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Anyone know any workarounds? The workaround is to run data file debugging OFF LOL |
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Occassionally I have this problem. I create a new thing, and for some reason or another, it doesn't recognize the unique id, calling it invalid. I have no idea why it ends up doing this, I usually have to start from scratch on the thing I'm creating to make it work, which is annoying. Again, I can't seem to reproduce this reliably, it just seems to happen spontaneously and for no real reason. I make a thing, and it comes back with an invalid unique id error. This is the first image.
Then I duplicate it and give it a totally unique id, where it still continues to call it invalid. Essentially, unless I delete it, it is totally useless. Any idea why that keeps happening (rarely)? Forgot to mention, I can't just save the thing and reload everything. While this is going on, I can't save anything I do, I have to delete the entry completely, and restart the whole program. Funny thing is, I save things when I create their id and Test Now, which worked just fine, so the entry for this thing (rThoqqua) is there in the list, and I can load it as a copy, but it's completely empty of data (as I saved it originally). When I save the thing now, it saves, but it doesn't overwrite anything. It just reports no error on saving, only when I hit Test Now. Far as I can tell, it's not saving either. Super glitch! |
Are there any plans to add Psicrystal support to the d20 SRD system?
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Found another bug, Far Shot is not correctly being applied to thrown weapons. It is giving the range increment a multiplier of 1.5 (the same as projectile weapons) when it should be doubling it for thrown weapons.
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Nigel Fogg, aka The Wayfarer :) |
Ah, I did a search for Far Shot, this didn't come up for some reason.
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I had hoped they'd been resolved by now but when I went to update my "back up" fighter for the current 3.5 campaign that I'm in, I saw that wasn't the case & then you, Kendall-DM, posted your observation on one of the two issues. So hopefully this'll get the notice of 'The Powers That Be' and fixes will be put into place. :D Nigel Fogg, aka The Wayfarer :) |
Zombies have no HP?
The pre-made Human Zombie Commoner seems to have no HP displayed, is this due to the lack of any Constitution? In the box defining its' Hit Point value, the number is present, but do the program does not seem to recognize it, thereby using the Tactical Console to subtract HP does not function correctly.
I've tried to make a level one human commoner and then add the Zombie template, but the Zombie template does not seem to be available. Building a "Custom Race" from scratch works as a short term fix, but is there no way to remedy the issue? It's totally possible to subtract from 0 the damage dealt the Zombies, and as undead are graced no negative 10 HP, it's not the biggest problem in the world. Anyone have a file with the Zombie Template fixed or a Human Zombie Race created? Edit: Found that I had some files not selected in the Configure Hero screen. Was able to use the Zombie Template and all stats are correct, so no help needed. Maybe it has just been a while since the Undead.stock has been updated? |
Found another bug, didn't find it in a search so I'm posting it. It appears that magical shield spikes are experiencing the "live state" problem with its parent. It is resolving the a script I don't have access to before the parent pick has been resolved. You can easily test this by putting masterwork shield spikes on a shield and getting the error.
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As reported in the community bug thread:
Phylactery of Undead Turning is incorrectly listed as a Neck slot, should be Head slot. |
As reported in the community bug thread:
The portable hole for d20 system does not seem to be a container or for some reason I just can't add items to it. Editor's Note: The portable hole is not set as a container. It is also missing the code to ignore weight for items placed inside it. |
The "Removed Class Skills" option in the class variant does not remove class skills.
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Dragon Disicple bug?
I have a sorcer that I have taken levels of Dragon Disciple. I have added the +1 to levels, but it is giving me the error that I have to assign it to a spell class. I cannot find where I need to go to do that, and it is not adding the levels to my spells per day for those levels.
Is this some kind of bug? Any help would be appreciated. |
Yes, it looks like there's a core bug here. When setting up a class with extra spell levels, there's an option for "Extra Spell Instead?" that is checked for the Dragon Disciple. It appears this option is not quite implemented correctly. Unfortunately, I'm not sure there's a way to work around that issue. If it wasn't already reported, I'll add it to the bug report thread. In the meantime, you can use the spells known adjustment to add a bonus spell to the appropriate level. This won't get rid of your validation error, but it might be the best you can do right now.
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The bonus spell for the Dragon Disciple prestige class isn't getting added properly. When selected, there is a validation error message asking you to choose a class to add the spell to. There is no method available for choosing that class so no spell slot is ever added. This appears to be a bug with the "Extra Spell Instead?" feature. There should be a drop down to choose which class to add the bonus spell to.
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Bug Reports - Version 4.0c
I triple checked my version#, and it is not the same as the sticky thread here so I'll simply start a new thread with the correct version. I apologize if this is not correct.
When printing my Journal, it looks like the game date fields are not shifted correctly. -> Date in game: 0597/05/13 -> Date printed: 5970/51/30 I didn't do any further testing to see how it's all wrapped, likely a slip of the code and hopefully trivial to fix. Thank you! :) |
FYI their are multiple versions when dealing with Hero Lab as you have the application (ie .exe) and the data sets (ie d20, Shadowrun, Pathfinder). These have different versions. So currently the d20 data set is v3.14 but Hero Lab the program is running at 4.0c.
Same as Pathfinder is running currently at v7.1 but Hero Lab the program is still running 4.0c. Just an FYI is all about the version information. :) |
Thank you for the clarification. I suspect this is a bug in the app and not the data set, but I can't be sure. I'm using the updated d20 data set, I just purchased this Friday morning.
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There are two spells showing up in the Cleric spell list that I think are from one of the Pathfinder sources. The problem is that they are showing up without any Pathfinder sources being checked:
Dream Feast (sPFClr1000) Traveling Dream (sPFClr4000) I don't know which source they are from exactly. I do think, though, that they probably aren't sourced correctly if they are showing up without any PF sources being checked. If anyone knows differently, let me know. Note: There may be other spells like this, but I haven't made it through all the spell lists yet. If I find others, I will post them. |
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Flurry of Blows: I found an old bug that wont allow a user to "equip it" because it has no size... this is the bug im still having. was flurry ever fixed?
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Support Over?
So is support for this dead? I understand that Lone Wolf wants to support Pathfinder as a selling product, but if you haven't noticed WOTC is rereleasing the 3.5 system.:(
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Unfortunately nobody can do anything interesting with the d20 system (i.e. support the interesting stuff like the "Complete" books) without a license from Wizards of the Coast. We've been doing our best in that regard, but we haven't been able to secure anything yet. We're as bummed about it as you are, since we'd like to be able to support more 3.5 stuff with the re-release. :(
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Found another bug, and from what I can tell, it's just a bad script and an easy fix. Custom gear has it's weight set to the user input weight multiplied by the number of items in the stack. Can you see the flaw in this?
4 items in a custom gear stack, each has a use weight of 1 pound. According to this formula, each weight will be set to 4 pounds, making the total weight 16 pounds. The weight of the item (and the cost for that matter), should just be set to the user input weight. This also applies to Custom Container and Custom Location. Someone was a very very bad programmer, heh. |
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Here's a bug. While working on class variants, I came across one that removes certain armor proficiencies. The button in the editor marked "Removed Weapon / Armor" brings up a list of all feats and not just the proficiency ones. Not a big deal, but a bug nonetheless.
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I'm new to Hero Lab so apologies if I missed something here. But I noticed when making a character the Darkwood Buckler under Magic Armor appears to be set as a full shield rather then a buckler. When I select a bow to use with it I receive an error saying "Can't have off-hand weapon with this shield" but if I choose a regular buckler there is no error. I have tried finding the Darkwood Buckler through the editor but I haven't found it yet.
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Ink - parenthetical description is in error
The parenthetical descriptions for colored and black inks are in error.
Per the Player's Handbook, pages 126 - 128, 8 GP buys you 1 Oz. of black ink and 16 GP buys 2 ounces. However, the listing under the gear tab displays it as Ink (1 oz vial, black) and Ink (1 oz vial, colored) but you do not get the vial with the ink. The vial is a separate item, which is correctly described and has the correct cost of 1 GP. Apologies if this was previously reported and is already on the "to be fixed" list. Nigel Fogg, a.k.a The Wayfarer :) |
spells with metamagic feat - appearance on the printout
Re-issuing a request I made back on February 10th of 2012:
When creating a metamagic version of a spell the software has it print out in confusing manner. Examples: A Paladin who has a metamagic Reach version of 'Cure Light Wounds' and 'Healing Touch' spells and a Wizard who has a metamagic Extend version of 'Mount' and 'Arcane Lock' and 'Scorching Ray' spells. Currently the printed version of the character would list these as: Cure Light Wounds, Reach, Healing Touch Arcane Lock, Mount, Extend, Scorching Ray As you can see, this gives the false impression that there are spells called "Reach" and "Extend" I ask that the output be changed so that the applied metamagic feat appears in parentheses: Cure Light Wounds (Reach), Healing Touch Arcane Lock, Mount (Extend), Scorching Ray Thanks in advance, Nigel Fogg, aka The Wayfarer :) |
Not a bug-spelling error
Ranger
"Wild Empathy +0 (Ex) Improve the atttitude of an animal, as if using Diplomacy." Attitude normally just has extra attitude. This attitude as extra t's in it.:) |
Ring of Protection
I applied a Ring of Protection +1 to my barbarian, and I noticed that it reduced the weight in my load by about half. I can't find anything that says it's supposed to do that. Is it a bug?
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Update: Unfortunately, I can't reproduce it. Can you give me more info about your character or possibly attach the portfolio that contains it? |
Hi,
Building a Halfling character, I noticed that when I select the race (race only, before I choose a class) HL gives me a +1 attack bonus. This doesn't seem right according to everything I know about 3.5. I did recently download the community 3.5 set, could that be the issue? |
Size S creatures get +1 to attacks.
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im sorry I misspoke, I should have said it gives me +1 BASE attack bonus. I know small characters get a +1 to hit, but that shouldn't count as a base attack bonus, it should be a size bonus. It matters for prestige classes and such.
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I can't reproduce that. All I get is +1 attack bonus, not +1 BAB. I added 5 levels of fighter and the halfling race to a blank character. He now has an attack bonus of +6 (+5 from BAB, +1 from size). But on the feats tab, when I check the aligned attack feat, I do not fulfill the +6 BAB prereq for this feat. After adding a 6th level of fighter, he does fulfill that prereq.
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I guess where it is messing me up is that on the default printed character sheet, it is listed under the one heading of base attack bonus rather than separately. But you are saying that even though the character sheet is listed that way, it works mechanically correctly?
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