Good enough. I just wanted to point out how much those video tutorials helped me to understand the functionality.
Hi, I just start with FG. I load library, but I can't put some items and images for npc... What I can do to see largest fonts and windows? :)Attachment 15556
end next question - How I can put new character to game? Under right mouse click I have options to import - in xml file. How I can create such file with proper informations?
Hi Girwan, The majority of the functionality will be via right-click menus or via buttons. For example, in the screenshot you provide of the NPC screen you can click the "New" button in the bottom right to create a new NPC.
If you want to "Zoom" the whole GUI you can use the /scaleui XX chat command where XX is a percentage - 100 is normal size, 125 is larger, etc..
I recommend watching some of the videos linked in the first post of this thread as these give an introduction to some of the functionality of this ruleset. Have a look at those videos and some of the earlier posts in this thread, then come back with any specific questions.
Thank you Trenloe
And don't forget the library modules here: https://www.fantasygrounds.com/forum...ibrary-modules Especially the ones linked in post #2 - great work by Miekael creating and updating these libraries.
thanks, I have it
how I can put image or ap into images section. When I click on this con, I get such window:
Attachment 15557 Under rigth clic I don't have upload option drag&drop don't work :(
You need to add it to the <FG App data>\campaigns\<your campaign name>\images directory. Get to <FG App Data> by clicking the folder icon in the top right of the desktop before starting your campaign. TIP: make a shortcut/favourite of this directory.
Just noticed something odd with the ruleset but its not really a problem. When typing out in text the symbols for Success/Failure by typing (S) (F) and making it bold text, the old Warhammer 3rd edition symbols pop up instead. So a success symbol gets turned into a hammer symbol, and for failure, crossed swords.
Didn't see it on the list of known issues so thought I'd point it out.
Thanks for mentioning, I've added a note here: https://www.fantasygrounds.com/forum...l=1#post209786 and to the known issues. Don't use any formatting on these symbols. I don't have any plans to change this functionality - there's really no need to format these dice symbols.
It's possible to add any image to npc or item card?
I create modul with NPC Token ->[LINK REMOVED] I use pictures from net, I don't have rights for this pictures, so it's only for private use. Do you think that I can make such module and share it noncommercial?
MODERATOR: Link to copyright material removed. You can only share material you own, have the copyright owners permission or is covered by a creative commons/allowed to share license. Thanks for trying to share something with the community, but we're very strict about distributing any copyright protected materials on these forums.
Besides, my eyes always twitch when i see anonymous links like that, you never know where they point, and what the site will contain... All kind of nasties...
/H
I don't like anonymous links too, but... what I can do? I put link to my onedrive cloud and short it to "normal" lenght. But.. link is removed, so no problem :)
Any issues with this ruleset and the 3.2 update?
I've only seen blank entries appear in the campaign data lists when a module us opened. These go away if the list is closed and re-opened.
I'm expecting the odd little issue, but in a quick test yesterday it seemed to be OK.
Please report any issues with as much info as possible - steps to recreate, new or existing campaign, etc..
v3.2.0 Issue: When more one library module is open the module name in the left side for a single module will have no categories listed. the categories are still present, but within another module name in the library list. e.g. Starships and Vehicles appear in the another library entry. The data is completely accessible, it's just that the top level categories appear under a different library heading.
Will be playing a game tomorrow using this ruleset so I'll report anything odd. But in it right now for prepping and so far I've not encountered any issues.
Downloaded this ruleset to give it a try and came across a problem, that just may be my not understanding how it works.
I am on FG 3.2 and copied over the .pak to the ruleset folder and one of the mods to the modules folder.
The campaign loaded perfectly and I think it is a great piece of work, very impressive!
I then thought I would load up the module I had downloaded to see what that was like. I clicked on library and the window opened but contained none of the normal buttons, just three blank (light blue) windows and an option to Search.
Could the library window be effected by the 3.2 update or have I missed something?
(Checked out the module to see it referenced the correct ruleset and it did).
@joeblack1863 - glad yout like the ruleset.
The interface is a little older than the current FG mainstream. You activate modules by clicking the small book icon in the top right of the desktop.
@Trenloe,
Many thanks, it was me!
(That was the only button I didn't press during my browsing around, :D.
How I can hide dice tower?Attachment 16305 I don't use it, and I don't want in on my deck. I look for option to hide it but I can't found it.
That's not the dice tower, that's the other dice types. You can't hide them specifically (without changing a bunch of code). You can move them to a less conspicuous position - see "Changing tabletop dice position" here: https://www.fantasygrounds.com/wiki/index.php/Dice
Hey all. Having issues with Script errors on player side every time something is done in the Combat Tracker. Is this a bug with the update?
I try it, but it doesn't work. I put dice in other position, choose Set Arrange Position and when I enter again to FG I see this dice in right bottom corner :(
There are several extensions that move the dice - you can play with one of those to get a result that works for you.
I believe it was just left over code from the Warhammer Fantasy RPG Module upon which this one was based. When I worked on the graphics update with Trenloe, I moved them over, but didn't see where I could take them out entirely. And since we need to update the module for the new Core code eventually, it probably isn't worth going back and changing small things in the base module.
Sorry, but I find that I occasionally use the "normal" dice in a game - random direction (roll a d8), select a PC at random (roll a d4, d6, etc. depending how many PCs there are), etc.. As mentioned by damned, if you think it's a bad idea then you can look at writing an extension to remove them from your games.
I also use the normal dice now and again, and removing them would be a bad idea...
Girwan, we're not going to get into a discussion in this thread about who uses normal dice and for what - if you want to do that, please start a new thread. I mentioned above a couple of examples where I use them, and it's entirely up to the GM how they run their game and use dice. This is the main reason I left dice in - to give GMs the option of using them if they want to. If the dice weren't there then I'm sure I'd be hearing a lot more complaints about missing dice, instead of one user complaining about the dice being there.
One of the great things about Fantasy Grounds is that you can modify it. As I also mentioned above, if you want to remove the dice (or change their starting location) you can write an extension to do that. Then everyone will be happy - you can remove/relocate the dice, those of us who do use the dice can continue to use them - win/win!
Ok, ok, easy... It was only question. I thought that we can discuss about SW here, too. I don't know that this thread is only for ruleset.
End discussion.
I'm sorry, but it sounded like you were persisting in debating the case for no normal dice by quizzing GMs how they run their games. Dice with numbers on them can be used for many situations in EotE when a random number is needed, using just the EotE symbol dice and d10/%% can be quite restrictive to the way some GMs use randomness in their games. As the title suggests, this thread is for the Star Wars EotE/AoR/F&D ruleset and questions/issues specific to the ruleset. As I said, if you want to discuss further how GMs use dice in their games you're welcome to start another thread for that discussion. Thanks.
In the meantime, I've done a very simple extension to remove all normal dice but the d10 from the desktop - attached below. Be aware, because the d4, d6, d8, d12 and d20 base die definitions have been removed that you *won't* even be able to use the /die #d# command line to roll these dice - they will be completely removed from the campaign. Hope you never have to use a "normal" dice other than the d10/%%! ;)
Thank you, It was nice from you
Fantastic ruleset, really enjoy it. It's made my job as GM so much easier. Big kudos to that. There are some small bugs that I've been noticing, however:
- Since the very start of using the Ruleset, my players have occasionally been getting script errors when things happen in the combat tracker. I'll try to get them to copy the errors and give them to you with some details as to the situation in which they occur when next I see it.
- After the 3.2 update, all my NPC tabs dissappeared and became a single tab. I split them up into tabs again, but now every time I open the NPC list I get this: https://dl.dropboxusercontent.com/u/89840924/error.png . It seems like the module is trying to show all my NPCs from all tabs (they show up for a split second), but then immediately hides their names, yet doesn't collapse the list. If I switch tabs everything displays fine, but if I close and re-open NPCses it happens again, every time.
Again, love the ruleset, hope these bug reports prove useful. (Once I get some more info for the first one, anyway...)
Oh, also, as a feature request: it would be nice to have a bit more in-depth star ship sheets available aside from just the party ship. If the party ever has two ships, for instance, I can only really "save" all the info for one of them, and the other I have to make do with just a Vehicle sheet. Any reason not to have the Vehicle sheets be just as extensive as the party ship sheet?
Hey Unahim,
To fix the npc list bug you have - just select another tab, and then go back to it. That should sort it out.