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November 22nd, 2024, 09:53 #441
Got an issue when rolling damage on Allies. We have a PC with a dogmeat ally and when we roll damage the following error occurs:
[ERROR] Handler error: "Fallout 2d20:..ts/manager_actor_Fallout.lua"]:526: attempt to perform arithmetic on local 'nArmorVal' (a nil value)
Tested on a fresh un-edited version of Dogmeat and the one we have had for some time with dog armor on it. Damage does not get applied, though it does apply critical effects still.
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November 24th, 2024, 07:28 #442
Sorry for delay in response. I have this on my list to look at as I'm looking over Fallout for a adding in the new character sheet standardization. I'll check this out during that update.
Dominic Morta
Ruleset Developer
Smiteworks
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December 4th, 2024, 20:48 #443
- Join Date
- Jun 2018
- Posts
- 44
Hallo everybody!
Just some little bugs:
- referring to the FGU wiki: "MELEEDMG will only add/subtract for melee damage only", but the dice are added or subctracted only to "unarmed" damage and not to "melee" weapon damage.
- "Spread" damage effect does not automatically inflict damage to the target. IT does appear in chat, but not in the CT (i suspect it has been reported before).
- When healing a character by the "Heal" tab in the "Combat" window it should let you choose between treating an injury or PF cure.
Thank you again and have a nice day!
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December 4th, 2024, 21:16 #444
You will need to drag and drop spread and burst type outputs to their intended target. Never was setup to be handled by targeting and something I would expand the next time I have time. If you want to choose which heal then you can not target anything and just roll. The output could then be drag and dropped to the intended target or injuries adjusted. I will check on the MELEEDMG report as it should include any attack that has the range melee. It does not go by the weapon type itself, but what is decided in the weapon properties for NPCs and in the action tab weapon entry.
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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December 5th, 2024, 00:22 #445
- Join Date
- Jun 2018
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- 44
Perfectly understood , thanks!
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December 16th, 2024, 08:40 #446
Got a few questions/requests revolving around damage effects.
Vicious:
When a weapon has vicious, we don't gat a total damage in the chat window that includes the vicious damage. So fare we have only realized it is working by know what the target had before the damage is rolled. So mechanically it is working, but it would be a great QOL if the chat window showed the actual damage total, and then, perhaps the amount resisted and amount that got applied.
Example: Rolling damage with Vicious 1. 6 normal damage, with 3 effects. Chat window shows 0 damage to the BOS Paladin, but in reality, it took 3 damage to the armor location. Without pulling up and watching the before and after of the paladin, we don't get this information in the chat window, and this really slows down gameplay.
Burst:
Before the overhaul, we had a total possible targets line in the chat window for weapons that had burst. While there is a top line that shows the total effects rolled along with the weapons damage effects, it was much easier to see the total targets line from the previous version. Is there any way this could get added back in?
These are the two most used damage effects in my campaign, so just wanted to bring this up and see what may be possible.
Thanks!
Separately, I was playing around with the new character sheet today. We can no longer drag and drop traits, perks, or allies onto the character sheet.Last edited by banesorka; December 16th, 2024 at 08:43.
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December 16th, 2024, 10:56 #447
I will have an update for this week's weekly update.
Dominic Morta
Ruleset Developer
Smiteworks
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December 27th, 2024, 12:46 #448
- Join Date
- May 2024
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- 11
Hello,
I am coming across something weird. When I create a character (brotherhood initiate) and give them the starting equipment pack. I get to choose the 10mm pistol or the laser gun. Well when I select equip for either item, it shows up in combat tab as it is supposed to but the "to-hit" dice are marked with an 8 instead of the proper amount of d20's needed and also the "combat dice/damage dice" number is zero.
I removed the weapons from the inventory and manually added them in and it still didn't fix the problem completely. Somehow the 10mm pistol is now showing the "combat/damage dice" number as 4 which matches the damage rating in the entry for the item.
I also did the same for the laser gun and the combat knife that comes with the starting equipment and they both show 8 for the "to-hit" die and zero for the "combat/damage" dice. B
I am including a picture I took of this, to give a better example.
guns not loading.png
One more issue is the hit points aren't changing when a character takes damage. Is this supposed to be automatic, or do we need to adjust them manually? The wound number is showing up on the title bar but it doesn't show up in the damage resistance window.
hit points.png
Thanks for your help.Last edited by Smeagol11; December 27th, 2024 at 12:48.
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December 27th, 2024, 16:33 #449
In the picture you need to click on the empty space where the gun icon is sitting to update details. It's on my list to look over. HP column is for Power Armor and so is the Wnd column. The top left area is for the player.
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
How to provide an Unity Connection issue?-Connection Issues and What to Provide
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Comcast or Cox ISP User?-Comcast XFinity and Cox Users
Have a suggestion?-Feature Request
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December 27th, 2024, 19:18 #450
- Join Date
- May 2024
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Ahh, ok, awesome! Thanks again for the quick reply!
I appreciate the hard work you do getting these fixes in place and answering our questions.
Thanks again
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