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August 9th, 2011, 21:14 #41
I would very much like to use your mod, looks great! The link on the first page gives an error.
Last edited by TFWoods3; August 9th, 2011 at 21:17.
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August 9th, 2011, 22:16 #42
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Originally Posted by TFWoods3
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August 10th, 2011, 03:09 #43
Originally Posted by neilgfoster
So I have it up and running by placing the PAK in
\AppData\Roaming\Fantasy Grounds II\rulesets
Is this fine, because I notice up thread you mentioned putting it in the same folder as the EXE?
Also want to make sure these are right:
Tokens (.pdn) go in
\AppData\Roaming\Fantasy Grounds II\tokens\shared
WFRP v3 - Library goes in
\AppData\Roaming\Fantasy Grounds II\modules
Seems to be working fine but want to make sure nothing is misplaced. Looking good!
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August 10th, 2011, 05:32 #44
Originally Posted by neilgfoster
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August 10th, 2011, 08:56 #45
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In version 2.8 of FG, you can now place the .pak files in the ruleset folder - so it looks like you have got everything in the right place.
At present, the initiative tracker does not support auto-rolling. You simply roll the dice manually and enter the value into the initiative column on the tracker.
I am still pondering on how to approach this - WFRP has the concept of both combat and social encounters, and the characteristic used for the initiative roll differs between the two (combat is based on agility, social on fellowship). In addition, the GM may want to add fortune or misfortune dice based on situation.Last edited by neilgfoster; August 10th, 2011 at 15:33.
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August 10th, 2011, 15:45 #46
I had tried everything but simply typing numbers
Thanks a bunch for developing this, I hope to use it a lot.
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August 10th, 2011, 15:48 #47
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Originally Posted by TFWoods3
Should you have any problems or find any bugs, then please let me know - I will do what I can to resolve them as quick as possible.
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August 10th, 2011, 20:16 #48
Originally Posted by neilgfoster
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. --Voltaire
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August 11th, 2011, 03:38 #49
Originally Posted by neilgfoster
I ran into a script error last night when dragging something into something else, but can't recall what it was. If I run into it again, I will let you know.
I was wanting to add entries to the library, like creatures, but since that is a loaded mod it cannot be edited. Is there a way to edit that library mod file?
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August 11th, 2011, 09:02 #50
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Originally Posted by TFWoods3
Originally Posted by TFWoods3
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