We have been experiencing that bug as well, It's Super frustrating.
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Got an issue when rolling damage on Allies. We have a PC with a dogmeat ally and when we roll damage the following error occurs:
[ERROR] Handler error: "Fallout 2d20:..ts/manager_actor_Fallout.lua"]:526: attempt to perform arithmetic on local 'nArmorVal' (a nil value)
Tested on a fresh un-edited version of Dogmeat and the one we have had for some time with dog armor on it. Damage does not get applied, though it does apply critical effects still.
Sorry for delay in response. I have this on my list to look at as I'm looking over Fallout for a adding in the new character sheet standardization. I'll check this out during that update.
Hallo everybody!
Just some little bugs:
- referring to the FGU wiki: "MELEEDMG will only add/subtract for melee damage only", but the dice are added or subctracted only to "unarmed" damage and not to "melee" weapon damage.
- "Spread" damage effect does not automatically inflict damage to the target. IT does appear in chat, but not in the CT (i suspect it has been reported before).
- When healing a character by the "Heal" tab in the "Combat" window it should let you choose between treating an injury or PF cure.
Thank you again and have a nice day!
You will need to drag and drop spread and burst type outputs to their intended target. Never was setup to be handled by targeting and something I would expand the next time I have time. If you want to choose which heal then you can not target anything and just roll. The output could then be drag and dropped to the intended target or injuries adjusted. I will check on the MELEEDMG report as it should include any attack that has the range melee. It does not go by the weapon type itself, but what is decided in the weapon properties for NPCs and in the action tab weapon entry.
Perfectly understood , thanks!
Got a few questions/requests revolving around damage effects.
Vicious:
When a weapon has vicious, we don't gat a total damage in the chat window that includes the vicious damage. So fare we have only realized it is working by know what the target had before the damage is rolled. So mechanically it is working, but it would be a great QOL if the chat window showed the actual damage total, and then, perhaps the amount resisted and amount that got applied.
Example: Rolling damage with Vicious 1. 6 normal damage, with 3 effects. Chat window shows 0 damage to the BOS Paladin, but in reality, it took 3 damage to the armor location. Without pulling up and watching the before and after of the paladin, we don't get this information in the chat window, and this really slows down gameplay.
Burst:
Before the overhaul, we had a total possible targets line in the chat window for weapons that had burst. While there is a top line that shows the total effects rolled along with the weapons damage effects, it was much easier to see the total targets line from the previous version. Is there any way this could get added back in?
These are the two most used damage effects in my campaign, so just wanted to bring this up and see what may be possible.
Thanks!
Separately, I was playing around with the new character sheet today. We can no longer drag and drop traits, perks, or allies onto the character sheet.
I will have an update for this week's weekly update.
Hello,
I am coming across something weird. When I create a character (brotherhood initiate) and give them the starting equipment pack. I get to choose the 10mm pistol or the laser gun. Well when I select equip for either item, it shows up in combat tab as it is supposed to but the "to-hit" dice are marked with an 8 instead of the proper amount of d20's needed and also the "combat dice/damage dice" number is zero.
I removed the weapons from the inventory and manually added them in and it still didn't fix the problem completely. Somehow the 10mm pistol is now showing the "combat/damage dice" number as 4 which matches the damage rating in the entry for the item.
I also did the same for the laser gun and the combat knife that comes with the starting equipment and they both show 8 for the "to-hit" die and zero for the "combat/damage" dice. B
I am including a picture I took of this, to give a better example.
Attachment 63083
One more issue is the hit points aren't changing when a character takes damage. Is this supposed to be automatic, or do we need to adjust them manually? The wound number is showing up on the title bar but it doesn't show up in the damage resistance window.
Attachment 63084
Thanks for your help.
In the picture you need to click on the empty space where the gun icon is sitting to update details. It's on my list to look over. HP column is for Power Armor and so is the Wnd column. The top left area is for the player.
Ahh, ok, awesome! Thanks again for the quick reply!
I appreciate the hard work you do getting these fixes in place and answering our questions.
Thanks again
I don't know if I am doing something wrong, or this isn't available but when my player rolls over the difficulty class, and would earn extra action points, the pool isn't incrementing. Shouldn't that be automatic? The first one shows an action pool of 4 currently. I hit creating 3 AP. No increment. I did straight damage (didn't add any for aim, etc) still at 4.
That is correct. Action Points are handled manually as it's an abstract system.
How do I give a long rest to the players? I searched the forums and online, and it says to "right click on the character's sheet portrait and select rest. When I do this, all I have are Export Record, Close, and minimize. I tried using the combat tracker like you would with normal D&D. I can't figure out how to do it. Thanks, probably missing something simple.
5E or any other DnD based ruleset has this feature, but Fallout does not. I'm not aware of a rest mechanic in the rules. It would have to be handled manually if I'm incorrect on this.
You might want to check the wiki for more specific features the ruleset does offer.
https://fantasygroundsunity.atlassia...t+2d20+Ruleset
Hi folks, got a few things to report.
-The Aim function works as intended in terms of specific body parts being hit on a successful roll, however the Difficulty +1 penalty only fires when used by PCs (or GM-controlled PCs). It does not fire when used by NPCs. Perhaps something to do with the differentiation between attack rolls fired from character sheet and those from the the Combat Tracker?
-Similarly, NPC's do not throw a Cover Roll with COVER: # <loc> effects applied to them. Cover Rolls fire as intended when the same <loc> effects are applied to PCs. COVER: # effects (cover applied to all body parts) throw a cover roll as expected when applied to both PCs or NPCs.
-There appears to be an unintended side effect of the Fast Shot trait. While the text says "You cannot benefit from the Aim action," the location hit in the attack roll seems to always be disregarded and replaced with another location during the combat dice roll. This could be frustrating, if someone decides to spend AP to add combat dice on a melee attack based on the location they think they're hitting.
I pushed a hotfix for the first two reports. As for the trait. Many Perks and traits are not setup to be handled automatically. All attacks and damage rolls will roll on the random location chart for the NPC/PC when the aim widget isn't used. I'm not seeing an issue on my end with this between attack and damage. You might need to provide more information on the issue, such as exact steps in reproducing steps and images to help me replicate what you are seeing. The trait isn't handled automatically and would require the player not use the aim widget on the desktop per what I am reading of the text for the trait.
Good morning. Thanks for the quick hotfix.
I'll have to dig in a little later after work for more detailed reporting on the Fast Shot, but I got a chance to test the hotfix.
AIM
--NPC's now take the DC+1 penalty. Fixed!
--New (minor issue) issue introduced. The chat readout now appears to be bugged for a character with VATS. The results are still correct, but the readout is showing an Aim penalty for VATS Aim where none existed before. Screenshot attached. 1 success VATS Aim vs 1 Defense (Aim +1) = Hit. Again, the OUTCOME is correctly a hit, but the (Aim +1) text shouldn't be there for a character with VATS.
COVER:
--Still having issues getting cover rolls to fire for NPCs. Same screenshot.
Attachment 63257
Sorry to double-post, but the first update I submitted this morning is in moderation (because I don't think I attached a screenshot properly) and this new information informs that update so they should be viewed together.
Maybe the Aim isn't fixed. Seems a few new issues have arisen haha. In addition to the above, it appears that the Aim + 1 is being applied cumulatively to Defense. After the first aim on a target, if another character attacks the same target, the target's Defense is 1 higher than it should be. Screenshot attached (Screenshot 2025-01-20 094536 copy.jpg with annotations for the VATS issue I mentioned in the first reply this morning as well).Quote:
Good morning. Thanks for the quick hotfix.
I'll have to dig in a little later after work for more detailed reporting on the Fast Shot, but I got a chance to test the hotfix.
AIM
--NPC's now take the DC+1 penalty. Fixed!
--New (minor issue) issue introduced. The chat readout now appears to be bugged for a character with VATS. The results are still correct, but the readout is showing an Aim penalty for VATS Aim where none existed before. Screenshot attached (Screenshot 2025-01-20 091637.jpg). 1 success VATS Aim vs 1 Defense (Aim +1) = Hit. Again, the OUTCOME is correctly a hit, but the (Aim +1) text shouldn't be there for a character with VATS.
COVER:
--Still having issues getting cover rolls to fire for NPCs. Same screenshot.
Vats isn't factored in the roll and would have to be handled manually. As for cover, it's rolling on my end and the chat output doesn't help much we might need to see more of the combat to see what the issue is.
Attachment 63261
Sorry, here the combat example with an aimed attack, it adds to the defense correctly by making it 2 from the assaultron's initial defense 1 when the paladin aims.
Attachment 63262
I appreciate you working with me on this. Hopefully this will illustrate the issue succinctly.
Best I can tell, since the hotfix there is some weird persistence going on in the DEFENSE field from the Aim + 1.
I jury-rigged some test PC's to (almost) always get me the number of hit successes to illustrate.
(aim persistence 1.jpg here)
-Note that Rad Rocky has a default DEFENSE of 1 (also the COVER: 1 Head effect, just so I could multitask the test).
-Old Tallman aims at the head. Attack roll 3 vs [DEFENSE: 2 (Aim + 1)]. Hit.
-Damage rolls, but no cover roll.
-PC1 attacks, does not aim. Attack roll 1 vs [DEFENSE 2????] Miss????
(aim persistence 2.jpg here)
-All records cleared from CT. Brand new encounter.
-Old Tallman attacks, does not aim. Attack roll 1 vs [DEFENSE 2????] Miss????
The Aim + 1 to defense appears to be persistent, even across encounters.
To add further, any new enemy I add to the CT has their DEFENSE one point higher than it should be.
I pushed a hotfix for the issue. It appears a typo slipped through. I also updated the chat output further to display the difficulty in a green circle box near the roll and complications will display on their own line.
Thanks again for working with me. I've started a brand new campaign for testing.
I've got great news, and not so great news (hope I don't end up being an annoyance...QA is my career so...sorry about that lol)
The Good!
After extensive testing, I've found why COVER wasn't working! There is a difference in the casing being checked for between NPC COVER and PC Cover.
PC COVER ONLY worked when the first letter of each <loc> is capitalized (Head, Left Arm, Torso, etc) and does NOT worth for lower case.
CONVERSELY, NPC COVER ONLY worked when <loc> is entirely lower case.
I've tested all 12 possibilities (6 loc * 2 casing options) on both PCs and NPCs and this was the case (no pun intended) across the board.
The Not so Good
Aim is now back to not actually increasing the DC for the attack roll. The (Aim +1) text is still there, but the successes are still being compared to the default DEFENSE. Both PC attacks and NPC attacks. It's hard to tell if the persistence issue we saw earlier is happening, because the DEFENSE never increments (Screenshot attached). PC1 makes a 1 success aimed roll and lands a hit against Rad Rocky, base Defense 1 (which should increase to 2 with Aim+1)
The Weird
The skill DC test green circle and red complication additions are a nice touch, but just a heads up - the DC green circle for me was always showing one higher than the D1, D2, D3 etc that was selected. A D0 roll showed D1, D5 roll showed D6 etc.
I feel like we're almost there though!
I adjusted the code to not regard casing. I pushed another hotfix and this should adjust the defense value now.
I was SO CLOSE to giddily writing "You did it! It's all fixed!" because indeed the Aim is working perfectly (both NPC and PC) and Cover rolls were firing for both PC and NPC (though only if I made the COVER: # <loc> lower case, but I digress, it works that's all that matters) when I came across one last snag.
Somewhere, amongst all of this, the "all locations" COVER: # broke. For all I know it could have been the 1st hotfix last night that broke it -- since that was the one area of COVER that always worked from the start, I had stopped testing it.
To be honest though, I'm not sure if it's worth fixing. Should there really be an effect for total cover? Wouldn't that mean the target can't be seen, and therefore isn't eligible for targeting anyway?
Regardless, even without the total cover effect working, it can still be achieved by putting all six effects on (however tedious that may be). So this one minor snag aside, both issues can be fully utilized.
You do great work, Dominic, thank you.
I'll take a second look once I am able to circle back. Currently buried under my current project and that might need a day or two to investigate. Was thinking of just removing the all option entirely and having the code assume if no location specified it's covering all locations at that point.
It's funny you should say that, because up until now doing EXACTLY that WAS firing cover for all locations for me, if you refer back to my prior reports. That was the only syntax that reliably worked across the board.
COVER: 3
Until one of the hotfixes broke it, that verbatim would roll 3 for anyone, even the NPC's that I originally had trouble with. I apologize if I wasn't clear on that.
I had always done so because of this (attached) line on FG's effects list for the ruleset
Sorry to pile on but just got off a session with my players and in addition to the above issue with the green DC circle always displaying 1 higher than the selected DC, I think the hotfix this was introduced in also broke healing?
Attempting to use the healing "+" button on a target always returns this error to the console (we had no issue with healing in our Sunday session):
Quote:
Script execution error: [string "Fallout 2d20:...ipts/manager_action_heal.lua"]136: attempt to perform arithmetic on field 'nSuccess' (a nil value)
Pushed a hotfix for both the difficulty number being 1 more than the actual difficulty and the healing error message.
I've been experiencing issues regarding rerolls on D20s. The animations appear on screen, but the result is not displayed on chat and we get the following massage on log:
"[1/31/2025 10:02:31 PM] [ERROR] Script execution error: [string "Fallout 2d20:..ts/manager_action_attack.lua"]:362: attempt to index global 'rMessage' (a nil value)"
Also, when rerolling DCs for damage, both the fist roll and the rerolled result are assigned to the target.
Attachment 63351
In the example above, the Honey Beaste suffered 17 damage.
I saw that others are having issues with Rerolling. So I'll also add my errror message as a player incase it helps.
The Error message
Script execution error: [string "Fallout 2d20:...pts/manager_action_skill.lua"]:471 attempt tp perform arithmetic on field 'nDifficulty' (a nil value)
Thanks. I did read the rules are locked so this is for the future I guess maybe.
I tested this on the Test server and not seeing this issue. Also the code line it's referencing is no longer in the code. So I would say it's working and will be pushed with the rest of the other rulesets when the beta ends.
https://youtu.be/7zu-xzH39eM
Hi FG Team, I've attached a video of a Major Bug in Fallout RPG that cropped up as we started playing.
Thanks for your attention!
Pushed hotfix for this issue. Please run update again.