Great! No problem, glad you got it working. Yes, condensing to a single module with all the data is how I do it. I find that a lot easier than messing with the Descriptions of other modules.
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When I drag the "Personal Critical" icon onto a character sheet, it rolls, displays the Crit in the chat, and applies it correctly lto the character sheet. But if you change the modifier, it only displays in the chat - it doesn't place the Crit on the character sheet - and it's calculating incorrectly.
I attached a screenshot. As you can see, the first (unmodified) Crit dragged onto the character rolled correctly and applied it to the sheet. The second Crit dragged rolled correctly (+10 from the prior Crit) and appeared on the sheet. However, the third roll had "+10" entered into the Modifier field in the bottom left, which both rolled the incorrect number and it doesn't appear on the sheet (it seems to be adding +10 each from the prior crits, +10 from the Modifier field, and an erroneous +10).
This is important to my game because of the frequent presence of both the Vicious weapon property and characters with the Durable talent. Right now, it looks like I'd have to roll the Crit on the sheet, and then manually edit it to the correct number.
I replicated the same problems for every PC and NPC in both my primary campaign and in a new campaign with only the provided modules. FWIW, this doesn't appear to happen with the Vehicle Crit icon (Crits roll the correct number, adjusted by the Modifier field, and all of them apply correctly to the vehicle sheet).
I can provide more info if it's needed.
We just pushed a new build of the Genesys RPG Ruleset to the Forge. Click on the Update button to download the latest. It has the following fixes:
- [Fixed] (Genesys/Star Wars) Modifier box was not working for Personal Criticals. It will now function as expected.
- [Fixed] (Genesys/Star Wars) Errors would popup using the upcoming version of CoreRPG in the TEST channel (set to release next Month.) This removes use of deprecated functions to prevent errors when the new version goes live.
Is there a way to export NPCs from my FG Classic campaign into my new FG Unity campaign? The only thing I could find on the forums was to make a module, but Unity doesn't appear to recognize Classic modules maybe? Or I'm doing it wrong? I mean, I used "/export" in Classic, dragged the intended NPCs to the list (I don't need all the NPCs, just the ones I made), and then exported it. It created a module ("Old NPCs") in the Classic modules folder, which I copied to the Unity modules folder, but it doesn't show up in the Modules window in the new campaign. I understand that it could be they just don't talk to each other like that, but I thought I'd ask.
I also saw in another thread that individual NPC records have an "export" option, but the old Star Wars ruleset doesn't appear to have that option.
I could just have both windows open next to each other and manually rebuild all these NPCs, but omg that's so much work, lol.
(For reference, the "old" ruleset to which I'm referring is this one: "Star Wars®: Edge of the Empire community ruleset V2.1.1d (FG 3.1.7+), Initial v2 release: Star Wars Day 2015. Update September 2018. Base ruleset by JamesManhattan, heavily based on the WFRP 3e ruleset by Neil G. Foster. Many, many additions by Trenloe. Graphical update by Lobosolo")
I am not familiar with that old ruleset as I never used FG Classic! (I started with Unity.)
You would have to export it as a generic module for any ruleset- but that likely won’t work here because my guess is that the NPC records have changed significantly since then- so the data probably won’t come over properly.
FGC is no longer supported either, so the current rulesets and not backwards compatible, and forwards compatibility is not likely feasible at this point.
Well... balls. Thanks, though. I figured that was probably the case. It has the option of manually exporting PC characters as XML files and they come over intact when you import them in FGU, but that functionality doesn't seem to be a thing for NPCs.
I supposed I could create a PC sheet for them in FGC, drag everything over from their NPC sheet, export from FGC, import them as a PC in FGU, create an NPC sheet, and drag everything over, but that isn't really any less work than just recreating them manually, hahaha. If anyone can think of an easier method, I'm open to it, but I think I just need to get back to more data entry. :)
New update means new bugs. They added a feature where all the characters that have been put into the party list are automatically populating the top just as if they were all signed in. In the Genesys framework I was not able to add anyone new to the party sheet. The characters signed on helped populate the top character bar as normal whether they were on the party sheet or not. Thanks so much to everyone who will help resolve this in advance!
Currently, you have to click and drag the characters to the “Order” tab section to add them to the party sheet. They changed up the partysheet, so something broke on the custom tabs in the ruleset. We’ll have to look into fixing the others later, but at least there is a workaround.
I added the main tab as the first tab to all party sheets (as long as you use the default party sheet windows and new WindowTabManager script). You can drag and drop party members to this tab to add them to the party.
You can see examples in the 3.5E and 5E ruleset for usage examples in PartyManager2 scripts.
Regards,
JPG
Thanks Moon Wizard! We'll have a fix for this out soon, and I will be fixing the NPC tokens so we can use the new drag-to-map feature.
Thanks so much @seansps and @Moon Wizard!
Getting a lot of console errors with the most recent update of FG. It says "window: Control (main, skills, abilities, actions, inventory, vehicle, notes) anchoring to an undefined control (overview) in windowclass (charsheet) whenever I or any clients change tab in a character sheet. Also the top of the sheet is overlapped. Thanks in advance
Greetings everyone. I hope the new year has been good to you all. I have a question, when I roll initiative through the combat tracker, it does not show the rolls to the players. Is there an option I have missed so the players can at least see their own rolls? (mainly in case their character rolls a triumph) Thank you.
Hi all just a quick question as i seem to have missed it somewhere, For the star wars mod where do i enter weapon qualities, is there a specific tab i'm missing to create a record or do i need to add them individually to each weapon as i add them?
Thanks all.
Ok thats will do perfectly thank you, thanks for all the work put in!
And i'm back with another question regarding FFG star wars, again i've most likely missed it somewhere but is their support for class Signature abilities? (Sudden discovery, Enter the unknown for example), if not where would be the best place to enter them for ease of access for my players?
Thanks.
Hi everyone
Sorry for the lack of communication.
I have been away for a while and then got some health issues. I currently cannot see very well.
I should get well soon though (crossing fingers, this is almost 100% chance it is temporary)
Seansps told me about the future big update in FG that will probably break Star Wars and Genesys rulesets, I wlll do my best to work on those before the update happens, so it wont stop working
Get well soon!
Excellent to hear from you. Hope your recovery goes well.
Hello there! I recently updated FGU and was stumbling unto these error messages in the logs. I'd like to know if you can help me fix this as I'm not sure what the problem actually is. Thank you for your time!Attachment 60016
Edit: I have figured out that the issue revolves around the button lock for the custom dices.
Same.
Edit 1: To elaborate further, the error pops up every time your cursor moves over the dice or tokens in that area. It lets you select and roll dice normally, it just pops up the error every time you hover over them.
Edit 2: Errors pop up when moving between tabs on NPC sheets, as well.
I've also lost the ability to edit anything in the Items section. It looks like it's the only category with this problem (sort of*), as far as I can find.
*Story entries can be edited, but they've reverted to what appears to be the default FG icons.
Everything else seems unaffected.
You can edit the entries by double clicking them.
I'm afraid we will have to wait until this module has been updated to work with the new FGU patch to use it properly.
Greetings. In addition to the same errors as others, my players are also getting error when I add NPCs to the combat tracker. Here is an image of the error message. Attachment 60092
Hi everyone
Sorry for the delay on the fixes. Good news is I recover a bit of my sight, enough to work and also to work on this.
I will check the issues and update the rulesets this weekend
Thanks for the error reports as they will help me a lot
There's no need to apologize. Your health is more important and it's great to hear you're recovering. It sounds like a scary and stressful situation and we're all cheering for you.
I can't speak for everyone, but nothing seems catastrophically broken. I've run two full sessions using "/console skip" to hide the pop-ups, and as far as I can tell, everything still works except the ability to edit Item entries, which is annoying but hardly game-breaking. If you need any additional logs or anything, I'll help however I can.