Thread: Test Release v3.1.3
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October 9th, 2015, 03:14 #31
Seriously HUUUGE list of features and fixes! The number of CoreRPG changes suggests there will need to be some updates to most community rulesets too.
Well done Moon_Wizard!
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October 9th, 2015, 07:02 #32Grand Patriarch
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@ damned
Ehm... I don't keep modules open I don't use. I USE the modules I have open!
The problem mostly relies in me creating modules with reference material. A lot of it. In the case of the Vampire campaign, I have over time put in all the merits, flaws, backgrounds, disciplines, houserules + variants found on the internet, of all those things; and so on and so on. And to keep track of it all I have several tabs in the module containing the various type of data (or I used to). The problem is that the module exports ALL the tabs.
Which means you would get an extra tab for merits, flaws, backgrounds, disciplines.... you get the idea. The list of tabs gets to be a mile long I tell you. I think I was up to 14 tabs at a certain point. And keeping all the data in one tab (which I have found myself force do to), isn't that much fun either because it becomes a seriously long list of things jumbled together. And keeping track of that is a mess!
I get it. Not many people are as crazy as me or have the amount of time to put silly things into FG. The joys of having to much time off due to illness and so on. And being scandinavian had having studied design... we like like our things to look juuuust right and minimalistic. I am culturally damaged. Mea culpa!
The thing for me is, that modules you buy doesn't necessarily make those extra tabs. The entire core book for Mutants and Masterminds comes with the ruleset. But there isn't 40 something tabs that comes with that purchase. It is all contained within the Library window and you can take the links you need most and put them places that makes sense for you. Same for anything you buy with 5E. Lots of stuff you can find in the library window and NO shared tabs. But the world I am slowly building up in a module? Yeah.. that fills the campaign up with shared tabs.
I am fuzzy about being able to keep everything nice and organized without it looking crazy, is I all am sayin' I guess. I can see that module making is clearly possible without those tabs and I ... well... would just like to have that ability available inside FG. I am not a coder! And so far no one has said: "This would take way to long to make, so that would be a waste of time". Until then I will advocate for it and hope for the best.
Vires AnimiLast edited by viresanimi; October 9th, 2015 at 07:08.
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October 9th, 2015, 07:37 #33
You will need to create a module using Par5e or by hand if you want to have it appear like the 5e Modules....
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October 9th, 2015, 08:35 #34
Vires Animi, I will concur with what damned said. Using Par5e, my D&D5e > pHarn PHB module has pretty much the same format as the official WoTC PHB module (data is accessed via the module and the links in there and not under extra tabs).
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October 9th, 2015, 09:18 #35
I can't reproduce either, Moon. I was working my way through the additions, testing each one out; I'd was testing the pact magic thing and created a multiclass warlock/wizard and when that was ok I then went on to play with the various healing surge options. For some reason I then decided to change the inspiration and got the error. So I closed the campaign and on reload it had gone. So I went back to a new campaign and tried to reproduce, but I couldn't remember the exact steps I'd taken. However when I created a Warlock 2 the error re-ocurred. So I reported at that point but I cannot reproduce again. I did have two clients open (DM and player) but that shouldn't have made any difference. Anyway, if I get it again I'll try to get more details.
Oh,and Dulux is very anxious that you see his report drag/dropping into the inventory is not workingIf there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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October 9th, 2015, 10:57 #36Grand Patriarch
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@ Damned / Gunnar
I get all that. I am still left with WHY? Why why why??? Why should I have to do that? I don't use Par5e. I looked at it once, and my mind melted. And why should I use one program to be able to do something in the program I like working in? To my sensibilities, that is not smart at all. It is not like I am demanding anything. All I am asking. "Is it possible to change the export settings just a little bit?"
I like the way I work. I like how I can make my own modules inside FG. I don't want to use other stuff. I am just asking: "Can we improve that a tiny bit?"
Is it easy to do? Is it hard? I have no clue! That is why I am asking / suggesting. As everyone else here I want FG to improve.
I just don't subscribe to the notion, that solutions HAVE to be found outside FG. It defeats the purpose of my question / suggestion entirely.
What IS great about this line of discussion though, if I may add it, is that I feel that I can suggest something. Suggestions in this forum don't disappear into a vacuum. The devs here listen and for that I think we're all grateful for that.
Vires Animi
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October 9th, 2015, 11:40 #37
Dulux-Oz
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October 9th, 2015, 12:17 #38
Last edited by Zacchaeus; October 9th, 2015 at 12:53.
If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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October 9th, 2015, 12:22 #39
There's another one Moon, Whilst Dwarven Toughness is working as is Draconic Resilience your list suggests that the Tough feat is also subject to special handling. I'm assuming that all that needs to be done is that the feat needs to be dragged into abilities tab. However on dragging in it doesn't increase hp and neither does it increase them when levelling up.
Also I have managed to reproduce that annoying one with the inspiration. Again I created a Warlock and then changed the option and got the error. But it isn't consistent; I just cannot reproduce it every time. Now it's just annoying me.
EDIT: Ok got it. Proceed as follows
Create a new campaign - no extensions.
Create new character - open PHB - drag in any class
Delete the character
Create another new character - drag in any class
Go to options and change inspiration slots
The vital step seems to be that a character must be deleted. Very unlikely that this error would occur under normal circumstances methinks.Last edited by Zacchaeus; October 9th, 2015 at 12:52.
If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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October 9th, 2015, 12:45 #40
Wait, you have a Locations Extension? Now if only there were some tutorials for FG... *snicker*
You have to play with cod to achieve this because it is not possible any other way currently. To suggest a change to the program, people will tell you to add the idea to the wishlist. But I'd rather give you an option you can use now to achieve your goal.Last edited by Nickademus; October 9th, 2015 at 12:48.
I never claimed to be sane. Besides, it's more fun this way.
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