Thread: Adding Custom Skills
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August 13th, 2020, 02:11 #21
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August 13th, 2020, 02:20 #22
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So another question, is there a way to make a custom occupation that has the one interpersonal skill with a list of 4 to select from?
Edit: For some reason I called occupation application, so I fixed that.
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August 13th, 2020, 03:09 #23
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Ok, so just to recap, yes, everything works. The custom skills, the specializations, and the occupations were probably working the whole time.
I feel foolish but am grateful to Damned for making his self-control save and keeping his cool and getting me through this.
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August 13th, 2020, 03:14 #24
I knew we would get there eventually. There was a communication gap - I just didnt know exactly which bit we were missing each on. All good.
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August 13th, 2020, 15:51 #25
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I created a dev campaign and everything works perfectly. However, when I export it to a module to load into the live campaign the new skills stop functioning correctly and the occupation no longer displays the line under the custom skills (like sports) to add.
Also, for some reason the module loads (like I can see everything) but it doesn't actually display in the library.
I am attaching the module. The occupation is high school graduate and the skills are computer, knowledge, and sports. Engineering and Martial Arts are also new skills but are not part of the profession. They don't work either.
Hopefully this is a simple fix.
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August 13th, 2020, 23:36 #26
I loaded the module, created a new PC and dragged the Student occupation in.
I see all the Science subjects filled in.
I can add a custom field to Art/Craft.
All are showing as occupation fields.
Additional note - it is very rare for an occupation to use only 1 skill to generate occupation points.
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August 13th, 2020, 23:48 #27
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It sports should also have an option to add something as it is a specialization skill. The skills that come with the ruleset work fine.
Also, if you just drag any of the specialization skills that I added in the module on to a character sheet they do not have the specialization lines added, however on the dev campaign the module is created from dragging them to the sheet does add the line to the sheet.
It seems to be something in the module itself. Also, did you notice if the module is visible in the library for you, not the module unload/load window but the list of what is loaded? That doesn't show up for me.
Edit: Duh forgot to list the skills I made; computer, engineering, knowledge, sports.Last edited by esmdev; August 14th, 2020 at 00:04.
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August 13th, 2020, 23:52 #28
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Oh, on your additional note, did you mean one characteristic, like I should do EDU and some other stat? You said skill and I'm not sure how skill generates occupation points, hopefully I didn't miss something else.
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August 14th, 2020, 00:47 #29
Yes it is a limitation of the Interface.
That is why the other skills that have specialisations have a button to add them.
The code to support that is a bit tricky.
The module doesnt show up in the list for me either but everything shows up correctly in the Campaign Tools.
And yes I meant Stats/Attributes. It appears that quite a few Occupations do actually use 4xEDU... feel free to ignore me.
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August 14th, 2020, 01:04 #30
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It is odd that the specialization and occupation works in the dev campaign but ceases to work once I make it a module.
Yeah, I just patterned the occupation skill points off the Student from the Investigators Handbook.
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