DICE PACKS BUNDLE
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Thread: 5E Pets

  1. #41
    See attached for what I see in Combat Tabletop View. This a new 5E campaign with only the Pets extension loaded. No themes, no nothing.
    Dackley is a Sprite that was added to the Pets tab of Icarium, then dragged to the CT from the Pets tab. The other sprite was added to the CT straight from the NPC list. Both are flagged as visible on the CT. The way Dackley appears is usually assocaited with a player not being logged in.

    I found that if I add the familiar to the CT, flag it as visible while it is still a hostile faction, then flip it to friendly, THEN add it to the Pets tab the image will be the normal appearance. I can then delete the pet from the CT, add it back from the pets tab, and it is normal. This state will hold even if the pet is deleted from the CT, FGU is closed, and then relaunched and the pet is added back to the CT from the Pet tab.Screenshot 2025-09-29 123243.png

  2. #42
    MrDDT's Avatar
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    Quote Originally Posted by Mekons View Post
    See attached for what I see in Combat Tabletop View. This a new 5E campaign with only the Pets extension loaded. No themes, no nothing.
    Dackley is a Sprite that was added to the Pets tab of Icarium, then dragged to the CT from the Pets tab. The other sprite was added to the CT straight from the NPC list. Both are flagged as visible on the CT. The way Dackley appears is usually assocaited with a player not being logged in.

    I found that if I add the familiar to the CT, flag it as visible while it is still a hostile faction, then flip it to friendly, THEN add it to the Pets tab the image will be the normal appearance. I can then delete the pet from the CT, add it back from the pets tab, and it is normal. This state will hold even if the pet is deleted from the CT, FGU is closed, and then relaunched and the pet is added back to the CT from the Pet tab.Screenshot 2025-09-29 123243.png

    Ok I see the issue, the Combat Tabletop List (the one at the top) is showing it as not visible when adding pets to the CT. This is an issue and I will see what we can do. In the meantime, you can add it to the CT from the Pets tab (per normal), change the faction to anything other than friendly. set it to visible, then set it to friend faction again. This will persist also through a reload.
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  3. #43
    This one is throwing an error in the Test channel when rolling a skill check with pets installed.

    [ERROR] Script execution error: [string "Pets/scripts/manager_actor_pets.lua"]:116: attempt to call upvalue 'modRollOriginal' (a nil value)

  4. #44
    Yeah, same error this week after the 3 patches today... but at least I've ruled out the issues in game are not related to "Pets"

  5. #45
    I came here to report the same error today. I appreciate any support on getting this fixed.

  6. #46
    I spoke with bwatford on the Grim Press Discord channel and it sounds like we'll likely have a fix some time tomorrow.

  7. #47
    Just pushed new build provided by @bwatford to the FG Forge. Please run a new Check for Updates to get the latest.

    Regards,
    JPG

  8. #48
    While I have managed to get by the skill roll issue and produce a fix, this extension is not 100% working correctly still.

    It is preventing monster skill checks from rolling as well as not calculating things properly when adding pets to the combat tracker, that is due to code and wording changes in the new version of FG.

    While I can do minor fixes, someone with more coding experience will need to take a look at this one to get it back to 100% functionality.

  9. #49
    I can confirm, NPC skills aren't working right now. In the tutorial 5e campaign with no other extensions, the NPC skills simply don't react to clicks.
    Interestingly, the skills in a pet's sheet do work fine.

  10. #50
    In addition to the skills bug rolling NPC modifiers throws a deprecation message in the console, picrelScreenshot 2026-05-16 at 11.31.16 PM.png

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