Hi Paul, take all the time you need. I am sure there are some automatics broken by my quick and dirty fix, but 99% seems to work fine.
Updated Post: removed FGU quick and dirty fix, please use updated version of pak instead
Printable View
Hi Paul, take all the time you need. I am sure there are some automatics broken by my quick and dirty fix, but 99% seems to work fine.
Updated Post: removed FGU quick and dirty fix, please use updated version of pak instead
New .pak file uploaded. This pack is compatible with FGU and FGC. It is current to the FGU/FGC 2-2021 update.
I expect some bugs, please screen shot any errors and post them. Everything seems to work in my testing, but there is bound to be some things I missed. There are some graphical improvements needed for FGU since the font is different. I fixed the major ones. there are some buttons and text that need to be adjusted, that is for the next push. There isn't anything I see that is a major issue currently. I would like to make sure this FGU/FGC set works for smoothly for both engines, then I will go back and tweak the graphics.
First of all, thank you very much Paul :-)
Tested it, works just fine, apart from three minor things (campaign still works fine):
- The Iconset for the menu items on the right side are missing/not found. I wil get the "default" pics as replacement.
- Fonts of Weapon Quality is to big/fat
- I get the following per weapon entry (which may be [2/26/2021 9:42:18 PM] [ERROR] Script execution error: [string "campaign/scripts/weapon_utility.lua"]:41: attempt to call field 'getRecordType' (a nil value)
[2/26/2021 9:42:18 PM] [WARNING] template: Could not find template () in class (charsheet_combat)
==> [ERROR] Script execution error: [string "campaign/scripts/weapon_utility.lua"]:41: attempt to call field 'getRecordType' (a nil value) is also happening when adding/creating a new weapon.
@iiivsion The iconset is gone. The new standard are for text back sidebar buttons. The old icon shields have been removed from the rule set.
The FGU fonts are not optimized for the ruleset, there is plenty of graphical work to do. Offsets are wrong, reworking sizes and weights. It's alot of work and effects FGC as well. I will be tackling that at a later date.
As far as the error, I can not recreate it. Is the error from FGU? Did you right-click create the weapon, or use the add button? Was it a PC or NPC?
The best way to add weapons by the way is to drop an item on the inventory list. When you do it will automatically add it to the weapon list or equip armor.
New .pak is up with some bug fixes. The fonts that are used are from CoreRPG. I have fixed the placement of some labels and the add/edit buttons. The add buttons are always visible now as a standard for rule sets based on CoreRPG. Fixed some issues with list filters and double checked the effects work properly.
Let me know if anything else is found. If anyone out there is a graphics person, a skin for this ruleset would be cool. To avoid a rewrite of most of the .xml, the frames should be able to line up with the current CoreRPG standards. If anyone wants to tackle this let me know.
New .pak posted for recent FG updates.
Hey! How are you all?
Recently, i found a issue with the effect window. It is empty and i cannot input new effects. My console input this whenever i open the window:
[6/20/2021 7:51:34 AM] [ERROR] window: Control (filter) anchoring to an undefined control (list) in windowclass (effectlist)
Do you guys have any idea of what the problem could be?
New .pak file uploaded to the first post in this thread.
Changes were made to CoreRPG that changed the effect list. The new .pak updates the ruleset for these changes.
Hey Paul!
Thanks for correcting the effects issue! It will be much easier to work now :)
However, i have two observations/issues:
1) The effect windows don't show any of the conditions already included in the ruleset. How could we fix this? Is there a list of the avaiable effects to be used?
2) The channel test space in the Spell Sheet is empty all the time, even if a player do have the Channeling skill. Is there something i'm doing wrong?
@Bretwulf,
There are no conditions preset in the ruleset. The effects list should be empty for you to add them. The changes to CoreRPG may have added a list for awhile that I missed. It should be empty for you to add.
As far as have the Channelling skill listed, it is most common the spelling. I used the spelling forms from the Core rulebook and Channelling has two "L's". Check that.
Thanks @Paul!
I'm loving the ruleset so far! I figured out most of the possible effects by now, but there is documento i can check with all the possibilities?
@Bretwulf,
The best document for the way effects work, and large parts of the ruleset, is actually the guide from the 40k Multiset. Link below.
https://www.fantasygrounds.com/forum...ltiset-Ruleset
EDIT: removed
Help please.
How to put the correct damage bonus in FGU?
The roll dont push the bonuses for weapon. The WS in Combat window, dont match of the main WS too.
The damage bonus from strength the weapons is automatically figured. Any additional bonus is placed in the field next to the damage die, " 1d10 1". Look next to the 1d10 there is a text field. Write in the mod there.
The WS in the Combat window/weapons list is modified based on weapon proficiency and talents. It won't match the base WS in all cases.
Attachment 49066
Look, the bonus push the STR correct, but dont the 1 for talent. I put manually dont work too.
Sorry my english, i'm brazilian.
Using the latest pak version from the first post?
@phillgamboa,
It appears you are modifying the weapon itself to add a +1 permanent damage bonus. To do this, you must create a new item in your item library and then drop that back into the characters trappings (gear) list. It will equip automatically and have the bonus you are after. You can not modify the weapon details and have the weapon list automatically update.
@Paul Pratt
I just started messing around with this ruleset today so I may be missing a few steps. However, I can't figure out how to get career advances to affect the main character sheet.
If there's a tutorial or something somewhere, I haven't seen one yet.
I'm using the latest version of FGU.
Thanks!
@Majestic Joker,
On the XP tab, the Improvements row can be modified to add the bonus gained when advancing careers, that will change the "Current" field and populate around that character sheet. To use the "Improvement" field, use Lctrl and mouse wheel (a FGU standard for adjusting number fields), or click and direct input the number. I hope that helps.
Nothing in a while. Just maintaining this one currently.
Hey Paul, I discovered a fairly major issue with npc's, and can't be certain which version of FG Unity did this (as it was working fine before).
Basically the mod section on the weapons tab (weapon talent, etc) is no longer present for npcs, but it's still there for PC's and such. This means that weapon skill values are not accurately represented. The way around this I've discovered is to inflate the skill of the NPC using the ctrl+mouse wheel method. But yeah the whole mod section on weapons/items don't show up for npc's anymore.
Hi there! Installed the system and noticed there's nothing in it (No talents,spells etc) is that intended or a bug? I have no issue writing it all in if I need to
It is not a bug. The ruleset is unofficial, and not made by Games Workshop/Black Industries/Green Ronin, so there are legal issues with filling in those.
You will have to fill those in yourself. Other possibility is to get in with a group that has made a module with those filled in that may share with you.
First part is correct - second part not... please do not share modules containing copyright material even privately.
Xydonus, thanks for the report. Let me look at this and get it corrected. Based on what I see in 40k, I am sure there are several other items I need to address as well.
Hello. I'm using this ruleset (thanks a lot for this amazing work).
I was just wondering how could you modify the reach of a token in a grid map ? The "reach" option in the combat tracker has been removed (instead we have full move, charge and run), and thus my "giant" ennemy token is scaled appropriately in the map, but its square size is still of 1, so its reach is ridiculous (1 tile around its original tile so it's a 3x3 square) Have you renamed the reach parameter ?
@Sansoryu, reach was removed for WHFRP. There are no reach rules other than the Pike rules that I can recall. The melee rules state you must be in an adjacent square to attack. If there is a rule I missed please let me know, I am trying to make sure the ruleset complies to the rules as written.
@Paul Pratt thanks for answering. I thought it was something like that.
I am aware that there is no real reach system in WFRP. It was mainly for my players that i wanted to do that, to make the "visual representation" in maps with grid easier. The reach parameter alter the tiles that are "black" and represents the melee zone of your token. Anyway ^^ i'm gonna change it myself with a mod or something. I'll handle it :D
Thanks again for answering tho. Again, this is an incredible work there ! GG
One thing i am curious about, I made some careers and it seems like i can't give them to a character sheet at all. It doesn't seem to implement it? is this intentional or a bug?
The system is text-input and does not support drag and drop functions like dnd in that respect.
Hi. Big WFRP fan here. Will be fun to play around with this. I have designs on a Bretonnian game with Smith's Averoigne influence.
Thanks.
M
Posted new .pak to the original post in this thread. This will bring the ruleset up to date with FGU 4.1.16.
**Warning**
There will be database changes. There is an updated currency and encumbrance system in CoreRPG, to stay aligned and ease maintenance, the WHFRP 2ed rules follow this. Before updating to this new version, backup your campaign. Make sure to take note of the PC's current currency values, they will have to be entered again once you update. Currency is removed from NPC's, the sheets have been updated. If there are currency awards, use parcels for the encounter to award to PC's.
NPC's will no longer be able to be dropped into the party sheet. For player-controlled NPC's use a new character sheet.
Thanks for the heads up. Does this fix the npc weapon issue I had reported earlier?
@Xydonus,
It should be fixed. Let me know if you see anything add.
Attachment 52349
I still have this issue sadly.