STAR TREK 2d20
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  1. #501
    Ooof - sorry to hear you are going through that Celestian. Best wishes and keep safe!

  2. #502
    Quote Originally Posted by MasterZamna View Post
    It's a great extension, really, but it seems that in today's update to Unity it no longer works, for 5e at least.
    When a PC's sheet opens the Actions tab, a log error appears and weapons have no damage expressions (opening the editor shows the dice and bonuses but again shows a log of error). I allready tried different combinations of extensions (assuming it might be that) but even when I open a Campaign with just this ext the problem persist, but when opening a Campaign with every other ext I normally, use except for this, no error log.
    Hope something can be done, would really miss this one from my games
    Hmmm...I'd be crying too...I love this extension.

    I'm not having that issue, and I'm using it with a bunch of extensions. I also tried it as the only extension and it still worked. Strange.

  3. #503
    Hi Celestian,

    Looks like they changed Actormanager2 to Actormanager5E in the base.xml file for 5E.

    <script name="ActorManager5E" file="scripts/manager_actor_5E.lua" />

    I have a test setup at home and i edited the reference in your extention "char_weapon_adnd.lua" from Actormanager2 to Actormanager5E and all seems working, though I didn't investigate what the differences between the two were apart from name change and whether it would have any other effects with this revision.

    This is one of the best mods in FG by the way.

    Hope the weather lifts soon, or at least power back on.
    Last edited by Naroe; February 17th, 2021 at 10:17.

  4. #504
    Quote Originally Posted by celestian View Post
    I am without power in Texas but will check it out once things are back to normal. It might be end of week before I can.
    Really sorry to hear that, stay safe, don't eat unrefrigerated cake.

  5. #505
    Quote Originally Posted by Naroe View Post
    Hi Celestian,

    Looks like they changed Actormanager2 to Actormanager5E in the base.xml file for 5E.

    <script name="ActorManager5E" file="scripts/manager_actor_5E.lua" />

    I have a test setup at home and i edited the reference in your extention "char_weapon_adnd.lua" from Actormanager2 to Actormanager5E and all seems working, though I didn't investigate what the differences between the two were apart from name change and whether it would have any other effects with this revision.

    This is one of the best mods in FG by the way.

    Hope the weather lifts soon, or at least power back on.
    Seems to have done the trick, will keep it until Celestian can check and have a final word, thx.

  6. #506
    Quote Originally Posted by Naroe View Post
    Hi Celestian,

    Looks like they changed Actormanager2 to Actormanager5E in the base.xml file for 5E.

    <script name="ActorManager5E" file="scripts/manager_actor_5E.lua" />

    I have a test setup at home and i edited the reference in your extention "char_weapon_adnd.lua" from Actormanager2 to Actormanager5E and all seems working, though I didn't investigate what the differences between the two were apart from name change and whether it would have any other effects with this revision.

    This is one of the best mods in FG by the way.

    Hope the weather lifts soon, or at least power back on.
    Definitelty char_weapon_adnd? I'm looking at the file and not seeing a reference to ActorManager2. I see the base "ActorManager", but not 2.

  7. #507
    I found Actormanager2 in "manager_effect_adnd" under scripts. I checked all the remaining scripts and this was the only one that had it.

  8. #508
    I was going to write the same thing, nephranka!!

  9. #509
    Power came up and I did a quick test (forgive me, I've a lot of things to do around here because of the power problems for days) but I did not find any issues running this as is. Any of the ActorManager2.* calls were all commented out and not used.

    I did not change anything and ran some tests on a pc with a weapon that had ATK:1 and DMG:1d3 and it seemed to work. If you have specific problem points let me know how to reproduce and ill see what I can find. Make sure you have 0 extensions other than this one loaded.
    Last edited by celestian; February 18th, 2021 at 05:58.
    ---
    Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
    Documentation for AD&D 2E ruleset.
    Custom Maps (I2, S4, T1-4, Barrowmaze,Lost City of Barakus)
    Note: Please do not message me directly on this site, post in the forums or ping me in FG's discord.

  10. #510
    Quote Originally Posted by celestian View Post
    Power came up and I did a quick test (forgive me, I've a lot of things to do around here because of the power problems for days) but I did not find any issues running this as is. Any of the ActorManager2.* calls were all commented out and not used.

    I did not change anything and ran some tests on a pc with a weapon that had ATK:1 and DMG:1d3 and it seemed to work. If you have specific problem points let me know how to reproduce and ill see what I can find.
    That's my experience as well. I'm on version 4.8 for whatever that's worth.

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