Thanks for the information Trenloe. I'm glad to have found this. I don't come around the forums much and I'd been using Pathfinder 1.7 extension ;) So I got a nice update and now I've got some great rules modules to add.
Awesome evening indeed.
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Thanks for the information Trenloe. I'm glad to have found this. I don't come around the forums much and I'd been using Pathfinder 1.7 extension ;) So I got a nice update and now I've got some great rules modules to add.
Awesome evening indeed.
Just tried it for a session today and it works good so far.
So my players tried out the new version today and were unable to change the HP value box at all (except using the mouse wheel to add modifiers). Not sure if anyone else has had this problem.
This has been this way in previous versions... I believe they consider it a 'feature'.Quote:
Originally Posted by Aidan_Dark
I am having some issues with the modules... I am able to load them fine and use them as the GM, and if I connect to myself as a client, they all work fine.
However, when my players connect to me, the library does not contain all of the modules which I have force-loaded for players... and the module activation window is behaving strangely. Some modules do not have books for players to open, others appear with a "web" icon in place of the book, and some have books that refuse to open. (You click and drag to open, and it immediately closes). These players also get an "unopened module" error when i try to share links with them to these modules.
I have also checked that all of the modules are "common" modules and should be able to be shared properly as far as i can tell.
Any idea what I'm doing wrong?
I thought they worked fine last time i used them.
I take a look tonight
Chris
BTW here are the fixed traits and spells mods
I'm fairly new to FG, but I've just done a bit of testing around this. i'm running 2.7.4 Full for the GM "server" and 2.7.4 Lite for the player client.Quote:
Originally Posted by Learuis
The "web" incon in Module Activation means that the client doesn't have the module locally - it's getting it over the "web" from the GM "server" application. I think you only get the "open book" option in module activation if you have the mod installed locally.
Assuming we aren't going the route of getting each Player client to manually install the mods locally, this is what I found:
As you said, the mods as provided in the linked Pathfinder Parser thread are client only. These need to be changed to be common as well - so that the player clients can download them.
Update - I notice that as I write, Madman has provided some updated mods for spells and the Pathfinder Rules that are both client and common. I'll try these later...
In testing, I then ran a player lite client on a different PC and checked access to the mods there. As mentioned before, the module activation window will just show a "web" icon (unless the player has the mod installed locally).
I then monitored the data cache folder on the player PC - this is in your FG application data folder (link under Start -> Programs -> Fantasy Grounds II). My campaign is called "PF Test" so under cache\PF Test is the cached data that is downloaded from the GM server. I see "campaign.dat" and then slowly - over the space of a few minutes, the modules that the GM has force loaded begin to appear: UOP feats.dat, UOP Equipment.dat, etc. Note: the modules only download to the players when the GM opened the module in their FG app!
EDIT: With more testing I've noticed that the players will only see modules in their library that the GM has opened (and keeps open) in the GM's module activation screen. THIS IS KEY - as a GM, if you want your players to see module, keep them open on your FG app too! If you close them they are removed from the players library and when you open them they are downloaded again to each player - this seemed to be the case even for force loaded modules.
So, I think the answer here is:
1) The GM should open all the modules they want the players to have access to - and keep them open throughout the game.
2) Be a bit patient for module dat files to download to the players, I would imagine that over the internet this could take longer.
3) If you have a "tech savy" player, get them to check that the module dat files are downloading to their cache directory.
4) Force load the modules you want the players to use.
5) Only load the modules the players actually want, as loading unnecessary ones will slow the whole process down.
If the above is taking way too long, think of providing the modules to the players to install themselve locally (in the "modules" directory under the application data folder) - this will give the players the "open book" option under module activation - if it opens and closes immediately, check the chat window on the GM client, it may say something like "Players have requested permission to load XXXXX" where XXXXX is the module name - check that the GM has given permission to this module (even though the player has the module locally).
I hope that all of the above makes sense and that it helps you. If you already knew most of that, sorry for going over it again.
If I've got it all wrong - please let me know. I'm a newbie and just found out all of the above by trial-and-error, so I may not be explaining it right...
Cheers,
Martin.
Prestige Classes have a minor typo.. Under 'Class Features' (Just below the level progression stuff) most of them seem to say:
"The following are class features of the battle herald prestige class."
instead of whatever the actual class should be.
So far I've seen it in Chevalier and Dragon Disciple for sure..
Also. The pointer for the Sorcerer Spellbook in the classes file points to the d20 spellbook rather than the PF one.
Copy, Paste!
Ill fix that
Chris
Type it in as temp hp, wounds work just fine though.Quote:
Originally Posted by Blackfoot