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November 12th, 2025, 12:42 #221
Hi,
I get this error when I create an AURA effect on combat tracker (especially if I change the number, e.g: AURA: 10): [11/12/2025 1:27:42 PM] [ERROR] Handler error: [string "..ons and House Rules:..ger_effect_adnd.lua"]:1578: attempt to call field 'logDebug' (a nil value)
And always that when I create a blank NPC: [11/12/2025 1:30:31 PM] [ERROR] Script execution error: [string "..ons and House Rules:..UtilitiesAdvOpt.lua"]:104: attempt to compare number with nil
And I get the impression that this extension breaks the ability to use CL (class level) when creating a power on the character sheet. For example, I want to create a HEAL effect with a level 5 Paladin, and if I set it to CL x2, it doesn’t work. It stays at two no matter the Paladin’s level. Same thing if I add that it should roll 1d0.
I’m not getting any error message. Can you confirm that you’re having this issue too?
Thank you very much.
EDIT: it’s the same for all powers that use a random duration, for example, or a fireball that only deals 1d6 damage regardless of level. Only the “MOD” field works.Last edited by Vackipleur; November 12th, 2025 at 13:04. Reason: add more infos
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November 14th, 2025, 06:23 #222
I'll look at the auras tomorrow. I have to refresh my memory on them, but I suspect I missed an underlying change somewhere.
The NPC creation should now be fixed, no matter what options you've turned on - sorry about that.
Also fixed a bug in level advancement.
Update FG for fixes.
Regarding the CL (caster-level, I suppose?) stuff, I had to revisit that because I had forgotten how it works. I'm seeing the same thing as you (as long as I've done it correctly) with no extensions and just the 2E ruleset. Have you tried to reproduce it without the extension loaded?
At any rate, there were a couple of recent posts about it on Discord, and it could be related to a bug from around August that's supposed to have been fixed, or possibly it will only work better with a newly created character. I had mixed results using this in 2E, but it did seem that creating a new character worked for one of the ones it wasn't working for. It's a fiddly thing, though, and I decided to fix bugs before pursuing it. I'll look at it more tomorrow.Twitter: @Doomswords
Discord: Doomsword#0669
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November 14th, 2025, 23:13 #223
No, I don’t have any issue with the 2E ruleset. It correctly takes level 5 into account, as shown in the image.
It feels like the extension doesn’t go beyond level 1, as if it doesn’t recognize the character’s level.
By the way, what numbervdo you use for the THAC0 of a monster with 1–1 Hit Dice, like a Xvart, for example?
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November 15th, 2025, 01:55 #224
Ok, thanks for the confirmation and the screenshot. I think that's what I was doing, and it worked on a new paladin but not an old one. I'll have a better look at it and get back with you. I didn't think I modded anything related to that, but this stuff can get entangled pretty easily.
Re: 1-1: depending on what you're trying to simulate (your option selections), 1 HD for OSRIC and 0.875 for 1e-style simulation. The "Fights As HD/Level" stuff can figure that out if you create an NPC with those HD and the appropriate options selected.Twitter: @Doomswords
Discord: Doomsword#0669
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November 26th, 2025, 18:49 #225Warrior-Priest
- Join Date
- Dec 2018
- Posts
- 35
Error with Monsters from 2e Monstrous Manual
Pulling up a Giant Rat to make an encounter.
Here's the logs:
[11/26/2025 11:42:52 AM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (reference.npcdata.id-00430.defenses.ac.armor_type@AD&D 2E Monstrous Manual)
[11/26/2025 11:42:52 AM] s'onValueChanged: armor_type =' | s''
[11/26/2025 11:42:52 AM] s'onValueChanged: armor_type =' | s''
[11/26/2025 11:42:52 AM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (reference.npcdata.id-00430.defenses.ac.armor_type@AD&D 2E Monstrous Manual)
[11/26/2025 11:42:52 AM] s'onValueChanged: armor_type =' | s''
[11/26/2025 11:42:52 AM] s'onInit: armor_type =' | s'None' | s'window node path =' | s'reference.npcdata.id-00430@AD&D 2E Monstrous Manual'
[11/26/2025 11:42:52 AM] s'[NpcMain]' | s'onInit - Node:' | databasenode = { reference.npcdata.id-00430@AD&D 2E Monstrous Manual }
[11/26/2025 11:42:52 AM] s'[NpcMain]' | s'initializeNpc - Node:' | databasenode = { reference.npcdata.id-00430@AD&D 2E Monstrous Manual } | s'sHitDice:' | s'0' | s'nHitDice' | s'0' | s'sFightsAsClass:' | s'' | s'nFightsAsHdLevel:' | #0 | s'sSavesAsClass:' | s'' | s'nSavesAsHdLevel:' | #0
[11/26/2025 11:42:52 AM] s'[NpcMain]' | s'setFightsAsSavesAsClass' | s'sNpcName' | s'rat, giant' | s'sHitDice' | s'0'
[11/26/2025 11:42:52 AM] s'[NpcMain]' | s'2E - No class found in name, defaulting to fighting as Monster, saving as Warrior'
[11/26/2025 11:42:52 AM] s'[Utilities]' | s'getNpcFighterLevelEquivalent2e' | s'sHitDice' | s'0' | s'nHitDice' | #0
[11/26/2025 11:42:52 AM] s'[NpcMain]' | s'setFightsAsClassLevel' | s'2E - no class in name, using equivalent warrior level' | #0
[11/26/2025 11:42:52 AM] s'[NpcMain]' | s'setSavesAsLevel' | s'no class in name, using equivalent warrior level' | #0
[11/26/2025 11:42:52 AM] s'[Matrix Manager]' | s'getMatrixValue: AC lookup for' | #-10 | s'bIsPC:' | bFALSE
[11/26/2025 11:42:52 AM] s'[Matrix Manager]' | s'NPC: hitDice' | s'0' | s'combat.fightsAs' | s'Monster' | s'fightsAsHdLevel' | #0
[11/26/2025 11:42:52 AM] [ERROR] Script execution error: [string "..ons and House Rules:..ackMatrixAdvOpt.lua"]:72: attempt to call field 'getNpcWarriorLevelEquivalent2e' (a nil value)
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November 29th, 2025, 18:31 #226Zealot
- Join Date
- Dec 2019
- Posts
- 64
Any news on armour type/weapon hit modifiers? It's been a couple of months since I last saw it mentioned.
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December 2nd, 2025, 23:05 #227
I looked into this more, and it looks like this is an issue in the reference materials between OSRIC and the 2E PHB. I can't replicate how the 2E paladin does things through the GUI for creating this stuff, as per your screenshot. So I looked at the reference material and saw that they're quite different for the class's power between them. I don't know that the GUI, itself, will function for adding a d0+2 (for example) power. So, there are a couple of workarounds.
1. Always use the paladin from the 2E PHB
2. Increment the "X" box by 2 every time each paladin gains a level
3. Change the OSRIC Player's Reference client.xml to the power definition from the 2E PHB (you'll have to recreate your Paladin's for this to work after the change)
4. Optionally, ask the reference developer to make this change in the OSRIC materials (you'll still have to recreate your paladins)
If I'm missing anything, let me know, but here's a screenshot of 3 different Paladins created with 2E, OSRIC with the modification, and OSRIC base (hope it helps)
Screenshot 2025-12-02 175800.png
Here's an example of changing the data in the client.xml of the reference module (you extract the OSRIC Player's Reference into your modules folder, open the client.xml, and replace the power with the stuff from a similarly extracted client.xml from the 2E PHB - afterword saving and restarting FG)
Screenshot 2025-12-02 180050.png
Hope that helps to address it.Twitter: @Doomswords
Discord: Doomsword#0669
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December 2nd, 2025, 23:13 #228
Thank you for the details and the report. This should now be fixed. Apologies for the inconvenience. I haven't fully tested it because your game's full settings are going to be the best test, but it should be resolved. If not, report back and I'll fix it straight away.
PS - I'll probably start running an FG game again soon, so I can eat my own dog food and produce a better extension...Twitter: @Doomswords
Discord: Doomsword#0669
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December 2nd, 2025, 23:15 #229
Sorry, Paul. I know it's important to you and others. I've made progress but been stuck behind the code refactoring I've been doing. There's not a ton left to implement. I'm going to release a prototype soon. I know you've been looking forward to it. Hang in there...
Twitter: @Doomswords
Discord: Doomsword#0669
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December 3rd, 2025, 13:41 #230
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