Which one was that again? Most (all?) of the issues reported so far have/will be fixed in the next release (when FGv3.2 is released) - but I may have missed one, so if you could refresh my memory... :)
Printable View
No worries - you sure look busy! It was 503:
First off, let me say this looks genius and I am really looking forward to using it, unfortunately I am getting the same error.
New campaign with the following Load:
*Savage Worlds Deluxe v4.2.5
*CoreRPG ruleset 3.1.7
*DOE Base Extension v1.2
*DOE Locations Extension v4.2
I get the error after
1) Opening the Locations page
2) Rt Click New Item
3) Clicking the link
FYI I get a Similar index warning when I try to access a new weather item:
Ruleset Warning: Could not find template (tSubwindowFooterLengthListSounds) in windowclass (wcWeather)
Ruleset Warning: bitmapwidget: Logical icon (WeatherManager.sITabSound) does not exist
Script Error: [string "wcWeather"]:1: attempt to index global 'swSounds' (a nil value)
No, but it is expected in the next couple of weeks. You can follow the 3.2 development and testing thread to get an idea of what is coming, but not really when, https://www.fantasygrounds.com/forum...0&goto=newpost
Hugely looking forward to 3.2 as a tester, let me tell you guys that it is head and shoulders above 3.17, and i am definitely looking forward to the updated DOEs for my home campaign!
3.2 is out!
Gimme, gimme, gimme!
Hi Everybody,
I've just placed an update to the Extension (and the Manual) on the first post. Be aware that you will also need to download the new version of the DOE: Base Extension.
As normal, if you have any issues or suggestions then please let me know.
Enjoy!
Cheers
What about to implement something like a LOOKUP function that give an advise when this scenario occurs?
Everytime you refer a specific record (The River) to an upper specific record (The Conuntry), the extension checks whether such recordings have already a top-to-bottom reference link.
If occurs, a chat AND/OR console message is given.
My two cents ;)
This is my idea - today I'm prolific :D
Maybe a more streamlined system could be to:
1. create a new option field for the Locations extention, where to specify, with a cicle click, the coinage in use (basically: gp/sp/cp, cents, etc.)
2. everytime a calculation is required, the "price" field is converted to the currency with lower value (gp converted to cp, sp converted to cp, and make a cp grandtotal)
3. maybe you still need to round; because we are doing the calculations with the less valuable coin, you can always round up to "1"
4. last step, convert the cp pile to gp/sp/sp
Maybe this conversion system can also be used with pennies currencies.
OR
The options at point 1, open up a table, that for the gp/sp/cp example, the DM will fill as below:
coin type conversion rate from the lowest coin sp 1 cp 100 gp 1.000 and so on ... to the highest coin
That's more or less the idea behind the DOE: WMC Extension (which I'm currently writing) but because the DOE: Locations is "system-agnostic" its got to be able to cover all currencies, currency types and currency denominations = for eg 240 pennies = 20 shillings = 1 pound, and other, even more bizarre monetary systems.
So stay tuned :)
Thaaaaanks a lot!
Hey Dulux-Oz. This extension isn't working for me. When I go to load a campaign, this extension has a red X over the selector, any help?
Update your DOE Base extension. https://www.fantasygrounds.com/forum...Base-Extension
The red X will only appear if the extension can't find the correct extension dependancy. The most recent version of the locations extension is specifically tagged for DOEBase v2.0. So, either the DOEBase is not the right one, or the locations extension is not the right one.
In the extensions activation you should see "DOE Base Extension v2.0" and "DOE Locations Extension v4.4" If you don't see this, try:
1) Check for any directories in your \extensions directory that are called DOEBase or DOELocations - if either exist delete them and try again.
2) Delete DOEBase.ext and DOELocations.ext and re-download the most recent versions again from these threads.
When you look at the campaign Loading Screen (where the red Xs are) does it say: "DOE: Base v2.0" and "DOE: Locations v4.4"?
If it doesn't then you definitely do not have the latest versions - as such, right click on the Extension in post #1 and then choose "Save As".
In the past its also been found that if you completely remove (ie delete) an Extension from your hard drive and then download it afrsh that can also resolve the issue.
Let us know how you go and we'll get it sorted for you
Cheers
Ok, I tried deleting and redownloading but it is giving me version 4.2 on the download, could the wrong version be tagged idk?
nm ignore this post, PEBKAC error
Hi Everybody,
I've just placed an update to the Extension on the first post. Be aware that you will also need to download the new version of the DOE: Base Extension.
As normal, if you have any issues or suggestions then please let me know.
Enjoy!
Cheers
Hi Everybody,
I've just placed (another) update to the Extension on the first post. Be aware that you will also need to download the new version of the DOE: Base Extension.
As normal, if you have any issues or suggestions then please let me know.
Enjoy!
Cheers
In Deadlands (Savage Worlds) ruleset I'm unable to add Humans or Critters to Town NPCs.
Maybe isn't compatible?
I'll look into it - but from memory Dealands was causing all sorts of people all sorts of problems.
I'll get back to you.
I have run across two issues with this extension. I do like this extension, but these issues have generated a lot of extra work for me in getting stores setup in advanced. The setup only has the latest version as of November 17, 2016, DOE Base Extension and the DOE Location extension loaded, and this is under the 5e ruleset.
The first issue is that when I drag anything from the PHB or the DM that is 1000 GP or more that the cost does not transfer correctly it drops the price down to 1GP if the item was 1500 GP. There is a screenshot added that shows exactly this I dragged half plate over from the PHB and it calculated it correctly at 750 GP (this shop does not have any markup). The I added the Full Plate that has a cost of 1500 GP, and once in the shop, the price became 1 GP. I changed the name to Test Plate for simple reference points.
The Second issue is the inventory automatically sets the currency to be displayed in all lower case, but on the Character sheet, they all capitalized and with this mismatch you get the message box that you do not have the correct currency. If I change the Character Sheet to lower case, then it works, however, when I add treasure via the party sheet it automatically changes them back to all Capital letters. If I go into the store's inventory and change every entry to the upper case, then it works fine as well, but that is a lot of extra work when some store has 20-25 different items with 4-5 different stores.
Attachment 16826
Both of these are know issues and have been discussed in this Thread.
The first one is due to a comma being in the number (I believe). I'm trying to come up with a workable (& cross-RPG-system) solution.
The second is, as I said, a know issue that I'm trying to find a workable (& cross-RPG-system) solution too.
Cheers
Excellent extension! Other than the issues you're already aware of is there a way that weight could round appropriately? Attachment 17368
Hi Everybody,
I've just placed an update to the Extension on the first post. Be aware that you will also need to download the new version of the DOE: Base Extension.
As normal, if you have any issues or suggestions then please let me know.
Enjoy!
Cheers
Not being able to add items in the latest. I've updated FG, Base Extensions, and all other Extensions and mods related. So far it won't let me add items to any buildings.
An Item from where - a Module, FG-native, etc
And are the records unlocked?
And which Ruleset and Extensions do you have loaded?
OK, thanks, I'll look into it
Cheers
appear to be having the same item problem in 3.5e basic ruleset
newly created items I could add to building inventory.
goods and services from the basic module I could add to building inventory.(tried it with acid flask and a couple other things from the goods and services grouping)
but tried armor and also weapons from the basic module and I could not add them to building inventory.(tried chainmail, plate, and three or four different axes.)
didn't try magic items yet. but the problem was definitely when pulling from a module as newly created items appeared to be added in my test.
Thanks Bob, that actually makes a whole lot of sense, & thus I''m pretty confident I know what the issue is
Hi Everybody,
I've just placed an update to the Extension on the first post. This is a Bug Fix which resolves the "Dropping an Item from a Module onto a Building Inventory" issue reported less than 24 hours ago.
Moon Wizard updated the CoreRPG Items-system and depreciated a function, and I missed it in my read through of the code - but its all fixed now. :)
As normal, if you have any issues or suggestions then please let me know.
Enjoy!
Cheers
tested the item dropping. and it now works as expected. Thanks, Dulux-Oz, for the quick update. I'll test some more this weekend but so far its all excellent work as usual.