Pushed a hotfix.
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Pushed a hotfix.
thanks!
Ok, I just noticed my characters HP is is being doubled when they level. None of the characters have any feats that would affect HP. When they level its adding 2 HP and when I de-level them it removes just 1 HP (example: END 4 and LUCK 10 + 7 HP for being level 8 = 21 HP but I had 29... when I level to 9 it goes p to 31 but when I adjust the level and go back to 8 it removes just 1 HP).
I cannot fix this because you have HP locked... this is very annoying, please fix this so we can manually adjust HP.
Edit: I think I see what is happening, it is automatically giving 1 HP then adding another +1 HP under the "Level Up" modifier box in the "Editor" tab. Example: At level 8 with the stats mentioned above I should have 21 HP (END 4, LUCK 10, Level +7 HP) but I have 29 HP so FGU is figuring it this way: END 4, LUCK 10, Level 8 = 22 HP PLUS its adding another +7 HP under the editor tab "Level Up" box.
Something else maybe someone can look at. We have an NPC (On the ally character sheet) and its armor rating isn't working correctly on the legs (not sure if its happening on arms but its working on torso for sure).
All of HP Total is configurable. The parts that feed it are Endurance, Luck, HP Mod, and the HP Level up boxes. The issue I'm seeing is I'm also adding in the level, which the HP level up mod box should handle that. I'll get that sorted with the next weekly update.
"All of HP Total is configurable."
How do I configure HP? The way I see is using the Mod and Level Up boxes, I cannot change the HP box directly. I mean, you shouldn't have to add a negative modifier to a mod box just to normalize HP that is to high. I guess its a short-term fix maybe.
Trying to build an NPC.. I am trying to setup attacks. I clicked a button and getting all kinds of messages. I was sort of hoping I could have dropped perks or even weapons on the the NPC sheet but that doesn't seem to be working. Is there any guidance of how to build the NPC's ? Putting picture with an arrow of where the arrow occurred at?
Dropping perks or items to the NPC should not populate the NPC record. NPC records are very simple due to the nature of the record. It's meant for quick entry to assist the GM in getting them setup and into the session. There are examples of NPCs provided in the core rulebook module and within the reference manual. The wiki also breaks down the NPC record as well and provides assistance. The error you presented looks like an error within the code when it's looking for additional text. I will present a fix once I can do some testing with the new code.
https://fantasygroundsunity.atlassia...2d20+NPC+Sheet
Pushed a hotfix for the error you presented. Was due to the piercing you showed in the attack properties. The code was looking for additional text and was failing in the code due to missing text. This is common when damage effects have additional ranks. I didn't compensate in the code for just having a damage effect by itself. The code should not fire an error if you just place a damage effect by itself as you show in your image.
thanks as always!
first skill I added was great.
Second skill I add doesn't seem to be working. Can't update number and when I click on 0 hexagon I get the error
picture added
Working building my new campaign and characters/npcs for it
I'm not seeing the d6 icon showing when the npc record is unlocked. It should show an empty number box to accept the change.
Here is what I see when I have an empty NPC record. Also ensure you have updated as I pushed a hotfix for this issue and unable to replicate with the information you showed in your image.
Attachment 55143
I did update. I should have drawn an arrow :) For the NPC if I select a Character category rather than a creature I am getting the error. I updated earlier today let me check and see if there is another. just this extension was updated :) :"extensions\/AdvantagesCW.ext". I had the big fallout extension update earlier this morning. basically if I try to change the number stat on skill it blows up. Maybe you fixed creature and not characters NPC's also? Sorry I am bit and piecing this but just finding the errors as I am working through things :)
The issue appears to be with the skill not being able to be located as a look up for the attribute associated with it. I added a chat message when this is the case and the error shouldn't appear moving forward.
Motion-Assist Servos on Power Armor Chests does not change your STR to 13 or increase your carry weight.
Calibrated Shocks on Power Armor Legs does not increase your carry weight.
Suppressor mod missing from the 10mm Pistol.
When you rename a Backpack it stops working.
Strong Back Perk does not increase your carry weight.
As per our discussion in discord, I will check on motion-assist servos increasing strength. Carry weight modification is high on my list as many elements affect this. I will be looking at other missing mods from other items and will make note of the suppressor mod. Currently Backpacks need to be named as such to include the carry weight changes. It's part of the carry weight modification I have planned.
I can't update the dice damage on an NPC on a Character form. I know you made an update to print into CHAT.
Attached is a couple of pictures. I just want to put dice into for the weapon damage of the NPC. I get that message in chat when I try to select it to update the weapon damage.
The die icon won't allow you to change the number. Try locking and then unlocking the sheet. It should show the number box to allow you to edit the damage. I will try and get it to show in the correct state when you first make the attack. Apologies as I thought I sorted this one.
I pushed a hotfix as I saw the icon was still set to be shown on load. Try updating and let me know if it's still not providing the number box.
Appreciate the quick response. Just working on my Fallout campaign for my players and trying to get things together :)
The fix looks good. I also noticed after going in to test the lock and unlock fix that I could edit boxes by logging in and out. I spent a little too much time because I could see some of the NPC's I created working and others not. Thanks as always for quick response. Glad to help making the ruleset better.
it doesn't look like the reroll is working correctly. I am adding a few pictures to explain better let me know if you need more words. I am wondering if the automatically deselects the target on a miss but that doesn't seem to make sense either.
I'm sorry, but can you explain why you think its not working properly and what you think you should be seeing?
Sure, the first roll is a miss. Then he chooses reroll option. It comes up with a success hit as indicated in the chat. successes 2. Then the next message is attack :0 miss. The whole actions you are seeing is one initial roll and one reroll. It should shows 2 success but the next line is miss attack:0. it actually looks like it lost the .44 or 10mm attack weapon from there. I would have expected that the last line would be attack (c) .44 pistol at bloatfly 1 [Defense: 2] HIT I am unsure of what the attack:0 line is.
Thanks for the breakdown. It helps me understand what you are relaying. I will add this to my list to investigate.
I was able to find the issue and will present a fix with the weekly update if I am able.
thanks as always!
Found a broken table - Random Beverages table there is no result for 14. (it sits between Beer and Bourbon).
I will make a note of that and look it over after my vacation.
Not sure if this has been reported, but there are two things.
1) It seems ammo is not stacking properly. Specifically we have a character with .38 Rounds in their inventory which are there from when the character was generated and using the Equipment packs. I added .38 rounds using the items list (Dragged and dropped the lightning bolt) to the party sheet and when dropping and dragging it from there to the character sheet it creates a new entry. Attachment 55528
2) I think this is less a bug and perhaps just an engine limitation but all the Equipment packs for tag skills are present except Small Guns (which is a very popular choice in most campaigns I imagine). For reference that tag skill gives the player a random amount of ammo for a gun they already possess (generally a pipe gun or 10mm).
I am currently on vacation and won't get to checking out the first one till I am back. As for the second, there is no way to tell which gun was chosen and will need to be handled manually.
No worries at all man! Enjoy your much deserved vacation! I just had to post before I forgot.
In case you haven't heard it lately you did a stellar job on the ruleset. I also watched your hour long interview going over character creation and it serves as a fine tutorial.
My pleasure! Hope it brings your group and you many hours of fun!
New one, not game breaking--just a typo.
Baseball Grenade is listed as Close range with a weapon quality of Thrown(M).
I believe the range should be Medium, not close.
Edit: Actually, all of the grenades and the Molotov ****tail all have Close for range but have the Thrown(M) quality and should have a medium range.
Those I wasn't too sure on as technically the blast would affect anyone close, but has a range of medium when thrown. When I set them up I could see it being both ways.
Oh, OK I can see that too!
I tested this with the .38 Round from the sidebar and wasn't able to replicate this issue. Does the add always create a new entry or does it filter into the one that is created? I'm thinking something might be different between those two records and that will need manual handling.