Leonal, to go back to the default skin would be quite an undertaking. I orginally thought of adding the gray skin as an extension and probably should have. I am not sure what it would take to go backwards now.
Printable View
Leonal, to go back to the default skin would be quite an undertaking. I orginally thought of adding the gray skin as an extension and probably should have. I am not sure what it would take to go backwards now.
The latest files are at the start of this thread Deathtrap. it's dated 6-11-2014. On page three of this thread is the pdf guide to the ruleset.
The PDF guide is also in the first post.
Cheers,
JPG
Please see first post for current files.
-Paul
Deathtrap the issues you brought up are fixed in this release, but as I said before, I fear you are running an older version based on the skin that appears in the screenshots you posted. If you use the current version, there will be changes to your data, so be sure to have it backed up. You may have to input some character fields and items.
-Paul
Thank you, Paul.
Please see first post for current files.
-Paul
Ruleset updated to version 3.1 (party sheet improvements and minor cosmetic improvements) - see first post. Also added instructions on how to convert a prior campaign to use this new version without re-typing everything in.
just got the new version knocked up a test character and test las pistol and this is the text that appeared below
Script Error: [string "campaign/scripts/weapon_utility.lua"]:26: attempt to index local 'basicskillsnode' (a nil value)
Script Error: [string "campaign/scripts/weapon_utility.lua"]:26: attempt to index local 'basicskillsnode' (a nil value)
and then the screen look like attached imageAttachment 6901Attachment 6901Attachment 6901
Error occurred due to the code attempting to add the Parry value from the skills. It assumed the user would add skills before weapons. This has been fixed.
It has also been changed to default to a skill value if there is a skill called "Parry" in the basic skills (in case you want to override WS value due to special training). Otherwise, if no Parry skill, the Parry value will default to the WS skill.
Modified version of .pak has been loaded on the first post (newest version loaded).
Looking at the screen there will be issues using the weapons tab with the value "pistol". This won't display the proper fields. In the reference guide page 13 the fields for "Class" must follow a specific format. That covers the minimum. THe allowable fields are: Ranged weapons: "Pistol, Basic, Heavy, Grenade, Thrown or Ranged" for Melee: "Primitive, Chain, Power, Shock, or Melee". If the field Class doesn't use one of these as shown then the fields will not display correctly. So, when making custom weapons follow those guidelines, and look at the reference document to see the other fields usage.
Thanks for the updates! The linked skills with stats are great, but now we're unable to make adjustments to the final roll. Is it possible to have ctrl+mouseroll to make adjustments to the skills?
Leonal,
Paul and I will be coordinating the next update in a few weeks. We will take your problem into consideration. In the meantime, you can make adjustments by adding modifiers into the modifier box.
-Danny
Thanks a lot :)
Our group really enjoy most of the updates so keep up the good work!
Ruleset updated to allow for control+mouseroll to do manual adjustments to the skills. That's the good thing about this ruleset having two developers - if one us cannot address something, perhaps the other can :)
For the record, there may be an issue once you replace the existing ruleset with this one. It may make all skilltotals to be zero. You can fix this by double-clicking each left-most checkbox. This will put the values to the correct value. You will have to do this for each character.
Thank you Paul for adding this feature.
I would advise to do this before you open the weapons tab. If you don't it will be ok, just exit and re-enter/reload the game and things will be corrected on the weapons tab.
If anyone uses the WFRP 2nd ed hit locations you can replace the \graphics\icons\hitlocation.png with this.
Thank you, Leonal. Of course, if you do use this mechanism, you will have to manually track hit locations and ignore what the system determines for you.
Paul and I are planning on meeting soon to discuss future development efforts of the ruleset. One idea I was going to put forward during that discussion was that if the 2nd edition is different, we either create a new version of the ruleset or if the differences are not too drastic, we create an extension that just overrides existing features and basically makes the 1st edition ruleset into the 2nd edition ruleset. I myself do not have the 2nd edition so I don't know the level of differences.
I see, we've always tracked hit locations manually. I wasn't aware there was an automatic feature for it too.
As long as it's generic enough to work across all the Warhammer (40k) RPGs my group is happy. :) Sticking with this version works well for us though.
EVen if I don't play Dark Heresy, I noticed there was no generic token set with the ruleset. So I did one, if you're interested.
https://chezblacky.franchouille.fr/f...errogative.pnghttps://chezblacky.franchouille.fr/files/2014/07/1.pnghttps://chezblacky.franchouille.fr/files/2014/07/A.pnghttps://chezblacky.franchouille.fr/files/2014/07/B.pnghttps://chezblacky.franchouille.fr/files/2014/07/C.png
I sent the file to Paul; it's also here on various formats.
installed new vertion getting a strange error see imaged attached
Attachment 6942
and also rember that the new DH is designed to bring it in line with the other games so if you create a DC DW or OW rulset it should be an easy step to adapt to the new DH (just a thought)
The "Access Denies" is an indication that players won't see your roll. It replaces the usual ? symbol that appears if the GM is hiding rolls from the players, which is the default setting.
Thanks for this amazing ruleset! It's also adaptable to the whole line of WH40k settings. As I'm considering both Dark Heresy and Rogue Trader for my next campaign it's a great tool to have. Lots of automation which I'll need to practice. Thankfully there's a manual. Just that coming from Savage Worlds I'm not used to all that nifty stuff. Hell, with enough practice I might even run some for FGConV!
On a side note, I'll be recruiting soon. It'll be on Sundays, twice a month, 2-3hrs per session and it will start in the 2am to 8am GMT/UTC range depending on the response I get where the 2am start would be Saturday evening in the US and 8am being able to accommodate players in Europe/Asia/Australia. I use Team Speak for voice. I broadcast my own streaming radio feed for atmosphere (and got the creepiest dark ambient music! hehe).
This should be interesting since last time I ran or played using the Warhammer system was 25 years ago. The first system I ever DM'd.
I really like The Black Sepulchre module but I understand some of the interested players might have already played or ran this one.
So anyway, if you are interested pm me. I don't mean to spam this thread. I will use the Guild forums when it's time to officially recruit. Just thought I'd use this occasion to feel the field.
thatd be FG Con 5!
So, I was wondering how we can set armour as primitive, currently I have no idea how to do this.
Also, if we aim for a hit location, the system still randomly generates a hit location?
We had a blast testing out this ruleset, excellent stuff, thanks a lot.
I've created a theme as well Attachment 7406
1) Primitive Armor - you got me on that one. That was not accounted for at a future time. In the meantime, just manually adjust.
2) Hit location is randomly generated based on the attack roll. It just tells you where to set the location. You still have to click through the buttons to select the right area. If you wish to override the randomized hit location, you can do so.
3) Theme - Do you mind sharing? I will be starting work soon on creating the Dark Heresy 2.0 ruleset and I would love to include this. I will give you credit, of course in the startup script. I will probably change the desktop to put a starry scene that is a little less repetitive but every other aspect of the theme is rock solid and cool.
Allright
So 1)Let us know when it's done 2)So the automation doesn't deduct armour from the random generated location when rolling damage? 3) yes, obviously willing to share although I'm not quite happy with the result yet (didn't I send you this by email btw?) because the graphics are not entirely up to point, my first experiment with extensions and the ext doesn't seem to work. It needs extraction of the folder into the dir to actually show up in extensions. If I have some time I'll continue to finetune. Apparently its too large to attach here, despite being a couple of KB short of the limit. You can find it here: https://drive.google.com/file/d/0BzT...it?usp=sharing
But really, the theme still needs some finetuning.
Ps, while I'm at it, any chance of implementing character sheets with all default skills and related stats? at the moment it takes a lot of clicking to do this, or perhaps mousewheel functionality at least should speed up the process.
Thanks again for your wonderful work.
you are zipping your extension up incorrectly....
you have \extensions\darkheresy\files....
you are zipping up \darkheresy and its contents - you need to just zip up the contents only... from extension.xml onwards...
Will do. It will take a few weeks/months as I am not a full time FG developer and have to use this as a hobby (and I have two small children at home I attend to, as well).
It deducts from the armor value listed for that location when rolling damage (for whatever location you selected). For instance, if you select "head" and the head as a armor value of 4, it will subtract 4 from the damage (or 8 if the weapon is designated as a primitive weapon). The default is modern armor as very few people seem to run around with primitive armor. Again, this can be fixed in a future release.Quote:
2)So the automation doesn't deduct armour from the random generated location when rolling damage?
I didn't get an email. No worries if you need to clean up the graphics. The ruleset itself does not depend on the theme from the start. It can be included later.Quote:
3) yes, obviously willing to share although I'm not quite happy with the result yet (didn't I send you this by email btw?)...
Yes, particularly since 2nd edition has less skills and treats untrained skills as just having penalties. This allows me to just list all the skills in one list (like what Pathfinder does). I don't personally like the 2 separate lists (basic vs. advanced skills) I think it makes programming a bit difficult and creates lots of situations regarding exceptions to the rule. The all one bucket approach should make skills a lot easier to deal with.Quote:
any chance of implementing character sheets with all default skills and related stats?
You're welcome. While I did much of the early design work, Paul Pratt did most of the automation. So we all thank Paul with that. I will be contacting Paul shortly (hint, hint) to see if he wants to do the upgrade as a joint venture or not.Quote:
Thanks again for your wonderful work.
-Danny Stratton
-Sciencephile
Ah, I thought is was something simple like that. I'll try to revise the theme by next week. Should be ready by then. I'll also change the desktop background.
I've created a folder with PC portraits, feel free to use it. You can find them here
Ok, as promised here's the latest version of the theme: https://www.cutlass.be/rpg/fg/OrdoHereticusTheme.ext
When I have time, I'll create a theme for the other Ordos as well.
Feel free to share.
PS, still looking for crewmembers, see: https://www.fantasygrounds.com/forum...s-wanted-GMT-1
Hello all, back in town now. To answer above, on primitive armour types, I have it done, just haven't released it yet. I have an Dark Heresy set with more features, but was called away to work before I finished up a few things. Primitive armour is in the release. The issue with the release is it will change your database and characters would have to be input again. The character sheet has been tweaked... alot. Weapons tab collaspes to hid alot of the information for a cleaner look. Party sheet is implemented. A few other things. All these are for the 1st edition rules though.
As for aiming, Sciencephile answered that pretty darn well. Just click the location that was aimed for and ignore the random location.
is this for second edition or first? if for first, what needs to be done to update to second edition?
This is the 1st edition.
I just recently began reading the 2nd edition rules but for the most part I think (from what I can tell on a quick glance), the change of the skills and the addition of Influence seems to be the biggest change.
I want to update it but I have an important work development effort to complete in the near future so I may not get to the update within the next few weeks.
Paul may have more to add.
I haven't picked up the 2nd Rules yet, but plan to shortly. The skills and interaction shouldn't be to hard to add to the existing systems in place. I will look into this and see what needs to happen for 2nd ed.
I know the psychic system would need an update as well. In fact what I would like to see is if it is possible to have the old DH available for those that prefer 1st ed., a generic set that is usable for Rogue Trader, Deathwatch, Only War, and Black Crusade, then a 2nd ed Dark Heresy. I think the ruleset as is right now supports them all generically except for the different psy mechanics for the games after Dark Heresy 1st ed. If I add that option, then maybe some one can take that and tweak it to 2nd edition?
i have the 2nd edition book read, but never really play 1 ed had the books.
I updated this ruleset to 2nd Edition... Sort of. ;)
* added Influence,
* changed how untrained skills are calculated (although I cannot force Specialist skill to be 0 if untrained - minor thing),
* changed some terminology
* changed how degrees of success/failure are caclulated
* Added information about Righteous Fury on D5 roll result of 10,
* not really about 2nd edition - added summary of armor+TB for ease of usage
* not really about 2nd edition - changed background image
* not really about 2nd edition - changed fonts to include polish characters.
It's not pretty, I'm sure it's not complete and I'm not really know what I'm doing but it works. If anybody is interested then I can share it.
Cheers,
Radek.
i'll try it
Do you still have the 2e version of the ruleset lying around? I'd love to take a look.