STAR TREK 2d20
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  1. #1

    Savage World Monsters Mod

    Please see attached mod containg a "few" monsters for Savage Worlds.

    The majority of these were captured from a list of convert monsters from Zadamars great utilities over on the https://www.peginc.com forums.

    https://www.godwars2.org/SavageWorlds/

    The monsters do not have any spells attached to them and are included "as is".

    Hopefully people will find them useful.

    Updates
    26/08/2019 - Amended to replace <class>localreference</class> with <class>sw_referencefeat</class> due to error.
    Attached Files Attached Files
    Last edited by ColinBuckler; August 26th, 2019 at 13:44.
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  2. #2
    Skellan's Avatar
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    That's fantastic. I'll never run out of ways to kill pc's now
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  3. #3
    A few people have messaged me asking how many "monsters" are there - at a rough guess there is around 2,700. Though there are a lot of dragons of varying sizes/colours/types.

    If people want to make suggestions (especially regarding spells), I'll update the mod over time.
    Ultimate License
    UK Time Zone (GMT/BST)
    DM'ing since 1977 (Basic D&D)

    Currently Playing:
    Empire of the Ghouls 5E Campaign
    Tales from the Yawning Portal 5E Campaign
    Rise of the Runelords Pathfinder 1e
    Amazing Adventures 5E Campaign
    "Some are born to move the world, to live their fantasies
    But most of us just dream about the things we'd like to be."
    Rush - Losing It


    Currently DM'ing
    Princes of the Apocalypse 5E Campaign
    Waterdeep: Mad Mage 5E Campaign
    The Blight 5E Campaign

  4. #4
    Ikael's Avatar
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    Quote Originally Posted by ColinBuckler View Post
    A few people have messaged me asking how many "monsters" are there - at a rough guess there is around 2,700. Though there are a lot of dragons of varying sizes/colours/types.

    If people want to make suggestions (especially regarding spells), I'll update the mod over time.
    Great work, 2700 is big number! Quess my NPC Maker extensions turned out very useful in your case Just make sure to double backup the campaign where you included those NPCs for your future work!
    "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!

  5. #5
    Yes I did find the NPC Maker essential - without that it would have been impossible to do the project.

    I entered all the NPC's into a new clean FG campaign just for this purpose, that way it could easily be shared with others if required at a later date.
    Ultimate License
    UK Time Zone (GMT/BST)
    DM'ing since 1977 (Basic D&D)

    Currently Playing:
    Empire of the Ghouls 5E Campaign
    Tales from the Yawning Portal 5E Campaign
    Rise of the Runelords Pathfinder 1e
    Amazing Adventures 5E Campaign
    "Some are born to move the world, to live their fantasies
    But most of us just dream about the things we'd like to be."
    Rush - Losing It


    Currently DM'ing
    Princes of the Apocalypse 5E Campaign
    Waterdeep: Mad Mage 5E Campaign
    The Blight 5E Campaign

  6. #6
    I'm getting a runtime error "Unable to create window with invalid class" when selecting any of the monsters special abilities. Any ideas on what could be causing this?
    When the GM smiles, it's too late!

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  7. #7
    I am getting the same error. You can however see what those special abilities mean by looking at the text on the Main tab.

    That aside fantastic job!

    ps. Can't believe this has been here since 2015 and I only just found it.
    Last edited by StoryWeaver; August 25th, 2019 at 17:18.
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  8. #8
    Ikael's Avatar
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    Just quickly checked the module and the error is caused because special abilities use deprecated windowclass localreference

    To fix the situation you should find all <class>localreference</class> lines in the module XML and replace them with <class>sw_referencefeat</class>
    "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!

  9. #9
    Thanks Ikael, I have amended and reloaded the mod with the changes as you suggested.

    Hopefully this will remove the runtime errors.
    Ultimate License
    UK Time Zone (GMT/BST)
    DM'ing since 1977 (Basic D&D)

    Currently Playing:
    Empire of the Ghouls 5E Campaign
    Tales from the Yawning Portal 5E Campaign
    Rise of the Runelords Pathfinder 1e
    Amazing Adventures 5E Campaign
    "Some are born to move the world, to live their fantasies
    But most of us just dream about the things we'd like to be."
    Rush - Losing It


    Currently DM'ing
    Princes of the Apocalypse 5E Campaign
    Waterdeep: Mad Mage 5E Campaign
    The Blight 5E Campaign

  10. #10
    Quote Originally Posted by Ikael View Post
    Just quickly checked the module and the error is caused because special abilities use deprecated windowclass localreference

    To fix the situation you should find all <class>localreference</class> lines in the module XML and replace them with <class>sw_referencefeat</class>
    I have implemented your change, no issues anymore (much appreciated!)however my question now is, besides the description are they all meant to be blank when you open up the abilities? For example, Vampire special ability Very Tough, no description and when i click on the button to bring up the description it is blank...I feel like they used to be filled in...(All the abilities are in the Main tab with descriptions)
    Last edited by Whaley; September 3rd, 2019 at 04:06.
    When the GM smiles, it's too late!

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