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January 10th, 2024, 23:38 #271
Supreme Deity
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- Mar 2007
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- 21,006
@Doswelk just provided me with updated files for the SWPF Core Rules modules. I went ahead and pushed those as a hot fix. In my quick testing, I was able to access images and class abilities.
Regards,
JPG
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January 11th, 2024, 02:05 #272
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- Apr 2012
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- 25
@Moon Wizard
What you recommended fixed all the issues I was having. Thank you!
@Mike Serfass
When I did what Moon Wizard suggested it disabled the adventure deck extension. When I reenabled it is working fine again <crosses fingers> I may have an uprising if I had to disable one or the other Thanks for the advice!
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January 11th, 2024, 04:29 #273
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- Sep 2020
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- Ballston Lake, NY
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It sounds like the adventure deck did need an update. I'm glad that worked.
I use the adventure deck as well, so I make sure my extension doesn't contend with it. I couldn't live without both either!
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January 11th, 2024, 07:25 #274
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- Jun 2018
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- 37
@Moon Wizard,
I checked the Class Edge abilities for all the core rules classes (after the update) and most look ok, but the Barbarian has an unnamed ability, and the fighter is missing its lead in text.
The unnamed ability link shown for the Barbarian is possibly a left over artifact (i.e. new edge) from when the core rules module had issues, not sure. But, I did unload and reloaded the core rules module. Also, when I look at the Fighter in my regular campaigns (now with the updated core rules module) the lead in text is there!
I show the Wizard because it might have a possible problem as it doesn't have a link to whether the character chooses universalist or specialist (if specialist then certain spellcasting is adjusted). This is related to the wizard's schools of magic. I don't know whether that is supposed to have a class ability associated with that or not (possible question for @Doswelk). Usually, there's ability links for class choices and then you delete the ones the character doesn't take.
Again, this is bare bones campaign, no extensions, and only the PFSW Core Rules loaded.
Last edited by Swifty0x0; January 11th, 2024 at 08:20.
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January 11th, 2024, 16:12 #275
Edges.jpg
I cannot create the problem and there is no coding for Specialist you have to manually modify each power yourself.My players just defeated an army, had a dogfight with aliens, machine-gunned the zombies, stormed the tower, became Legendary and died heroically
Yours are still on combat round 6
Get Savage
First GM to post a game for the original FG Con!
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January 12th, 2024, 05:26 #276
Supreme Deity
- Join Date
- Mar 2007
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Try performing a Revert by opening the Library->Modules window, right clicking on the book entry, and selecting the Revert option. This should reset the module to the original state, in case there are any left over parts.
Regards,
JPG
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January 12th, 2024, 14:15 #277
If I drag an Edge down to the quick bar, why is it labelled Hindrance? Is that a bug, or a feature?
EDIT: It's a thing in the core Savage Worlds rule set too!Last edited by Matchstickman; January 12th, 2024 at 14:17.
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January 12th, 2024, 17:37 #278
- Join Date
- Jul 2021
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That has been around as long as I've been using FGU. I think it has to do with how edges/hinderances were created and in the background they're the same thing.
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January 13th, 2024, 18:36 #279
So it's a long know bug then?
I'm almost certain I've seen it say Edge before (though I could be wrong), but that could have been on Deluxe and/or FGC
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January 13th, 2024, 18:53 #280Savage Rifts© on Fantasy Grounds Store
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