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June 25th, 2024, 11:20 #1481
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Vehicle mods not working
Found a problem: while vehicle was created by myself from character inventory - i can add and remove mods from items "on the fly". However while trying to utilize basic vehicles from core/armory - no "drag and drop" functions work. No mods, no grafts, nothing. Not even when i myself create a vehicle npc.
Is there a fix?Last edited by ValerianMemsk; June 25th, 2024 at 11:40.
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June 25th, 2024, 12:49 #1482Dominic Morta
Ruleset Developer
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June 25th, 2024, 12:55 #1483
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Yeah, the ones from character sheet is working ok.
BUT try to take one from NPC section, like from core book, transfer it to character inventory, and then try to add some mods.
That specific way of doinfg it does not work for me.
That what i ment.
And even if i myself create new npc-vehicle it will still not support any mods after being added to character's inventory.
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June 25th, 2024, 13:11 #1484
Oh that is expected. The reasoning is NPC Vehicle stat blocks are not made using PC vehicle rules. It doesn't know what grafts and mods to recreate the NPC stat block. This makes recreating the PC version of it near impossible. Weapons are still able to be dropped. If you want that level of detail, it would be best to recreate the vehicle as a PC vehicle by creating a blank vehicle in the character sheet inventory and building using the PC vehicle rules from Tech Revolution.
Dominic Morta
Ruleset Developer
Smiteworks
How to zip up your campaign if the Developers ask for it-How to zip up your campaign if the Developers ask for it
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June 25th, 2024, 13:13 #1485
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Yeah, figured it out.
Created a special "Vehicle Seller" PC to store custom vehicles.
Thank you for clarification.
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June 25th, 2024, 13:30 #1486
No worries, I just couldn't figure a better way since the two systems are so vastly different.
Dominic Morta
Ruleset Developer
Smiteworks
How to zip up your campaign if the Developers ask for it-How to zip up your campaign if the Developers ask for it
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July 12th, 2024, 15:31 #1487
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- Feb 2018
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Looks like there's a problem with adding a ship to the party sheet so PC's can be assigned roles. My GM tried to give us a new ship last night but it would not drag on to the party sheet.
I'm checking again with a blank template campaign and can see the same thing. There party sheet tab for ships is also displaying as blank.SF Party Sheet.png
Edit: User error due to the learning curve, ship being added wasn't a PC ship....don't know why you have to go and completely redo a ship instead of converting an NPC record.Last edited by mdemm; July 12th, 2024 at 15:45.
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July 26th, 2024, 20:33 #1488
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- Apr 2018
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Hi, I'd like to report two bugs with mechs in Starfinder that I could reproduce in a fresh campaign as well, and another that seems more spurious.
First: when ever you click on "use" for action on the spells tab for a mech, I get the following error
"[ERROR] Script execution error: [string "SFRPG:scripts/manager_power_SFRPG.lua"]:42: attempt to index global 'PowerManager35E' (a nil value) stack traceback:
[string "SFRPG:scripts/manager_power_SFRPG.lua"]:42: in function 'fnUsePower'
[string "CoreRPG:scripts/manager_power_core.lua"]:31: in function 'usePower'
[string "C:power_item_header:usepower"]:3: in function <[string "C:power_item_header:usepower"]:2>"
Second: Shield points and the corresponding "Fatigue" field have sign errors. After the first hit on an NPC mech, it subtracts the fatigue value from the hit, instead of filling the difference between Shield Points and Fatigue. On a PC mech, the value of fatigue can even be greater than the shield points without clipping. I.E. with 9 Shield Points, 0 Fatigue and 14 damage the stats go to 9 Shield Points and 14 fatigue, instead of 9 Shield, 9 Fatigue, and 5 Wound.
Third: in the campaign file (and not reproducible in a fresh install so far), the players seem to get new weapons actions on the sheet each time, without deleting the old. After three times entering and exiting, each weapon is tripled.
Let me know, if you need additional information to help with fixing the bugs. Thank you all for your great effort with Starfinder. The implementation in Fantasy Grounds is eLast edited by opilio; July 26th, 2024 at 20:41.
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July 26th, 2024, 21:00 #1489
I will make a note to check this out, but right now the ruleset is currently locked down due to the current Beta and may take some time to brought LIVE. I will check this over and see if I can replicate in TEST, if so, will update there.
Dominic Morta
Ruleset Developer
Smiteworks
How to zip up your campaign if the Developers ask for it-How to zip up your campaign if the Developers ask for it
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August 10th, 2024, 16:36 #1490
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- Sep 2017
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The Pilot ranks to starship AC and TL is not being calculated automatically. I have had my player select the pilot role on his character sheet, but it does not seem to affect the playership in any way. Additionally, I cannot manually edit these values either.
It would help as a workaround if many of the values on the Starship sheet could be manually edited. But I am no code wiz, so I assume that there is probably a reason why.
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