Are you an administrator on your system? If not, try running it as an administrator user or "Run as Administrator". I am able to load up all the modules without any issue...
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1) Have all players log off
2) As GM, disable Starfinder Core Rulebook (Player) from player access
3) As GM, enable player access to the Core Rulebook
4) Have players load the Core Rulebook
5) Look again
If you still have this problem, in chat type /console on the client that has the issue and screenshot the results
Both the GM and Players cannot see Solar Weapon and Armor Manifestations for the Solarian class. Only Samarex can see it for some reason on his end; he's researching to figure out why. Hoping to see a fix soon bc I was planning to run a game this weekend and someone wanta to play a Solarian. I suppose i can add a Solar Manifestation weapon manually for now, but i may miss something that the option adds beyond just creating a weapon on the sheet.
He's not the only one that can see it. I see it when I only use the non-player's Core Rulebook...
Under Spell/Ability Damage, trying to do custom setting on 'Multiple of caster level or ability' set to 0.5 it clears it out when you click off of it. Can you not do a .5 for damage multiple x cl?
FGU current build as of 4/18 and SF Ruleset.
Here are my latest bugs for Starfinder-based stuff.
No need to respond to this post, unless you want to - I haven't checked if any of these are already reported.
Starfinder Ruleset Bugs, found during play session today - FGU
PC Skill Sheet:
- When setting Free skills, these are still being counted towards Available points to spend and so if a PC has 2 free skills at level 1, say, the Available field calulates to a value of -2. There is another data field appearing left of the Ranks field that is not editable. It is unclear what this is for.
Character Operations Manual:
Biohacker Class
PC with Injection Expert Proficiency can use weapons (incl. Long Arms and Sniper weapons - with the Injection Weapons Special Property). This is not being calculated in the attack - still comes up as [NONPROF-4] in the attack roll.
Not sure if these are in the right bug report, so I will add it here and into the Starfinder Ship bug report:
- Party Sheet -> Ship Tab: ALL Skills for PCs are not indicating correct DCs
- Starship Space Map indicates feet not hexes in Against the Aeon Throne - The Reach of Empire (first ship encounter). It would be nice if distance was indicated by line from hex centre to hex centre.
Hope this helps.
So, i did some digging...
Made a fresh campaign -> no error
Activated Core rules, restart - > no error
Activated Pact worlds, restart - > no error
Activated Armory, restart -> no error
Activated Character operations manual, restart -> no error
Activated Core rules (players), restart -> ERROR
Activated Pact Worlds (players), restart -> two ERRORs
Deactivated everything, restart -> no error
Activated Core rules, restart -> no error
Activated Core rules (players), restart -> no error
Activated Pact worlds -> ERROR
...
I tested several modules in different activation orders. It comes down to this - Whenever i have the Core rules AND the Core rules (player) modules activated AND try to activate the Pact worlds module i get the error message. If only one Core rule module is activated i DON'T get any error when trying to activate Pact worlds.
This error occured first with the last update to the Core rules.
And it doesn't do any difference if i run with my regular account or my admin account on Windows 10.
I have noticed a bunch of graphical glitches in windows' content layout, this is often fixed with closing and opening those windows again, and again, if necessary. However, there are many windows with miss-aligned, &/or overlapping text/fields that can cause confusion and requires analysis - this can slow gaming down quite a bit.
The problem is screen real estate. Window docking and document tabs would improve this. I have made this suggestion already. I use 3 screens while playing 1.5 for FGU, and 1.5 for other programs being used simultaneously - I could probably do with 4 or 5 screens so that everything is visible.
FGU
Latest version as of today.
Will try to get back into FGU and get you snaps of the issues.
Hope this helps - like I said just small glitches in layout (for the most part)
Just got the following errors showing on the console after adding Pact World (Players) into a new blank campaign.
Fantasy Grounds Classic. Mac OS 10.14.6 Macbook Pro 15 inch 2017 with External Monitors. Fantasy Grounds v3.3.10 Ultimate (up to date).
Script Error: [string "campaign/scripts/masterindex_window.lua"]:560: attempt to index field '?' (a nil value)
Script Error: [string "campaign/scripts/masterindex_window.lua"]:560: attempt to index field '?' (a nil value)
Script Error: [string "campaign/scripts/masterindex_window.lua"]:560: attempt to index field '?' (a nil value)
Script Error: [string "campaign/scripts/masterindex_window.lua"]:560: attempt to index field '?' (a nil value)
Script Error: [string "campaign/scripts/masterindex_window.lua"]:560: attempt to index field '?' (a nil value)
Script Error: [string "campaign/scripts/masterindex_window.lua"]:560: attempt to index field '?' (a nil value)
Script Error: [string "campaign/scripts/masterindex_window.lua"]:560: attempt to index field '?' (a nil value)
Script Error: [string "scripts/manager_class.lua"]:323: createChild: Invalid argument 1
I did not see a SFRPG Features Request Thread so I'm posting it here. I feel that this may be more a bug than a feature request b/c there's an action that exists on PC Sheets currently but not on NPC Sheets; more like an oversight that's contradicts the rules. The rule states (see p.155 AA): All creatures can full attack as per normal rules...if they can multi-attack, they do so at -6, but it is usually b/c of multiple natural weapons. So it is the weapon that determines if a full attack, single attack (unwieldy), multi-attack (natural weapon(s)) is allowed.
Attn: Starfinder Conversion Author(s)
Seeing the rules as stated (above), many, if not all NPCs are missing the Full Attack action at -4/-4 (to each attack). PC Sheets always provides a Full Attack action next to the weapon that's added from inventory if the weapon does not have the unwieldy descriptor. Can you please update NPCs' Sheets (global change) to mimic PC sheets when it comes to weapons and their attacks, or make sure that all NPCs' Sheets include the Full or Multi Attack capability (per the weapon) as the Sheets exist in the system currently?
Background:
While GM'ing SFS #1-02 - Fugitive on the Red Plant, on 4/19/2020, my players actually pointed this out to me (embarrassing for me) that when I was attacking twice (single attack x2 for a full attack) I was not including the -4/-4 penalty. That's when it dawned on me that full attacks are missing from all of the NPCs. It's hard enough on a GMs to read, prepare, and help players create/develop their characters, and keep track of everything, but then reluctantly have to check all the NPCs for any issues or missing abilities, spells, etc. that were forgone. Although it may be a challenge for the as-is platform, it would be very helpful to ensure the weapons are working as intended on NPC Sheets as they do on PC Sheets to help streamline the GM's actions.
Thanks,
Slow - yes - it is a big negative for our game - all players are new to the FG[C&U], including me (hard to believe since I have had the program for years and just never got around to using it - players here in a rural town like F2F play, but the isolation protocols have made my arguments much more convincing). I just jot down bug notes as we play the game. The players are good about it, being patient and all. We discuss the bugs/issues we encounter them.
Cheers.
Here ya go. Attachment 34434
The character on the left, Ed, has the issue appearing in the Skills Details display (left of middle, -2 in the Available field). This is not an issue because when I clicked on the related Ranks field in the Skills tab - the field reset itself to zero, forcing the Available field to 0, and the Free ranks field is displaying correctly - weird to say the least.
The second character, Niala, won't set the Free Ranks field in the Skills tab to a value of 2, in fact it doesn't show the Free Ranks field at all, and so the player has to set the two associated Ranks fields themselves in order for the skills to work correctly with dice rolls. As GM I cannot edit the Free Ranks field either, as expected, I suppose.
I have checked this for all other characters used in this game (3, for a total of 5 characters). Only the Android, Operative class (Ed) character sheet is working as it should. No other character, when given a free skill via the Skills Details page, has the Free Ranks field appear and display correctly.
I have just done more testing: The Free Ranks field only appears and works correctly for Operative class characters. I made a Kasatha, Bounty Hunter class and, when given a couple of free skills, the Free Ranks field failed to appear on the Skills tab. I then reset the skills and changed the class to Operative, now after going through the same process, the Free Ranks field appears and works.
Without resetting the skills, I changed the class to Technomancer and the Free Ranks field disappeared. I then multi-classed the Kasathan to Technomancer + Operative and the Free Ranks filed appeared and works correctly again.
I will leave it up to you to test all other Race-Class combinations - too many for my liking. Hopefully Race has no impact - it certainly doesn't appear so, but all classes, from all book options, probably need further testing.
Hope this helps.
Issue with Longarm proficiency. I have the proficiency listed in both the feat location and the Proficiency. Non-Proficiency penalty is sometimes applied. It is happening with 2 characters.
Actually Russell, Bio Hackers get 2 free skills just like operatives do depending on their method.. and they get to choose what skills they want to be free. Which is the problem I had creating a Bio Hacker. I have a thread about it here in the forum...
Instinctive
You can quickly intuit the connections between things and often act instinctively on those connections, gaining knowledge and aptitude without always being able to say how you picked it up. Select two skills—once made, this choice cannot be changed. You gain a bonus rank in each of these two skills at every level, as well as a +1 insight bonus to checks using these skills. This bonus increases by 1 at 3rd level and every 4 levels thereafter. Additionally, you can add your Wisdom modifier instead of your Intelligence modifier to Life Science, Medicine, and Physical Science checks.
Going through The Characters Operation Manual and it seems a bunch of the spells did not parse right.
Here are a few examples...
Does that mean this is what we get?
I did not notice that it had been reported. so I am putting it out there.
Thanks for the help Ball Buster.