I can't try it right now but I've tried it before and it worked. It would create NPCs in the Critters section by default.
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I can't try it right now but I've tried it before and it worked. It would create NPCs in the Critters section by default.
Thank you very much, Ikael! I'll try it tonight. Is the importer to fill in the Weapons section (clickable weapons damage) and make the Special Abilities (Edges, Hindrances) connect to their reference entries? It's something I noticed didn't work so I'd have to redo that manuable (all of Doswelk's HOE characters have that feature, so I guess I have to do it as well).
The tool will fill up weapon sections partially ie. it will fill up damage, range, rof (if it's able to understand these matters). This will grant clickable damages. The tool will write special abilities into list and their description into main tab-page, but won't setup references to modules since the source does not provide any real link, just free form text. There is possibility to enhance tool to try to match certain keyword to create the link, but I feel that would be way too flunky anyways. If you have created NPC you can manually setup links yourself. If I remember right you will need to hold ALT down and drop link to NPC abilities to link it instead of creating new one.
Wouldn't it be "relatively" easy to compare an ability vs. the set names of Edges and Hindrances from SWEX and automatically insert those as linked special abilities? That is a limited set (and more work for you :( )...
I'd assume that these edges are the ones that come up the most often anyway...
Like I meantioned it's possible, but it wouldn't that accurate since there is no limitation how ability names are written there. Everything is free-text so there is chance of error and thus I prefer not to do it. IMO it's far worse that tool creates something that might not be correct and that it would not do it at all. Specially that there might be many special abilities per entry.
Hm. Version 0.9 build2 is 20kb lighter than the previous one. Is that intended? Looks like the name generator is not in it.
With vanilla SWEX loaded, I had to use the command line. Attacks are filled nicely.
Didn't have that much time after all last night, due to rolling badly on the random encounter roll (maxed out on the number of marauding kids).
I'll have ample time to test it this weekend.
The export worked nicely, but i haven't figured out how to import stat blocks into sections (for example npcs or critters).
To reiterate:
In order to make publication-worthy stat blocks,
- I copy the textblock into my Notepad++, remove extraneous ':', then CTRL-C.
- In FG I use /makenpc
- I clean up the NPC (draw in edges and hindrances from the SWEX player guide, make sure weapons and damage work right and all special abilities show up on the first age).
- I use /makenpc-clean
- I use /makenpc-module
Did I forget anything?
Just a little Monday morning update: I used this all-weekend (sounds like much, but I was busy with other things, too, like trying to keep my empire in Endless Space to cave in against those evil Cravers - every 5 turns I would do another entry for AFO ;-)). Copy the NPC into Notepad, look for "evil" colons, copying into FG, /makenpc, draw the Edges and Hindrances into the Special section, done.
Ikael - I can't tell you how much of a time saver this extension is. It's HUGE! Thank you!
Minor update to NPC Maker (v0.9 build 4). This update enhanced attack info parsing, granting better support for different formating. In addition Special Abilities are converted into local links, where their full description can be opened from the link in the list. Full attack's description is written into weapon's details as well.
Oooh. Those links sound sexy (weird what one does consider sexy given a certain age...). Does that mean Edges and Hindrances now automagically appear in the Special section, linked to the SWEX PG entry?
Few further hints:
1. The new improved parser understands :'s much better now so you don't have to remove them anymore
4. Don't do this part if you really don't have to. When you export creates with /makenpc-module command it will automatically clean up temporary stuff from your NPC inside your exported module. When you have _not_ cleaned up your NPCs that means they can be auto-updated when new parser version is published. For instance, you have created 100 NPCs with this tool, but the parsing was not perfect since your NPC lack few things or something was not parsed correctly, say your weapons lacked damage because of bad parser. After a while new version of NPC Maker tool is published with better parsing features. You can update all of your NPC with simple command: /makenpc-update. This will recreate all of your NPCs based on the original source but it uses the new parsing logic. ~ Like I have mentioned, I want to make this parser as fine as possible, so keep posting possible issues with it and I will do my best to make the parser understand those issues and do better job.
Glad you have found the tool useful :) It's my favorite project atm, since I am able to get fully usable NPCs in FG within simple copy-pasting
I am absolutely in love with this extension. Just imported some Hellfrost characters with it in seconds instead of quarter hours as usual. One thing I noticed: If the name of the NPC/monster is more than one word, the import sets the follow words to lower case. IMHO they should remain as they are or Uppercase (first letter only, of course).
It's just a very minor inconvenience, of course.
Does this extension support the population of the Powers tab?
I noticed it populated the list of powers in the Description, but the Powers tab was blank.
I used:
Quote:
❄Lich
No description for this creature yet.
Attributes: Agility d8, Smarts d12+2, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d12+1, Notice d12+3, Knowledge (Planes) d12+1, Repair d12+1, Stealth d12+3, Spellcasting d12
Charisma: +1; Pace: 6; Parry: 5; Toughness: 10 (2)
Edges: Arcane Background (Magic), Quick, Strong Willed
Powers: Armor, Bolt (magic missile), Bolt (ray of frost), Deflection (forcefield), Detect Arcana (sense magic), Detect Arcana (see invisibility), Dispel, Lower Trait (Strength), Invisibility, Obscure (darkness), Puppet, Teleport, Zombie
Special Abilities
• Armour +2: Permanent armour spell.
• Touch: Str+d4; Paralyzing Touch.
• Darkvision: No vision penalties for darkness (range 12").
• Fear -2: Anyone who sees this creature must make a Fear check at -2.
• Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
• Immunities: Electricity, cold, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
• Very Tough: +1 Toughness.
*RESOLVED*
I've recently decided to dump M$ Windoze for Linux and FG runs great under Wine with PlayOnLinux... except for this oh-so-useful extension. When I copy a statblock then open Personalities and click on the "Make NPC" button I get the following error:
Cut-and-paste otherwise works fine everywhere but I was wondering if maybe it's something odd in the way NPC maker works with text in a clipboard that might not be exactly like the standard Windows clipboard? I'm sure this is probably a fairly oddball/small use-case request, but if there might be some clues anyone can provide on how I might be able to work around that error I'd sure appreciate the help.Quote:
Script Error: [string "npcs/parser_statblock.lua"]:313: bad argument #1 to 'pairs' (table expected, got nil)
EDIT: If it helps any I do notice that the chat window is outputting the "Converting following stat blocks into NPC:" followed by the text of the stat block, just no NPC entry gets created like it normally would. I would also add that I've tested this not just with a statblock that I was trying to work with from the Necessary Evil: Breakout book, but also with just the first stablock off of Zadmar's site so I could ensure there was nothing odd about the statblock itself that might be causing the issue, so I'm guessing it's just something odd with running this under Wine.
EDIT2: Further testing I find that just loading NPC Maker works fine. I'll do some more testing as apparently it seems to be conflicting with one of the other extensions I'm loading. I'll report back with my findings should anyone else run into the issue.
EDIT3: Ok, it looks like the offending extension is actually FGRandom. A potentially useful little module, but not nearly as useful as NPC Maker is! ;) I guess there is something in that extension that messes with the "pairs" function used by Savage Worlds in checking things like Attributes.
NPC Maker v0.9 build 6 is now available. Changelog:
- [BUG] NameMaker was broken. Only male fantasy names could be generated. Now this is fixed and other types of names can be generated
NPC Maker v0.9 build 7 uploaded. This version is for Savage Worlds v4.2+
Just ran an update to FG2, and then got this error when I loaded a campaign with the NPC Maker loaded: Script Error: [string "names/maker_name.lua"]:15: attempt to call field 'simplify' (a nil value)
Help!
I have begun using this to make use of Zadmar's Monster Conversions (From Pathfinder)... due to the need for the separators, I've just been highlighting the individual monsters and clicking create. Seems to be working great, I've gotten through "A" and "B" monsters.... (A bit over 100 creatures for each letter, my search pulled up 3,152 and I hope to get through them all.)
EDIT: and now C
Nice work. You can never have too many beasties, and pathfinder has really good beasties. They are good conversions too from what I have seen
Have a look at my mod - already done all of the monsters from Zadmar's site - almost 2,700 of them.
The link can be found at: https://www.fantasygrounds.com/forum...d-Monsters-Mod
Colin's mod is very good.
I recently picked up Deadlands Reloaded and noticed the Make NPC tab was not there...then I found this post. I haven't tried the /makenpc command yet but I was curious why you don't intend on adding the tabs? Is it technically too dificult to be worthwhile? Again, just curious...its still a great extension!
Deadlands: Reloaded uses different database node roots and windowclasses for NPCs. I could add support for it, but haven't done it because I should include lots of Deadlands extension codebase within the extension which is generally bad practise. You could use the /makenpc but again the issue is that it will create NPC with default SavageWorlds windowclass and basically you don't have access to those windowclasses in Deadlands reloaded extension. Basically if you use /makenpc command, it will open you NPC window, but when you close it you have no UI button to access is anymore. What you should try to do is use the slashcommand and drag-and-drop created NPC into humans or critters list.
The best solution would be to include the original Personalities list back to right sidebar when the NPC maker extension is enabled with Deadlands extension. However that means that you would have three lists of NPCs: Personalities, Humans and Critters and users should know what to use.
Because there is this kinda issues, I haven't done fix for it yet.
Yikes! I figured it must have been something ridiculously tough. Thanks for answering my curiosity!
@Ikael: just started using your extension and it's quite lovely! Teeny gripe: any idea why it changes an NPC's last name to lowercase?
re: Deadlands... this is going to be an unpopular opinion... I know some guys like to code extra stuff into the extensions like this and add extra buttons to the sidebar but honestly, couldn't everything just go into the Personalities box for compatibility and just put a "Humans" and "Critters" tabs instead? Sometimes stuff like this is being clever for the sake of being clever rather than being useful or necessary. Just my two cents.
Yeah, converting stuff right now and it's annoying hehe
Not unpopular. It has been discussed before. This has nothing to do with Ikael though. Humans have the Charisma derived stats, Critters don't. I believe Phantomwhale said he'll get rid of the separation between the two at some point. I agree it would be much easier for everybody, including himself.
Oh, I know Ikael didn't do the Deadlands extension I was just adding my two cents to the above (off topic-ish) discussion. Deadlands in general seems very singular in doing its own thing within yet separate from the normal Savage Worlds thing though. At least until Rifts shows up publicly, then there will be two weirdos. Not that we'll be seeing Rifts here on FG though. ::sadpanda::
With the move towards the master lists, we want to start going back through and making the data paths and types more consistent. They've gone a little wide in the past. Deadlands is definitely one where the NPCs need to be consolidated so they fit in with other settings. Similarly, Sundered Skies has Skyships that will need to be moved back into the Vehicles section. On the plus side, you will be able to have lots of different settings open at once and have easy access to all the Edges, Hindrances, Vehicles, Personalities and more without having to open each one individually and navigate through library nodes to find them. To get there, we need our path structures to be more predictable and standard.
Version 0.9 (build 9) is now available. This version is dependent on Fantasy Grounds v3.2 version and won't work otherwise. This update also contains following features:
- NPC name lettercase logic was improved
It would be wrong of me not to take the time to thank you for this excellent extension. Thank you, I greatly appreciate it!
Hi,
I am totally new to both FG and Savage Worlds, but a fast learner.
Could someone please tell me where or how I install the extensions?
Tried scouring the forums, but got overwhelmed with it all.
I really am enjoying learning the system, seems like a lot of fun for someone who has not RPed regularly for 20+ years and is now discovering the beauty of FG!
Thanks in advance,
Jaxer
Welcome Jaxer.
On the FG Splash Screen click on the Explorer Icon top right. Copy the extensions (.ext files) to the /extensions folder and close and restart FG. You will then be able to activate extensions on the Create New Campaign or Load Campaign screens.
Check out the FG manual here: https://www.fantasygrounds.com/filel...UserManual.pdf
and there are soooo many good Savage Worlds games running at FG Con. Come and play a couple of games and meet some other players and GMs.
https://www.fg-con.com/wp-content/up...gcon9-sig8.jpg
FG Con 9 – Fantasy Grounds Online RPG Convention - October 14-16 2016
Register at www.fg-con.com for all the latest info.
Hi and thank you! I'm having all kinds of shenanigans with this software, steep learning curve, but you've helped me iron out that query.
I'll try and get along to the convention, work permitting.
Cheers!
Welcome to the FG forums!
The User Guide in the Wiki is a good place to go: https://www.fantasygrounds.com/wiki/...hp/User_Guides
As are the video tutorials: https://www.fantasygrounds.com/wiki/index.php/Videos
For Savage Worlds there are two user guides installed with the ruleset. Click the icon damned mentions above to open a file explorer window at the FG app data root, and then look in the "docs" directory for "Savage Worlds Deluxe Documentation.pdf" and "Savage Worlds 4 Supplement-1.2.pdf".