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View Full Version : Need Testers: Traveller 2E Syrinscape chat trigger extension



OBG70
March 27th, 2026, 18:17
Been playing some T2E and one of the things that I was curious about was using Syrinscape with it for chat triggers with the Syrinscape Sci-Fi catalog.

You must have a Syrinscape account and you must set it up in fantasy grounds with the authentication they give you.

Then, when loading your server, select this extension and give it a try. The .zip file contains the extension itself and a text file with instructions on how to install it.

See attached file.

Please test this and report back.

Egheal
March 28th, 2026, 09:13
Hi, thanks for this extension!
I encountered some loading problem, Kraken don't seems to work in my Traveller campaign.
/krakensyrin status does nothing in the chat (except showing the FGU command list).
Here is the start of the console.log, showing an Error:

[3/28/2026 9:04:40 AM] FGU: v5.1.7 (2026-03-24)
[3/28/2026 9:04:40 AM] OS: Windows 11 (10.0.26200) 64bit
[3/28/2026 9:04:40 AM] GRAPHICS: NVIDIA GeForce RTX 2070 SUPER : 7989
[3/28/2026 9:04:40 AM] UI SCALE: 1
[3/28/2026 9:04:40 AM] USER: Egheal
[3/28/2026 9:04:40 AM] Launcher scene starting.
[3/28/2026 9:04:49 AM] Starting cloud server mode. [Egheal]
[3/28/2026 9:04:57 AM] Game server started. [164.90.201.234:57484]
[3/28/2026 9:04:57 AM] Launcher scene exiting.
[3/28/2026 9:04:57 AM] Tabletop scene starting.
[3/28/2026 9:04:57 AM] CAMPAIGN: Traveller
[3/28/2026 9:04:57 AM] RULESET: MGT2
[3/28/2026 9:04:57 AM] NETWORK STATUS: [Server] [Connected]
[Server Type - CLOUD - PUBLIC]
[3/28/2026 9:04:57 AM] Match successfully created on lobby.
[3/28/2026 9:05:20 AM] MEASURE: RULESETS LOAD - 22.473939 - MGT2
[3/28/2026 9:05:20 AM] [ERROR] Unable to locate extension file. [KrakenTraveller2ESyrinscape] [strings/strings.xml]
[3/28/2026 9:05:20 AM] [WARNING] Could not load script file (KrakenTraveller2ESyrinscape) (P:CCSyrinCatalog) (scripts/data_sound_catalog.lua)
[3/28/2026 9:05:20 AM] [WARNING] Could not load script file (KrakenTraveller2ESyrinscape) (P:CCSyrinCatalogSpells) (scripts/data_spell_lookup.lua)
[3/28/2026 9:05:20 AM] [WARNING] Could not load script file (KrakenTraveller2ESyrinscape) (P:CCSyrin) (scripts/manager_ccsyrin.lua)
[3/28/2026 9:05:20 AM] MEASURE: EXTENSIONS LOAD - 0.1140988 - 9

plap3014
March 28th, 2026, 12:24
same error for me: [3/28/2026 9:05:20 AM] [ERROR] Unable to locate extension file. [KrakenTraveller2ESyrinscape] [strings/strings.xml]

Stargrove
March 28th, 2026, 16:57
I believe errors above are a case of the original ext file not being zipped properly. If extract the files using 7Zip and then recompress them using the same program as a ZIP, then rename the file properly (.ext) I get a different error.



[3/28/2026 9:54:18 AM] [ERROR] Failed script initialization (P:CCSyrinCatalogSpells): [string "..aveller2ESyrinscape:..ta_spell_lookup.lua"]:1: attempt to index global 'CCSyrinCatalog' (a nil value)

Stargrove
March 28th, 2026, 17:22
I believe this is a case of your original ext file not being zipped properly. If extract the files using 7Zip and then recompress them using the same program and rename the file properly I get a different error.



[3/28/2026 9:54:18 AM] [ERROR] Failed script initialization (P:CCSyrinCatalogSpells): [string "..aveller2ESyrinscape:..ta_spell_lookup.lua"]:1: attempt to index global 'CCSyrinCatalog' (a nil value)


If I comment out the line in the .EXT file relating to "data_spell_lookup.lua" the extension loads with no issues.

I do have the SCI-FI subscription and I can get some sounds to play using "/krakensyrin test", but I am unsure what keys in "data_sound_catalog.lua" work and which one do not. It seems hit and miss. Many of the ones I have tried return "[Kraken Traveller 2E] Unknown sound key: {sound key name}".


When I made some initiative and attack rolls with a character in the combat tracker, sounds did play properly. So far, it sounds promising.

Egheal
March 28th, 2026, 18:24
Thanks Stargrove, your work-around does the job. I tried some test sounds. I can ear some of them but not all of them.

OBG70
March 28th, 2026, 23:22
Ok great. I am not in a position to do much testing which is why I asked for your help. this is excellent feedback. I will make some corrections and offer an updated version later this evening. Thank you all again for the detailed feedback.
We will get this working! :)

Edit:

v0.3.1 fixes:

ZIP compatibility -- Rebuilt using Python's zipfile instead of PowerShell's Compress-Archive. PowerShell uses ZIP encoding flags that FGU's older reader chokes on.

Removed data_spell_lookup.lua -- This script tried to set CCSyrinCatalog.spells = {} before CCSyrinCatalog existed (load-order race). It was also completely redundant since the catalog already sets that on its own line 717.

Sound keys now all work -- Issues 1+2 caused the full catalog to fail loading, forcing fallback to a 28-sound subset. With the fix, all 79 sounds load properly.

OBG70
March 28th, 2026, 23:39
Please give it another shot. I look forward to your feedback/suggestions/bug reports.

Egheal
March 29th, 2026, 08:27
Ok, the new extension is working fine now. Some test sounds do not work: comms_warning, comms_distress, nuclear_detonation, and ship_sandcaster. Others are working fine, but I haven’t tried the whole list yet.
Characteristics and skill rolls are working properly, and weapon sounds are also registering.

Suggestion: if possible, it would be great to have the option to enable or disable sounds by category.
for example: Characteristics Sounds On/Off Skill Roll Sounds On/Off Weapon Sounds On/Off

Thanks again for this great extension!

OBG70
March 29th, 2026, 14:52
Thanks for the report back. I will carve out some time today to explore your ideas and your feedback.

A general note to others: Do not use this for prime time game night until we get it bullet proof. I'd hate to have you all get crashes and error pop ups throughout your sessions. I do not ref T2E myself, I play with DM_Greg every other tuesday as a player. We stream it on twitch.tv and youtube. I am making this for our games and don't really have a reliable way of self testing. I really appreciate the help. Thank you.

OBG70
March 29th, 2026, 15:09
Interesting, all 4 IDs exist in the CSV, and the broken ones are even from the same soundsets as working ones (e.g., comms_warning 4487230 is "Location: Starship" alongside the working comms_hail 4487229). So these elements might just be dead/empty in Syrinscape's backend. Let me find solid alternatives.
The fallback catalog doesn't include those 4 broken keys so no changes needed there.


comms_warning 4487230 "Warning Signal" -> 3118 "Warning Alarm" Desert Planet
comms_distress 4509064 "Distress Signal" -> 995 "Distress Signal" Shipboard
nuclear_detonation 2568711 "Detonate nuclear device" -> 63150 "Tactical nuclear missile launcher" Starship Weapons (Starfinder)
ship_sandcaster 63145 "Flak thrower" -> 59167 "Flak thrower" Starship - Vesk BMC Mauler

All 4 original element IDs existed in the Syrinscape CSV but appear to be dead/empty elements on their backend. they're from the same soundsets as working sounds, just non-functional entries. The replacements are from core sci-fi soundsets that should be widely available.

You can test with:
/krakensyrin test comms_warning
/krakensyrin test comms_distress
/krakensyrin test nuclear_detonation
/krakensyrin test ship_sandcaster

OBG70
March 29th, 2026, 15:24
Ok here is version 0.4.0 with toggles as requested

weapons ->Personal ranged + melee attacks = 40 Triggers
ship -> Ship weapons, damage, hull, criticals = 17 Triggers
damage -> Damage type impacts (kinetic, laswer, etc.) = 8 Triggers
not sure why I keep capitalizing Triggers but it is too late to stop now :)
status -> Wounds, death, unconscious = 6 Triggers
skills -> Skill-specific sounds (medic, pilot, etc.) = 19 Triggers
tasks -> Success/failure results = 3 Triggers
comms -> Initiative, ammo warnings = 3 Triggers

New slash commands:

/krakensyrin categories Show all categories + ON/OFF status
/krakensyrin toggle weapons off Turn off weapon sounds
/krakensyrin toggle skills Flip skills (toggle)
/krakensyrin toggle damage on Turn damage back on

Settings persist across sessions via GlobalRegistry, and it auto-migrates cleanly from v0.3.x (existing token/settings preserved, all categories default to ON).

Egheal
March 29th, 2026, 19:37
Very nice and quick evolution of your extension. All seems to work has intended. The "/krakensyrin toggle tasks off" seems to impose an off status on skills. I don't know if it is intended. I won't be able to test it more deeply for a few days. Thanks.

Stargrove
March 29th, 2026, 22:45
I got distracted and did a thing. I added a form to make the various toggles for categories easier to do. There were obviously more changes to the extension to make the form work.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=66957&d=1733273156



Changes from base v0.4.0:
- Added '/krakensyrin help' command to get a list of all commands
- Added '/krakensyrin config' to call up the form
- Added a dedicated Kraken Syrinscape configuration form
- Added visual controls for all seven sound categories
- Integrated form state with GlobalRegistry persistence used by the original extension
- Added Enable All, Disable All, and Refresh buttons
- Added startup initialization so the form reflects saved category states
- Added tooltips on form to preserve category descriptions without needing a second text column
- Form does not update is Chat Commands are used instead of the form (user Refresh to get current state)


You may or may not be comfortable with the changes that were needed to make the form work, so feel free to use it or not. I would suggest at least creating the functionality to run a '/krakensyrin help' from the Chat Window for users.

OBG70
March 30th, 2026, 16:39
That looks amazing! This is becomming a real extension now.

I have created a version 5 that uses your idea. Credited you.

OBG70
April 2nd, 2026, 02:24
Anyone have any thoughts on how to trigger ambient sounds and or music based on environment? I don't even know where to start. Easy to read chat "blaster pistol" and it plays "blaster pistol sound" but how do you trigger for "enters a cantina" or "heavy rain begins". Unless the adventure you are running sends that to chat. Obvious ways is simply to create a sound link within the adventure you are running and click on it to play. For automation though, any thoughts on this?

Trenloe
April 2nd, 2026, 05:52
Standard Syrinscape uses the "Context Sounds" where "Content" sound records are linked to an image, story or NPC - when these are open (or NPCs are in the CT) the sounds will be available in the "Context Sounds" section of the Sounds: Context window, but the GM still has to click the play button to activate any sounds. Or, as you mention, create a direct sound link on the map or in a story/book record - which will still need to be clicked on manually.

I'm not aware of an automatic way to do this in standard FG.

Info on content sound records here: https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/2078932993/Using+Sound+Links#Creating-Sound-Sets-Manually

anstett
April 2nd, 2026, 14:11
Can a sound be triggered by Moving a token?

Thinking move, Footsteps Sound Triggers, etc.