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  1. #651
    Quote Originally Posted by Trenloe View Post
    XCore.zip in post #641 is a ruleset PAK file - rename to XCore.pak and put in the <FG App Data>\rulesets directory.

    The file in post #641 is loading fine for me (after renaming to .pak). You may not have restarted FG after making the changes - restart FG and try again, so that FG can reload the base ruleset config from the new .pak file.
    Thank you, but I'm still not clear, do I keep the forge version of xcore enabled or disabled or doesn't matter? If enabled, do I need to replace the zip file after every update (ie does the forge overwrite it)? The behavior I've seen from testing is that it appears, I want forge enabled, and it doesn't seem to overwrite. But this is the first time I'm manually messing with a ruleset, and don't want to break my campaign when it's underway. Rather do that now as I'm setting up.

  2. #652
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    Quote Originally Posted by GavinRuneblade View Post
    Thank you, but I'm still not clear, do I keep the forge version of xcore enabled or disabled or doesn't matter? If enabled, do I need to replace the zip file after every update (ie does the forge overwrite it)? The behavior I've seen from testing is that it appears, I want forge enabled, and it doesn't seem to overwrite. But this is the first time I'm manually messing with a ruleset, and don't want to break my campaign when it's underway. Rather do that now as I'm setting up.
    In theory the Forge XCore should be overwriting XCore.pak when you do an update but, as you say, it isn't doing that. Maybe it's been disabled in the Forge. If you've done some testing with the file in post #641 and you're happy with it, you might consider disabling XCore in your Forge Inventory - just in case a future update does overwrite your custom XCore.pak file.
    FG Wiki: How to Compile the FG Logs

    Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!

  3. #653
    Quote Originally Posted by Trenloe View Post
    In theory the Forge XCore should be overwriting XCore.pak when you do an update but, as you say, it isn't doing that. Maybe it's been disabled in the Forge. If you've done some testing with the file in post #641 and you're happy with it, you might consider disabling XCore in your Forge Inventory - just in case a future update does overwrite your custom XCore.pak file.
    When I disabled it in the forge that's when I couldn't load campaigns, and on the load campaign window all extensions were blank. Re-enabling it fixed that.

    However, Using a clean boot with xcore brand new campaign. Classes are non-functional, I get the following error on the abilities tab, and dropping them onto a character does nothing.
    1.PNG

    Race seems to work, but has the same issue on the abilities tab:
    2.PNG

  4. #654
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    Quote Originally Posted by GavinRuneblade View Post
    When I disabled it in the forge that's when I couldn't load campaigns, and on the load campaign window all extensions were blank. Re-enabling it fixed that.

    However, Using a clean boot with xcore brand new campaign. Classes are non-functional, I get the following error on the abilities tab, and dropping them onto a character does nothing.
    1.PNG

    Race seems to work, but has the same issue on the abilities tab:
    2.PNG
    Are you using the updated ruleset found in post #641 in this thread?
    FG Wiki: How to Compile the FG Logs

    Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!

  5. #655
    Quote Originally Posted by Trenloe View Post
    Are you using the updated ruleset found in post #641 in this thread?
    Yes. Before I had it, one character was able to get a class. Since installing it, classes and races appear to be attached to the character name, and so cannot be dropped onto the character. When opening the attributes, I get those errors above. No other extensions (verified in one extension with part of the chat showing).

  6. #656
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    Quote Originally Posted by GavinRuneblade View Post
    Yes. Before I had it, one character was able to get a class. Since installing it, classes and races appear to be attached to the character name, and so cannot be dropped onto the character. When opening the attributes, I get those errors above. No other extensions (verified in one extension with part of the chat showing).
    @rmilmine - can you respond to this please?
    FG Wiki: How to Compile the FG Logs

    Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!

  7. #657
    Quote Originally Posted by Trenloe View Post
    @rmilmine - can you respond to this please?
    I did some testing and have additional information. uninstalled and re-installed Fantasy Grounds from scratch onto a different hard drive. Updated and used the forge version of the Xcore extension. Was able to add classes to characters, HOWEVER, closing/locking the class generated this error:
    Xcore-new class.PNG

    Then I went to message 641 got a new copy of the zip, renamed it .pak and replaced the extension in the ruleset folder. Was no longer able to drop classes onto characters. But didn't get the error when closing/locking a class. On the other hand, look at this screenshot:
    Xcore-Zip.PNG

    After the zip is added, the class ability page has side tabs that it's not supposed to. Somehow, I think it is recursively calling the class page. And then if you tap on the icon for class on a character sheet, it opens a pseudo class with the name of the character. Same with race, but you can drop a race.

    Some of that I had reported earlier, this is all in one place. figuring out the side tabs is new. Confirming that the .zip is causing the loss of ability to add classes to characters is new, before I had observed but not tested. Now I've done so.

    Hope it helps!

  8. #658
    Really sorry, for some reason this thread isn't sending me emails anymore that there are posts.
    I'm looking at it now to see what is going on.

  9. #659
    So got a fix.
    When cleaning up naming, where rolls lists were concerned, I missed renaming some items on the Race, NPC and Class Advancement windows classes.

    XCore.zip

    I made a template for the rolls lists.
    The following windows were changed to use the new rolls list template.
    Character Sheet - Main Tab
    Race Sheet - Abilities Tab
    NPC Sheet - Main Tab
    Class Advancement - Abilities Tab

    The Class Advancement window is found by going to the Abilities tab of a Class window. Then clicking on an entry in the Class Feature by Level list.
    It's also the where your displayed error was happening on.
    If I don't respond within a day or two, please send me a DM. The emails from those seems to be working.

  10. #660
    @rmilmine, Combat works now thanks! However, still can't add classes to characters.
    What it looks like on my end is that if I drag and drop a class it won't go into the class field. If I add a name, then I can open the class line on the character sheet and the "class" is the name of the character. This pseudo class doesn't appear in the class list, only on the character sheet. If I change the name in either field, both change.

    Separately, in the combat tracker, the NPC attacks don't appear in the attack field. I could add them in actions instead of attacks and they would work.
    Attack Missing.png
    Last edited by GavinRuneblade; June 13th, 2026 at 18:42.

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