Thanks for your response, Cody! Actually, your answer to Krb243 solved my problem as well... :DQuote:
Originally Posted by cstebbins
If it still helps, I'm sending you my speccy snapshot privately
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Thanks for your response, Cody! Actually, your answer to Krb243 solved my problem as well... :DQuote:
Originally Posted by cstebbins
If it still helps, I'm sending you my speccy snapshot privately
Question any plans on being able to import monster stat blocks from Hero Lab/Pathfinder doing this?
Reply to Talysian
Importing monster stat blocks from Hero Lab and PCGen is a plan in the future, but the current priority is implementing 4E support for Hero Lab and improving the accuracy of the already existing character imports.
Best regards,
Cody Stebbins
Character Converter Version-2.8.1.C
Updates
Hero Lab and PCGen 3.5E
Spells are now derived from the Fantasy Grounds 3.5E spell database. Spell data will be more accurate for these.Hero Lab Pathfinder
Inventory location addedArmor max stat bonus addedArmor skill check penalty addedSpells available per level now available for all classes.Initiative stat added
Best regards,
Cody Stebbins
Nice! Thanks for doing this. :)
Update 2.8.1.D
Use link in first post.
Updates
Hero Lab (3.5 and Pathfinder) and Dungeons and Dragons Insider (4E)
Conversion now takes place entirely through XSLT and a custom Character Converter API. Documentation will be released in later updates, but all of the API is in use in the XSLT files which can be exported within the program.Hero Lab
Bug fix: attackbonus/melee/total replaced attackbonus/grapple/total
Bug fix: attackbonus/melee/misc replaced attackbonus/grapple/misc
New data: attackbonus/melee/total
New data: attackbonus/melee/misc
New data: attackbonus/ranged/abilitymod
Working on Hero Lab 4E support. Let me know how the know if you have any requests for the API.
Best regards,
Cody Stebbins
I'm having trouble importing a PCGen character with this. I've created a Pathfinder character in PCGen 5.16.4, exported as a Fantasy Grounds XML file, and then tried to do a campaign import using the Pathfinder selected in the drop down list, choosing my XML file and Campaign Import with a campaign selected.
I get the error that it is an invalid PCGen file.
Any suggestions?
Would you mind posting both the PCGen file and the exported Fantasy Grounds 2 .xml of the PCGen file? Just zip up the two files and post them as an attachment on these forums. I can look into it right away for you.
Also check out the solution Trenloe posted below. If that doesn't work post the files. Thanks Trenloe for helping out!
Best regards,
Cody Stebbins
I'm guessing you're selecting the "csheet_FantasyGrounds.xml" file that came with PCGen 5.16.4 and not the new one you need to install from the character converter?Quote:
Originally Posted by Crossfireue
In the Fantasy Grounds 2 character converter there is a menu option (top left) - "Install PC Gen Support" which you need to run to install a new XML file: "csheet_FantasyGrounds2_pc_3.5.xml" and select this when you export from PCGen.
Ah HA. When I saw PCGen listed in the drop-down menu, I assumed I already had PCGen support. Will check that tonight.
Thanks!
If I were to buy herolab would I be able to import characters for 3.5ed. of D&D easily or is it a complicated process? I am not a code writer or anything and I was just wondering how easy a character converter would be to use for FG2 then?
Thanks in advance for any response. I know they are still tesintg this importer
I would say the only difficult learning curve would be using the Hero Lab software, because of how complex and powerful the software is. It is without a doubt the most powerful DnD character creating software out.
As for the Character Converter's ease of use you can test it yourself. You can download PCGen, make a character, and use that as a test run for the converter because the process is the same as Hero Lab. I can assure you though I have been designing it to be as user friendly as possible.
Let me know if I can help in anyway. Thanks for expressing interest!
Best regards,
Cody Stebbins
It's not a complicated process:Quote:
Originally Posted by Pandar
1) Create your character in Hero Lab.
2) Export (Save Custom Output) the character to an XML file.
3) Load this XML file into the FG Character Importer.
4) Select the FG campaign you want to import to.
5) Press the "Convert" button.
The character should now be in your FG campaign.
No code writing or anything! :)
This sounds like exactly what I am looking for!! Just one more newbie question though, where is the FG character importer located at? :o
There's a link in the first post of this thread.Quote:
Originally Posted by Pandar
I think I see some of the problem with the PCGen support. It might only find PCGen automatically if the person has used the windows installer (roughly half of the users don't).
If you want to manually remove the old FantasyGrounds output sheet follow these steps.
Navigate to "\pcgenXXXX\outputsheets\d20\fantasy\htmlxml" (PCGenxxxx is the version of PCGen that you are using)
Delete the "csheet_FantasyGrounds.xml"
Use the char import tool and select the "Install PCGen support" and select a directory you can find (like the desktop). Then manually move that xml file created into the location previously specified above.
John, Cody if you want us to we can just replace the current file in the PCGen distro and replace it with your updated file.
Thanks much for taking the time to not only reply, but not say how much of a dipstick I am for not even looking at the first post and realizing that it links to the importer. I will try to keep the stupid questions to a minimum.
Thanks again
Another update from Cody:
- [HERO LAB] Bug fix: Character classes not updating
- [HERO LAB] Bug fix: Character senses not updating
- [3.5E/PF] Module manager now functional for these rulesets (4E to come). This allows the user entry of modules for use with the character converter so that skills, weapons, armor, equipment, feats, spells, and magic items can be looked up. If Fantasy Grounds 2 is installed than these modules are supported by default. (3.5E Basic Rules, 3.5E Spells, 3.5E Magic Items, Pathfinder Basic Rules)
- API stability improved. Node can contain other characters beyond API call now.
Cheers,
JPG
And another refresh:
- Console output updated. Now includes all data about various options within it.
- Updated gui for a more consistent look.
- [PCGEN] Null reference error on conversion of any PCGen character. Fixed.
- [PCGEN] Campaign import failure for some characters. Fixed.
- [PCGEN] PCGen output sheet updater corrupting sheet. Fixed.
- [PCGEN] Modules failing to look up data for PCGen characters. Fixed.
- [PCGEN] PCGen converter now uses a combination of xslt and local apis to convert data. Allows for modification via local xslt.
- [PCGEN] PCGen output sheet updated.
Cheers,
JPG
Thanks for pointing this out. I didn't realize that non-installer version was that popular. Along with emailing your team a copy of the .xslt file, I can change context menu that installs the sheet to better support the users who have not installed it.Quote:
Originally Posted by Nylanfs
Best regards,
Cody Stebbins
Could you have a copy and paste field there? Personally I find those drill-down dialog boxes fairly annoying, but that's just a personal preference. No biggie if your code doesn't support it. :)
Yes just downloaded the new version and my advanced Rakshasa imported.
Hmm, doesn't look like it captured the initial cleric spells prepared, but that's not a big issue. :)
Code:RAKSHASA CR 13
Male Rakshasa Outsider 11 / Sorcerer / Cleric 4
LE Medium outsider (native, shapechanger)
Init +11; Senses Darkvision (60 ft.), Perception +18,
Aura Aura of Evil, Aura of Law,
DEFENSE
AC 38, touch 21, flat-footed 30 (+7 Dex, +11 natural, +1 dodge, +3 deflection, +2 *Amulet of Natural Armor +2, ), Combat Expertise
hp 154 (11d10)+(4d8)+91
Fort +13, Ref +15, Will +15
DR 15/good and piercing
Spell Resistance 25
OFFENSE
Speed 40 ft.
Melee bite (w/melee weapon) +16 (1d6+1)
Melee claw (w/melee weapon) +16/+16 (1d4+1)
Melee claw (w/o melee weapon) +21/+21 (1d4+3)
Melee kukri +1 +22/+17/+12 (1d4+4/15-20)
Melee bite (w/o melee weapon) +21 (1d6+3)
Space 5 ft.; Reach 5 ft.
Special Attacks Channel Negative Energy (2d6, DC 17, 6/day), Detect Thoughts (DC 18),
Known Sorcerer Spells (CL 6th):
3rd (4/day) - lightning bolt (DC 16) , suggestion (DC 16)
2nd (6/day) - acid arrow , invisibility (DC 15) , minor image (DC 15)
1st (7/day) - charm person (DC 14) , mage armor (DC 14) , magic missile , shield (DC ) , silent image (DC 14)
0th (at will) - dancing lights , detect magic , ghost sound (DC 13) , mage hand , mending (DC 13) , message , prestidigitation (DC 13)
Prepared Spells Prepared Spell List
Cleric (CL 4th):
Combat Prepared Spell List
Cleric (CL 4th):
2nd - hold person (DC 16) , invisibility (DC 16) , resist energy (DC 16) , summon monster ii
1st - bane (DC 15) , cause fear (DC 15) , detect good , *protection from chaos (DC 15)
0th - bleed (DC 14) , light , read magic (DC ) , resistance (DC 14)
Social Prepared Spell List
Cleric (CL 4th):
2nd - eagle's splendor (DC 16) , invisibility (DC 16) , owl's wisdom (DC 16) , undetectable alignment (DC 16)
1st - command (DC 15) , comprehend languages (DC ) , disguise self (DC ) , sanctuary (DC 15)
0th - detect magic , guidance (DC 14) , purify food and drink (DC 14) , read magic (DC )
*: Domain spell.
Deity Asmodeus; Domains Law, Trickery,
STATISTICS
Str 16, Dex 24, Con 22, Int 17, Wis 18, Cha 17
Base Atk +14; CMB +17; CMD 38
Feats Armor Proficiency, Light, Armor Proficiency, Medium, Channel Smite, Combat Expertise, Deceitful, Dodge, Improved Channel, Improved Critical (Kukri), Improved Initiative, Martial Weapon Proficiency Output, Shield Proficiency, Simple Weapon Proficiency, Weapon Finesse
Skills Acrobatics +7, Acrobatics (Jump) +11, Appraise +3, Bluff +28, Climb +3, Craft (Untrained) +3, Diplomacy +23, Disguise +32, Escape Artist +7, Fly +7, Heal +4, Intimidate +6, Knowledge (Nobility) +8, Knowledge (Religion) +10, Perception +18, Perform (Oratory) +21, Perform (Untrained) +6, Ride +7, Sense Motive +18, Spellcraft +11, Stealth +21, Survival +4, Swim +3,
Languages Common, Infernal, Undercommon
Special Qualities Aura of Evil, Aura of Law, Change Shape, Copycat (7/day), Orisons, Spontaneous Casting, Touch of Law (7/day),
Possessions kukri +1; cleric's vestments; amulet of natural armor +2; belt of incredible dexterity +4; boots of speed; bracers of armor +6; circlet of persuasion; headband of mental prowess (int/wis) +4; ring of mind shielding; ring of protection +3; wand (summon monster iii/sorcerer/6th); wand of cure moderate wounds;
SPECIAL ABILITIES
Aura of Evil (Ex) You project a moderate evil aura.
Aura of Law (Ex) You project a moderate lawful aura.
Change Shape (Su) You have the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of your own physical qualities. You cannot change shape to a form more than one size category smaller or larger than your original form. This ability functions as a polymorph spell, but you do not adjust your ability scores (although you gain any other abilities of the creature you mimic).
Channel Negative Energy (Su) You can unleash a wave of negative energy. You must choose to deal 2d6 points of positive energy damage to living creatures or to heal undead creatures of 2d6 points of damage. Creatures that take damage from channeled energy receive a DC 17 Will save to halve the damage. You can use this abilty 6 times per day.
Copycat (Sp) You can create an illusory double of yourself as a move action. This double functions as a single Mirror Image and lasts for 4 rounds, or until the illusory duplicate is dispelled or destroyed. You can have no more than one Copycat at a time. This ability does not stack with the Mirror Image spell. You can use this ability 7 times per day.
Detect Thoughts (Su) A rakshasa can detect thoughts as per the spell of the same name (CL 18th). It can suppress or resume this ability as a free action. When a rakshasa uses this ability, it always functions as if it had spent three rounds concentrating and thus gains the maximum amount of information possible. A creature can resist this effect with a DC 18 Will save.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Spontaneous Casting You can channel stored spell energy into inflict spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any inflict spell of the same spell level or lower (an inflict spell is any spell with "Inflict" in its name).
Touch of Law (Sp) You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability 7 times per day.
...thanks for that wonderful tool which makes things alot more easier.
I successfully imported characters from PCgen.
:bandit:
One question though: does the software work with "other" xml files too? Or are they limited to HeroLab & PCGen? I have some characters online at the Myth-Weavers site which do export as "normal" xml files but the converter won´t recognize them as valid files..
I am an illiterate when it comes to coding and whatnot.. is there still some kind of workaround anyhow?
Unfortunately because the structure of the xml data is different for each data source the program is limited to what is specifically coded for.
I am planning on adding a feature which will allow you to specify custom xsl transform files to use with the converter, but you would still need to understand how to create an .xslt file.
Best regards,
Cody Stebbins
Another update:
- [PCGEN]PCGen sheets will auto update the PCGen character converter sheets default PCGen location upon program startup. If this location doesn't exist or an alternative path is used the update will fail silently.
- [PCGEN]"Choose Location to Install" button added under the "PCGen Sheets" category which allows users to select a directory for the converter to place the PCGen character converter sheets.
- [PCGEN]"Copy to Clipboard" button added under the "PCGen Sheets" category which allows users to copy the PCGen character converter sheets to the Windows clipboard.
Cheers,
JPG
ok - thanks so much - i already thought that this is the case - keep up the excellent work Cody!
:bandit:
Quote:
Originally Posted by cstebbins
Just tried using this with a DDI exported character and for the most part it worked, but the character abilities "Human Racial Bonus Feat, Bonus Power, Class Features, etc" didn't load along with some of the weapon proficiency's are missing. The only one that popped up was Simple Ranged when Simple Melee should've popped up as well.
OS: Win7(x64)
FG2 Converter ver: 2.8.1.G
Class used: 3rd level Cleric(Templar)
Messed around with the output options and noticed some weird things here as well:
When I checked Add Class features, feats, and item properties as powers, I was given several situational powers that had no description, but just the names: DisplayPowers, Class, Flavor, Level, Powers, Short Description, Type, and <<Name>>. They didn't have any info on them or anything.
Can you send your dnd4e character file to support at smiteworks dot com?
Thanks,
JPG
Just sent it off. Hope this helps.
Many of these fixes came from the excellent error reporting of Mooses8d. Thank him for the help!
https://www.fantasygrounds.com/forum...ad.php?t=15025
Updates
Dungeons and Dragons Insider - 4E
[Bugfix] Simple melee now shows up as a weapon proficiency.General
[Bugfix] Special ability list now populates.
[Bugfix] Add class features as powers now works properly.
[Bugfix] Add feats as powers now works properly.
[Feature] Duplicate powers will not populate anymore.
[Bugfix] Reduced the number of falsely thrown errors by a significant amount.
Best Regards,
Cody Stebbins
Thanks for the latest update - I'm loving this tool! :)
However, I get errors in the module manager. When I try to enable any of the modules I get a long error message that basically says "The system cannot find the file specified" - this is with the standard 4 modules and the same error occurs when "Restore Defaults" is pressed. The path and filename shown for each module (press "edit") is correct.
Not a biggie - but I've been looking forward to trying the module lookup!
I'm running Windows 7 64 bit with FG V2.8.1.
(exactly the) same here !!Quote:
Originally Posted by Trenloe
:confused:
Thanks for reporting both of your troubles. I have some further questions.
Can you use the "Add" feature to create a new module entry that does not fail?
When does the error occur in the program?
Could you post the paths the program is listing as the valid module paths?
Has Fantasy Grounds 2 been installed in the default directory?
Have either of you tampered with the Fantasy Grounds 2 modules?
Until this is fixed you can uncheck the "Use modules from the module manager to lookup data" option and the program should work regardless of this problem.
Currently I am debugging the program, but I can't seem to find any problems on my 32 bit machine. I will need to wait till I can access my 64 bit machine to do further diagnostics.
Best Regards,
Cody Stebbins
I've got this working by running the app as Administrator. Sorry, it's usually one of the first things I do when apps start misbehaving.Quote:
Originally Posted by cstebbins
Trenloe,
Good to know. Glad you got it working. Let me know if anything else comes.
ZorxPotz,
Have you tried running it administrator mode? Perhaps you are having the same problem as Trenloe.
Best regards,
Cody Stebbins
Yes, always launched it in administrator mode. Let me run some tests to get back to your other questions...Quote:
Originally Posted by cstebbins
:o
When you say "administrator mode", you do mean right-clicking on the executable and selecting "Run as Administrator"? Just logging in as an administrator is not the same.Quote:
Originally Posted by ZorxPotz
yep, thatīs what i meant! starting the tool by RIGHT-CLICKING the exe with administrator rights!Quote:
Originally Posted by Trenloe
Sorry, I must have been running an older version. I still get the problem, even running as administrator. Version with issues: 2.8.1.HQuote:
Originally Posted by Trenloe
To answer your questions Cody:
- Can you use the "Add" feature to create a new module entry that does not fail?
I can't add a new module - the "Path" entry is greyed out. Pressing "Select Module" does nothing.
- When does the error occur in the program?
When I press "Restore Defaults" in the module manager, or try to "check" a listed module. When I first open module manager, none of the 4 listed modules are selected.
- Could you post the paths the program is listing as the valid module paths?
When I try to edit the PF-SRD-Basic-Rules.mod it lists: C:\Users\Martin\AppData\Roaming\Fantasy Grounds II\modules\PF-SRD-Basic-Rules.mod
I can't edit this, it's greyed out.
- Has Fantasy Grounds 2 been installed in the default directory?
Yes - but in 64bit this is: C:\Program Files (x86)\Fantasy Grounds II
- Have either of you tampered with the Fantasy Grounds 2 modules?
Not me... :)
Very useful utility - thanks! Just trying it out for the first time tonight in preparation for a Pathfinder one-shot in about a week. In the first minute of using it, I've run into one little bug though so I might as well mention it.
Used in conjunction with a character exported for Fantasy Grounds from the latest version of Hero Lab (3.8a), I've noticed that it did not add my PC's size modifier to the Armor Class (Goblin PC, +1 to AC for small size). Otherwise, so far so good. Will report further issues if I experience any.
Edit: Here's another one. Same character (Goblin Fighter, exported from Hero Lab 3.8a). Imported weapons were correct except that the Shortbow was imported as a melee weapon instead of ranged, which obviously impacts Attack Bonus. I would simply click the little M/R icon in Fantasy Grounds (2.8.1 Release) next to the weapon, but it refused to toggle.
Edit2: And another. With each character that I import from Hero Lab, their armor is imported twice, which messes with encumbrance (easy enough to remove manually, though). I'm sure this is because, in Hero Lab, you add the armor twice... once on the Armor tab (to calculate AC) and once on the Gear tab (for inventory and encumbrance purposes).
Cheers ~ Jonny