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September 23rd, 2023, 10:53 #1
SWADE Error for GM & Players from Char Sheet Main Tab being clicked
Ruleset:- - Savage Worlds Adventure Edition
Summary:-During Last Night's game and again today in a test after deleting the SavageWorlds.pak file and testing post-update-run today we all experienced the following - both GM and Players
On a Player Character Sheet - every time the "Main" tab was clicked, then the error popped up in the console ( logs for player and GM attached below)
Extensions & Themes:-
Chillhelms 4C collection
Always Sensitive Visibility
Character ADvances
Dice Jail & Smeltr add-on
Encounter Descriptions
Fast Tests
Clock Adjuster
Inventory Identified
Party Item Weight
Natural Selection
Optical Referendum
Reload Consumption
Size Matters
Save Roll Fonts
Charsheets Contacts
Roll Statistics
Timer
Turbo
Science Fiction Companion
Interface Zero 3
Fear Penalties
Sprawlrunner
SW Keywords
SW Maker
CoreRPG Large Fonts
Player Agency
Has Initiative Indicator
Calendar Plus
FG Browser
Replace GM Icon
Modules Loaded:-
Calendars
TMT CoreRPG Examples
STar Battles: All ALone in the Black Space Battle Maps
Star Battles Rogue Worlds
Science Fiction Companion
Interface Zero 2.0 GM Guide
Interface Zero 2.0 Player Guide
Interface Zero Player Guide to 2095
Interface Zero Player Guide to 2095 GM Section
FG 2019 Map Module
Savage Worlds Adventure Edition - GM
Savage Worlds Adventure Edition - Player
SWADE Vehicle Guide
Sprawlrunners
CRW SP2 Preview
The Last Parsec GM Guide
The Last Parsec Players Guide
TLP Omariss Death Worm
Star Battles Basic Space Ship Token Pack
Operating System :- MacOS Ventura 13.5.2 English
Steps to Reproduce:- Clicking on any player character "Main" tab - all other tabs unaffected. NPC tabs unaffected. Error occurs for all players and GM
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September 23rd, 2023, 13:35 #2
That will be one of those extensions, turn them off and back on one at a time and find out which one (or ones) cause the error and report it in the extension thread.
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September 25th, 2023, 11:56 #3
So it turned out to be, after some lengthy tests, a conflict in having the Settings for both" Interface Zero 2.0" and "Interface Zero 3.0" active
Either on their own are fine, but not both together.
So not really a bug, nor anything wrong with either item to be reported?
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September 25th, 2023, 13:03 #4Got a Bug - Click & FOLLOW the procedure here, it will save time
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September 25th, 2023, 17:24 #5
Supreme Deity
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- Mar 2007
- Posts
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While some settings might play well together, those two in particular have a lot of overlap (due to being different versions of the same system), and will not work together.
Why would you want to run both IZ2 and IZ3 settings, since they are different versions of same SW setting?
Regards,
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September 27th, 2023, 05:22 #6
I guess it was my own ignorance in the absence of info to the contrary
I thought that they were additive.
So, fundamentally - what is a "Setting" that is cliked in the extensions window at startup?
How do they differ from a "Theme"?
I had understood that "Themes" were decorative and aesthetic changes to the UI appearance, but that "Settings" were tied to rule-sets and availability of things like Items, NPC's Skills Edges etc
Or is that only related to the in-campaign activation of modules?
I've tried looking through the Wiki to find guidance on this and failed dismally
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September 27th, 2023, 17:50 #7
Interface Zero is kind of a special case. In most cases, and game system or sets of rules has what FG calls a "Ruleset". That is the mechanics, character sheets and programming to play that system (set of rules) on FG. IZ instead uses Extensions to modify the base Savage Worlds Ruleset to provide the difference in game mechanics between the games. I think this is what are listed as "Settings", but not sure as I don't own IZ.
Themes are extensions that are intended to modify the skin or aesthetics. But it's really up to the theme developer to do that correctly. Because an extension is an extension and a developer can call something a theme even if it modifies game mechanics (but I don't know of any themes that actually do this).
Skills, items, stories etc are (normally) only stored in modules that are loaded via the Library in game.
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September 28th, 2023, 17:39 #8
Supreme Deity
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- Mar 2007
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Since I was working on theming changes to the underlying system to make things easier long-term, I just went through a pass on the SW extensions to make sure they are correctly divided into Settings and Themes. In general, Setting extensions should only modify mechanics; and Theme extensions should only modify aesthetics.
In the case of themes, if more than one is loaded, you will get the mash up of the two themes; with overlaps getting resolved in name order.
In the case of settings, if more than one is loaded, they will either work together or not, depending on how the extensions are written (i.e. how deep the changes go), and whether they are designed to work together.
In general, I suggest using only one Setting and one Theme extension at a time.
Regards,
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September 29th, 2023, 05:08 #9
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