How/where do you add a character's Obligation, Duty, and/or Morality? I see a place for them on the character sheet, but I can't find where they're located in the toolbar.
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How/where do you add a character's Obligation, Duty, and/or Morality? I see a place for them on the character sheet, but I can't find where they're located in the toolbar.
You need to edit the main page (Circle with the slash through it at the bottom right). Then you can add or remove motivation, obligation, duty, or mortality.
As of right now there is no tool bar. Personally I put them all into a table with all the information in the charts, follow the instructions @Idward provided and then just drag and drop from there.
I found the Edit button that lets you add those fields.
The toolbar I'm referring to is the vertical stack of options along the right side with Characters, Items, Vehicles, Talents, etc. If that part of the UI has a specific name, I'd be glad to know it.
I eventually found Obligation, Duty, Morality, and Motivation in the Tables section.
Thank you for the advice.
Another question: How do you handle Credits? We've been using an older ruleset for FG Classic for several years and the Inventory tab just has a field at the bottom for a character's credits. In this one, I see that I could just name an item in the "Treasure" section as Credits, but if there's already a way to do this, I'd appreciate the knowledge.
I thought I understood the import/export process, but something has me super confused. I have a TEST campaign where I've entered descriptions for every Talent (both the summaries and the long descriptions). I've also entered all the Talents from the Clone Wars supplements that weren't in the Talents. I also entered skill descriptions, along with some of the additional symbol tables in the splat books. I did a backup/export to create a module with the descriptions, skills, talents, and specializations. It brought everything over except specifically the descriptions on the new Talents I manually entered. The name, activation, book/page number are all there - they're just missing the summary and long descriptions. I tried exporting separate modules for just the descriptions and with each category separately and I have the exact same problem. I've spent literal hours entering this stuff under the advice of doing it in a separate campaign and now it looks like I have to copy/paste all of the descriptions for those Talents again. I don't see how this was any easier than just doing all the work in my actual campaign. Am I doing something wrong?
The benefit of doing it in a separate campaign is that you can export all the data as a module and the load it in any other campaign, and you can create your own settings that way, and provide a player loadable module. That’s the FG way of doing it.
Keep in mind this ONLY works for new records, NOT for records in another module that you just edited. If you are editing records in another module; that’s what the built in description backup/restore feature is for. That works if you don’t need to create your own records and settings for use within other campaigns.
Oh and for Credits, type “Credits” in one of their Treasure sections and then use the number value to mark how much they have. Then you can use the Party Sheet to distribute more.
There’s currently a bug I have noticed here though that we need to fix… due to the character sheet using the old Treaure list and not the new one from CoreRPG. We’ll need to fix it up later.
That's the part I don't understand.
- I entered descriptions for all the Talents in an EDIT campaign.
- I added missing Talents, including their descriptions.
- I added book text for most of the skills.
- I exported a module with the Descriptions, Talents, and Skills.
- I loaded the module in the actual campaign.
- Everything came over except - specifically - the descriptions in the Talents I added. The manually-added Talents themselves came over, with their title, activation, tree, and book/page number. Only the descriptions are missing, and only for the Talents I added in the EDIT campaign.
- I don't know why.
Sorry, yes that is exactly what I meant. Only manually created records in the campaign you export are included in a module.
If you loaded another module and edited the descriptions, they will not export. You need to copy each Talent, Item, etc. and then re-export.
If you already edited them I believe you can just click and drag them in the list or to another category to copy it with the edits you made. Once you’ve done that, export all, and the copies should be there.
This is better to do anyway because if you just edit descriptions in a loaded module, players don’t see the edits unless you also share the updated record.
Wait - are you saying you’re creating Talents within the campaign and then exporting, and even those descriptions are omitted! If that’s the case that’s a bug, that really shouldn’t happen… it seems to work when I do it in a Genesys campaign.
All editing was done in the EDIT campaign. I followed the directions I found in this thread, creating a campaign specifically and only for editing. In that campaign, I loaded the modules from the Google Drive folder linked in the first post of this thread. I then added descriptions to all of them (both the summary and long-form descriptions). I also added text to skills. I also added Talents (and their descriptions) from Rise of the Separatists and Collapse of the Republic. I then exported all of that using the export function. In what's meant to be my actual campaign, I then loaded that module along with the EotE, AoR, and FaD modules from Drive. The only thing missing is the descriptions in the Talents I added manually in the EDIT campaign - the Talents themselves came over with all of the information I entered except specifically the descriptions.
I haven't done any editing in the actual campaign. I haven't even created characters yet.
I think the problem is that you're editing existing records in the other modules. If you are going to do it this way you need to use the Description DB Backup Method, which for reasons I mentioned, isn't the most intuitive for Players.
Try this, to see what I mean (this is the proper way to do it):
- Create a new campaign (don't load any modules)
- Create a new Talent
- Enter all the data in all fields
- Export everything in the campaign to a new Module named something like TEST EXPORT
- In another campaign, load TEST EXPORT. You'll see the Talent you created with the data.
If you're going to just edit the records in another module, you must use the Description Backup feature. It will not export records you didn't create (or copy as new) in that campaign. I just tested the above and it works as expected.
If you want to edit the existing modules from the Google Drive with descriptions, you could also try a python script I wrote that will work if you have all the data in OggDude XML files already: https://drive.google.com/drive/folde...B6?usp=sharing
Otherwise you need to create a Description Backup and export that within the module you used to edit them. Then in the campaign with your players you load the Description Backup and restore the descriptions, but I believe it only works for players if you also share the records after the edit. This is why I prefer to make my own modules with the data already there.
Another thing to try, this should also work:
- Create a new campaign
- Load one of the modules like for EoTE
- Click and Drag ONE Talent to Copy it
- Edit the copy with all the data
- Export the module with all data as something like MODULE TEST
- In a new campaign, load MODULE TEST -- you will see in that module there is only one record, the Talent you copied, with all the data
Hope that helps!
Note: When I am referring to Exporting a Module, I am referring to the Fantasy Grounds Export feature, NOT the custom Descriptions Export that johniba made specifically for this ruleset.
See screenshot.
Everything you said here is what I did. I didn't use the "/export" function in the chat bar - I used the Description Backup tool.
And I feel like I need to reiterate:
Everything else worked.
- The descriptions for everything that was already in the EDIT campaign (meaning the modules from the Google Drive link in this thread) all show up in the new campaign with full descriptions.
- The added descriptions for Skills all show up in the new campaign on both PC and NPC sheets.
- The Talents I added manually in the EDIT campaign all show up in the new campaign.
It all came through backup/restore process intact - except the two description fields for Talents I entered in the EDIT campaign. The Talents themselves came over and loaded properly, are listed in the Talent list and each has its title, activation, tree, and book/page number - all of which was entered manually. What's missing is only, solely, and specifically the description fields on those specific Talents.
I feel like this is just going in circles. I don't mean to sound ungrateful, but learning how to use Python just to deal with trying to import oggdude is so much more work than just copying/pasting the ~20 missing Talent descriptions into my actual campaign and being done with it.
No worries. The python method is more for power users. We wouldn’t have to resort to such silliness if it wasn’t for the iron grip the corpos have in the IP ;)
In any case the problem you describe can also occur when you load a module that you have locally edited. Have you tried loading the exported module in a fresh campaign? Or right click the module you created and click revert changes and then unload/reload? Sometimes that can cause what you’re describing. But exporting a module with your own records and data does seem to be working as expected for me.
Edit; Oh, I see. You’re saying the Description Backup isn’t working. That might be a bug for johniba to look into. That’s a complex part of the code. For now I suggest using only Fantasy Grounds module export feature and truly making your own module, NOT the Deacriptions Backup feature.
In my steps I meant using the FG export feature, see my screenshot before.
When I open the editing option and click on the name of the upgrade, it opens a box that has a field I assumed was for a description. However, after I enter text, the box is still blank on the Force power tree. Is there somewhere else you're supposed to enter those descriptions to get them to display?
The attached pic shows the text entered into the only available field, but the box on the tree is blank, even after closing/reopening.
Sorry, another question: Where are Signature Abilities? [EDIT: I added a couple as Special Abilities and that'll suffice, but if they're already in here, I'd rather use what that.]
No reply, yet, so I'm gonna add another.
- Is there a way to add permanent dice modifications to a roll? For example, weapons that have ranks of Accurate appear to still need the Boost dice added manually on each roll.
I'm getting this error message any time I click "Next Actor" in the Combat Tracker and the next slot is marked as anything other than "Friend." None, Neutral, and Hostile slots all produce the same error. It happens with both PCs and NPCs and regardless of the location from which I load them into the tracker.
I am not able to reproduce this error. Please make sure you've got the latest updates from the Updater and make sure you don't have any old versions of rulesets extracted in your "rulesets" folder in Fantasy Grounds.
I am about to start looking into fixing the deprecated errors in the combat tracker by getting that up to the latest standards in CoreRPG, so it's possible I'll find issues when I do that.
Hi all,
I just did a big update to the Combat Tracker (CT), and John has pushed it to Live. If you click "Check for Updates" it will pull down the latest versions.
These changes were much needed fixes to get the CT up to the latest standards and templates used by CoreRPG. This includes the following fixes:
- All "Deprecation" errors should now be fixed.
- Visual changes to the CT to make the visibility/ID buttons easier to see.
- The global activation buttons were removed in the CT for performance reasons (same as in CoreRPG.)
- Fixed a bug on the Vehicle section on Character/NPC Sheets so it won't display that if they are not in a vehicle.
- Added the toggle to the CT to show the remove/delete button when enemies are defeated
- Fixed the Dying/Dead status on Tokens to only be when wounds exceed wound threshold.
Please let me know if you see any weird behavior in the Combat Tracker after this release and if there's any bugs I'll try to fix them quickly.
Thanks! And stay tuned for more updates. Next on my list:
- Enhancements to attacks list
- Better combat automation
- Effects that can be used on the CT for automation
- (Eventually) Signature Abilities on Spec Trees
We just pushed a new update for you all. This is a feature update that adds the ability to roll powers for NPCs in the Combat Tracker:
- [Added] (Genesys / Star Wars) View and roll an NPC's powers in the attacks section (if they have any, see screenshot). The link next to the power opens the description of the power, or the Force Power window if using Star Wars.
- [Added] (Star Wars) NPCs can now roll Force Powers using their Force Rating defined by their "Force Rating" talent ranks. Click and drag a Force Power to an adversary that has one, then click Roll. If they have any rank in a talent called "Force Rating" it will use that many ranks for their Force die.
Once you've clicked to have a character Enter a vehicle, how do you make them exit it? Am I just overlooking the button?
There's a button in the top left :)
See attached screenshot!
Attachment 59297
Speaking of more questions, lol.
Has anyone tried out the SmiteWorks animated dice packs? Do they work with this ruleset?
How do you turn off the dice-rolling sound? It doesn't make a sound on my end, but the player helping test the new campaign says it happens on every roll and that she can't find anything in the Options to turn it off. There's a "Sound: Enable" in Options, but only I can change it, it doesn't seem to affect it, and from what I can tell, that's specific to Syrinscape integration.
You can't in FG.
But you can turn off FG sound with the windows volume mixer. Easy!
Hope that helps
I stand corrected!Quote:
You will be happy to know that you can use the chat command "/dicevolume" followed by a number between 0 and 100.
You can also use "off" or "on" as aliases for 0 and 100, respectively.
In the unfolding tapestry of Genesys (FFG RPG) development, a person's thoughts weave through the realms of creativity and anticipation. The work in progress sparks imaginative musings, contemplating the future narrative possibilities and game mechanics, fueling excitement for the evolving journey within this dynamic role-playing universe.
I'm still having problems with descriptions. I can't get players to see almost any of the stuff that I've entered. I entered all of my descriptions for: Attachments, Careers, Force Powers, Items, NPCs, Skills, Special Abilities, Specializations, Species, Talents, and Vehicles. Most of these things were in the EotE, AoR, and FaD modules in the Google Drive folder in the first post of this thread. Many were new items I entered manually. I entered full descriptions for both. The only descriptions they can see are Armor, Vehicles, and Weapons - both the preexisting ones from the provided modules and the new stuff I added.
Method 1:I entered everything in a data-entry campaign and used the Description Backup tool to export a module (named SW DESC BACKUP), which I then loaded into a primary campaign along with the EotE/AoR/FaD modules. This brought everything over and displays just fine for me, but not my players. I even tried exporting each category into its own module, both as a player module and not, and nothing I did made any descriptions appear to players. Not in the items that were already in those modules, nor in the items I created myself.
Method 2: I got fed up with trying to get the Description Backup tool to work, so I simply added characters to the “data-entry” campaign and had the players join to test it with me. I can see everything I’ve entered, of course. But players still can’t see a single description on anything but Armor, Vehicles, and Weapons. Since this is the very same campaign in which I’ve entered all the descriptions, I’m absolutely baffled as to why they can’t see it. I had them load the SW DESC BACKUP module into this campaign, as well, but that didn't fix it either.
I’ve spent literally two weeks entering all this information and trying to get it to display to players. I’m getting frustrated enough with this that I’m about ready to just ditch this and go back to Classic. I’d really appreciate some help.
I’ll try to help the best I can, but I suggest asking in the Support forum “House of Healing” because it sounds like what you are running into is a misunderstanding with how data/modules work in FGU.
Players will not see anything in your data unless you share the record with them. So if they joined the data entry campaign, or if you loaded descriptions into a module that didn’t have them, you have to share EVERY record with them, or they won’t get those updates.
If you export a module with data, using the FG export function (NOT the descriptions tool in this ruleset) then make sure you make it a Player module and select all record types you want them to be able to load. Keep in mind that this will NOT export items you edited from another module — you must first create a new record and then edit the copy for it to be exported.
Then in a NEW campaign load only your module and verify that the data appears for you. Try joining as a player. The Players MUST load the module from the module window and then they should see all the data you entered for the module.
I have tested this with Genesys and Star Wars and it works as expected. You may want to delete old .mod files you exported if they were done incorrectly.
Looking again at your Desc Backup issue, @chikininabizkit I believe the issue is we are conflating two features.
This is the feature I am speaking of, and it is *my* preferred method because I like having my own modules that players can load, without needing to share every single record with them. In the Fantasy Grounds export, you would select all records and export as a player module. Like I mentioned before, this does not export data you edited from another module. (See FGExport attachment.)
If you are using the Descriptions Backup feature, this is a custom feature to the Genesys Ruleset and not officially a FG feature. It may have issues, but as far as I know, it does work, but you first must create a Descriptions Backup. Then in another campaign, after players have connected, click "Restore ALL and share" to load all the descriptions and then Share all the records with the players that are connected. This only works if they are already connected when you do this. (See DescBack attachment.)
Yep. I watched some more videos and did some brute-force testing of what comes over with which method and I found a solution that, while possibly not "correct," works for what I need. It involved multiple modules and copying items between multiple campaigns, but everything is condensed down to a single module and showing for everyone and that's good enough for me.
Thank you for taking the time to reflect on this.