey at best). Any chance you could link it? Thanks.
There is your Crits ande Fumbles and another one that resembles it?
Critical Flavor: https://forge.fantasygrounds.com/shop/items/2238/view
and
Critical Flavor - Spells: https://forge.fantasygrounds.com/shop/items/2242/view
Also Theogeek's Nat20 has changes how crits work [but for 5E] https://forge.fantasygrounds.com/shop/items/161/view
jkeller
February 19th, 2026, 17:58
This one is mine (Crits and Fumbles) I think (though I haven't found the error yet):
66651
I'm not sure what this one is (though it seems to show the same error, which is weird):
66652
I tested Fishing Fun with Crits and Fumbles, and didn't see any errors when I rolled 1 or 20.
Tempered7
February 19th, 2026, 19:54
Ah.
I think they didn't load the [not the extension but] Crit and Fumbles module [which include the tables] in the Activation page?
SmackDaddy
February 20th, 2026, 00:05
I have turned off all my other "Fumble" tabs, all Rob2e effects modules, Grim Press' 5E Automatic Effects, and all Monster Loot tables from GRim Press. Next thing I'd have to send you a console export so you can see what's loaded and what potentialy is the cause. (Ive enabled the ext and module for fishing and "equip" a fishing pole and still doesn't make a fish skill for any other party member. And it still cannot find any tables...... *sigh*
Tempered7
February 20th, 2026, 00:17
I have turned off all my other "Fumble" tabs, all Rob2e effects modules, Grim Press' 5E Automatic Effects, and all Monster Loot tables from GRim Press. Next thing I'd have to send you a console export so you can see what's loaded and what potentialy is the cause. (Ive enabled the ext and module for fishing and "equip" a fishing pole and still doesn't make a fish skill for any other party member. And it still cannot find any tables...... *sigh*
Sorry, I was just trying to eliminate a possibility.
Im not the modder, jkeller is.
Let me test it again and edit here.
SmackDaddy
February 20th, 2026, 00:26
No problem
And JKeller I/ve attached my console log
Tempered7
February 20th, 2026, 00:40
Here's what I found:
Rod and bait equipped at both.
1- Clean 5E campaign, only Fishing Fun extension + module loaded: everything works well
66658
2-Million mods loaded [all working with each other otherwise]: Fishing skill is missing
All of them are free extensions.
66659
So, Im assuming another extension is preventing it.
Since I started it, I will try to filter out the extension that removes the Fishing skill also
But if you write the extensions you use, [as long as they are free] I can help you faster.
ERRATA: Wait, the fishing skill is in the char sheet, not skills window.
But even with almost all the free 5e extensions are loaded, the result:
66660
Tempered7
February 20th, 2026, 00:45
errata added
SmackDaddy
February 20th, 2026, 01:02
Another thing to note, is anything that does anything to the Combat Tracker (I use Silent Ruin's Combat Groups extensively)....wonder if that's a tripping up point
jkeller
February 20th, 2026, 01:02
Thanks for the log! I don't see any errors in it, but you do have a lot of extensions - so it's probably some kind of conflict.
When a fishing rod (from the Fishing extension gear which should be in the "Fishing Fun" group under ITEMS) is dragged onto the inventory, and then equipped, it should add the skill to the Skills tab of the character sheet. This should also work for the "Fishing Tackle" item (which is not part the extension). When the skill is added, most of the fishing gear also adds an Effect on the PC on the Combat Tracker (like Bait, Lures, etc).
The PC is also scanned when the session starts, so if the gear is already equipped, it should add the skill/effects.
The only thing I can think to do is provide a version of the extension (I can do so in my discord, link in my sig below), which will trace each step to see where it goes wrong. Would you be able to try that? It will take me a little while to create a debug version.
Since there are no apparent errors in the log, I'm assuming something is intercepting the equip event. But if that were the case, then when you restarted your session, it should still pick up the equipped gear (so it might be something else).
Here are the extensions from the console.log (too many to try and rule out):
5E Chat Effects
5E Elven Accuracy Extension version 1.6.1 b
5E Extension - Hexblade Curse v1.1 by Xelab
5E Extension - Rolling Mirror v1.0.6-rhagel
5e Legendary Assistant v2.1 by Stv
5e Luck extension version 1.3 by Stv
5e Modifier Buttons
5E Next Level XP Automation - for Fantasy G
5E Prepared Enhancement - v1.1 by Zarestia
5e Reactions Extension v 1.2.1 by Stv
5e Swap Initiative v1.4 by Stv
5e Undo Last Heal/Damage Extension v 1.4.1
5e Untarget on Death v1.0 by Stv
Absorb Effect v1.5\rCreated by mattekure 20
Achievement Tracker - Tracks character achi
Advanced Spell Damage v3.16
Advantages Extension 1.23 - Holding CRL key
AdvantagesCW Extension 2.5 - Will add in Mo
AdvantagesPA Extension 1.9 - Pointer Areas
Arcane Ward vv1.21\rby Ryan Hagelstrom 2022
Ask me v1.2.2 by Vaall
Assistant GM v1.34 for Fantasy Grounds Unit
Attack and Spell Fonts Extension v2.0:\rCha
Automatic Critical Damage - Extension v1.0.
Automatic Death Resistance - Extension v3.0
Automatic Elemental Adept - Extension v2.0\
Automatic Flanking and Range- Extension v3.
Automatic Lingering Effects - Extension v3.
Automatic Mirror Image - Extension v2.2\r5E
Automatic Pack Tactics - Extension v2.0\r5E
Automatic Return Damage - Extension v2.2\r5
Automatic Save Advantage - Extension v1.4\r
Automatic Sneak Attack - Extension v3.1.2\r
Automatic Spell Resistance - Extension v1.0
Basic Card Tables - for FGU CoreRPG based r
Bayne Emporium Version 6.1
Calendar Plus v1.9 for FGII v4.1.12. Copyri
Cascade Windows v1.2.1 \r2025 Atmotaye
Chatlog Explorer v1.6\rCreated by mattekure
Class Ability Tags v1.0.1 by Vaall
Clear Dead v9.2\rCreated by mattekure 2024-
Clew's Effects Importer v1.0
Close Windows v1.1 FGC/FGU\r2023-2024 Justi
Coin Flip Extension v2.01 \rCreated by Sean
Combat Groups v1.82 for Fantasy Grounds Uni
Combat Highlighter v1.8.7\r by OgreManDude
Common Core v0.1b
Condition Immunity v1.0.1 by Vaall
Contaminated v1.3\rby Ryan Hagelstrom 2022-
CoreRPG Wound Overlay v1.0.14\r by OgreManD
Crit Damage Options (select various critica
Crits and Fumbles - Suggests a random effec
CT Open on Turn v5
D&D Official Language Fonts\rfor Fantasy Gr
Damage Manager Tags v1.0.0 by Vaall
Damage Reroll Feats - Extension v2.0\r--by
Death Indicator Ex v4.51 for Fantasy Ground
Dynamic Items for FGU 5E ruleset. -=[by MyG
Effect Lifecycle Tools v1.0.0 by Vaall
Effective NPC v1.1\rby Ryan Hagelstrom 2021
Encounter Descriptions v1.3, April 2025 by
Enhanced Spell Window v1.31 for 5E ruleset
Enlarge / Reduce (updates token size on the
Equipped Effects v1.82 for Fantasy Grounds
Exhausted v2.9\rby Ryan Hagelstrom 2021-202
Expanded NPCs by Scried Raven
Extension (Always Sensitive Visibility) loa
Extension (Bayne's Bag of Holding) loaded.
Extension (Bayne's Fantasy Eats) loaded.
Extension (Carouse!) loaded.
Extension (Critical Flavor - Spells) loaded
Extension (Critical Flavor) loaded.
Extension (Encounter Difficulty 5E) loaded.
Extension (Image Zoom) loaded.
Extension (MirrorImage) loaded.
Extension (Name Maker) loaded.
Extension (SavageAttacker) loaded.
Extension for making custom damage types be
Fail Forward - Suggests a random twist (to
Feature: Combat Timer \nBy Zygmunt Molotch
Feature: CoreRPG - Always Sensitive
Fishing Fun - Version 0.5 by J Keller
Flavorful Names - Flavor names when adding
FoWEnhanced v1.2.2a
Frankly Not v1.5\rby Ryan Hagelstrom 2022
Generic Actions Layer v1.57 for Fantasy Gro
Generic Actions v1.87 for Fantasy Grounds U
Go Big or Go Gnome v1.3.2 by MeAndUnique an
Hero Points for 5e Extension v0.5\rCreated
Hidden Death Saves - Only the DM and affect
Insta-Dice 1.0.10
Item DM Private Notes
Jack of All Things v3.5.8 for 5E by MeAndUn
LAE: 5E Expanded Options v2022-08-27 for 5E
Lingering Injuries (a PC who drops to 0 rec
Mad Nomad's Consumable Items v7
Major Injuries (a PC taking major damage in
Miss Flavor Text - Extension v3.0\r5E versi
MNM Automatic Actions Upgrade v2
MNM Automatic Actions v25
MNM Bigger Drop Downs v6
MNM Buy and Sell Items v9
MNM Coin Manager Upgrade v2
MNM Coin Manager v11
MNM Core v65
MNM Downtime Tracker v8
MNM Enhanced Encounter Window v18
MNM Interactive Portraits Upgrade v4
MNM Interactive Portraits v25
MNM Party Combat Stats Upgrade v2
MNM Party Combat Stats v39
MNM Player Journal Upgrade v1
MNM Player Journal v31
MNM Rest Manager v7
MNM Restart Turn v7
MNM Spellcaster Helper v11
Montserrat Font Extension v1.1
Natural Selection v1.12.1 by Saagael.
NPC Flavors v2.1 (Viscous brain sac)\n- by
NPC Random Treasure Drops 5E v.4.4 Support
Ongoing Save Effects - Extension v2.3\r5E v
Pets v1.4.5 by rhagelstrom,MeAndUnique,Farr
Player NPC End Turn v3.1\rCreated by mattek
Points of Interest v1.1.0 by Saagael.
Polymorphism v1.70 for Fantasy Grounds Unit
Random Encounter Generator 5E Support Chann
Random Encounter Generator 5E v3.0
Random Spellbook Generator 5E v1.2 Support
Relentless Endurance v1.0 FGC/FGU 5E,\r2023
Requested Rolls v2.21.1 by mccartysr, 2025\
Resistance is Futile v1.1.10 by MeAndUnique
Select On Turn v1.1
Seven Seas - Version 0.1 by J Keller
Spell Domain v2.96
Spell Tokens v7.30
Starting Inspiration v1.4 \rCreated by matt
Strength of the Grave v1.0.2 FGC/FGU 5E\r20
Theme Loaded: \rSir Motte's Magnificent Dar
Theogeek's Assassinate for 5E ruleset versi
Theogeek's Nat 20 for 5E/PF2 ruleset versio
Toll the Dead v1.1.0
Turbo v1.5\rby Ryan Hagelstrom 2023
Turn Based Effects - Extension v2.8\r5E ver
Undead Fortitude v2.0.6 FGC/FGU 5E, 4/7/25\
Universal Module extension. This will allow
Unshare Image v7.1
Vul'N'Res (Magic-Physical) v1.0.0 by Vaall
Walk this Way v3.2.0 by Farratto.
Weapon Damage Properties (support weapon pr
Who Speaks v1.8\rCreated by mattekure 2024-
Tempered7
February 20th, 2026, 01:09
I could test them all as I have a system to filter out the conflict quickly by removing 4-5 exts at a time, starting by usual suspects [whichever ones make changes to the subject at hand].
But most of those extensions are paid, so I cant.
I hope it quickly gets fixed for you though.
jkeller
February 20th, 2026, 01:12
Also, it might be interesting to see what's in your database (db.xml file).
The Fishing skill should look something like this:
<id-00019>
<public />
<holder name="jkeller" owner="true" />
<diceTip type="string">Click to fish</diceTip>
<forfishing type="number">1</forfishing>
<link type="windowreference">
<class>item</class>
<recordname />
</link>
<misc type="number">3</misc>
<miscTip type="string">Nature, Survival, Guide</miscTip>
<name type="string">Fishing</name>
<nameTip type="string">Masterwork Fishing Rod: A finely crafted fishing pole. +1 when reeling.</nameTip>
<prof type="number">0</prof>
<shortcut type="number">0</shortcut>
<text type="formattedtext">
<p />
</text>
<total type="number">3</total>
</id-00019>
The data for the extension should look like this:
<fishingfun>
<addToInventory type="number">0</addToInventory>
<biome type="string">All Fish</biome>
<escapeDistance type="number">50</escapeDistance>
<hookDC type="number">11</hookDC>
<inventory_toggle type="number">0</inventory_toggle>
<nEscapeDistance type="number">50</nEscapeDistance>
<nHookDC type="number">11</nHookDC>
<sStartingRange type="string">6d6</sStartingRange>
<startRange type="string">6d6</startRange>
</fishingfun>
SmackDaddy
February 20th, 2026, 01:31
Got it working but unfortunately, 1/2 of my extensions and a lot of my mods are disabled and I have a session this sunday so I need to figure out what is causing it because my players are very interested this..... so, how do I add my own biomes and tables, through the mod? Unzip it, edit it, then rezip with 7-zip?
Tempered7
February 20th, 2026, 01:36
Got it working but unfortunately, 1/2 of my extensions and a lot of my mods are disabled and I have a session this sunday so I need to figure out what is causing it because my players are very interested this..... so, how do I add my own biomes and tables, through the mod? Unzip it, edit it, then rezip with 7-zip?
I added even more free extensions from your list. Everything works.
Usual Suspects for faster filtering: paid ones.
Before anything, Check without the Theme Loaded: \rSir Motte's Magnificent Dark [if not, then]
#1 Dynamic Items for FGU 5E ruleset
#2 All Mad Nomad extensions except Journal
Bayne Emporium
Combat Groups
Clew's Effects Importer
Common Core
Enhanced Spell Window
LAE: 5E Expanded Options
Montserrat Font Extension
Ongoing Save Effects
Select On Turn
Strength of the Grave
Turn Based Effects
If it's not up there, then;
Random Encounter Generator 5E Support Chann
Random Encounter Generator 5E v3.0
Random Spellbook Generator 5E v1.2 Support
NOTE: Everything else on your list [free ones] are also in my list.
jkeller
February 20th, 2026, 01:48
Thanks for all the help Tempered!
SmackDaddy - Just in case, make sure you Activate and Load the Fishing Fun module (if you haven't already, that would definitely cause issues).
66662
You don't need to mess with the mod to add tables. Just open TABLES, select the Fishing Fun group. It should look like this:
66661
Drag one the existing biome tables. This will create a copy. Rename it to "Biome - Astral Sea" or whatever, and change the fish/rarity/weight/bonus/traits as you like. Don't change the field names. You can have any number of rows (with ranges or not); it just rolls on the table.
If you happen to already have a list of fish, you can import them to create the table (there's an import button at the bottom near the "create new table" option).
So, if your data looks like this:
Dice; Catch; Weight; Bonus; Traits; Rarity
1; Red Fish; [2d6]; 2; [Fish Trait]; Uncommon
2; Blue Fish; [4d8]; 3; Aggressive, Tricky; Uncommon
You can just import it.
thedruidreyn
March 7th, 2026, 05:44
Hey again jkeller,
I've had one of my players hop on and test out Fishing Fun! from their end. Weirdly, they're getting an error on their end that I'm not seeing on my side. I've tried replicating this myself, even logged in with a second FGU session to my own campaign, and can't seem to recreate it.
Can you think of what might cause this from a player's FGU client but not the DM's?
Screenshot of the error from my player's side:
66758
Thank you!
jkeller
March 7th, 2026, 13:48
Strange - the version doesn't seem to match mine; there's no comparison on that line.
Can you take a look at your db.xml file?
There should be an entry like this (with public):
<fishingfun>
<public />
<biome type="string">All Fish</biome>
If you don't see the "public", you can delete that entry (close FG first), and then update, and restart. I think that will fix it. Thanks for letting me know!
Tempered7
March 20th, 2026, 14:57
Heya, unfortunately another error in the TEST Channel,
Fishing Fun + Enlarge/Reduce (https://www.fantasygrounds.com/forums/showthread.php?86407-Enlarge-Reduce-(5E)&p=760575#post760575) + [Boar Game (https://www.fantasygrounds.com/forums/showthread.php?86850-5E-Festival-Mini-game-Boar-Riding&p=760574#post760574)] // They all throw the same errors when alone in a fresh TEST Channel campaign.
Note, fishing module activated. Bait and fishing rod equipped, but equipping them throw errors with Enlarge/Reduce.
66859
Link (https://www.fantasygrounds.com/forums/showthread.php?86983-Extension-tracking-for-the-2026-04-update&p=760565&viewfull=1#post760565) to my entire experiments in the TEST Channel with attachments. There's more info and logs there.
jkeller
March 20th, 2026, 19:36
Should be fixed now, thanks for testing!
Tempered7
March 20th, 2026, 19:57
NVM I forgot to update *facepalm!*
EDIT: All working for both newly created chars and imported old chars.
Tempered7
March 20th, 2026, 20:06
All working for both newly created chars and imported old chars.
jkeller
March 20th, 2026, 21:19
Awesome, thanks!
Powered by vBulletin® Version 4.2.1 Copyright © 2026 vBulletin Solutions, Inc. All rights reserved.