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https://www.fantasygrounds.com/forum...l=1#post298061
First page in the thread.
Sorry to be a nuisance. I have it installed but all the tabs are empty and i cant seem to create characters. Am i missing some thing? Thanks in advance
Tabs are empty? You mean the libraries from the buttons along the right side? These will be empty until you add content. NPC's encounters, Story, etc.
Click the characters library button on the right, then right click in the middle of the field or press the plus button at the button to create a character.
Been considering trying out Warhammer again and have been messing around a little bit. I noticed that skills / equipment (probably other stuff) added to NPC's cannot be removed again. So if you make a mistake, you're stuck with it.
@viresanimi,
That's odd. I don't see that behavior in the NPC fields unless the sheet is locked. Can you post a screen shot?
My bad. It works fine. I forgot that you can add stuff while it is locked, but not remove from it. That's what I get for meddling in the middle of the night, when I can't sleep. In short: I am dumb.
Thanks!
I might have a legit little bug, however it is late here, sooooo... *grins*
If I make a talent. Drag and drop it on to the charactersheet, the description will look like: <p>Descriptive text.</p>
This only works if you use the lower text field in the talents window. If you use the upper one, which seems the logical one to use, there is no text. But when a talent dragged to the charactersheet, the upper most text line (under the Description header on the charactersheet) is empty. Seems to me like this is where the description in the talent should be going, but isn't.
Anyhoo. Those <p></p> things definately don't look like they belong.
@viresanimi, that is a bug. It is a formatting bug I just haven't been able to squash. For now, all you can do it backspace out the <p> and </p>. I may have to have a go at this one again.
I am working on the port to FGU. Should be in a few weeks.
Awesome Paul! Can't wait to see it.
Right, the ruleset with be available for both FGC and FGU.
Hi, I'm hoping to get a wfrp session going however I was initially intending to use 1e rules. Do you think there might be scope to develop this ruleset for 1e also as a branching project?
If you want to make conversions to 1E that's fine. I don't have the time currently to devout to a another project.
hi just to say thanks Paul for you work, i look forward to your FGU conversion (sorry for my english i'm baguette ^^ )
This is not working on FGU, Right? ):
If it is, i have two problems.
First, any roll i made have a bonus d10 applied, and this is driving me nuts.
Second, how do i define damage of weapons, using strenght bonus?
No, it isn't working on FGU.
Paul, I was wondering if it were possible to make a button effect for talents like you have for trappings. I know talents for the most part are persistent, but sometimes they shouldn't be used. Perception, for example, currently if someone has acute hearing and and excellent vision, while both are persistent, there are situation you can hear but not see and times things are see not hear.
@Mojosta,
Let me look at this. Frankly I agree with you. But space is limited on the character sheet. What I have been doing is using the Useable Gear list for effects that result from circumstantial talent use. An area on the talent page makes more sense, let me see if a good layout can be done.
Thanks for all your hard work in getting this ruleset together. We've used the classic ruleset now for two years and it's been great. I was wondering if you had an ETA on when the Unity ruleset will be available? Classic has become unplayable now with all the updates they've done. I've had crashes and map failures recently with some data loss. I'm putting my campaigns on hold for the moment so i don't lose anymore data. I'll be holding back Warhammer withdrawals until your new ruleset is ready. Thanks again!
Have you sought help in the technical area? Cause that's unusual.
I'm a regular FG:Classic user and I use WFRP 2E regularly and have not experienced crashes/map failures. Classic has crashed from time to time but rare enough and have never lost data because of it. I notice though that it doesn't like masking large maps especially if you mask a large area, and it will freeze; any subsequent clicking to attempt to leave the freeze, it may crash. But that's always been the case I find with FG in any ruleset. WFRP 2E is still very much playable in classic for myself.
Also I echo those words of appreciation - serious gratitude to Paul for this ruleset, without it, I would seriously struggle to get the enjoyment out of the games using something else and this ruleset has served to be my bread and butter for my Gming experience. So many thanks Paul!
@Knuckleball Ned,
I can't recreate a crash or map failure. I have tried several ways and am pretty stable. I know of a few smaller items in WHFRP 2e that need an update from the latest patch. It sounds like the map files you are using may be too large. In FGC it is recommended to not use images over a certain size. I want to say that was 2000 x 2000. Are your maps larger than that?
Hi @Paul Pratt,
as I am running my campaign of Enemy within now with your 2nd edition ruleset (migrated from the 1st edition Warhammer), I wanted to thank you for the great Job you did with this one! I am also using Calender and Moon extensions, and it is a great experience for me and my players.
Also, there is a small extension I have to offer:
- To the NPC tab I added an additional tab containing the CoreRules original "Note" field. That enabled me to migrate my modules from CoreRules-compatible Warhammer 1st edition to Warhammer 2nd without loosing the NPC information in the notes field. Also it enabled me to quickly testrun a Morecore 4th edition evening to test 4th edition rules.
- Second Change was to disable the "prefill code" for the basic skills. I could drag and drop the skills I need. For most NPCs, I don't use much skills. But I have _plenty_ NPCs in EnemyWithin Campaign, and the filled skill lists were spamming the modules xml-files with not needed information. (Surely, I could also use the Story-Pages for some NPCs, but I really like to be able to group the NPCs and keep them recordwise seperated).
I appended the extension, it is a copy of the original files from your ruleset, patched to reflect the two mentioned changes, free to use/adopt/change from my perspective as long as you are OK with that. Again, thank you for the great ruleset you created!
Another topic: 7cubicles seems to be rethinking it's content publishing strategies for Online/VTTT RPGs. It would be kind of neat if they would collaborate with Fantasygrounds in the future. Have you heard any plans or ideas on that? Ok, sure they will be interested in doing it in 4th edition Warhammer and also "new" 40K; regardless, if that would mean I would not have to convert all of the campaign into modules myself would be a great help...
Yeah, they licensed 4th Edition to FoundryVTT - based on the work of a modder who initially received a cease & desist from C7 regarding copyright content he was doing for the 4th edition ruleset. That got him to discuss things with C7 and that led to C7 releasing official content for Foundry. Pretty neat.
Would never happen with 2nd edition though, but there's a chance it may with Fantasy Grounds.
@iiivsion,
Great extension. A nice way to turn "off" the auto fill if a game prefers that.
Happy Holidays everyone.
Hey Paul,
Been a while was wondering if you had an ETA on the ruleset? Really looking forward to it.
So much so I was going to parody the all I want for xmas song to be about this ruleset.
Like always appreciate your work on this and thank you.
It is fairly close, the issue is work. It has me assigned away from home atm. I should be going home in the next month, then I can get back at it. Sorry, been silent due to the assignment.
Life sometimes takes over, very understandable.
Thanks for the information.
Looking forward to it when it does come out.
Hi - I'm an old WFRP 2ed player (since it came out and 1ed before that) and I must say you have done an absolutely amazing job Paul. I can't even imagine the time you put into this - thank you so much.
Thanks to the whole corona situation with lock-downs etc. my group are looking into converting into VTT to keep it going and this looks like the right place. I am a little curious though as it seems like all of us have to build all the content ourselves this being a community ruleset and all and licensing rights and so on. But this seems to me to be a massive amount of work and ALL of us have to do that?? I mean there is loads of content from all the extra source books that came out for 2ed - and all the campaigns? How are you guys coping with that - any good strategies on how to overcome this workload as easy as possible (with 3 kids I'm not exactly flush with time! :D ). If I am going to convert our campaign half-way through the Thousand Thrones with content, campaign specific content, maps and all I won't be done until we can meet in person again :D - but seriously any tips and tricks on this part is really appreciated, feels like I'm missing something.
Thanks again Paul - I'm completely stunned at the work you've put into this! I've been through the whole of this thread and it actually answered most of the questions I had, and also offered some nice tricks on effects and the like, so maybe in your first post recommend newbies like me to trawl through all of it before asking for help? I can see you spend half of your time answering the same questions :)
Data entry. Lots and lots of data entry. I have all the books, so I've just spent my time converting it by hand manually into the ruleset. Mainly Old World Armory and parts of the bestiary. They are not to be shared due to copyright. My advice is don't seek to copy everything. Just the essentials. WFRP has a rather small weapon list and equipment list that is useful. I think I did nearly the entirety of the OWA in about a week, with 2-3 hours spent just copying data for personal use in my games. All the other source books and stuff don't really need to be put in, and they are on hand should I require them.
At the bare minimum you want weapons+essential equipment, and any talents/spells you want. It can be a lot of work to prep your games to that level, but it is worth it.
I guess is just the hard way then. I'll have to build it up bit by bit as I have the need. You do it in FGU or outside in a module (XML?) and import it?
And how about maps? Is there enough value in buying the map-packs and hoping something in there fits accurately enough to the campaign or could I find most of the same on the internet and import it - is it the same quality?
I can build a lot of what I need with map assets, it is limited in that some of the assets don't have good small pieces to link the rooms, and for you to flush out your room or cave builds. This being said I have a number of packs but there is much more out there, some one with the art sub would be able to talk more in detail. The pieces having LOS built in is handy. The paint part is good, takes a little practice, but once you get the hang of it, it is really nice; I want to point out it is a bit buggy, some of the images don't seem to work in the paint feature entirely or if you rotate them they wont paint.
You can find many maps and images to use from the internet that would be sufficient, considering you said you have a busy schedule. I would suggest getting practiced with tool, a little bit, it will help with building on the fly maps. The map tool is always being improved upon and getting better. You could try the art sub for a month it supposedly gives you access to all the packs Smite Works is offering while you are paying the sub.
@gormorator: I also did the data input thingy. Since I now played Enemy Within First two Settings I can tell you that I was perfectly fine with
- Having all Skills and Talents in Skills, Languages in References
- Weapon and Armor Equip
- Maps from the adventure
- Entries for the major NPCs and groups of NPCs for some places (I wrote an extension that gave me an full size "notes" tab for the NPCs, because I used to write a lot of thoughts and background there instead of in the stories section, because the storiy sections come and go with my modules and the (most) NPCs stay as part of the world. On the other hand, perhaps it is better to create story entries with persons in it for the most used places and use them as "location modules". Still trying to find an elegant way.
- Handouts
- Rumors
Took me 3 hours for the overall prep and after I knew how to save maps and pictures and name them right the first time it was even during play pretty fast to add new maps
All over all it was a good speedup for me in preparing my stuff. Better than in every other VTT, and I now move to Unity to have the multilayer maps (I hope they are of as much use as I hope...)
@All: Since Paul was not around to update, I fixed two lines of code and put that in an extension to have the D100 roles fixed for FantasyGrounds Unity. I am sure there is a lot of more work which perhaps should be done, but for the essential functions I use it now for the first time and it seems to work fine for me in FG Unity. I'll tell you more after my game on Monday evening (starting with Death on the Reik...).
Got most of the necessary stuff in there now - more will probably turn out as missing once we get started though :)
Any intel on how your extension worked iiivsion?
And could you share it if it works? Or advice on how to fix the code - the extra D10 is manageable but annoying, so it would be great to get rid of it.
Worked quite well, not other problems found after two session "Death on the Reik" :-). I would say it is fully compatible. The font error messages can be ignored, since there are fonts from the Core-RPG being used. I planned another "look and feel" extension to replace some fonts, eventually with with caslon antique, but campaign prep is more important at the moment.
Extension with "d100-fix" is attached, the two edited lines in each file are commented with "-- Unity-Compat Patch", so Paul could take it over easily in the "master" as soon as time allows for him. I hope I zipped it correctly.
Update of Post:
removed FGU quick and dirty fix, please use updated version of pak instead
I just bought FGU and was very pleased to see a noble knight covering my favourite ruleset.
Played WHFRP 2nd ed with my friends a lot when we were younger. Though I got every Book in my shelve I see a lot of benefit using FG to play.
I downloaded the file and was concerned to see that there where no modules within it.
Didn't know FGU was "the wrong" choice to use this, but I was really reliefed to see that a port is in the Pipe.
I am new to FG and new to this community, but Paul Pratt, you are my man already!
Keep up the good work. I can wait a little longer xD
Sorry I have been silent for awhile out on work assignment. With some luck I should be back home in a week or so and will finally get a chance to wrap up the FGU fixes. Hang in there, and thanks for the patience everyone.