Hold off on that last comment. I just saw that it says I have v 1.65. I will download the latest from DMs guild and see what I get. I will repost if the errors continue.
Hold off on that last comment. I just saw that it says I have v 1.65. I will download the latest from DMs guild and see what I get. I will repost if the errors continue.
Hold off on that last comment. I just saw that it saying I have v 1.65. I will download the latest from DMs guild and see what I get. I will repost if the errors continue.
Just downloaded the extension from DMs Guild which says the latest version is v 1.66. I replaced the extension in the FantasyGrounds/extension subdirectory and restarted Fantasy Grounds. I still get the same error including the message that I am running v 1.65.
DMSG kicked off extensions 3 years ago - i underhandedly kept them up to date for last 2 years till they stopped that also. Only available to buy on Forge for last three years and now only allowed to be updated there also. First cance i recover enough to do stuff online i plan to blast them from DMSG into tiny atomic particles so that place can never torture me again. Talk to grimm press discord about sales.
Sadly, DMsG has been having issues allowing updated files (not just SR but many authors of exts).
We have been working to get to get updates versions on there but DMsG is not moving very fast on it. Please if you can buy them on the FORGE (they are currently on sale). Else you will have to wait til the update can be posted when the DMsG gets their act together.
Yes, I knew everyone was moving away from DMs Guild and towards the forge and that it was only a matter of time. I guess the time has finally arrived.
thanks for the quick response SilentRuin/MrDDT
Any chance of DMsGuild purchase credit towards forge purchases?
The whole shitstorm from when they kicked extensions off was that the two companies do not share sales data so no reliable way to do it. You can talk directly to Grimm Press on their discord if you like. I have nothing todo with selling this stuff only making it work for my players and I. I also keep adding content instead of making new extensions so users (by sheer dumb insanity i ever agreed to listen to my players and sell these things) get the free upgrades i make for myself over time. Anyway, talk all things sales with Grimlore at Grimm Press, i just make these things for myself and dont concern myself with them selling, putting at 85% sales at times, or put them in give aways. Though i love to complain about users in their discord for sure - call it a hobby.
Gist is DMSG has been dead for 3 years and only been upateable still for last 2 years. I for one will not miss that extra effort to keep it updated.
Thanks for the info; out of curiosity, why'd they dump extensions? I never heard any reason for the change, so your comment surprised me.
Was a whole firestorm where I was told first - accused by members of community to be lying about extensions being booted - and generally something I'd rather not remember. Gist is - I was first to be notified and it triggered the whole "hurry up and finish" forge project - which is why you see my extensions so low on the list numbers I was first to require it. Basically, WOTC lawyers did not want pure FGU stuff (which extensions are - most of them anyway) being sold under DMsG. This was the first shots in the massive WOTC playing darth vader with all the "Pray I do not change the deal any further" garbage - which eventually they backed off.
V1.72 - Update - many NPCs have limited vision and the text in their senses of "blind beyond..." so EE will now add VISMAX: x effect where x is the last distance before this text in senses. This makes the vision of that NPC work properly within its limits. Add the "blind beyond..." WOTC standard text to NPC senses you want to limit vision on will also automatically add this effect when adding an NPC into the CT. Code courtesy of Farratto.
This came about when I realized blind things could see forever in ambient light or see light sources outside of their blindsense or tremorsense (as they had no other types of vision). My solution was not as elegant as Farratto's to the problem so am using his. WOTC data already has senses with "Blind beyond..." keywords that can be used to apply a VISMAX: x limit to vision based on distance found in senses before that keyword set. Option also provided defaulted to on so you can turn it off.
From users perspective they have to do nothing as when an NPC that meets requirements is added into CT the effect will automatically be added to it.
New Video on Page 1.
Renamed to "Feature: Equipped Effects" for extensions loading into campaign.
Next time its delivered.
V1.75 - Bug - a flag (not sure why I had it in there from years ago) was preventing inventory switching from updating the NPC CT entries attack info to be translated with matching spell if present (was still using FG standard NPC text parsing). Removed it and fixed.
Have no idea how long this has been broken. Not something I actually verify very often (NPC inventory switching using the spell matched attack info - not the default FG text parsing used when no spell match is found).
A bug was introduced on this last patch that will cause NPC hovering over text in client to generate a bunch of
[ERROR] Script execution error: [string "5E:campaign/scripts/string_powerdesc.lua"]:51: attempt to compare nil with number
Not sure what kind of situation causes this as I could not duplicate it always - but in my SW5E campaign I have a lot of owned NPCs and can definitely duplicate it.
This has to with parseNPCpowers not using the matching spell for NPC CT attack lines - and removing a flag that guarded it from always executing (an old trigger in FG is no longer triggering on as much as it used to so the flag was removed to allow this to process on inventory changes). While this makes all the host side of parsing now work - the text parsing on the client side can hit things it has no way to reference while hovering over the text.
You will need to turn off "Translate NPC Powers" if you encounter this error in game. Not always duplicatable. Should have it fixed by tomorrow.
V1.76 - Bug - V1.75 fix caused an error in console "[ERROR] Script execution error: [string "5E:campaign/scripts/string_powerdesc.lua"]:51: attempt to compare nil with number". Fixed.
V1.78 - Update - also support the "+" prefix for effects being equipped. Fixed problem that has been around forever where deleting inventory item was not removing associated power/effects.
Mostly these changes were to better support new INVACT/INVLR/INVSR effects in Generic Actions latest release. Though the fact deleting an inventory item did not remove the spell/effects that went with it has bugged me for a long time - no longer with this fix.
Leftover debug logs in console log - will be removed next delivery - will be no version change when it happens.
V1.80 - Bug - if NPC had inventory item it would not do proper CT NPC parsing for actions list. Fixed.
Equipped Effects will be bugged and unable to delete effects when you unequip something. You will have to delete the effect manually after unequip (if it placed an effect as part of equipping it).
This is the issue that must be resolved for this to work again.
https://www.fantasygrounds.com/forum...king-correctly
Responded in report thread.
JPG
Thanks fixed it.
V1.86 - Update - New option "Update NPC component effects (GA) when added to CT (will still add on equip/unequip)" defaulted to "off". This option will allow + prefixed effects for NPCs to be added into the CT automatically by name matching. This previously always added them in (no option) but I found that annoying as while I want some NPCs to play by Generic Actions component effect rules - for sure I don't want many of them. So this option - defaulted to off - will no longer do that unless you specifically turn it on to get them added in when an NPC is added into the CT. Still will be able to unequip/equip something to get those effects auto added in and removed.
V1.87 - Update - support prefix of "*" for matching substring of the effect name. For example "*Scroll of;..." will match all comparisons that have "Scroll of" somewhere in the match string. In my case, this was added in for "+*Scroll of; INVACT" GA component checks. Obviously, if you have an exact name match of for the "Scroll of Silent Ruin" and a "*Scroll of" you will get both effects applied - which maybe is what you want - or in case of identical operations following the name - probably not. Misuse will be upon your own heads.
A note on V1.87 substring it will recognize the "*" prefix in the name and search for anything else in inventory that is equipped and matches that substring and prevent its removal if so.
V1.89 - Bug - guarded against unexpected nil being received.
If you have a blank line as an effect entry EE will choke on a nil. If you see that happen before this fix gets out just delete that empty line.