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July 15th, 2021, 19:04 #191
There’s a conflict with other extensions which add index buttons to library windows like “items” using the LibraryData.addIndexButton() function. For instance, the 5E Random Spellbook Generator adds a button to bring up the generator to the item list. This button is inaccessible while Equipped Effects is loaded, so I suspect something is being overwritten.
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July 15th, 2021, 20:01 #192
Ok its resolved. FGU has LibraryData structures that I replace and add in things. A while back I added options to resolve any conflicts these caused.
So when you have spell list conflicts (for where I add in import/export buttons which are purely optional) you turn off "Spell Import Export(restart app)" and restart the application.
When you have item list conflicts (like this one - where I added in subtype search for item list) you turn off "Item Subtype Search(restart app)" and restart the application.
I've forgotten most things I've added into my extensions which is why I maintain these threads which contain all the original reasons (like these) on why I added things in.
In the end I wrote this stuff for ME and add things in I want over time.Last edited by SilentRuin; July 15th, 2021 at 20:36.
Free(Forums/Forge) Extension(FGU 5E):
Paid (Forge) Extension(FGU 5E):
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July 15th, 2021, 20:09 #193
This is all the other extension does by utilizing base code within a unique lua script if that helps.
Code:function onInit() aRecords = LibraryData.getRecordTypes(); for kRecordType,vRecordType in pairs(aRecords) do if vRecordType == "item" then LibraryData.addIndexButton(vRecordType, "button_spellbookgenerator"); end end end
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July 15th, 2021, 20:38 #194
I edited out that message as it was resolved - I explained it here...
Ok its resolved. FGU has LibraryData structures that I replace and add in things. A while back I added options to resolve any conflicts these caused.
So when you have spell list conflicts (for where I add in import/export buttons which are purely optional) you turn off "Spell Import Export(restart app)" and restart the application.
When you have item list conflicts (like this one - where I added in subtype search for item list) you turn off "Item Subtype Search(restart app)" and restart the application.
I've forgotten most things I've added into my extensions which is why I maintain these threads which contain all the original reasons (like these) on why I added things in.
In the end I wrote this stuff for ME and add things in I want over time.Last edited by SilentRuin; July 15th, 2021 at 20:40.
Free(Forums/Forge) Extension(FGU 5E):
Paid (Forge) Extension(FGU 5E):
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July 22nd, 2021, 13:38 #195
Hi,
just discovered that you canīt edit the 'Other' tab of NPCs if this extension is running.
Tested it with a fresh campagin an only this extension loaded.
Running Version is 1.36
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July 22nd, 2021, 14:53 #196
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July 22nd, 2021, 15:23 #197
My "sLavage" Orc says otherwise. You'll have to explain exactly what you think your seeing so I can duplicate it. I trust your not trying to "edit" some first link display text or something as that would not be editable. Or even visible without my extension (it's optional also).
Last edited by SilentRuin; July 22nd, 2021 at 15:25.
Free(Forums/Forge) Extension(FGU 5E):
Paid (Forge) Extension(FGU 5E):
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July 22nd, 2021, 17:15 #198
This is a brand new NPC and I canīt click into the field to write anything down.
You can edit text, that ist already in the "Other" Tab, but if itīs empty you cant "activate" it to enter text.Last edited by Skexis Chamberlain; July 22nd, 2021 at 17:26.
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July 22nd, 2021, 17:28 #199
Last edited by SilentRuin; July 22nd, 2021 at 17:56.
Free(Forums/Forge) Extension(FGU 5E):
Paid (Forge) Extension(FGU 5E):
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July 22nd, 2021, 17:29 #200
Here look at this new npc. The cursor is right below the brown line. You need to place the cursor there first.
new npc.jpg
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