Thread: SW Maker
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November 8th, 2015, 00:14 #61
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!Drat. Not Again.
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November 8th, 2015, 00:42 #62
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March 11th, 2016, 04:09 #63
Patriarch
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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 CLast edited by DMReckless; March 11th, 2016 at 05:11.
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March 11th, 2016, 09:29 #64
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
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March 11th, 2016, 13:05 #65
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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-ModUltimate License
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DM'ing since 1977 (Basic D&D)
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March 11th, 2016, 15:12 #66
Colin's mod is very good.
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May 2nd, 2016, 11:28 #67
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!
Cross-examining Lawyer: Mister Cogburn, in your four years as US Marshal, how many men have you shot?
Rooster Cogburn: Shot? Or killed?
Cross-examining Lawyer: Let us restrict it to killed so we may have a manageable figure!
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May 2nd, 2016, 11:55 #68
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."Alright, you primitive screwheads, listen up: THIS... is my BOOMSTICK!" -- Ash Williams, Army of Darkness
Post your SavageWorlds ruleset feature requests and issue reports here!
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May 2nd, 2016, 12:00 #69
Yikes! I figured it must have been something ridiculously tough. Thanks for answering my curiosity!
Cross-examining Lawyer: Mister Cogburn, in your four years as US Marshal, how many men have you shot?
Rooster Cogburn: Shot? Or killed?
Cross-examining Lawyer: Let us restrict it to killed so we may have a manageable figure!
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August 8th, 2016, 04:49 #70
@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.
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