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  1. #2761
    Quote Originally Posted by chikininabizkit View Post
    Yep. I watched some more videos and did some brute-force testing of what comes over with which method and I found a solution that, while possibly not "correct," works for what I need. It involved multiple modules and copying items between multiple campaigns, but everything is condensed down to a single module and showing for everyone and that's good enough for me.

    Thank you for taking the time to reflect on this.
    Great! No problem, glad you got it working. Yes, condensing to a single module with all the data is how I do it. I find that a lot easier than messing with the Descriptions of other modules.

  2. #2762

    Critical Injury Issue

    When I drag the "Personal Critical" icon onto a character sheet, it rolls, displays the Crit in the chat, and applies it correctly lto the character sheet. But if you change the modifier, it only displays in the chat - it doesn't place the Crit on the character sheet - and it's calculating incorrectly.

    I attached a screenshot. As you can see, the first (unmodified) Crit dragged onto the character rolled correctly and applied it to the sheet. The second Crit dragged rolled correctly (+10 from the prior Crit) and appeared on the sheet. However, the third roll had "+10" entered into the Modifier field in the bottom left, which both rolled the incorrect number and it doesn't appear on the sheet (it seems to be adding +10 each from the prior crits, +10 from the Modifier field, and an erroneous +10).

    This is important to my game because of the frequent presence of both the Vicious weapon property and characters with the Durable talent. Right now, it looks like I'd have to roll the Crit on the sheet, and then manually edit it to the correct number.

    I replicated the same problems for every PC and NPC in both my primary campaign and in a new campaign with only the provided modules. FWIW, this doesn't appear to happen with the Vehicle Crit icon (Crits roll the correct number, adjusted by the Modifier field, and all of them apply correctly to the vehicle sheet).

    I can provide more info if it's needed.
    Attached Images Attached Images
    Last edited by chikininabizkit; November 28th, 2023 at 18:17. Reason: Clarity

  3. #2763
    Quote Originally Posted by chikininabizkit View Post
    When I drag the "Personal Critical" icon onto a character sheet, it rolls, displays the Crit in the chat, and applies it correctly lto the character sheet. But if you change the modifier, it only displays in the chat - it doesn't place the Crit on the character sheet - and it's calculating incorrectly.

    I attached a screenshot. As you can see, the first (unmodified) Crit dragged onto the character rolled correctly and applied it to the sheet. The second Crit dragged rolled correctly (+10 from the prior Crit) and appeared on the sheet. However, the third roll had "+10" entered into the Modifier field in the bottom left, which both rolled the incorrect number and it doesn't appear on the sheet (it seems to be adding +10 each from the prior crits, +10 from the Modifier field, and an erroneous +10).

    This is important to my game because of the frequent presence of both the Vicious weapon property and characters with the Durable talent. Right now, it looks like I'd have to roll the Crit on the sheet, and then manually edit it to the correct number.

    I replicated the same problems for every PC and NPC in both my primary campaign and in a new campaign with only the provided modules. FWIW, this doesn't appear to happen with the Vehicle Crit icon (Crits roll the correct number, adjusted by the Modifier field, and all of them apply correctly to the vehicle sheet).

    I can provide more info if it's needed.
    Thanks for reporting, I am working on a fix and should be done with that soon!

    This is also a good area for me to look at automating in the future-- I'll add to my list.

  4. #2764
    We just pushed a new build of the Genesys RPG Ruleset to the Forge. Click on the Update button to download the latest. It has the following fixes:

    • [Fixed] (Genesys/Star Wars) Modifier box was not working for Personal Criticals. It will now function as expected.
    • [Fixed] (Genesys/Star Wars) Errors would popup using the upcoming version of CoreRPG in the TEST channel (set to release next Month.) This removes use of deprecated functions to prevent errors when the new version goes live.

  5. #2765
    Quote Originally Posted by seansps View Post
    Thanks for reporting, I am working on a fix and should be done with that soon!
    Cool and thanks. My programming knowledge is virtually nonexistent, but I'm happy to help wherever I can.

  6. #2766

    Import/Export NPCs?

    Is there a way to export NPCs from my FG Classic campaign into my new FG Unity campaign? The only thing I could find on the forums was to make a module, but Unity doesn't appear to recognize Classic modules maybe? Or I'm doing it wrong? I mean, I used "/export" in Classic, dragged the intended NPCs to the list (I don't need all the NPCs, just the ones I made), and then exported it. It created a module ("Old NPCs") in the Classic modules folder, which I copied to the Unity modules folder, but it doesn't show up in the Modules window in the new campaign. I understand that it could be they just don't talk to each other like that, but I thought I'd ask.

    I also saw in another thread that individual NPC records have an "export" option, but the old Star Wars ruleset doesn't appear to have that option.

    I could just have both windows open next to each other and manually rebuild all these NPCs, but omg that's so much work, lol.


    (For reference, the "old" ruleset to which I'm referring is this one: "Star Wars®: Edge of the Empire community ruleset V2.1.1d (FG 3.1.7+), Initial v2 release: Star Wars Day 2015. Update September 2018. Base ruleset by JamesManhattan, heavily based on the WFRP 3e ruleset by Neil G. Foster. Many, many additions by Trenloe. Graphical update by Lobosolo")

  7. #2767
    Quote Originally Posted by chikininabizkit View Post
    Is there a way to export NPCs from my FG Classic campaign into my new FG Unity campaign? The only thing I could find on the forums was to make a module, but Unity doesn't appear to recognize Classic modules maybe? Or I'm doing it wrong? I mean, I used "/export" in Classic, dragged the intended NPCs to the list (I don't need all the NPCs, just the ones I made), and then exported it. It created a module ("Old NPCs") in the Classic modules folder, which I copied to the Unity modules folder, but it doesn't show up in the Modules window in the new campaign. I understand that it could be they just don't talk to each other like that, but I thought I'd ask.
    I am not familiar with that old ruleset as I never used FG Classic! (I started with Unity.)

    You would have to export it as a generic module for any ruleset- but that likely won’t work here because my guess is that the NPC records have changed significantly since then- so the data probably won’t come over properly.

    FGC is no longer supported either, so the current rulesets and not backwards compatible, and forwards compatibility is not likely feasible at this point.

  8. #2768
    Quote Originally Posted by seansps View Post
    I am not familiar with that old ruleset as I never used FG Classic! (I started with Unity.)

    You would have to export it as a generic module for any ruleset- but that likely won’t work here because my guess is that the NPC records have changed significantly since then- so the data probably won’t come over properly.

    FGC is no longer supported either, so the current rulesets and not backwards compatible, and forwards compatibility is not likely feasible at this point.
    Well... balls. Thanks, though. I figured that was probably the case. It has the option of manually exporting PC characters as XML files and they come over intact when you import them in FGU, but that functionality doesn't seem to be a thing for NPCs.

    I supposed I could create a PC sheet for them in FGC, drag everything over from their NPC sheet, export from FGC, import them as a PC in FGU, create an NPC sheet, and drag everything over, but that isn't really any less work than just recreating them manually, hahaha. If anyone can think of an easier method, I'm open to it, but I think I just need to get back to more data entry.

  9. #2769
    Quote Originally Posted by chikininabizkit View Post
    If anyone can think of an easier method, I'm open to it, but I think I just need to get back to more data entry.
    Haha yep. Data entry can be slow for NPCs (in every system I’ve tried in FGU, not just Genesys.) I usually just throw on some low fi beats and grind through it haha.

  10. #2770
    New update means new bugs. They added a feature where all the characters that have been put into the party list are automatically populating the top just as if they were all signed in. In the Genesys framework I was not able to add anyone new to the party sheet. The characters signed on helped populate the top character bar as normal whether they were on the party sheet or not. Thanks so much to everyone who will help resolve this in advance!

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