oh... so thatīs the reason.... sad if it wouldnīt
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oh... so thatīs the reason.... sad if it wouldnīt
Hello,
I have just recently purchased the ultimate license and I'm trying to install this mod into the module folder. I'm not sure if I'm doing things incorrectly because when I load up my game the module is not visible in the library. Again, I'm unsure if I'm doing something incorrectly or this module has become obsolete since it's been greater than a year since this was posted and updated. I would be thankful for any help you could provide.
Thank you for your time.
You might want to use my updated version which I posed on the 21st to avoid text issues. It's still entirely compatible with Pathfinder 1e in FG Classic and Unity.
To install:
1. Open FG launcher
2. Click folder icon in upper left
3. Open modules subfolder and move the .mod file here
4. Open your campaign from FG launcher (must be done AFTER moving mod file)
5. Open Library in lower right
6. Search for "PFRPG - Class and Archetypes" (there can be multiple pages if you have many modules).
7. Click Load button for that module
Did you restart FG? I know in classic anything added after FG was launched caused issues with modules and extensions not being found. It is possible Unity might have the same behavior. If anything, search for the author of the module or just the word class. Might help eliminate some of the mods you have.
Thanks for cleaning up the module. I just took what I got from the source material and plopped it in so there was bound to be stuff I missed. The compression of the module is something I don't mess with as I am set in my module making ways..
It wasn't anything you did wrong, Unity just uses different character encoding which means some punctuation gets mangled/lost.
What is the path to the directory you're putting it in?
It should be (on Windows): C:\Users\[your username]\AppData\Roaming\SmiteWorks\Fantasy Grounds\modules
If you used to use Fantasy Grounds Classic, you might be putting it in the old Classic modules folder.
Dont know if I'm doing something wrong, however I've noticed if I pick the base Wizard for example, all spell slots etc are automatically calculated correctly, however if I were to choose Exploiter Wizard for example, I have to manually input the amount of spell slots the character has. Is this an issue going into FGU?
Second that, and for Slayer (Cutthroat) thereīs the whole MAIN Tab content missing, only OTHER Tab is filled
This is due to automation built into FG. There is a script in the manager_char.lua that specifically calls out CLASS_NAME_WIZARD. This variable is defined in this script as "Wizard". So as the automation looks at the class name, if it sees the specific name of "Wizard", the script will execute and place the pre-programed set of spell slots into the actions tab. Since this class name is "Wizard (Exploiter Wizard)" this does not match anything in the script and therefore does not automatically add the spell slots. If you wanted to the ease of drag and drop for the spell lists, make a copy of the "Wizard (Exploiter Wizard)" class, edit the name of it and remove the " (Exploiter Wizard)" section of it. When you drag and drop that specific class from that point on, it will add the default spell slots. As an aside, this script is also the reason why if you are using the Herolab to FG converter, your spells for any spellcasting class with an archetype will not show up. Once you edit the full archetype class name to the original class, everything will populate properly.
Changing the script to accommodate every single different archetype was well beyond the scope of this module. Add to the fact, I do not want know if this is possible without a crapton of code to change the script to allow it and I do not wish that if-then-else script upon anyone.
I will make a note of the limitation in the first post.
I will get this corrected and updated.
I found a very minor text error.
Alchemist Discovery - Stink bomb
Text reads
"The effects of the smoke created by an alchemist's bomb can duplicate the effects of fog cloud"
It should read
"The effects of the smoke created by an alchemist’s bomb can duplicate the effects of stinking cloud instead of fog cloud"
Any chance this could get put up on Forge? This is one of the Only non forge Ext/Mods I use and I would love to just depend on forge if I want to clear my ext/mod/vault folders.
Ignore - User error
I will look into this, but it appears to load fine for me.
Yes, that has been on my todo list for a while now. I had submitted it to the Forge at one point, but completely forgot about it as I have been busy. Found out I forgot to add the community use statement to my description. Hopefully they will approve it and I will update the first post once it does.
Thanks! And it seems I have two old fantasy ground folders and one of my links was pointing at it, so I was placing it in the wrong spot. As I said user error
Forge link added to first post.
Thank you! I'm surprised this wasn't available with the purchased material. Big shock for our group. You saved the day!
I have a question. I noticed that the class window type field includes archetypes and all of your class/archetype combinations have a type of Base.
I was thinking of doing something to the class window and classes display on the character sheet to better support archetypes because I dislike the way it's done.
I truly hate the way they did spell casters with doing a lookup into hard coded data, and if the class isn't exactly what's in the table then the class doesn't get automatic spells known/available.
So, major revamp to the how classes are dealt with and hopefully it's cleaner and easier.
But before I do that I wanted to know why you didn't use that option in the Type field?
Is there something it does that would break things elsewhere?
Sounds like an interesting idea. What's the endgame goal of it? Just to have the sheet with the specific archetype information on it or just so it looks better?Quote:
I was thinking of doing something to the class window and classes display on the character sheet to better support archetypes because I dislike the way it's done.
Yeah, it does get annoying, but more than likely those basic spells do not have the effects built into them already and the base number might be wrong due to character stats. I am at the point where it doesn't bother me since I will adjust everything anyhow and it takes 2 minutes to swap out the spells with those in a module with built in effects.Quote:
I truly hate the way they did spell casters with doing a lookup into hard coded data, and if the class isn't exactly what's in the table then the class doesn't get automatic spells known/available.
To be completely honest, those other options were not available when I created this module. When I built this, the only options were Base or Prestige. They must have added them in at some point and I didn't notice. When I did create this, all I did was make the base class, then copy it for each individual archetype and manually adjusted everything that came with it. I suppose I could go through and make things archetypes, but I cannot find documentation on what that field will do and do not want to break things in the module. With over 1,500 combinations, at this point, if it isn't broke, why fix it?Quote:
But before I do that I wanted to know why you didn't use that option in the Type field?
If you can find documentation on what that field does and how to properly use it, let me know.
If the class' name is not a base class name then it gets no number of spells added in the action tabs spoellclass that is created. So...
I'm going to add a new field, archetype. This will be used for a calculated display. I'm also going to add some additional fields for spells
Known and Spell per day.
Each category for spells would have 1 text box for levels 1 to 20. What would be a comma delimited list for spells 0 to 9, or 0 to 6.
for classes that don't get 0 level spells then a -1 is used for 0 level spell. Then when the class is added to the spells it would look there to see what if any spells the character is supposed to get. Modified as it already does by attribute.
As for what the type field does when it equals archetype I've no idea and I've not been able to find documentation on what it does.
I'm going post the question after this to hopefully find out
question about the class type field and archetype value. Moon Wizard said it's just informational.
https://www.fantasygrounds.com/forum...l=1#post745575
So setting it to that is meaningless.
To be honest, it sounds like you are making an extension that replaces a minute or two of work for a player. Can this be automated, yes it can, but why would you bother? This extension sounds like it will save a few minutes of work for just base classes. But then you have to get the edge cases where spell progression is delayed by a level or classes that add spell levels to other classes spell levels. Don't get me wrong, it sounds like a nice idea, but personally, I'll just continue to build in Herolab and manually adjust in FG as needed.