Thanks for the report. I'll look into that as I may have not considered that rule.
Printable View
Thanks for the report. I'll look into that as I may have not considered that rule.
Pushed an update that should help resolve what was reported.
The latest update changed the font color of the standard Fallout skin for image/asset/NPC/etc boxes so that it is black on a dark brown background.
I'll get that updated for the next theme hot fix update, probably tomorrow.
Regards,
JPG
I think we found another one tonight. In this case it was modding the Combat Armor Chest Piece. The base weight for the Combat armor is 8. When adding a Reinforced mod to the armor, the weight should change to 9. Instead, it jumps to 23. The price should also increase by 15 Caps when you add that mod but it only went up 1 and so we think the cost is being added to the weight and the weight is being added to the cost.
e.g.: Combat armor chest piece weight is 8 and the cost is 60. When adding the reinforced material mod, it should add 1 to the weight and 15 to the cost. (Combat Armor Chest Piece with Reinforced Mod becomes weight 9 and cost 75).
What we are getting is Combat Armor Chest Piece with Reinforced Mod becomes weight 23 and cost 61.
27 OCT edit: Because the piece we are looking at (Combat Armor Chest Piece) is for the Torso, the weight and cost should actually be doubled. The weight should increase by 2 and the cost by 30.
A fix was pushed. The mods still had errata previous data and were not updated with the correct cost and weight.
Thanks very much for addressing this that quickly!
I've updated but I am still getting the wrong weight and cost. I did some more digging to try and find out why. Here's what I have found.
In the first image, I opened the Combat Armor Chest Piece from the character sheet. I then switched to mods and opened the "Reinforced Material" Mod. The entries for Weight and Cost are reversed. Cost should be +15 and weight should be +1.
In the second image, I opened the Item Mods section of the Fallout 2d20 ruleset to the "Combat Armor Reinforced Material" mod. The weight and cost are correct there. The name of this mod is slightly different (quotation marks) from the mod actually found on the Combat Armor pieces.
I checked all of the material mods (Reinforced, Fiberglass, Polymer and Shadowed) for all of the combat armor pieces (Helmet, Torso, Legs and Arms) and they are all using a mod different from the one listed in the Item Mods section of the Fallout 2d20 ruleset, and the mods have the weight and cost entries switched as in the first picture.
This only seems to affect the Combat Armor and Heavy Combat Armor pieces as the other armors I have checked seem to have the correct material mods attached.
As a temporary fix, once the armor piece is added to the character sheet, we are able to go in and change the values on the material mods. Any new piece we add at a later date will have the wrong values, however, until we update them as well.
The item would have to be remade. The original data was incorrect. So that is expected to have the cost and weight reversed as that was the original issue. If the update went through, reverting the module would have updated the reinforced mod with the correct data. Then the item could be remade with the new mod and should show the correct totals
Ah, I understand now. Thanks!
All the NPC's load with no HP's. Is this normal?
No, it's not normal. The XML shows the HP being there for the NPCs, but they are not populating. I will need to see what might be causing this on a deeper level.
EDIT: Apologies, saw that a more recent set of files than I had updated locally was causing the issue. I've reverted those changes, and pushed a new build. @superteddy57 will need to review what other fixes may need to be re-applied.
Regards,
JPG
Pushed fix to LIVE
I seem to have lost all the images from the core rule book. Local images I have added are still there as are images from the Orange Coloured Sky module. Any ideas? (No extensions loaded).
Can you open the Library->Modules window; then right click on each of those modules and select the Revert option? This should reset to the default data. I know that several modules have been updated to use smaller WEBP file formats.
JPG
I have verified this, I'll reach out to Moon and see if I can get it resolved.
Thanks very much!
Pushed LIVE, please update and verify if the issue has been resolved.
Hey, I noticed that the XP is being divided among the party rather than the each party member getting the full amount, as it was previously. I think the rules as written are for each player to get the full value of the encounter XP rather than dividing it, though I also think it's a good option as a lot of GMs house rule that.
The core based functions changed with with one of the latest updates. I will need to look this over and update it to it's proper way.
All XP is divided evenly by the number of PCs in the party, which is correct.
Thanks, I'll double check the rules to be sure. Too many systems to keep straight at times lol
Pushed fix for XP being divided among party. The core rulebook states each member gets full XP that is acquired.
Console error when accidently clicking on the notes button on the tables frame.
(attached)
Image and Log attacked for reference. No extensions loaded. Vanilla content and modules.
Leave that Image and Log alone! It doesn't need to be attacked!
I tested this on TEST and didn't seem to run into any issues.
Since the new update 4.5 When anyone GM or player makes an item. The name always clears to nothing when you close the item window or hit the lock on it.
I found an issue when mods were selected. I was not able to see it show empty when I closed it and opened it again. It may have been resolved with the fix to the error I found. Can you update and relay if it has been resolved on your end? If it still is happening, please provide exact steps to replicate for me.
Attachment 60075 Attachment 60076
Had everyone close the session. hit check for updates and relaunch. No Mods are installed. The GM modules installed attached (we unloaded the 4e one after the photo was taken)
Attachment 60077
Went to inventory tab on a character. Hit add item, made one with just the name test and when hitting lock it clears the name. Also the version attached in the pictures where it's just a random big gun weapon.
It remembers where it should go in the inventory tab based on the name but the name itself isn't visible.
The Gm also tried to make an item using the item tab (on the far right) and that had the same problem.
Oh, while trying other things. If you change the name of an item in our game and hit lock, It reverts to what it started as.
Attachment 60079Attachment 60080
And one of the other players noticed that if you add a mod (official like barbed baseball bat) or fake one like Modder to the fake item. It remembers to stay with the modded name.
Attachment 60078
Ah, so it's when it's attached to the charsheet. Ok. Let me look it over.
A couple of issues that we're hoping are easy to address.
1 - Backpacks do not impact the carry weight like they indicate.
2 - When someone wearing armor uses drugs that apply additional DR, even with the effect clearly showing in the combat tracker, damage ignores the additional DR value instead of stacking them like it should. So armor with a DR 5 and Psycho with DR 3 should be preventing 8 points.
We update our clients at the start of every session, so it should be updated as of this post.
For the backpack as a temporary work around, we've been computing how much weight the backpack should increase the threshold and changing the weight of the backpack to be a negative of that number. For example, the small back pack adds 5 x STR to the encumbrance threshold. If a character with a 6 Strength equips the back pack, we go into his inventory, unlock the backpack and make the weight -30. This doesn't give you the exact weight you are carrying, but it does tell you where your current weight is in relation to your encumbrance and how much more junk you can carry.
Found solutions for both and will be available with next ruleset update
This is now Live. Please run a new Check for Updates, and try again.
Regards,
JPG
Hi, one of my players has modded their shotgun with an automatic receiver, this when I noticed that a weapon that has two qualities does not get both qualities listed in the chat window after the damage dice are rolled. For instance, when this same player uses their assault rifle, and rolls effects, they get an extra line that shows how many more targets they can hit with burst, but when they roll the damage for their modded shotgun, they only get the extra line for spread, when I would expect they should get spread and burst since it is listed in the damage result. An easy way to replicate this is to just pull up the Super Mutant brute, and roll several damage dice with his mini gun as it also has spread and burst. Screenshot attached. Attachment 60349
Found issue and pushed in for review. Will be part of next ruleset update.