Starfinder Playlist

View Poll Results: How should Autosounds Trigger?

Voters
49. You may not vote on this poll
  • Keep as is (OOB Messages)

    3 6.12%
  • Off Chat Window Strings (more manual work for GM)

    4 8.16%
  • Have Both Options Avalaible

    38 77.55%
  • Don't care

    4 8.16%
Multiple Choice Poll.
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  1. #141
    Hi, I don't know why but the DOE sound extension is not checkable during the creation of a campaign ( any type ). Instead of the usual checkbox I see the X red icon. Do you know if I have to do something in particular before using it ?

    Fixed:
    Sorry, I had the old DOE Base Extension. Everything is fine now!
    Last edited by st4lk3r87; July 18th, 2016 at 18:26.

  2. #142
    Quote Originally Posted by st4lk3r87 View Post
    Fixed: Sorry, I had the old DOE Base Extension. Everything is fine now!
    Yeap, that'll do it
    Dulux-Oz

    √(-1) 2^3 Σ Π
    ...And it was Delicious!


    Alpha-Geek
    ICT Professional
    GMing Since 1982
    NSW, Australia, UTC +10
    LinkedIn Profile: www.linkedin.com/in/mjblack

    Watch our games on Twitch: www.twitch.tv/dulux_oz

    Support Me on Patreon: www.patreon.com/duluxoz

    Past Games, etc, on my YouTube Channel: www.youtube.com/c/duluxoz

  3. #143
    Is there a way to export the sounds you have to setup to another session,or does it have to stay on the campaign you made it on? Thanks in advance.

  4. #144
    Nope, can't export (at the moment) - that's a limitation on FG itself, not on the Extension.

    There's a work-around in v2, but v2 is dependent upon FGv3.2, so it won't be released until then.

    (And before anyone chimes in with "but I can export sounds" yes, you can export them, but when you re-import them they break and won't work!)

    Cheers
    Dulux-Oz

    √(-1) 2^3 Σ Π
    ...And it was Delicious!


    Alpha-Geek
    ICT Professional
    GMing Since 1982
    NSW, Australia, UTC +10
    LinkedIn Profile: www.linkedin.com/in/mjblack

    Watch our games on Twitch: www.twitch.tv/dulux_oz

    Support Me on Patreon: www.patreon.com/duluxoz

    Past Games, etc, on my YouTube Channel: www.youtube.com/c/duluxoz

  5. #145
    Quote Originally Posted by dulux-oz View Post
    Nope, can't export (at the moment) - that's a limitation on FG itself, not on the Extension.

    There's a work-around in v2, but v2 is dependent upon FGv3.2, so it won't be released until then.

    (And before anyone chimes in with "but I can export sounds" yes, you can export them, but when you re-import them they break and won't work!)

    Cheers
    So I assume this also means they can't be saved as part of a module and then reused with the same campaign later? That at this time, we have to save modules sound-independent and then rebuild the sound files each time we load the created module?

    Thanks,

    Netjera
    Art, Games, Life
    www.artystrique.com (In progress, so be kind, please)
    Discord https://discord.gg/grHbK6ck3Q

  6. #146
    Yeap, that's about right - its something that has been driving me nuts for weeks now, to the point where I'd almost given up - and then I came up with the work-around.

    So yeah, its probably best to leave Sounds out of Modules at the moment, and then put them in when the new version is released.
    Dulux-Oz

    √(-1) 2^3 Σ Π
    ...And it was Delicious!


    Alpha-Geek
    ICT Professional
    GMing Since 1982
    NSW, Australia, UTC +10
    LinkedIn Profile: www.linkedin.com/in/mjblack

    Watch our games on Twitch: www.twitch.tv/dulux_oz

    Support Me on Patreon: www.patreon.com/duluxoz

    Past Games, etc, on my YouTube Channel: www.youtube.com/c/duluxoz

  7. #147
    Quote Originally Posted by Netjera View Post
    So I assume this also means they can't be saved as part of a module and then reused with the same campaign later? That at this time, we have to save modules sound-independent and then rebuild the sound files each time we load the created module?
    Quote Originally Posted by dulux-oz View Post
    Yeap, that's about right - its something that has been driving me nuts for weeks now, to the point where I'd almost given up - and then I came up with the work-around.

    So yeah, its probably best to leave Sounds out of Modules at the moment, and then put them in when the new version is released.
    I don't know the format of this extension or how it interacts with exporting, but I have had some issues in the past with exporting and data and I found an easy fix involved copy/pasting a chunk of xml from the source to the new destination. It may be that the chunk of data containing the sound info may be able to be pasted into the campaign db.xml of a new campaign being used to make a module, or the exported module itself. Sometimes FG just needs a push by manually copy/pasting things in the code files.
    I never claimed to be sane. Besides, it's more fun this way.

  8. #148
    Hey Dulux!

    First off, thanks for a great extension. I can't wait to spring it on my players.

    That said, I've found an error and I'm not sure it's been noticed before.

    I have the latest (1.0.1, although the front page of FG says v1.0), and everything works. But when I try and add an item from the Items button to the Character Sheet (5E, btw) - I get the following error. The item in question does copy over, but still I thought you should know. Further testing by disabling your extension shows the error does not occur when adding an item to the character. The error is as follows:

    Script Error: [string "Sound/Scripts/lsSoundManager.lua"]:86: attempt to index a nil value

  9. #149
    If I recall, I was getting the same error in my game session over and over a couple weeks back. I believe mine was due to an autosound issue. When I clicked on the "auotsound" tab some of the autosounds that were being created had blank descriptions. Meaning, instead of saying aapplyeff or endturn, they were blank. Once I deleted those with blank I did not get an error anymore. I believe this is a documented issue that he has mentioned before.

    To be clear, I'm not saying the sound string was blank as all the autoeffects are until you populate them, but the actual description was blank.

    Hope that helps!

  10. #150
    Hello Dulux !

    I must have a conflict between some of my modules because I have this error :

    Script Error: [string "Sound/Scripts/lsSoundManager.lua"]:86: attempt to index a nil value
    Any clue ?

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