Use this thread to post any ruleset specific issues to track and get resolved. When reporting, please provide steps in reproducing the issue and any images if possible.
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Use this thread to post any ruleset specific issues to track and get resolved. When reporting, please provide steps in reproducing the issue and any images if possible.
I just want to add that this ruleset was developed in-house by Superteddy57 and SmiteWorks. We think he did a great job and we tested it pretty heavily, but please let us know if we missed anything.
Should a theme extension have been installed to create the look and feel shown in the screenshots? I'm not seeing one.
To clarify - I get the dice, cap, and the upper right corner widget on the background as well as the Fallout overlay, but I don't get any of the thematic elements and there isn't a Fallout theme available to select when creating a new Fallout ruleset game.
Make sure you aren't loading the fan-made version of Fallout instead of the official one. See if you have multiple ruelsets in your list. Our Ruleset name is just called Fallout.
It should look like this at load:
Attachment 52562
In story tab, With a Bang Or a Whimper, 00.00 "Introduciton" must be "Introduction".
In the Combat Tracker there is no pop-up name for the icon (a fist I think) between the "Targets" icon and the "offense" icon.
Awesome ruleset btw, thanks SmiteWorks.
Nice to see this come to Fantasy Grounds. Looking forward to checking it out.
Picked up the ruleset this morning, it looks great!
Not sure if this is a bug or for expansion or what, but in the modules window it lists Pregenerated Characters, and there is what looks to be a character, but it isn't really there.
Can you show me an image of what you are seeing?
This is what I see.
Attachment 52606
Ah, might be a mistake on my export and might have tested something with the character sheet. There are no pregens provided in the book. I will add this to my list to get removed.
Perks in the character creator are greyed out based on SPECIAL attributes, but not on level. For instance, Intense Training and Life Giver show as available to take even though a level 1 character doesnt meet the level requirements.
That was discussed in https://www.youtube.com/watch?v=UBcP3FrZV-A - I think they're still figuring out how to implement it.
Just a note: When trying to add dogmeat from the perk it adds a bloodbug, no listing for dogmeat
I noticed that when I equip a piece of armor (go from carried to equip) it lists the value on the combat tab, but hides it on the inventory tab. This also goes for weapons (but not ammo).
**Nevermind, my mistake.. Just found out that it moves it to the combat tab and can be toggled off and goes back to inventory.. Much diff than 5e.
When we built characters yesterday, we noticed some weird shenanigans going on:
- as a GM I could one time see the same creation menu as my players, on next try i just got the normal character sheet, while the players were still in build mode.
-when the players wanted to increase an already tagged skill, it decreased by one rather than increasing.
We could not really reproduce these issues, they seemed to be quite random.
I consider reinstalling everything and then giving a try again
Found a bug when applying MODs to the Hunting Rifle. With the .50 cal receiver fitted, when attempting to apply any other mod with the exception of a barrel mod the Damage is reset back to base values (6 Damage) instead of its improved value of 8 Damage
I am unfortunately unable to replicate this issue with the information you provided. Can you get me exact steps and conditions this happened?
Thanks for the report. I was able to locate the issue and also noticed the ammo wasn't changing with the receiver. This will be updated with the next weekly update.
I noticed the Mercenary equipment package gives you a pipe pistol and some .38 ammo, but those items are not listed as part of that package in the book.
I think there's a probleme because if you have in your inventory, 2 brotherhood of steel uniform (for example) and you want to equip the armor, the 2 stack of armor will be moved to the combat tab and disappear from the inventory.
The total weight carried is still calculated for the 2 armor, but a player can't see he have 2 same type armor in is inventory...
You would have to rename the armor to separate them. It is something I am looking to solve, but currently have no solution for at this time.
When using explosives such as molotov ****tails and baseball grenades the interface does not track ammo as it does for other weapons (e.g. small guns, big guns etc.) Once you equip the explosives such as molotov ****tails, it does not display the ammo count. Would this be considered a feature request or bug?
If explosives have an ammunition field on the record, you can set it to the name of the item in question and it will decrement the count. If it's not visible, then it's not set up to track ammunition.
So when you click on an item in your inventory to either carry, equip or such, the item disappears. Some weight calcuation remains however as I still had some weight although as I clicked through all the gear it all disappeared... Attachment 52890
If it's a weapon or apparel it goes to the weaponlist or armor list on the combat tab
Ah... I just figured out how the armor and weapons can be "retrieved". Still has the issue with the other categories though...
Other item types should remain visible on the inventory tab. I just tested with a Bobby pin and it only has two states, not carried and carried. It should not have an equipped option. When I cycled through it didn't disappear through the testing. Do you have any extensions enabled? If not, then can you provide me with exact steps from item creation on the inventory tab to when it disappears?
Well, I went through and tried to replicate and it didn't disappear this time... I had previously dragged the Scribe kit onto a Brotherhood PC. Then went through and equipped everything and then it all started disappearing. I did find Armor and Weapons on it (and then later found Clothing on a different PC I tried it on so I suspect it was the same issue as Armor where I didn't know where it was "hiding"). But now I cannot make the holotags disappear again... Not sure what happened the first time... No extensions btw... Plain vanilla ruleset... So I'll keep an eye out for it again and if it does replicate I'll slow down and record it better... Apologies for the early (and possibly unneccessary) alarm...
No worries, the disappearing act is a bit new with cleaning up the inventory a bit. I'd prefer to check it out if you think something is amiss and happy to investigate.
Mysterious Stranger link in the Mysterious Stranger perk links to a bloodbug as well.