This sounds like its related to a universal bug and would best to follow this thread to help get it resolved:
https://www.fantasygrounds.com/forum...llowing-update
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This sounds like its related to a universal bug and would best to follow this thread to help get it resolved:
https://www.fantasygrounds.com/forum...llowing-update
a couple players had an issue. they are playing on laptops and have smaller screens. Since the new dice are bigger, they can't target the head on the Fallout Boy's paper doll. the dice block them. I couldn't move the paper doll even though there is an unlock option on it.
Both the dice panel and the widget panel are movable. Once you have unlocked either you can click and drag them where it's easier to access.
Not sure if this is something universal or just the way it works, maybe, but when I have line of sight enabled and try to use a FX (clouds for example), the entire map just goes black.
That's been reported recently as a Core bug. Not part of the ruleset.
another thing I think that would be nice. Fortunately I caught it before I showed it to my players. The NPC's if they are synths should have the Synth resistances for GM only. It makes it easier for the players not to have to catch themselves metagaming :) I can give you exact NPC's but I was tryign to avoid spoiling.
Are you referring to the immunities?
For some reason I cannot change weapon damage on the NPC sheets. When I click on the damage and enter a number if changes the d20 (to hit) number and not the d6 (damage) number.
This was just working during my last game session, apparently with Fantasy Grounds its two steps forward and one step back, heh. Would be nice to get a fix for this.
Edit: Ok, just tried it again and now its not changing anything at all when I try to alter the damage dice for attacks. It seems to just ignore the input completely. This renders making new NPC's impossible, more or less.
Okay, I can drag a number into the damage slot from somewhere else. It's kinda ghetto but it works. Please take a look at it though, if at all possible.
Found another oversight. You don't have the magazine "Beware the Manhandler" entered correctly. It's an issue of "Live and Love" so if you go into Tables and bring up Random Issues of Live and Love and click on the Beware the Manhandler (13-14 on the table) the entry directly above it (Advice from a Married Man) comes up.
So basically Advice From a Married Man is entered twice and there is no entry (or perk that I can find) for Beware the Manhandler.
Thanks Shinmuriel.
I also have to add that the magazine names are one of my favorite things from Fallout. We laugh every time my players find one.
I noticed that the limb targeting on the paper doll's arms and legs are reversed. Is this intentional?
My apologies. I made it so that it was lining up with the view and not the anatomy. I'll push a fix for this with the weekly update.
Just logged in to play and the skills are messed up on several of my characters, energy weapons was 5 before and now its 8, etc. The skills that got changed do NOT have arrows beside them now so we cannot fix them.
So I have to ask, what was it about the character sheet that just HAD to be changed? Lol.
I see, the arrow disappears because the skill is higher than should be allowed. Maybe we can get this fixed soon? Thankies.
Just please account for skills that may be higher than 6 seeing that some homebrew rules allow for higher skills (even though I don't use those rules and all of our skills were below 6 when this occurred).
Edit: Ok, yeah it added 2 skill points to several skills - had energy weapons 6 now its 8, had a science of 5 now its 7.
Also, my players can no longer move NPC tokens, even when tokens are UNLOCKED. This is annoying because some of their pets are using NPC sheets rather than the ally sheet on their main character page. Why do we not use the ally sheet you ask? Because when I add the pet/ally token to the combat tracker it adds that players main character AGAIN rather than the ally.
Please address this also, please. -_-; Heh.
Edit: Ok, we got the ally added to the combat tracker correctly but the player to whom the ally belongs cannot move its token. Please check this out.
Pushed a hotfix that will remove the gatekeeping on the edit buttons.
Thank you! Eh, is there any way to make it so that players can control their own ally tokens, if possible?
Eh, ok... I can lower my skills now and if I roll them from the main page its fine but there number is still too high on my weapon under the combat section. For example, I lowered my Energy Weapons from 8 back to 6 and I have a PER of 10 - so when I roll my energy weapons from my MAIN page its 16 TN but when I grab my d20 from my weapon under COMBAT its still 18. I tried unequiping and re-equiping the weapon and nothing changes.
Edit: Fixed the issue by unlocking the weapon and changing its "type" to something else then back to energy weapons.
all of my players characters are messed up. most of them are at the pick an origin status. I had loaded up after the first patch today to work on my campaign. Should I roll back to an earlier version of my campaign or???
We just hit "complete" on the sheet to exit it. If your weapon attack d20 is off then read my above comment to fix it once you re-adjust any skills that are off.
my biggest worry is that most players don't know what their stats were :( In 5e, I have a habit of trying to backup characters before leveling up.
You can open an auto save file for your campaign. You will need to poke thru the xml but all the data should be there.
I've tested the fixes with various older character sheets and only seen issues if the edit button retained the clicks previously issued during the report time frame. The update fixed an issue reported that the total on the character sheet was not updating correctly. The only other add is from the character creator adding 2 points for tag skills that may not have been factored through that process and you are now seeing that adjustment correcting that bug. As for the weapons, I did not see any issues with them through my testing and not sure what caused that to lock as it should update along with the attribute and skill total adjustments. The last report of the creator popping up was a bug reported elsewhere that a sheet was only loading the creator and not moving forward after completion. I had to adjust a check that would force load the main sheet. What you are seeing is that check going into effect. As Shinmuriel has pointed, you can just hit complete to skip that process and the sheet should be unchanged. Please report any further issues you are seeing and we'll get onto looking them over.
Every time I try to change the value of an NPC's skills I get an error message. It's not letting me change any skills at all on the NPC sheet. I copied the Raider Psycho and changed it to Notable then tried to add 2 more skill points, thats when I started getting the error.
I'm not trying to be negative but I have to ask, what exactly happens from week to week to keep causing all of these different issues to pop up? I mean, over time bugs are supposed to get worked out and this makes running a campaign really frustrating. It is really great how fast things are addressed, however, it's been very impressive how quickly some of the fixes have been implemented.
What's the best way to safe guard my campaign? Can I roll FGU and the Fallout 2d20 plugin back to previous versions? I was thinking of backing up my campaign but if the program can't be rolled back I'm sure what the point would be.
Also, I have a log file I exported but I don't see anywhere to upload it.
When presenting reports, it best to provide as much information as possible to help track down the issue. The issue you are experiencing I am not able to replicate with the steps you have provided. Can you provide what the error message said?
We fix bugs as they are reported and presented on a weekly basis. Recently there were quite a few reports of various things the Fallout ruleset was not doing. Those got resolved along with upgrades from the recent CoreRPG upgrades. CoreRPG is the base ruleset that majority if not all of the rulesets on the platform are created from. In some cases, things can cascade even with the most extensive testing of the fixes being provided. There is no way to rollback to a previous version, unless you have saved that version of the ruleset. As for your log file, if you are referring to when you click on compile logs, then in most cases it's created on your desktop.
There was an update that fixed the issue I was having.
The shotgun on the Raider Psycho NPC is using Agility + Athletics and it should be using Small Guns, btw. Just noticed that.
Thanks, I'll get the module updated with that change. Should be pushed with the weekly update.
Power Armor isn't raising characters STR to 11 when its equipped. This was working a week or so ago, not sure whats going on.
It seems something is happening with piercing also, I rolled 10dC6 physical piercing against a player in T-45 PA and it got 7 effects and did a total of 9 damage but when we checked his armor on his character sheet it did 14 wounds and destroyed the piece (max 14 HP on the torso).
When I drop damage dice onto the player wearing Power Armor I am getting an error message and its not actually hitting the player or doing any damage to his PA.
Am I getting paid to beta test? Heh.
Ok, when I remove the PA then try to adjust the characters STR it immediately drops from 11 down to the correct number 6, when I equip the PA his STR does NOT automatically go to 11 (as it did a few weeks ago) but when I go to adjust his STR manually it jumps from 6 to 11. Sorry for spam messages, I'm just trying to give as much information as possible.
Thanks for the reports. I am seeing there is a disconnect with my fixes and the recent changes. I will hopefully have a fix ready with the weekly updates.
Sell prices for a lot of the power armor pieces are way off, in the official errata it mentions columns being reversed. Each piece of PA should weigh in at over 130+ caps and its selling (at 25%) for like... 10 caps or something. Just letting you know.
P.S. You guys are great, we are really having a blast with Fallout 2d20.
Edit: Ok T-60 power armor is like 700 caps while X-01 cost is 100 and several pieces (I missed which ones) were set at 12 caps each. The power armor cost is way off, just a recommendation but even if you have to use your own common sense and not just go by the
"book" you should definitely regulate power armor cost and double check everything. Please.
I'm still checking this over for the errors you reported and the strength adjustment, but I believe in this scenario since the damage exceeds 5 (which is a crit hit) it should follow the Ablative Resilience bullet in the armor frame section. This damages the piece and no longer provides protection. Can you make sure I'm interpreting this correctly?
I pushed fixes to the things I could find that was reported.
If I click on any NPC abilities, I am getting this issue. No extensions loaded of course.
Giving script errors when I hit the science dice roll on the Brotherhood of steel elder (and click the dice). I think it is happening on most if not all NPC's for me.