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  1. #111
    As for your weapon not showing up, make sure that you press the icon on the right of the character entry, so it shows as "equipped" (armor icon) and not just "carried" (bag icon).[/QUOTE]

    Be aware that it won't add the skill (yet) to the combat tab version, just the item. It does calculate the damage though
    Anybody want a peanut!

  2. #112
    Quote Originally Posted by Fezzik Buttercup View Post
    Be aware that it won't add the skill (yet) to the combat tab version, just the item. It does calculate the damage though
    And if that doesn't work, please share a copy of your .mod file and I'll take a look.

    On a side note there was mentioned GCA as not being supported by SJG however as far as I know it is the only one they sell. GCS seems to have their go ahead but I don't think SJG get anything out of it so quite frankly I think SJG is being quite decent in allowing us to have all these great tools.

  3. #113
    Hello there,

    I just found this utility and it is potentially really great. But I am getting an error trying to convert from GCA to the mod file. It imports fine, no rejections, but when I try to export it throws
    ystem.MissingFieldException: Field not found: 'FantasyGroundsLib.FG_Classes.Zipperitto.AllIsWell '.
    at FantGrounds.ModMakerForm.ExportToMod(Object sender, EventArgs e)
    at System.Windows.Forms.Control.OnClick(EventArgs e)
    at System.Windows.Forms.Button.OnClick(EventArgs e)
    at System.Windows.Forms.Button.OnMouseUp(MouseEventAr gs mevent)
    at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
    at System.Windows.Forms.Control.WndProc(Message& m)
    at System.Windows.Forms.ButtonBase.WndProc(Message& m)
    at System.Windows.Forms.Button.WndProc(Message& m)
    at System.Windows.Forms.Control.ControlNativeWindow.O nMessage(Message& m)
    at System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
    at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 m

    and honestly that is way out of my depth. What is the AllIsWell field that it isn't finding? Any help would be very much appreciated.

  4. #114
    I'll have to check my notifications because I just happened to check in and saw this. I hate that it's been a few days since you posted but better late than never I guess.

    I just ran it myself and I don't get this error can you help me duplicate it? What were you importing? If you have a copy of the GCA file you are importing and don't mind sharing it with me I can dig into it.

    Tbh, I've been meaning to get back to this anyway since the GCS stuff changed.

    edit: to answer the question the AllIsWell is a boolean so I have a feeling the error message may be misleading in this case.
    Last edited by Jaxilon; June 10th, 2021 at 04:19.

  5. #115

    Join Date
    May 2013
    East Coast USA.
    So, returning back to this after a long time, I have a quality of life question.

    I'm trying to pull in all the low tech armors using GCA -> modmaker -> FGU.

    At the end of the process, I end up with (in FGU),

    "Cloth, Padded (Abdomen) Abdomen"
    "Cloth, Padded (Chest) Chest"

    Is there a way to easily remove the redundancy, so that it just says "Cloth, Padded (Abdomen)" or "Cloth, Padded Abdomen" ?

    When I go into modmaker, I see there are two fields that have the same information, name and nameext. I don't see an easy way to delete one column of entries as a group as I might do in Excel. Right now I have to do it manually for each entry, which is fine, but I thought I would ask before I proceeded since there are about 400 entries.

    I guess i might as well ask whether it is ok to do this? Will it cause some problem down the line? I could just suck it up and deal with it.

    But, if it is ok to edit the entires, is it preferable to shorten "Jack of Plates (Forearms)" to "Jack of Plates" in the name field and keep the nameext field untouched?

    Or is it ok to delete all the entries in the nameext fields?

    Thank you.
    Last edited by seycyrus; Yesterday at 17:15.

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