DICE PACKS BUNDLE
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  1. #1591
    Quote Originally Posted by Toko Loshe View Post
    The UI layout is the best I could do while following the existing pattern, which unfortunately results in some overlap until it is resized. The error you are seeing should be resolved - please update Fantasy Grounds. I've tested with and without the UPP mod.
    Does the ruleset pick up Armour in the original Armour/Protection fields and the New Armour area?
    Attached Images Attached Images

  2. #1592
    Quote Originally Posted by Stargrove View Post
    Does the ruleset pick up Armour in the original Armour/Protection fields and the New Armour area?
    Yes, for humanoid and android it should, for new npcs. With existing npcs it may vary, all other npc types will work off the traits.

  3. #1593

    Vehicle weapon details missing or not editable

    Hi,

    When exploring vehicles I noticed that many that are listed in older modules (Aliens of Charter Space, Pirates of Drinax, previous Vehicles Handbook) are showing no weapons. When you go to add weapons to the vehicle it shows them (after a reload) but you can't edit any of the stats.

    bug-vehicle weapons missing or incomplete 20260625 - 2.png

    This doesn't appear to be the case for vehicles from more recent modules.

    Thanks

    p.s. I do have the Traveller - Extended mod (from FG Forge) in place but tested with it both enabled and disabled and there was no difference.
    FGU Ultimate License
    FG Discord: GravityBlade
    Time Zone: US Central (GMT -6)
    Running: Traveller (MgT2)

  4. #1594

    Follow-up on psionic NPCs

    First off thank you for fixing the Psionic () animal trait for NPC/critters.

    I found a slight bug/error when I reviewed and used the stat. The problem is that the NPC/critter is not getting the correct PSI DM:

    bug-All_of_PSI_added_to_ability_DM - 2.png

    The DM should be the standard +/- 3 (or more depending) based on the PSI value.

    Thanks.
    FGU Ultimate License
    FG Discord: GravityBlade
    Time Zone: US Central (GMT -6)
    Running: Traveller (MgT2)

  5. #1595
    Quote Originally Posted by GravityBlade View Post
    Hi,

    When exploring vehicles I noticed that many that are listed in older modules (Aliens of Charter Space, Pirates of Drinax, previous Vehicles Handbook) are showing no weapons. When you go to add weapons to the vehicle it shows them (after a reload) but you can't edit any of the stats.

    bug-vehicle weapons missing or incomplete 20260625 - 2.png

    This doesn't appear to be the case for vehicles from more recent modules.

    Thanks

    p.s. I do have the Traveller - Extended mod (from FG Forge) in place but tested with it both enabled and disabled and there was no difference.
    Hi,

    The ablity to add vehicles to the combat tracker was added last year. Before that the vehicle record had no link to the actual weapon, only the text description. Stargrove and I collaborated to enhance the ruleset for the Vehicle Handbook update 2026 and during that time we included weapons in the vehicle description as an actual link and the ruleset code to support them.
    The legacy products are not in our control for the most part and as referee you will need to add the weapons manually.
    Last edited by Toko Loshe; Today at 07:10.

  6. #1596
    Quote Originally Posted by GravityBlade View Post
    First off thank you for fixing the Psionic () animal trait for NPC/critters.

    I found a slight bug/error when I reviewed and used the stat. The problem is that the NPC/critter is not getting the correct PSI DM:

    bug-All_of_PSI_added_to_ability_DM - 2.png

    The DM should be the standard +/- 3 (or more depending) based on the PSI value.

    Thanks.
    Hi,

    Thank you for the feedback, looks like the entire PSI value is used instead of the DM. I will have a look and hopefully have a fix.

    *EDIT* I've fixed the code to extract the DM and allowed the referee to set a training DM. In addition I've ensured the delete buttons show in the list to facilitate removal of abilities if required. I'll push a hotfix after testing

    *EDIT* For legacy records the psi talents may appear in the list of skills but it may be a mix of abilities and talents which will make extracting the exact abilities to the list difficult. I will try to see what can be done in a future update.
    Last edited by Toko Loshe; Today at 09:09. Reason: Update

  7. #1597
    Quote Originally Posted by Toko Loshe View Post
    The legacy products are not in our control for the most part and as referee you will need to add the weapons manually.
    Thank you for the explination.

    So then as a possible "fix" could the read-only flag be switched off for all of those vehicles? While weapons can be added (though it's a bit twitchy) to the legacy vehicles, the changes don't stick which means you have to re-add the weapons to vehicles every session.

    Thanks.
    FGU Ultimate License
    FG Discord: GravityBlade
    Time Zone: US Central (GMT -6)
    Running: Traveller (MgT2)

  8. #1598
    Quote Originally Posted by Toko Loshe View Post
    Hi,

    Thank you for the feedback, looks like the entire PSI value is used instead of the DM. I will have a look and hopefully have a fix.

    *EDIT* I've fixed the code to extract the DM and allowed the referee to set a training DM. In addition I've ensured the delete buttons show in the list to facilitate removal of abilities if required. I'll push a hotfix after testing

    *EDIT* For legacy records the psi talents may appear in the list of skills but it may be a mix of abilities and talents which will make extracting the exact abilities to the list difficult. I will try to see what can be done in a future update.
    Thank you for fixing this so quickly and the added TDM fix is very welcome.

    I checked and verified it's working as expected now.

    Thanks.
    FGU Ultimate License
    FG Discord: GravityBlade
    Time Zone: US Central (GMT -6)
    Running: Traveller (MgT2)

  9. #1599
    Quote Originally Posted by GravityBlade View Post
    Thank you for the explination.

    So then as a possible "fix" could the read-only flag be switched off for all of those vehicles? While weapons can be added (though it's a bit twitchy) to the legacy vehicles, the changes don't stick which means you have to re-add the weapons to vehicles every session.

    Thanks.
    All converted modules are always read-only and this is true across all the FGU products. If you want to make changes to any kind of record from any module, your option is to make a copy of the record you want to update in your campaign and then make the updates you want.

    The chances that the community developers for the older products will make any updates is spotty at best as it is the responsibility of the person who did the original conversion to make those kinds of changes.


    I will expand on what Toko said a bit.

    These modules are created by us Community Developers and we are responsible for ongoing updates to the modules we convert. If the person who originally created the module decides to go back and add weapons to vehicles in those older books then it will get done. If not, then the module will most likely never get updated and you as the GM that wants to use that content will need to make copies of those records and then update them for use in your campaign.

    One more thing regarding this: There are some modules that I converted over the last couple of years that probably had a vehicle or two that could get updated, but I don't keep track of that and without going back through each book to find them I probably won't remember.
    Last edited by Stargrove; Today at 22:10.

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