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May 5th, 2026, 16:00 #501
Resharing all my dropbox files I had before - still total risk as they are based on 5EAE modules which may have old syntax that no longer works in some spots - but better than nothing.
5EComponents.mod used with "Manage Inventory Counts (support effects INVACT, INVLR, INVSR)" option when its on and Equipped Effects if you want to have them auto managed on CT entries effects.
GenericActionsLayerImages.mod used with GAL for its assets with 5E data.
5EAEcorrections.mod used for corrections or GAL additions I've made to overlay 5EAE modules that I use. Must remove old custom effect duplicates - there can be only one.
AE5EPHBClasses.mod a horribly complex relinking of all the class spells, traits, etc. so that when my players click on something it takes them to the AE5E code I want them using not some wild multiple choice options where they can pick the wrong thing.
If you wish to see my base 5E campaign with all my extensions/modules/setting in options (a blank campaign used to copy and create new ones)..
My Base 5E Campaign
All is based on my extensions plus some others like AOE Effects and BCEG.
As usual, these are "use at your own risk" as they will not be officially supported. Just what I use for the moment. Though good examples on how the data is used in the extensions.Last edited by SilentRuin; June 24th, 2026 at 19:09.
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May 6th, 2026, 22:20 #502
Generic Actions ranged DIS if someone is in 5ft will not respect Spell Sniper feat until this bug is resolved.
https://www.fantasygrounds.com/forum...ll-set-its-nilFree(Forums/Forge) Extension(FGU 5E):
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May 6th, 2026, 23:56 #503SmiteWorks
Supreme Deity
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Responded in report thread.
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May 7th, 2026, 05:46 #504Free(Forums/Forge) Extension(FGU 5E):
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May 10th, 2026, 16:36 #505
This is the page to reference drop box...
https://www.fantasygrounds.com/forum...l=1#post762948Last edited by SilentRuin; May 29th, 2026 at 01:52.
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May 12th, 2026, 01:35 #506
GA ability to provide dice expressions for damage/etc. crashes when manual entry of dice roll.
[5/2/2026 10:33:06 AM] [ERROR] Script execution error: [string "CoreRPG:..lity/scripts/manualroll_entry.lua"]:153: attempt to index field 'type' (a nil value)
Not going to fix it - if you use dice expressions supported by GA don't use manual rolls for them. I looked at the code and it looks like to much of a pain to figure out. Already had to hack my way into getting it to work in normal rolls. And I pretty much use it just for SW5E and normal dice rolls.Last edited by SilentRuin; May 12th, 2026 at 01:43.
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May 17th, 2026, 01:11 #507
Note: GAL is designed for diagonal RAW distances in FG and AURA so your options should be set for those. While you could design a blocky asset to represent a circle due to scaling and orientation GAL will just not have it matching right anyway. RAW only. Or take your chances with things not triggering where you think they will based on asset you see (say a circle at certain angles not triggering the aura to match the image).
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May 18th, 2026, 18:46 #508
New component definition of INVACTR which will only apply to ranged attack version of the name. For example, a CT effect with these weapons will now insure the melee attack has at least one present in inventory and that the thrown attack decrements one of them from the inventory. Neither will succeed if out of that item...
+Dagger; INVACT: ~Dagger; INVACTR: Dagger
+Handaxe; INVACT: ~Handaxe; INVACTR: Handaxe
+Javelin, +1; INVACT: ~Javelin, +1; INVACTR: Javelin, +1
etc.
Because of the insanity of FG handling of ammo DB updates - only things with the word Range in their weapon type definition (and defined before app starts) will update changes to maxammo and ammo in the DB entry for that weapon list in the PC actions tab. Thrown weapons will simply not update the fields when DB data is changed. Thus the workaround in my game is to insure any thrown weapons have 0 for max ammo then unlock and lock to get that field removed - as it won't reflect what is in DB. Don't ask me why - its insane. And I'm not going to change to separated "Ranged" version of every thrown weapon either. Just FYI.
My 5Ecomponents.mod has been updated with all the PHB/DMG thrown weapons.Last edited by SilentRuin; May 18th, 2026 at 21:29.
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May 20th, 2026, 03:29 #509
v4.52 - Update- only remove unconscious effect if this was not dying and was triggered by wound field change.
Had set unconscious on something that was not actually dying and DI removed it. It should only be doing this when I keyin something in wounds field to bring it back to life - mistakes regularly happen by players that apply damages they should not. Still need to remove prone of course - but that is because when you are healed from death you still are flat on your back till you get up.Free(Forums/Forge) Extension(FGU 5E):
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May 25th, 2026, 15:52 #510
Generic Actions - V1.94 - Bug - the effect parsing had changed and broken the default INVACT usage where nothing followed the keyword and it defaulted to the effect name. Fixed. Added new * prefix so that if a +* appears in front of the effect name it will be considered a substring in the action name that triggered the effect. Again - same as any other INVACT operation. While substring matches are inherently dangerous (you can certainly get it to decrement to many times by generating multiple triggers with poor INVACT effect design) it is still handy to have. EE will not be able to handle the substring option as it requires an exact name match.
Last edited by SilentRuin; May 31st, 2026 at 04:40.
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