Do you have any extensions or themes loaded?
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I have tried it with and without and get the same errors.
I reported to smiteworks and they told me to talk with you.
I would suggest trying to delete the ruleset from your vault folder and running another update to download a fresh copy of the ruleset. You can navigate to your FG root folder by clicking on the folder icon on the dashboard. Then deleting the contents of your vault folder and running the update to do a new download of those files.
The FG support team already had me do that and it didn't help.
I would then suggest deleting the CoreRPG ruleset in the ruleset folder and doing another download of that. I would suggest testing in a fresh new campaign with no extensions or theme's enabled. If that still doesn't fix the issue, then I am a bit at a loss as to what might be causing the issue. I have tested the LIVE version of the ruleset in a fresh campaign and I am not receiving the errors you are experiencing.
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Don't understand why. I deleted all the vault folder content.
Pushed a hotfix. See if this resolves the issue you are running into.
I completely uninstalled FG and reinstalled. No error.
New Players were making characters and one player got a little ambitious. He moved his energy weapons to 7 during creation screen. The only easy way I saw to fix this was for him to go back and recreate character.
The energy weapon skill is not modifiable. Please refer to picture.
Thanks for the report. I'll have a look at this after the rulesets have their lockdown lifted.
New features incoming that require some testing and bug fixing might interfere with this process.
Can someone clarify buying and selling cost and how they work, I am wondering if the FGU plugin is correct when using the party sheet to sell items.
Currently the party sheet is giving 50% of an items listed COST when selling but in the core rulebook it says that the selling price is 25% of the items value/cost. Is the party sheet giving too many caps for items being sold?
Its using the D&D or CoreRPG values :)
Your right, heh. I see now it needs to be set to 25% manually.
Another question about a possible error though... The mirelurk queen has 50 HP in the core rulebook but in FGU it has 12 HP. Just a heads up.
I will double check the pdf I received, but 12 HP doesn't sound right for the queen herself haha
Just spotted an error in the Mongrel Dog stats. According to the official PDF (p.343) they're supposed to be Body 6 and Mind 4, but in the module they're 5/5 the same as a normal Dog.
Thanks, I'll get that updated
Dogmeat feat doesn't have the right version of a dog for a 1st level character (or any character for that matter) I would think there would be a 1st level dogmeat in the NPC's and then we could advance as character advances. I did have my PC correct it.
Also the Mr. handy has a 150 carrying capacity regardless of Strength. Would it be possible to set that to 150 depending on race?
I noticed Dogmeat was incorrect, but will have to see about the carrying capacity issue. The Origins are currently a bit bare bones and I have plans on expanding them to include the other features like regen with radiation damage for mutants and ghouls. I will push the Dogmeat fix when I am able to get a new update. I am currently cleaning up the ruleset from the latest round of updates for the combat tracker and what was associated with those changes.
This is more of an oversight than a bug, most likely, but it needs attention. None of the default helmets or head armor pieces have any "upgrade" mods, all they have is "material" mods listed. All head armor pieces should have the upgrade mods listed on page 136 of the (Updated) Core Rulebook. The mods under the heading "All Locations" can be applied to head pieces (lead lined, deep pocketed, etc).
Sturdy Synth Armor Right Leg in the items has the left leg location checked. This needs to be changed to the right leg.
A week ago I mentioned that weapons weren't adding Piercing effects correctly and it looks like it has been fixed so thanks for that, I just want to mention that it still doesn't take into account the Rifleman 2 perk with adds another level to piercing. So if you have a laser with Piercing 2 and 2 ranks in the Rifleman perk then the weapon should have a Piercing 3.
With the NPC's sheet you can manual write in (under the weapon qualities) "piercing 3" and it seems to show up in the chat box correctly but I haven't tested it to make sure.
Is it possible to just add the levels of Piercing directly to the drop down menu on the weapons sheet, so we can just select the appropriate level?
Have a number of issues to report
1) Med-x effect does not apply its effect to the character sheet and is not taken into consideration when damage is received. Only Armour is taken into account.
2) Toughness perk does not apply to the character in anyway (the +DR part, the perk name appears in the perk section of the character sheet), Tried making an effect to correct this in the meantime but this too did not work
3) The rifleman perk does not add the +1d6CD for each perk rank in addition to what @Shinmuriel mentioned (can be work around by manually making the adjustment) I tested this on the combat rifle
I will investigate the item issues reported. The consumable effects may not account for every thing automatically. Some are set up as helpful reminders, but may still need manual consideration. As for the perk related feedback, I have not coded any perk to be handled automatically. In a lot of cases these need to handled manually. The Rifleman perk does not add conflict die. The Toughness perk will not apply anything to the character. You can adjust the DR on the combat tab of the character sheet to increase any of the DR. You will have to adjust the character sheet manually to compensate. I currently have no solution to get perks to automate the character sheet and its something I have been investigating for down the road.
Hit location image and linked attacks are inconsistent, it will output as follows - [ATTACK (M)] Combat Rifle (vs. TN 10) [LOCATION: ] [AIMED] [SUCCESSES: 1] more often instead of the desired result [ATTACK (M)] Combat Rifle (vs. TN 10) [LOCATION: Head / Optics] [AIMED] [SUCCESSES: 1]
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Also thanks for your fast reply :)
Can you see that it's happening with certain locations or it's all of them? Also, can you provide me with a step by step process you are performing to help in my replicating this?
I was able to replicate. I am including this in the clean up update for this ruleset for the latest Core updates that the ruleset needed.
Glad you replicated it. I will endeavour to add step to replicate in the future to reduce back and forth.
Thank you for what you have done thus far. :)
in once upon a time in the wasteland Chapter 3 Act one Scene one.. By the campfire.. You have the first paragraph and bullets duplicated. There are about 8 duplicated lines. Not a major issue but just pointing it out so you can clean it up!
Thank you for the report. I'll pass this along to the developer.
When I create a new item the name keeps resetting back to "new item" when I try to lock it. Am I missing something or is this a bug?
I was able to verify. Missed a line when transferring old code to the new structure. Will test this a bit to be sure it's working correctly before making it available.
Tried adding a custom weapon (shield) today and the name field keeps getting deleted when I click on another field. I was able to correctly add weapons in the recent past (~ 1 week ago). Is there something in a recent update that has broken it?
Steps to recreate: try to create a new Weapon of the Melee type with the Parry quality (it would be nice to be able to add new qualities even if they aren't fully automated). Enter a name in the Name field and click on another field.
Expected behaviour: the entry in the data remains and the item name in the item list updates.
Actual behaviour: the name reverts to <<New Item>> (or whatever it was previously)
After the recent updates to FGU my tokens are not appearing on the players maps. They appear on my end just fine (GM). Any suggestions?