This bow name and other issues with the bow in that equipment package has been fixed. Should be out in the next Tuesday update.
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In my game two of my players who's origins came from wanderers guide told me that after trying to look at their weapons descriptions that came from their equipment packs ,those weapons changed names. It seems it automatically added a lot of mods and messed with damage rating. Those weapons came from equipment packs, but I was unable to find them in general items list.
One player also had problem with radio, once they tried to look at this radios descriptio the name of the radio dissapeared and now it was an empty item with no name and description.
I myself tried to add to one of the players their Skull mask, but there was no description or anything except the name in the equipment pack. And as with the wepons I was unable to find tha item in the general items list.
What could cause it and how to fix it? (Also those characters where made at the end of last year or at the start of this year.)
Hi, got these fixed and pushed for the next update. Just wanted to let you know and also just a heads up, the Skull Mask will still be without a proper description as it is only mentioned once in the Wanderer's Guide book where it is listed as part of an equipment pack. I set its category to apparel and head gear, but other than that it has no official stats of any kind. However, now that it is fixed, you should be able to edit it how ever you like once it is on the PC, or by duplicating it.
Hi, got a question/bug for the core rules regarding vehicle combat.
When attacking a vehicle, from another vehicle, there is no location being rolled, and the damage does not apply. The roll results also do not give the expected results (ie. Hit, miss, etc)
Attached are two screenshots, one where I rolled the attack from the vehicle record using one of the PCs in the gunner seat, and the other where I rolled the attack from the PC's sheet using the vehicle weapons on their combat tab.
Attachment 67125
Attachment 67124
It's always intended for players to roll from their sheets, not the vehicle record.
Ok, so I went back to test it again with this information. From the PC Sheet, the PC targets the other vehicle, and rolls their vehicle weapon from their sheet. I get this error in the console when rolling damage.
"Hanlder error: [string "Fallout2d20:..ts/manager_action_damage.lua"]:571:attempt to compare number with nil"
The damage is not applied. This error also happens when attacking the PC vehicle from the NPC Vehicle.
For some reason, in the middle of our session, and it doesn't fix when we restart it, the game simply refuses to count successes or handle targeting/attacks at all.
When rolling any kind of attacks, it rolls d20's as if they are regular d20s (counting total number) rather than counting successes against the target number. regular skill rolls seem unaffected.
Attachment 67345
Consumables also seem to be broken
Hi, I have issues with clothing/armor in my game. For excample i see that "Tough clothing" gives resistances and damage reductions correctly, but Gas mask should give it but nothing is shown in combat tab. Both are equipped. One other item that has that issue is Brotherhood of steel fatigues.
Hello,
I have encountered a few errors after updating to the latest version. These errors occurred in a fresh campaign with no extensions and only official purchased modules.
The first error occurs when using the "consume" button from the inventory menu (I tested with pork and beans). Health was restored as it should be however an error popped up in the console.
EDIT: Further testing seems to indicate that the food error only occurs with food that makes your randomly roll for radiation (pork and beans, bloatfly meat). Nothing seemed to happen when eating food with no random roll component such as Noodle Cup
The second error is in regards to combat related rolls. When making a roll, success/failure is indicated as it should be, however an error message appears in the console. The same error appears when rolling damage. Additionally, the damage is not properly applied to the targeted creature. All rolls were tested from the character sheet via ctrl+click targeting, dropping the relevant dice on the creature token, or via the combat tracker targeting. The same problems appear when dragging the results from the chat onto the tokens.
I'm not able to verify the consumable issue. It rolls without throwing errors. The error points to the the character not having locations set from the looks of it. It might be best for you to export the character and share it here.
As for the combat issue, it appears to be not getting the difficulty for the roll. I placed a nil check to ensure no errors should appear, but I might get more information from the character in question when you share it here.
Here is the character I was testing with. It is one of the pregens from the quickstart "Machine Frequency" adventure. The only changes I have made are adding a portrait and adding more items (ammo, consumables) in the course of testing. I also made the character window a bit bigger by dragging the lower right corner
I did more testing of the combat/consumable stuff and the other pregens seem to have the same problem.
Thank you SuperTeddy57, the update has fixed the issues. Attack rolls now properly display the origin and target of the attack as well as hit location. Damage is applied properly. Eating food also rolls randomly as it should.
Got the brotherhood of steel fatiques working. For some reason the location covered part was empty.
1)Consumables (food or chems) still does not apply effects on characters within CT (food and chems does cure, but other effects instead of cure does not apply, or does not shown onto the CT)
2)Criticals not properly apply on CT: when multiple criticals onto different locations occurs, on the chat shown "critical already exist" and it does not apply other effects (for example bleeding when a critical occurs onto the body, or prone when on a leg)
The font and underlined area for identified items are not displaying in character sheet. Unidentified items display the unidentified text just fine though. Attached a cropped screenshot of the inventory and two items, one identified[the bobbleheads] one unidentified[the supplies]. I have no extensions or themes loaded[As I quite like the default theme the ruleset has]. And the only two modules loaded are Fallout 2d20 and Fallout Wasteland Wanderer. Thank you for your time.
[Edit 1] It appears if I lock the item box so it can't be edited the name of the item then appears in the inventory while identified. So if I click the little bag next to the item and in the box that shows up type in what I want then lock it, The name will then appear in the inventory.
Hey Glass Violet,
Looks like this is probably related to the Wasteland Wanderer still. The items you are using are from there. Could you give me the steps to replicate where you ended up with your inventory? I was not able to replicate it just yet.
For reference, since these items are just listed in the starting equipment area, and not in the items window, I created them from the character sheet inventory tab. After adding their name, and then locking the record window, they showed up in the inventory tab as expected.
The steps you listed are exactly what I did, I just never locked the item. The text doesn't show up till you lock the manually created item, maybe this is fully intentional and I'm simply used to other rulesets where you can always edit the items name in your character sheet without having to fully open the item up to change the name.
From what I know, it is intentional for Fallout 2d20. I don't have much experience with other official rule sets aside from using them as a reference for some development. I have only used one community ruleset, and the Fallout ruleset so far. So for me, locking the item record in order to push any updates I made to it out to the character sheet was just muscle memory.
Based on how you are using the new Solo RPG though, I have a few updates I should make to the module to make it a bit more friendly to use.
Oh okay, that makes sense, If that's just how it's programmed then it's simply a teething issue I hit as a newcomer from other rulesets and not actually a bug.
Hello all, I found a few issues with the ruleset and was told on the discord to post here, so I am copying what I wrote there. This is in a campaign with no extensions and only official modules.
First issue:
Using AP to purchase dice or the modifier window to roll extra dice works fine when clicking the "dice" icon on PC and NPC sheets. However, when trying to roll skills from an NPC sheet (the ones that don;t have a dice icon and only have a "highlight-able" skill), any modifiers in the modifier box disappear the moment you highlight the rollable skill. and only the basic 2d20 are rolled. this happens if you set the modifier manually or use AP to purchase extra dice. Things work properly and extra dice are rolled as needed if the roll comes from a "clickable" dice icon (as opposed to a highlightable skill with no dice icon).
Second Issue:
Additionally, I have had trouble dragging and dropping damage effects onto targets. An error message appears and the damage doesn't go through as it should.