Thread: StrainInjury packages
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June 23rd, 2021, 23:31 #81
@all: I have reuploaded the extensions Now the new two hotkeys in the toolbar show (patched last week or so; about player vision preview and pins on the map), that is a native feature I also improved compatibility with other extensions, thanks to SoxMax for the help
I also hope that the alternative icon version finally works againMy extensions for 3.5e and Pathfinder
Bug reports please here
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June 25th, 2021, 19:21 #82My extensions for 3.5e and Pathfinder
Bug reports please here
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June 28th, 2021, 23:18 #83
- Join Date
- Mar 2020
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- San Diego, CA
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- 49
Sorry Kelrugem! Had a few days without internet there. It was a dark time.
A quick check does appear to be working as intended without Full Overlay enabled. Nice!
UPDATE: Weeeeellll spoke too soon. I tested that the wound overlays work as expected - and that is true.
But, to the nature of my initial problem, still kicking an error on a threat confirmation roll if I do not have the Full Overlay package enabled. :/ Bleh.
Now - having said that, I'm probably an extreme case and have many, many extensions going, so who knows how it's coming out. I have no trouble enabling the Full Overlay package to keep it working.Last edited by crossbow57; June 28th, 2021 at 23:36.
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June 29th, 2021, 00:26 #84
It is likely another extension; can you test in a dummy campaign, just with StrainInjury? I just did and everything worked for me when I had a crit You certainly do not need the full overlaypackage, the StrainInjury contains the full overlaypackage (actually, the StrainInjury one should overwrite it; so, I am not sure why your "fix" works )
It is likely that there is some incompatibility with another extension then; StrainInjury basically changes everything, hence once needs to be extra careful if using any other extension, especially extensions related to hit point stuffMy extensions for 3.5e and Pathfinder
Bug reports please here
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June 29th, 2021, 20:35 #85
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- Mar 2020
- Location
- San Diego, CA
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- 49
Yes, I'll load up something with less flavors and give that a go. I'm sure it will work just fine.
I don't say this to brag to any degree, but more to highlight the quality of the extensions provided for this system, and show others what is possible. I am not exaggerating when I say I have 35 extensions active in my PF1e game, cherry-picked from the usual suspects on the forum. Haha. Yeesh, I just counted them. 35! And not only do they all work well together, but they provide a wealth of abilities to manage the game I want to run for my players. This issue (an error on crit confirm rolls) is the ONLY error I get and I'm about 30 sessions into the game.
Not for everyone, I know - I am sure there are purists, there is upkeep to manage - but this setup has survived the last major release and still going strong. Thank you for doing such great work and making this such a robust system. I'm intimidated by the idea of going back to in-person play at this point... haha... no way I can manage all the stuff that FGU makes easy.
We have taken to calling it our favorite "Manual Video Game."
But yes, I have a problem and I'm not ashamed. It just works, and that's awesome.
Now, what I REALLY want is an extension that uses the standard "Head Scratch" icons for strain damage overlays, but then applies the alternative "Blood Splatter" icons for Injury damage on the same token! hah! Greedy.
I'll let you know how the test goes.
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June 29th, 2021, 20:40 #86
Thanks for your words
Cool, let me know if you found the culprit I can then try to add some compatibility
Oh, and nice idea about the overlays *starts thinking* Though I need to think about that, especially what happens if one has strain and injury wounds at the same timeMy extensions for 3.5e and Pathfinder
Bug reports please here
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July 20th, 2021, 00:01 #87My extensions for 3.5e and Pathfinder
Bug reports please here
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July 23rd, 2021, 22:26 #88
- Join Date
- Mar 2020
- Location
- San Diego, CA
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- 49
**puppy dog eyes welling up with tears**
It's just... just so beautiful...
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August 25th, 2021, 03:36 #89
- Join Date
- May 2016
- Posts
- 166
Hello Kelrugem, I hope things are going well! Quick question on the move to the 'Forge'... Am I correct in understanding that once I start using this extension via the Forge, I wouldn't have the ability to modify the tokens locally?
I thought I saw a thread or discussion about being able to swap out the tokens, but I can't for the life of me find it. The reason I ask is we use some variations to what come packaged. For example I don't automatically show the players the difference between Dying, Dying & Stable and Dead; so I load the same token for all three. (I make them checkout the body to determine.) We also use smaller versions of the save indicators so we can still see the tokens, etc.
Thanks in advance for the information and thank you for the hard work maintaining this AMAZING extension!
Rob
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August 25th, 2021, 08:21 #90
Hi Thanks for the words
You still have the ability to change the extension The FG Updater will automatically install into your extensions subfolder, so, you can still edit it as usual then (the updater may also overwrite automatically any previous version, hence keep copies of your image files somewhere else, too just in case, then you always have these when you need to edit it again )My extensions for 3.5e and Pathfinder
Bug reports please here
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