Thanks so much for the quick fix. /cheers
Thanks so much for the quick fix. /cheers
Hey there,
I recently got into Fantasy Grounds and have been checking out your ruleset. Thanks for all your work, and for reducing other GM's work!
I'm curious, in your opinion, how viable layering this on the new CoreRPG would be as an exercise in learning FG coding - though I've only started checking out the developer guide and rulesets. I'm a software developer by trade, but new to FG and was just wondering if you had any insight on the subject as an experienced developer.
Thanks - hope to hear from you!
New at Fantasy Grounds and GMing RPGs in general. However, I have extensive Star Wars knowledge and have been enjoying the process. I am amazed by the extensions, modules, ruleset work, and various contributions by this community. Fantasy Grounds is definitely my preferred platform for VTT.
The only draw back is that it's hard to implement sound effects, background ambience, etc. I know the DOE extensions don't work with EotE currently, but I did find a youtube video where a guy was able to make this work. Would anyone have any idea how he did it?
https://www.youtube.com/watch?v=THZrKVnkngQ
Thank you in advance. If I should have posted this somewhere else, then I apologize in advance as well :).
Welcome to the forums and FG community!
Welcome to the forums Camasi. In that video the GM is not using the DOE: sound extension, they are just playing the sound effects through the voice communications. It's something I've been doing for three years and is what most people do. Some info here: https://www.fantasygrounds.com/forum...hlight=audio#7 Once it's setup it's pretty straightforward.
Thank you for the quick reply and warm welcome! I figured I would have to go this route, but your specific instructions on what you do with Teamspeak actually turns out to be the best solution for me! Thank you!
Not that I am ungrateful about what has been done so far, but why wait to upgrade to fantasy grounds 3.0? Probably is a lot of work to be sure but there are so many features that we are missing out on. The one thing I hate imp-articular is the story tabs of 2.0. Also we miss out on the ability to set up encounters ahead of time, DOE: sound extension as mentioned above, random encounters, party sheets, parcels, and plenty more. If I new a little more about coding than I do now I would do it myself, but since I don't I am left to the mercy of the forums. I hope you guys decide to work on it soon. As always love what has been done so far.
Hi guys, i just wanted to know if it exist something to create encounters like D&D 5?
Nope, not until the ruleset is migrated to be layered on top of CoreRPG.
An option mentioned here: https://www.fantasygrounds.com/forum...l=1#post327005
ok thanks a lot. Do you know how long it will take to be done? To be honest i just started to use FG, so i'm pretty lost with all the terms you use and i'm also french so it's like i have to translate twice. But yes FG is definitely really good.
ok thanks so we'll have to be patient xD. I'll find an other way to do it. And just to finish you did an amazing job with the ruleset it's really cool.
As mentioned in the post linked earlier: "You can use a Story entry to contain links to the NPCs and drag them to the combat tracker from there. It's not the same as the full encounter functionality [in CoreRPG], but it does allow you to group the NPC record links together for quick access."
I give up, How do I assign a portrait to a character? Where is the Portrait folder for this ruleset?
There should be a button in the top right for the portraits, then drag them to the spot where the player pictures go.
I see a circle in the upper right which lets me put a token there, but no portrait. I dont even see a space for a portrait
Are you talking about the character sheet? Once players are loaded in, they will have their own icons in the top left of the main desk space, you can drag it there.
Gonna have to forgive me as I'm away from my computer,
You might also try opening the character page, and dragging the picture to the blank icon in that window.
From what I remember, you can't change their picture inside the character sheet. If you don't got it by the time I get home, or someone else jumps in, I'll check and show you myself
Figured it out! Thanks for the help
I'm having an issue with tokens and can't figure out a solution, am hopeful that someone else knows the fix!
I'm using a pile of tokens that I snagged from one of the people on the Fantasy Flight boards, which are anywhere from 150x150 to 1200x1200. I cannot for the life of me work out how to force them to fit in the grid. I'll drop a token on a map and it'll take up half the map until I manually shrink and lock it. Then I'll drop another token on the same map and it'll be miniscule until I manually enlarge and lock it. Then I'll have another map at a slightly different scale and all of the tokens that I had to manually resize for the first map are the wrong size for the second map, and so forth and so on. It's a constant headache that brings things in sessions to a halt while I mess around with tokens. The wiki claims that there's an option to force tokens to fit the grid, but I can't find it anywhere.
This ruleset does not have scale to grid. See "In older rulesets..." in the Scaling section here: https://www.fantasygrounds.com/wiki/...Tokens#Scaling
1200x1200 is too large for a token - unless it's something that's very large relevant to the other tokens - e.g. a ship, transportation, etc.. But even then, 1200x1200 for a token is going to take up a lot of space.
I'd recommend you spend 30 minutes or so sorting through your tokens - separating them out into relative sizes - stuff that would fit in 1 square, 2 squares, etc.. Then use a graphics app to bulk size the sets of tokens - say 50x50 or 100x100 for 1 square tokens, double that for two square tokens etc.. Then stick with that sizing for you tokens.
Then you can use the token size lock once on a map, and all of your tokens will appear at the right size.
EDIT: And, I rarely (if ever) use a grid in Star Wars. It's not that type of game - movement and ranges are abstract and grids just get in the way and look bad! :)
Thanks for the help, I appreciate it. And yeah, I'm just using the grid to try to keep the tokens at a uniform size and give the players a general idea of distance; since the system isn't using any sort of tactical layout there's no point to having movement locked to squares or anything of that sort.
This has decided to begin popping up for me when I mess around with the library modules, things like opening and closing the 'books' for the player library and GM encounter library: Script Error: [string "managers/initiativemanager.lua"]:192: attempt to call field 'getWindows' (a nil value)
Which modules do you have open and which windows are you opening?
Please provide a screenshot of the issue - showing the windows you have open. Please also have the combat tracker open in the screenshot showing the issue, as the error is related to code within the combat tracker. Thanks.
The NPCs that had been on the combat tracker were cleared before I saw your message, and after clearing the NPCs off the tracker the error hasn't returned even after I attempted to replicate it by adding them back on and going back to the modules window. Sorry, I know that's not very helpful info for bug hunting! In case it does prove helpful in narrowing things down, I had just removed the old equipment and vehicle library modules and replaced them with the new player library module; that and the GM encounter library module were the only two active ones at the time. It was in attempting to activate the player library module that the console started popping up with errors.
That's cool, thanks for the info. I've been trying to track down the cause of this for a while - I can remove the error being raised in the console, but that doesn't help me in trying to find out why that portion of the code is running when it probably shouldn't be.
Hey Trenloe,
FFG announced a new RPG today called Genesys that uses the same dice system. Your module is probably going to get more popular. :)
Genesys Announcement
Lobo
Yeah, I just noticed that. It will be interesting to see how closely it mirrors the Star Wars games - the dice look identical. I'm wondering if the same career/specialisation/talent structure will be used, as well as the three main skill areas. Basically thinking how close to EotE it will be and how much modification of the ruleset would be needed to fit into this.
I'm also very interested to see how many additional products they bring out - they list 5 settings detailed in the main book. Will they support these with additional setting crunch/background and adventures? Hopefully enough premade material to make them usable for the time challenged GM.
Yeah, we will have to wait and see on the professions, etc. They do mention that more supplemental stuff will be coming out with "more settings". I just wonder how much NPC stats, etc you can have support such a wide variety of settings.
My concern is that it goes like other generic RPGs: GURPS and the generic Cypher System (not Numenera or The Strange) are good examples of this - they bring out a base campaign setting, maybe one or two scenarios to get you started and then that's it - on to the next setting book. GMs have to do most of the work themselves to put a campaign together. For example: Cypher System has brought out some cool settings - Gods of the Fall and Predation that each have a scenario in the book and little else outside of it (Gods of the Fall has a 9 page adventure PDF), and you can count the number of fully fledged scenarios for GURPS on one hand. Savage Worlds does a lot better - but many of the cool settings that come out have one plot-point campaign, a few one-sheets/Savage Tales and then it seems that's it as the publisher moves on to a new setting...
So, very interested to see where this goes...
Is there an extension or some easy way to get the font changed in this ruleset? I know how to use the font generator just don't know where the systemfont is specified. I want to use the Elektra font so that it looks like the FFG books. Thanks for any help :)
Thank you Trenloe :)
so i downloaded the file all of them as a single file like you said but i can't figure out how to add them to FG, I'm using macbook ruling the app on wineskin. any help would be awesome.
You must copy this file to proper folder. I don't know which is in MacOS, but in Windows 7 I used \Users\userID\AppData\Roaming\Fantasy Grounds
thanks i finally figured it out lol just trial and error with the location.
Anyone else not able to see things like the calendar module? Also I can't seem to share the Library with the players. Any ideas?