update fixed it. thanks
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update fixed it. thanks
Is the Spellbook Extended auto-replace perhaps broken by the new update?
I ask because in prepping for tonight's game I popped an NPC sorceror into the combat tracker via an encounter and found his spell list was woefully under-automated.
Started a clean campaign where I loaded only this extension. Activated the Spellbook Extended module and the module that was the source for the NPC. Again used the encounter to put the NPC on the tracker, and his spells are still bog-standard rather than replaced.
Love this extension!
I had the same issue and forgot to come here. Breath weapons and feats are working, but spells aren't.
I'm seeing the same. I added Bestiary modules, and they load in and auto-replace. But the module NPCs, loaded by encounter or directly, do not.
This is specifically the Ruins of Azlant AP module 5, Tower of the Drowned Dead. I tried several of the encounters within the module and found that none of them auto-replaced.
Just loaded another adventure module - Carrion Crown AP - Haunting of Harrowstone. Only one caster in the module - The Splatter Man - but he also doesn't auto-replace.
Perhaps it's something specific to adventure modules?
Okay, I think I have fixed it. When you get a chance, can you update from the Forge and try again?
I'm actually not sure why it worked for ANY NPCs. Very weird.
lol
I love bugs like that!
Anyway, yes, I tried my module and a handful of others, and they all are working as expected. Thank you for all you do!
Possibly the upgrade npc actions is broken on the new release, but I'd be surprised someone else hasn't reported it yet. When I pull an NPC from the PFRPG in that has spells it's giving me an error. The regular NPC pulls in fine, just the PFRPG one, and one without spells is fine as well. Sent Dwell a question on the same topic as well. Running V1.25-hotfix 3
string "..Upgrade-NPC-Actions:...C_upgradespells.lua":90: setValue: invalid parameter 1.
I think they broke the extension again... :(
Confirmed reproducable on a mostly extensionless instance:
Added Demon, Omox from my adventure module and the chat filled with several repeated clips. For instance:
s'databasenode'
databasenode = { spelldesc.telekinesis@PFRPG - Spellbook Extended } | s'databasenode'
databasenode = { spelldesc.createwater@PFRPG - Spellbook Extended } | s'databasenode'
databasenode = { spelldesc.teleportgreater@PFRPG - Spellbook Extended } | s'databasenode'
databasenode = { spelldesc.acidfog@PFRPG - Spellbook Extended } | s'databasenode'
nil | s'undefined'
(note: not reproduced here in order of appearance in my chat)
The spells appear to me to have been properly re-populated from the Spellbook Extended, but my game isn't for 2 hours yet so I'm not sure...
Threw a handful of other NPCs in the combat tracker, from Bestiary and NPC Codex modules. Seems to be only some spells, but across many different NPCs.
Is there a way to have this not replace spells, but add to them instead, or make it so that it adds the effects/spell stats for mythic versions as well as non-mythic versions of a spell? The later would be best case in my books, cause then I don't have to manually.
I am running a mythic game and I recently added affects/spell entries on an NPC for mythic versions of spells and then had those changes all replaced. It took me a while to realize it was this extension that was doing it. I don't want to turn it off as it's really useful for non-mythic creatures, but it smashes things for mythic creatures.
I don't have a module with mythic spell actions, is there one?
The issue is that generally we DO want spell actions to be overwritten because most spells are improved by that and otherwise you'll end up with a bunch of half-configured actions on many of the spells.
So we either need a mythic spell actions library or a way to configure spells to not get replaced.
I've not seen any module that has spell actions for mythic spells.
I can think of a couple of ways this could be done.
1) Have a checkbox in settings that says, use uncategorized spells first. So it would look for a spell within the campaign, and if one isn't found then do it the way it's currently being done.
2) Have a list in settings that is a list of modules it uses, and this list is order-able so that you can have go through each item listed from top to bottom and stop once you find one.
3) Have a checkbox in the spell item window that only shows up if the spell is within an NPC. The checkbox says don't replace when on combat tracker.
I will see if I can create a module with just the mythic spells listed. I'll use the PFRPG - Spellbook as the base for each spell, and then add what is needed for Mythic. I'll put a [M] at the end of each spell name.
Once that is done I'll arrange to get it to you.
thought every spell with mystic version has a (y) at the end of the name inside PFRG Spellbook?
So after look a little deeper at this.
There is little to no support for mythic. Some spells use the tier or half the tier, etc to modify the spell affect. Since there is no place to enter that, the spell action entry needs to have a tier entry in it, much like the caster level entry, and then an effect items that allows for you to access that in the same way you do caster level. Half, Third, Quarter, odds, evens, etc. This in fact needs to be done for both the pc and npc sheets.
So, maybe if there is a [Y] in the name, which denotes it as being mythic, then don't replace what is on the npc? I would also suggest a setting item be added to allow people to decide to do this or not.
Please - if you include this make it optional, at least i donīt bother with mythic stuff.
Definitely. Few do.
I don't think I'd want to skip spells with a "[Y]" since that just means the spell has a Mythic variant. (perhaps with an opt-in toggle)
Using the word "Mythic" would be distinct since that's only used when a spell on an NPC is the Mythic variant.
Running Pathfinder 1e ruleset - I'm getting this error for manually created spells.
[ERROR] Script execution error: [string "..Upgrade-NPC-Actions:..C_upgradespells.lua"]:90: setValue: Invalid parameter 1
Spells affected are dropped/deleted from the NPC entirely.
Troubleshooting has determined it is occurring when the Description field of the manually created spell is left Null. Adding any character to the field eliminates the issue, as does adding a character, then removing it.
Attachment 59263
I'm guessing that the description or description_full attribute on the original spell node is not being created at all until the field is edited, causing the setValue command in the extension to fail as the attribute being referenced does not exist on the node.
The issue was much simpler and a fix has been pushed.
I was calling instead of which resulted in deleting the entire "node_spell" instead of the child "description". Hopefully fixing this does not break anything else!
Awesome - thanks !
Hello, I believe I have found an issue with this extension. When using this extension in my main PFRPG campaign, attempting to use the spell parsing function of this extension causes some error messages to appear. Additionally, sometimes the spell will fail to parse entirely. I also discovered that reparsing some spells removes the effects that come from dllewell's spellbook extended (I did not do extensive testing, but beast shape 2-4 would remove all effects when pressing the reparse button. Other spells such as enlarge person were fine and the effects stayed as is, though an error message appeared).
I use quite a few extensions so I went into a test campaign with only this extension, the spellbook module, and the CRB loaded. I encountered the same errors.
The image I have attached is from my original campaign (read - one with many extensions). Some of the errors may be from other extensions. However, the errors at the bottom of the picture are the same as in my test campaign with no other extensions or modules.
So the issue was that the spell had roman numerals at the end which were being scrubbed when looking for the actions to add.
I have addressed this, but would expect that it will cause another issue somewhere else (with spells on NPCs that have some sort of uppercase letter codes at the end of the spell name?)
I am still encountering this issue when attempting to parse spells with roman numerals (absorb rune, elemental body, beast shape...). If I take the version of the spell from the CRB or another module with no effects, reparsing the spell does nothing. If I take the spell direclty from dllewell's spellbook module, attempting to reparse the spells containing roman numerals removes all effects. The console also throws an error when "reparsing" spells that already have proper effects attached to them (for example, Acid Fog parsed properly, but if i try to press parse again an error appears).
I have attached an image of the error from a new test campaign.
When loading the campaign, "Upgrade NPC Actions v1.22" is the version number that appears in the chat window.
Well there is your problem! That version was released Jul 13, 2022. We are currently on v1.26-hotfix.1
Check if you have a local copy of the extension in your extensions folder. If so, delete it. If not, run the update check and see if that gets you v1.26-hotfix.1
Thank you bmos! Deleting the old version fixed the issue. It turns out there were more than a few extensions in the folder that hadn't been updated for some time so I was able to properly update those as well. I am not sure why forge/the fgu updater didn't catch them but all is well that ends well :)