Now it is a .zip file named Star Wars EoTE.pak .zip
Now it is a .zip file named Star Wars EoTE.pak .zip
Show your file extensions in Windows explorer and name the full file correctly, including extension. Some info here: https://windows.microsoft.com/en-us/...ions=windows-7
Ah, that worked. I had forgotten how to show extensions (even though my PC showed extensions anyway, it just didn't let me edit them ... just rename them and keep them the same thing. Weird. Now it worked.
Hey Trenloe, just wanted to put in a few small feature requests. The first, really in addition to a place to track vehicle attachments, I would like to see if an area that can be put into the vehicle sheets to track special rules like Massive found on large capital ships. My second request would be to expand upon the group ship notes page to include seperate areas that can track the party's base, it's location and upgrades, along with an area for contacts, and another spot that can track group obligation/duty. Even just additional tabs with blank notes areas would be awesome! Thanks again for all your work!
Also, for all you other people who check this thread and not the other, the libraries have been updated, get the latest from here.
I got the libraries, but I can't seem to be able to open them from this version. (I can in the other games with the button in the library section). Is there a /command I should know about to open up the "Choose a library" option?
Not that I am aware of, I was able to successfully open them up in two different campaigns, I could check another computer and see if it is working. Make sure you placed the new ones into your modules folder, delete/over write the old ones. Another thing that helps is to reload fantasy grounds itself.
I'm thinking I didn't make my comment clear, so I've added visual aid. One from the Numenera/cypher system game I'm working on and one from Star wars EoTE that I just opened up right now (Yes I put the modules in the right place). As you can see, my download of EoTE doesn't have the button I press to even get TO the modules.Attachment 13030Attachment 13031
I'm so new I didn't even know that button was a thing. It worked, thank you so much.
I keep getting messages popping up on clipboard
Runtime Error: Unable to save file(C:/ProgramData/Fantasy Grounds/GlobalRegistry.lua) - Error (13): Permission denied
Database Notice: Campaign saved.
Any thoughts etc as it is getting very annoying.
Just curious whether this could be added to the list of games in the unsupported community made list on the wiki?
Oh I missed that. I didn't see it and I thought it was weird that it wasn't there. I just went to wiki and I see it now but I'm sure that list I saw must have been on a different page in the wiki and mistook it for the list of community made ruleset.
I am not sure what I was doing wrong today. We had our first session and only 1 person was able to see the player modules and we couldn't seem get combat targeting to work properly. Any help would be greatly appreciated as my players enjoyed it.
Moved the post from the library thread to the main ruleset thread.
Targeting isn't implemented in this ruleset, and full targeting probably never will be. This ruleset is fairly automation light for a couple of reasons: 1) the nature of the dice pools means that a lot of results are pretty fluid, it's not just a "if you roll above 16 you hit the target" set of rules. 2) I'd rather concentrate on playability of the ruleset - adding in more base ruleset functionality such as the party sheet, expand vehicles, etc. than try to make this ruleset have a lot of automation. Automation takes a lot of coding and there are always exceptions to that coding.
So, you don't attempt to use targeting as you understand it in other rulesets. There are a couple of things covered with drag/drop functionality: 1) A weapon attack result (rolled from the combat tab, not directly from the skill) can be dragged from the chat window to a target to apply wounds, the target soak will reduce the wounds. 2) Wounds or strain can be dragged from the chits on the desktop to a target. Soak may apply depending on the setting on the chit - default is that soak applies to wounds but not to strain. 3) Criticals - drag a critical chit to the target, the ruleset will roll d100 for the critical and apply it to the target.
For the library modules, make sure every player has the same version of the library in their module folder for Fantasy Grounds, and make sure that the GM went into the module tab and dragged the green icon over to where the red one is at for the library to be viewed, and that the book icon is open on said library as well. Hope this helps Ghalgor.
Players should not need the libraries in their FG. They should see the ones shared by the GM.
That I didn't know. I always send the updates to my players and they have complained about not being able to see them on their end when the versions were different. I'll have to try it next time with them removing the libraries from the modules folder. Thanks ianmward!
Players (and only players) are seeing an error in initiativemanager.lua whenever the GM removes an NPC from the combat tracker, something to do with nil references and getWindows (sorry I don't have the exact line number or message; I know it's important - I'll get it next time he has his server up). Anyone else see this and know what causes it? There doesn't seem to be any weird behavior associated with it, we just see the message.
Trenloe, is it possible to change the font color on the type of paragraph, I'm specifically talking about the ones that are switched by hitting CNTRL 2.
Out of curiosity, is there any other extensions that work for this ruleset besides FGRandom and Star Wars EotE Critical Text? The current list of extensions that I have for D&D 5E all come up with error messages like MOTD which would be helpful in all games.
What about some possible deal with OggDude in creating an importer from his Character Generator to FG?
Most extensions won't work with this ruleset as it isn't based on the CoreRPG ruleset that most ruleset use.
We do have permission from OggDude to use data generated from his character creator. It "just" needs someone to write a converter/importer.
Hopefully at some point we'll get more tools, you and everyone has done a great job thus far Trenloe, thanks!
I am really happy with what I am seeing in the new version! Thanks Trenloe and Mikael - this is an outstanding ruleset.
There remain a few questions, though:
1. How do I use the Starship icon to the upper left? I guess it's meant as a party sheet, but is there any hidden functionality on it? Can I drag & drop one of Mikael's starships onto it, or do I have to transfer the stats manually?
2. I know I can add additional tabs to Story / NPCs etc, but in order to make an adventure module (I am planning to play Beyond the Rim soon and I'd like to put that in a separate module, in order not to clutter anything else) I have to set up a .mod file in XML, correct?
3. Are there any other hints & tips for this new version?
1) There is still work to do on the party sheet. At the moment it is primarily the main starship the players own - manually enter the stats, keep track of weapons, inventory, etc. through the sheet.
I just noticed that the ability for players to roll startship attacks didn't make it into the graphical update. I've added it back in - re-download from the Google drive link in post #1. Weapons added to the starship and tagged as combat will appear on the first tab of the party sheet and can be rolled from there by players - the currently active PC will be used to build the dice pool. This only works for players with a PC selected. This allows PCs to make starship attack rolls without the need for them to have the weapon/starship on the individual character sheet.
2) Create your adventure details in a "module making" campaign, then export to a module using the Export functionality: https://www.fantasygrounds.com/wiki/...#Module_Export
3) New features etc. are listed in post #1.
Just to confirm, when I say "currently active PC", I should have said currently "selected" PC - this only applies when a player is running more than one PC, the currently selected PC will be used when a player makes a combat roll from the party starship window. The currently selected PC is indicated by their name in bold under the portrait on the desktop. Double-click the portrait to select a PC.
I figured that is what you meant Trenloe, but thank you for clarification for those that might get confused. I usually have players with more than one PC playing at the same time since not all my players have FG yet, some get together at the same house and connect to me under one account.
I do have a question for anybody with experience in it, this last weekend we had a player trying to connect his FG account to the campaign and he kept getting an error (think it had something along the lines of unable to load the ruleset). The player was using windows 10, another player also on windows 10 wasn't having an issue at all. So my question is, anyone come across an issue like this before? I honestly think it had to do with either permissions not being set properly on my player's end, or possibly they had the ruleset downloaded/saved in the wrong area. Another player that is local to him is going to take a look at it, just thought I would ask if anyone noticed an issues when connecting as a player using windows 10.
More than likely file access rights. Try the fixes listed here: https://www.fantasygrounds.com/forum...tc-Fix-options
Dumb question: I can draw tokens into the character sheet, but how do I get a portrait to display in the character row up top? The usual portrait interface doesn't show in this ruleset ?!
Edit: One of my players found it - the portrait button to the right.
So I'm trying to delete a character from the Combat Tracker and I keep getting the error Script Error: [string "managers/initiativemanager.lua"]:542: attempt to index a nil value any thoughts?
The character is still exists so not sure what's up.
If there are still GM / PC slots from a previous conflict, this seems to trigger the nil value index errors. Removing all characters from the combat tracker and then replacing them seems to resolve the problem. It seems that there is some link between the character / npc added and the initiative slot so that when the character is removed, the initiative slot is no longer viable for use.
There is indeed a link between the actor (PC or NPC in the bottom section) and the initslot in the top section. This is needed for when initiative is rolled, so that a specific init slot is populated.
All of this (including deleting entries) is covered in the combat tracker video linked in post #1. Here's the link again: https://drive.google.com/file/d/0B6o...w?pref=2&pli=1
That fixed part of it, but one PC Actor I'm not able to delete. Both before the video and after. Every other PC and NPC Actor I am able to delete Initiative Actors no problems what so ever and I still get that same error. If I build a new initiative tracker, and delete the problem PC Actor first, I still get the same error.
In this one, I try to delete the Actor First, to then delete the Slot.
Attachment 14236
In this one, I deleted the Slot first, then attempt to delete the Actor.
Attachment 14237
And with my upcoming session Talley won't be in the combat.
Attachment 14239
I couldn't replicate the bug myself, but I just wanted to ask, have you tried hitting the menu button on the combat tracker and selecting Remove all entries?
Yep, same error. And is that supposed to remove both sets or just one? It removed the slots, but none of the actors if that matters