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November 3rd, 2017, 23:07 #71
Great news, see I told ya you'd be getting Caffeine and Nicotine money from somewhere
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November 4th, 2017, 00:24 #72
Thank You everyone.
As a Note for the extension and other products here.
1- I will finish up the Spells Library so it will be compatible with SCgen (should be this weekend).
2- I will continue to support these products in the state they are in. Meaning I will handle any bug fixes that might pop up, but will not be able to add any more functionality to the project.
3- If a Minor add-on can be done, I will try but no Major changes will be made.
I have enjoyed creating this project for everyone to use.
Enjoy and see you all among the Stars......
Regards
Russell (aka Samarex)Discord User : Samarex#0318
Ultimate License
Starfinder Society ID#:274538
Lets Play a RPG
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November 4th, 2017, 03:55 #73
Starfinder Spells Library 1.2 Released
Starfinder Spells Library 1.2 SGen Compatable
The Spells Library has been updated. It is now compatible with the Starfinder Creature Generator.
File is on Front post. Attachment shows a generation. I think about 95% of the spells will import when you generate.
Some are because the way I set up the variable spells others just might be naming differences between NPC Stat block and the Library. But the non found spells will still populate, but will just need to be replaced from the Library. [As seen with Flight.
If all your spells don't show up when you generate. Look at the Stat block you copied in and there might be spaces between spells in a line. Delete the space and generate again they should all show.
.
There was only one minor change to the SCGen extension. Ver 1.1 removed the leftover debug that showed in chat.
Enjoy
SamarexLast edited by Samarex; November 4th, 2017 at 04:56.
Discord User : Samarex#0318
Ultimate License
Starfinder Society ID#:274538
Lets Play a RPG
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November 6th, 2017, 15:31 #74
- Join Date
- Nov 2017
- Posts
- 12
Ok so Ive spent like an hour looking for the answer on the forums and cant find it. How do i use the mod files? There is no guide i can find on how to use community created content and its very frustrating
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November 6th, 2017, 15:35 #75
1. Go to your Data Folder (launch FG and click the folder icon on the upper right)
2. Place any mod files in your modules folder
3. Place any ext files in your extensions folder
4. Re-launch FG and activate extensions when you load your ruleset
5. Once inside your campaign, activate your modules within the Library > Modules folder
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November 6th, 2017, 15:42 #76
Doug gave you the short of it, but you may still want to check out the Wiki. Here are the specific instructions you are looking for;
https://www.fantasygrounds.com/wiki/...erview#Modules
Problems? See; How to Report Issues, Bugs & Problems
On Licensing & Distributing Community Content
Community Contributions: Gemstones, 5E Quick Ref Decal, Adventure Module Creation, Dungeon Trinkets, Balance Disturbed, Dungeon Room Descriptions
Note, I am not a SmiteWorks employee or representative, I'm just a user like you.
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November 6th, 2017, 16:08 #77
- Join Date
- Nov 2017
- Posts
- 12
thank you both for the quick reply
Samarex- I noticed that the exocortex and droid mechanic have the same proficeinces. Choosing exocortex should give you heavy armor and longarm proficeincies
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November 6th, 2017, 20:39 #78
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November 6th, 2017, 21:19 #79
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November 6th, 2017, 22:02 #80
Fixed- Added them to the Combat Tracking Feature. They can be dragged from there.
Ver 2,2 on front pageDiscord User : Samarex#0318
Ultimate License
Starfinder Society ID#:274538
Lets Play a RPG
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