I see the issue. The other site, and apparently also Paizo, built the Biohacker around the playtest version, which was 6+ INT,
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No. She is a kasatha after all. She has another mistake for level 1, but not for other levels. I have posted this on Paizo:
I see Barsala's problem:
Skills Acrobatics +4, Athletics +3, Culture +6, Life Science
+9, Medicine +7, Physical Science +9, Profession (video
personality) +6; (reduce the DC of Profession and Culture
checks to recall other icons in her profession or details
about her profession by 5)
I calculated +8 for both Sciences. Or what I lost?
So, recently purchased and downloaded the Starfinder rules set, ran into an odd problem.
I was walking my players through character creation and any time they tried to add a class they received an error. Meanwhile, on the DM's side of things, I was able to add the class to their characters no problem. We were all fully updated, had both Starfinder Core Module and Starfinder Core Players Module open (not sure why separate), but they still get an error whenever they apply a character level. Any idea what's up?
It is a known problem. They are working on it.
just add the class for them until it is fixed...
For FGU:
Rope Bulk Attachment 33118
Issue:
Item-Bulk (L/50 ft.) causes a parsing error with Inventory-Bulk value - records as 0 (zero), should be 0.1.
Quick fix by detailing Bulk in "Other" tab and make weight L, or 0.1, removing all other text in data field.
For FGU:
Attachment 33119
Back pack errata?
Does the Starfinder Backpack's own bulk apply when worn correctly? Notes in "Other" tab indicate no.
Getting this error when trying to level up a character (dragging the class)
Script Error: [string "scripts/manager_class.lua"]:187: createChild: Invalid argument 1
Also can't add a level in the box.
What are we doing wrong (or is it a bug)?
Thanks.
I am getting the following error in my Starfinder campaign when I open up classes and select a class. I then try to add “ALT FEATURES” and when I hit the plus sign I get “Script Error: [string "common/scripts/list_text.lua"]:44: createWindow: Unable to create window"
I tried the following:
• Two different computers
• Completely uninstalling and reinstalling Fantasy grounds
• Replacing the db.xml with a backup db.xml
Also, contacted friend with the program and he is able to do this without an error.
Hi All
So I am pretty new to FGU, I am trying to set up characters - for reference I am exporting from Hero Lab Online and creating in Fantasy Grounds. A few things I have seen today:
1) Technomancer - cannot add spells, receive 'Unable to determine class or level for new spell
2) Cannot add Archetypes
3) Soldier in Power Armor does not change/add unarmed combat damage (1d10)
4) Not calculating damage modifier correctly inline with feats and race (Vesk race bonus, Hammerfist ability from Armor Storm)
5) Saving throws not always calculating correctly
6) Solarion powers not listed as actions (Super Nova, Solar Weapon)
7) Inheritor's Grace I armor missing from the Armory (II & III are present)
8) Operative's Edge not being added to skill scores and initiative checks
A lot of the automation I saw users getting in the 5e modules jsut seems to be missing, happy to accept this could be my relative inexperience but putting the PCs together has been quite painful and they are probably only 80% there. I want to move my stuff to FGU completely and ditch HLO so would be good to know when these issues will be addressed or to know what I am doing wrong. These are just the issues that immediately spring to mind., I haven't documented everything yet
Resizing the character sheet on the Main tab messes up the formatting of the Race and Class lines. The link button on Race goes behind the box for class and it generally just looks funky.
This doesn't happen with 5e or Pathfinder rulesets.
[QUOTE=taffysaint;492916]Hi All
So I am pretty new to FGU, I am trying to set up characters - for reference I am exporting from Hero Lab Online and creating in Fantasy Grounds. A few things I have seen today:
1) Technomancer - cannot add spells, receive 'Unable to determine class or level for new spell
We just started playing and it looks like the spells have now appeared in the PCs sheet (20 instances of dancing lights) so this looks resolved
1) Maybe you could explain what you are doing to get this error message exactly. I just tried it, and was able to add 4 level 0 and 2 level 1 to a new character without any issue
2) Never tried that, so can't speak to that
3) First, it's not a 1d10 (where are you getting that value?), it's damage based on the level equivalent of the battleglove that is less than or equal to your soldier level (heavy and powered armor get this). You would just add a free battleglove (of the appropriate level) to your inventory and it will show up as a weapon with the correct damage.
4) You need to add those effects manually, like #3 above
5) An example is necessary
6) You have to add those manually
7) Yep, actually missing
8) You need to add those bonuses manually
This is not the 5e ruleset. It hasn't been around as long as the 5e ruleset for one thing, and the amount of baggage from the initial build of the ruleset from the first developer is immense. Add to that and the developer constantly gets hounded by people that say that there is too much automation and those that say there isn't enough. Where do you draw the line to make the largest number of people happy?
As a general rule, if you are reporting bugs, it would be helpful to provide screenshots and the character xml file. If you are citing a particular rule, it is helpful to have the reference and the page number (e.g. Armory p12, et.al.)
Minor form issue in FGC in FGU (see screenshot attached)
Attachment 33346
Literally unplayable, dude...
Totally agree
1) Weirdly this one resolved itself once i restarted the instance, all the spells i had tried to add just showed up
2) Archetypes are core to the game,they change the abilities added so it would be useful to be able to add them to get the characters
3) The Battle Harness does 1d10 Bludgeoning damage (CRB Page 204), all power armor has a specific damage rating that affects melee damage. Hammerfist essentially just gives the weapon a level and a bonus to the modifier in this case
I'm not hounding here, I had some issues and I was told specifically to post them here. Archetypes are a huge part of character creation, even if they are optional for players they impact the abilities gained through advancement. Skills are auto-calculated but then you have to go in and modify them all because it only auto-calculates using *some* of the data that influences the score, armor doesnt modify movement or skill scores and neither do the feats etc that make modifications.
Again, I get that its only been around 2.5 years and no one is going to get it done overnight. I was using 5e as an example of how FG makes character creation pretty painless. I am mainly asking *if* cleaning up character creation is on the road map or is it going to remain a largely manual affair?
EDIT: Appreciate the advice on reporting, will add screens and xml if I see anything else that's a problem!
Don't get me wrong, you have the same general complaint that I had prior to getting involved in helping the developer with the rule set. Once you dive below the covers though, you realize what a mess was inherited because the original developer tried to take the pathfinder rule set and make it starfinder. We are living with a lot of the sins of the past unless we were to do a complete rewrite from scratch (well, sitting on top of CoreRPG at any rate). Either path that is taken will be a huge effort to clean up, and not one that will come quickly. Extension developers are the quickest path forward, but that level of automation isn't something taken on lightly...
I see that Grenades were added in FGU, maybe Archetypes and Power Armor can be added with the roll-out of FGU Production? Also, what happened to Attack of the Swarm AP #5? I see 1-4 and 6, but no 5. Dawn of Flame is still missing #6 :(
It's great that you've begun rolling out SFS!! I'm going to run #1-02 soon. Can you add #1-00 & #1-03? Please keep up the good work!
Gotcha, I didn't know about the dev history here, if someone has tried to shoehorn the SF ruleset onto an PF1 'engine' I can see how that would create huge problems. Hopefully there will be a wider project to do a rewrite in the future. Presumably PF2e does not have the same problems? (was planning on running PF on FG too!)
Ah! thankyou!
Just as someone on the sidelines, Starfinder has a crazy high amount of fiddly unique subsystems and they keep making more - and with what little I know about programming that just makes development quite a bit harder. I, for one, appreciate our hard working programmers - this system has come a long way from when it launched and keeps getting better.
Two Issues I found and was told to post:
Issue 1: Reached LV5 (LV4 Mechanic, Multiclassed LV1 Mystic on 5th LV). When added the Ability score increase, it increases it too much by default.
Int Score was 18 (10 Base, 6 from ranks on creation, +2 from choosing at INT and being Human. Increasing it should have been +1, giving me an INT score of 19. However, it instead gave me a +2 for an INT score of 20. I Think it might possibly be because of the Multiclass interfering with the calculation somehow, or because it didnt take the Human +2 into it, causing it to check it at 16 rather than 18.
Issue 2: Taking Damage to Strength doesnt modify your listed carrying capacity. It still bases it off of your normal score.
Base strength score is 11, equipped with a backpack it properly calculates my Capacity before being overburdened is 13. In a fight, I took -2 strength damage. The -2 showed on my sheet and was effecting all strength roles correctly. However, my calculated carrying capacity did not update to display what it should be, which would be 11.
Attachment 33892
Can someone point me in the direction of the Solar Weapon and Solar Armor Manifestations for the Solarian? I can only find the Solar Flare and Solar Shield (see the image attached (above)). This may be a bug (?)
Hi Samarex,
Nope not there, see screenshot:
Attachment 33894
It is under Solor Manifestation (Su) you are looking under Stellar Revelation.
The original post you showed Solar Manifestatiin using Features from the sidebar. That section shows features added from other sources other than the Core rule book. The two shown were added in COM. Armor and Weapon are from the Core rule book .
I'm I missing something, it doesn't exist on my end (v3.3.10); screenshot:
Attachment 33896
I would say, create a new campaign, only load the Core Rulebook, and look at the class from there.
but not the GM? Kind of a critical piece of information
Getting this error on Starfinder startup in Classic.
Script Error: [string "scripts/manager_class.lua"]:323: createChild: Invalid argument 1
This happens with no extensions running and I load any purchased modules other than the core rulebook for DM and Players. As soon as I add another module I get this error. I have tried Pact Worlds, Alien Archive, Dead Suns Part 1. I deleted and recreated the campaign from scratch and get this right when I load a module. If I exit and restart and the module is loaded I get this message, but I don't when the module isn't loaded.
Any advice?