Thread: Adding allies in Savage Worlds
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October 3rd, 2024, 18:00 #21
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I welcome others to share how you use NPCs.
The recent fixes to NPCs I made got me thinking about how NPCs (and vehicles) are used in FGU.
I'd like to make NPC use more elegant. So share your ideas.Add feature suggestions for Savage Worlds to Fantasy Grounds Feature Request.
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October 3rd, 2024, 20:20 #22
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I’m curious about the difference between having allies on the party sheet or on an individual character sheet. In testing, it seems that only those on a character sheet are added to the CT when using the “add allies” menu option. Is there some other functionality difference I’m missing?
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October 3rd, 2024, 20:45 #23
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The NPCs on a character sheet are "owned" by that character's player. They can update the NPC, set targets, set effects, stuff like that.
Add feature suggestions for Savage Worlds to Fantasy Grounds Feature Request.
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October 3rd, 2024, 23:07 #24
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October 7th, 2024, 02:31 #25
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Im wondering as Ive just come back to Savage worlds in fantasy grounds after being away playing other things for a few months. Why is the NPC box lagging SOOO much. When I create a new group..Lag. Make a new NPC...Lag. Open an NPC sheet...LAG. it was never doing this before
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October 7th, 2024, 05:06 #26
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Welcome back!
This is all happening from the CT?
If so, completely empty the CT. There have been numerous changes over the last few months. Sometimes that requires everything in the CT to be removed. For good measure, restart FGU after emptying CT and before adding anything.
Please post the results of doing that and we'll go from there.
Also, unload all extensions. A couple have been deprecated because they're part of the ruleset now. They'll throw errors and cause slowness.Add feature suggestions for Savage Worlds to Fantasy Grounds Feature Request.
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October 7th, 2024, 20:20 #27
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No, its actually causing it from the actual side tab where you open the NPC box to select them, create new ones, etc. It could be because the rifts npcs are so numerous, but honestly don't remember this ever being a problem before
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October 7th, 2024, 20:32 #28
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It appears to be too many modules loaded that slows it down. If I close a huge number it loads better. This was never really an issue before but I'll make do. Thanks guys! Keep up the good work
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October 7th, 2024, 21:20 #29
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Out of curiosity, which modules, and how many NPCs were loading when it was slow?
Do you normally load that many modules?
I'm trying to establish a threshold and priority.
One thing I like about Rifts is that there are plenty of NPCs written up.Add feature suggestions for Savage Worlds to Fantasy Grounds Feature Request.
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October 9th, 2024, 16:52 #30
Sure enough I had forgotten to pull it out. Running last night things went well with no errors, all of the hard work going in lately has made the experience smoother than ever (although we didn't really do any combats last night, more a series of essentially Quick Encounters). I think this was in another thread but add me as a +1 on loving to see the ability to make attacks use any Attribute instead of just Shooting, Fighting, or Athletics. I say Attribute instead of just skill because SWPF (and I think the Fantasy Companion, too), for example, allows things like using Smarts OR a Spellcasting skill to make attacks with a Wand.
Lenny Zimmermann
Metairie, LA
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