Seems like the latest FGU update broke the extension's icons? None of the graphics show up for the various buttons (Characters, Items, NPCs, etc..) just text. Happened on two computers, anyone else?
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Seems like the latest FGU update broke the extension's icons? None of the graphics show up for the various buttons (Characters, Items, NPCs, etc..) just text. Happened on two computers, anyone else?
Oops double post
You might try Better Menus extension untill its fixed. I my self actualy prefer this as it gives me more screen realastate, but might not be for everyone.
https://www.fantasygrounds.com/forum...oreRPG-5E-etc)
The update this past week removed all sidebar icons in FGU, afaik; it’s not an error.
I'm actually fine with the icons being removed. Frees up visible space.
Pro tip discovered through play: Number your character's talents in the listing on the main page according to rank. this will create a 'piramid' that you can figure out what you need to add to it at a glance. Happy gaming!
Hey guys I am looking at the errors caused in the latest update, I will fix them in the next coming days and provide a patch
So I can't seem to hide my dice rolls from my players, either from using the eye icon by the dice, or switching it off on the Options part of the side menu.
Am I missing something? Is this an update issue?
Sorry guys I know it's been awhile since the last module update. I have been working on somthing big for modules moving forward. Suns of Fortune will be next and the test run to see what you all think about it. I also will release another tutorial video explaining how it works.
If everyone would rather have it the way it was I can always revert back.
So I have no idea if this has to do with the changes to the Fantasy Grounds layout in Classic or the Genesys framework but I cannot seem to help my players add tabs to their HUD. Things like Item Attachments, and a few others just aren't there and there doesn't appear to be a way to add them like their use to be in the Library Tab. Anyone else having this trouble?
Update: I am dumb. For anyone who is wondering how to add buttons to the new UI, the button to do so is in options labeled SIDEBAR. I think it use to be in library which is why I was confused. Carry on.
Alright next question: does anyone happen to have the FG Theme - Futuristic by Joshua Watmough? If so does anyone know if it works with the Genesys Framework? This theme looks amazing for Shadow of the Beanstalk and other Computer Centric Settings but I only want it if it works (or can easily be made to work) on this framework. Anyone have experience on this one?
Ps. Thanks to Johniba and Sevrick for all their hard work making these frameworks take shape and come to life!
I just loaded it up and I would say that, while it probably doesn't break anything, it doesn't work well. The graphical elements that the ruleset adds are not included in the theme so it's disjointed. I wouldn't enjoy the experience, personally.
EDIT: That said. Smiteworks has a very generous return policy. Try it out and see if you like it. If you don't, request a refund.
Thanks for the quick reply @wndrngdru What kind of graphical elements are you referring to?
I have no idea if this is a feature that could be added here, or if it's an add on available some otherr way, but I really need a better way to minimize windows.
I know it's right there on the dial, but with Windows and whatnot, we're kind of hard-wired to look at the top right of the window for an answer... myself and all of my players always end up closing windows and then having to hunt and/or share them again later.
Is there a way to add a minimize button to windows next to the close button?
An error I did notice - when adding a Special Ability, I get a Script Execution Error pop up on my screen.
One other questions (definitely not ruleset related) - when adding a token to my maps, the images start off REALLY small. Is there a way to change the default on that?
Setting up the grid before you drop tokens sets the approximate size of the tokens you drop.
Right click on the map I think at 6oclock is set the grid. Drag a square the size you want your tokens. After that the token dragged to the map should be the right size.
Additionally you need to pull your token either from the combat tracker or the token below the the listing on your created encounter. You can grab the big one from encounter but that one will be really small typically.
Hope that helps!
You can also unlock the map to open up the options (little lock symbol in the top right corner) and then you can set the grid and change the line color and opacity if it’s too strong or weak. You can even make it invisible if you want so the tokens will always be the size you want but you don’t have to see the grid.
Been a while since we've heard from you Johniba. Hope all is well! Anything we can do, let us know! Your work on this is greatly appreciated and is bringing friends together from around the country. Thanks so much for all your doing.
Yeah, I was about to ask as well! Looking forward to the next update :)
Hopefully everything is going well, you guys have been doing amazing work and I can't wait to see what's coming in the next update.
Yeah sorry for the lack of updates, I really want to release some new features, and I will probably keep doing like I did so far and release regularly in small chunks
I know its been a long time, but dont worry i am working on the updates :)
Also in a few days I should finally receive my core star wars books and this will help me work on the features.
I will see if i can release a new version this week, add those missing fields in the character sheet for star wars.
And then i will focus on finishing the vehicles/starships so they show up in combat tracker etca
anything we can do Johniba let us know! We are all really thankful that this is being worked on at all, and excited for whatever comes next.
Thanks a lot!
I am trying to clean up, finish adding missing fields and after that I will be free to improve features.
So next release I will probably just be adding the missing fields in SW sheets, and also a couple of fields that will be for referencing book/pages, instead of using the description field (this will help with work from those shared libraries, and also in the future, I want to make it easier for people to be able to sync descriptions they create, with updated libraries)
So I am working on it and will probably be releasing sometime this week
After that, I will add features to the combat tracker, vehicle system, party sheet (add info like shared vehicles, and character sheet info relevant for the GM)
And then, I also have a big list of features to add, but i will see if I post a list later...
Something that has always bothered me about the Star Wars rules is that Silhouette are not always clear. Usually Silhouette 1 and 2 are the ones in question. If it isn't one of those it usually says. Since I have been making Juvenile versions of the creatures and making vehicle stats I need to know the starting Silhouette. So I have been going through just the creatures and adding Silhouette sizes based on the description, Star Wars Wiki and try to use my best judgement. I used to think that if Silhouette isn't shown it was 1. Until I saw this from page 71 of Savage Spirits. "If not specified otherwise in its riding mount profile, the silhouette is 2.
Do you all want me to continue doing that or not add Silhouette if it is not shown?
Another option is just tagging those silhouettes that I have use my best judgement on. Like "Silhouette 1 (Not RAW)" that way you will know right away what is and isn't RAW.
In my opininon, if there is no silhouette info, it means it is a default one, it does not matter.
So I dont think you need to add them, since it is not needed.
I actually fixed sihoulette and a few other fields that were showing up even when there was no value in the record ( i will be releasing soon)
Doing some looking I found the 2 following book references on the matter.
- Page 71 of Savage Spirits. "If not specified otherwise in its riding mount profile, the silhouette is 2.
- Page 212 of the Edge of the Empire Core Rulebook. "The most important thing to remember is that most characters are silhouette 1.
Looking at the examples of silhouette 1 they provide, they are all humanoid species. Which lead me to believe that the humanoid adversaries are mostly silhouette 1. If it is the case that all adversaries that don't have a silhouette is 1 then there are things that are brought into question like the Carrion Spat on page 19 of Suns of Fortune, which says in description:
"Once tamed and used to both saddle and rider, carrion spats make excellent mounts, especially in rough or mountainous country where their innate sense of balance and wide-splayed feet allow them to move through. broken terrain with ease."
Yet there silhouette is not listed. That would make them a silhouette 1 and un ridable, despite the description. The key wording in savage spirits I think is "riding mount profile". I suppose that I could assume all adversaries with no silhouette would be 1 and if it has any mention or hint of being ridable in the description, up it to 2. Also I do think that having an actual place besides special abilities for silhouette would be better.
For now I am going to just use my best judgement, other wise I will never release the updated libraries. If we feel the need to change it later I can. I just want to get it out there, lol.
I trust on your judgement, you did a really good research and are much more familiar with all the data :)
By the way, the next release I will have those "Source Book / Page" fields... so we can use them instead of description. I think that will make your like easier to export without description (I am also looking at an easy way to specify you dont want description exported)
That sounds awesome. BTW while you are figuring out how to export. See if you can apply it to story entries. I have made a little demo for Refrence Manuals and what it would look like. I only did this for Suns of Fortune. If it was possible to export entire story entries people could add full page text from the books on their own time and not have to worry about updates overwriting it.
I know in the past this came up and I decided not to do it because it might be too much trouble. Since you have come up with a way to import export descriptions it might not be such a pain anymore.
So what if you've put that text in for personal use?Quote:
By the way, the next release I will have those "Source Book / Page" fields... so we can use them instead of description.
And is the specialization tree's coming soon, or should I continue to put them in as text?
Edge of The Empire Libraries
- Added Suns of Fortune source Book (With a demo of what it could look like when the Reference Manuals are added)
- Add Blast Knucklers from Dangerous Covenants
- Removed Descriptions from Species Abilities.
- Changed Drugs and Poisons category to Drugs, Poisons, and Consumables
- Added Silhouette sizes to creature stat blocks when not given. (I had to use some judgement calls in this area. Let me know if you think a silhouette should be changed.)
- Gave mount and Juvenile stats to creatures that did not have them.
Age of Rebellion Libraries
- Fix Anti-Personnel Mine Typo
- Added a some missing Juvenile versions of creatures.
Force and Destiny Libraries
- Change all Lightsaber Attachments Equipment Type from Either Lightsaber or Lightsaber Crystal to Weapon. (It turns out you can't drag an attachment on to a weapon otherwise)
- Fixed NPCs with tags on them describing a problem.
- Made small changes to mount stats.
- Added a several missing Juvenile versions of creatures.
Very cool Sevrick. Thanks for all the hard work on this!
Oh no you can continue to use Description sure, I only mean that, for sharing modules publicly, like the ones Sevrick does, it will be easier for him to not send descriptions...
I will not be releasiong the spec trees in the next upload, I am afraid.
I am though adding quite a few things, like some other missing fields in the sheets, vehicle on combat tracker, and also hopefuly on the Party Sheet.
After I fix these things, I will add specializations and spec trees
I'm starting to fill in all the descriptions because I'm going to run a Weird Wars style game soon and I was wondering if there was anyway to edit the critical hit chart. I don't see it anywhere and when I apply a crit it rolls on a hidden chart but has no description of the effect and it would be a pain to look it up every time. Is there some way in the game to do it or make a rollable table visible to the GM to edit?
Ok I have added a Geneys Critical Hit Descriptions extension to the Genesys extensions folder. Although it is just a template and will have to be edited manually by you.
What you need to do is:
- Open the extension as a zipped folder and extract it to some where on your computer.
- Go to the extracted files and navigate to data_common_genesys.lua that should be in the scripts folder.
- Open it with notpad or notpad++.
- Search for critical_injury_result_data
- From there you will see all the critical injuries listed there. Replace everything in-between <p> and </p> with your own descriptions. It will say something like, "See page 115 Genesys Core Rulebook." by default.
- Once your done save and select all the files in the extracted folder right click and select "Send to" then "Compressed (zipped) folder".
- Rename it what you want then click off it.
- Next change the .zip to .ext if there is a prompt say yes.
- Finally move that file that to your extensions folder in Fantasy Grounds.
When you load up you campaign look for the extension "Genesys Critical Hit Descriptions" and check it and you should be good to go.
Also keep in mind things might change based on how Johniba updates the ruleset and you might have to re-enter them should any significant changes be made to the "data_common_genesys.lua" file.