Thread: Adding allies in Savage Worlds
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September 26th, 2024, 20:30 #11
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@zarlor
Thanks for uploading the log.
Yes, Chillhelm's Fast Tests functionality is now it the SWADE ruleset, enhanced.
The combat tracker stores things between sessions, including components and data nodes from extensions.
These remnants remain even if an extension is disabled.
This happens with updates to CoreRPG and rulesets as well.
This can cause errors and quirky behavior.
To fix this, completely clear out the combat tracker. Remove everything.
To be extra safe, restart the session before adding anything back to the CT.
This is a good practice any time there are big updates to FGU, CoreRPG, or rulesets.
Let us know if that clears up the errors.
For encumbrance, go into options, filter on 'load limit', and set the value there. It's probably set to 10.
And the chat slash command to silence console logs is
Code:/console skip
Add feature suggestions for Savage Worlds to Fantasy Grounds Feature Request.
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September 26th, 2024, 21:15 #12
Awesome help here, as always. I'd never realized the bit of clearing and reloading into the CT, just that things always work best having the characters in there all the time. I'll give all of that a shot. Thanks a ton!
Lenny Zimmermann
Metairie, LA
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September 26th, 2024, 22:56 #13
BTW, that was definitely the fix on the Load Limit. Not sure how I missed that before as I read the forum adamantly, I guess I just read it as if there was a code fix doing that and not that it was something to set in Options for those of us that started with it that way. Still, that's definitely good now.
Lenny Zimmermann
Metairie, LA
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September 30th, 2024, 20:16 #14
The ad-hoc way how you can give any NPC control to player is to add that NPC into PC group and set its faction to friendly & share the record sheet with player; no need to add it to PC's ally section.
"Alright, you primitive screwheads, listen up: THIS... is my BOOMSTICK!" -- Ash Williams, Army of Darkness
Post your SavageWorlds ruleset feature requests and issue reports here!
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October 1st, 2024, 05:32 #15
I've tried to play around with it in a few ways, but for a summoner it ended up being something like 80 different NPCs (because he can call multiples, sometimes as many as 9 at a time, of a given summon). The best way I could find to handle that was by either putting all of those onto the PC's ally section, or onto the Party Sheet Allies section, and putting it on the Party Sheet means extra clutter for everyone while on that PC's sheet is only clutter for them, so I went with that.
Lenny Zimmermann
Metairie, LA
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October 1st, 2024, 15:46 #16
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On the player's character sheet you have 9 copies of the same NPC?
Would it help to create the NPCs under a separate category in the NPCs list, then drop them onto the character in CT? You could drop the same NPC 9 times and it would make 9 instances of it.
The NPC list has filtering, so you could select the category from the drop down, or type the name at the bottom, or a combination, to quickly find the NPC.Add feature suggestions for Savage Worlds to Fantasy Grounds Feature Request.
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October 1st, 2024, 17:27 #17
The problem I've had is that it wasn't really making separate instances of the NPCs. It would be the same one, or you could have the multiples on the map but they might not be targetable... just a lot of odd behavior that we couldn't figure out, so making sure we had as many as he could summon (So Aasimar-1, Aasimar-2, etc., for example) just seemed like the way to go to make sure it all worked right. That doesn't even cover if he spends the extra power points to boost Traits or give them some Edge, but we deal with those as best we can. Kind of a pain dragging something like that onto the effects of all the summons he could call, but thankfully it's rare that the does that as he's mostly using them just to try and boost or counter gang-up bonuses (also another thing that seemed to not calculate right with trying to make instanced versions of a single NPC).
I'm probably doing something wrong, mind you, but at least this way seems to work.Lenny Zimmermann
Metairie, LA
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October 2nd, 2024, 05:22 #18
Finished up the combat I had saved tonight, cleared everything from the Combat Tracker, then cleared out the Part Sheet for good measure, added from Characters back to Party Sheet and drug up the characters from the Party Sheet onto Combat Tracker. The main error I seem to get when doing that is "[ERROR] window: Control (pendingtest) anchoring to an undefined control (pendingtestsection) in windowclass (ct_entry)" Not sure if that is anything of note, mind you, and it may not show up once we play again next week, but thought I would post that here as a follow-up.
Oh, also I have one player (the summoner) where we we were looking at Items and it only showed a few things from one of the loaded modules. He's got all of the modules loaded (Fantasy Companion, SPWF Core Rules, etc.) but for some reason only saw items from, of all things, RotR Book 2. Works fine for everyone else and we verified he didn't have any filters on it. Not sure if anyone else has had that issue before or knows of a way to potentially fix it (maybe the clear from CT thing will do it, I won't really know until next week) but just wondering if other had some ideas we might try on that.Last edited by zarlor; October 2nd, 2024 at 05:25.
Lenny Zimmermann
Metairie, LA
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October 2nd, 2024, 16:49 #19
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Do you use the Fast Tests extension? If so, stop using it. All those features are now built into the ruleset.
For the player not seeing modules, there's a way to clear a player's local cache. Start with this post:
Players can't see custom content.
One of the suggestions on this thread should help.Add feature suggestions for Savage Worlds to Fantasy Grounds Feature Request.
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October 3rd, 2024, 14:44 #20
I had been using it but thought I had pulled it out after the announcements here. I'll double check all my extensions, though. Thanks.
Last edited by zarlor; October 3rd, 2024 at 18:48.
Lenny Zimmermann
Metairie, LA
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