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The Sci-Fi Companion is Now Available!

Colen

Ex-Staff
Hi everyone,

Version 4.0 of the Savage Worlds data files, including the sci-fi companion, is now available! The Sci-Fi Companion can be added to your license on www.lonewolfdevel.com for $7.99. Here are a list of other changes in this release:

Enhancements & Changes
  • The Science Fiction Companion package is now available!
  • Custom Hindrances now display more nicely on printed character sheet output.

Bug Fixes
  • Added selectability to the Florentine Edge bonus.
  • Altered the Atlantean Race to match Savage Worlds Deluxe.
  • Added the Charisma modifier as permanent modifiers to the Persuasion and Streetwise Skills.
  • Altered the Buy and Sell templates to allow decimal values.

Fantasy Companion changes
  • Racial Edges now take the Adapatable Edge into account.

Thanks for everyone's patience while we got this release out! Work is now underway on getting the Super Powers Companion rules updated to the new version.
 
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Yay, thanks! FYI the base update seems to be giving me a few vehicle errors in the unofficial Mars and Widening Gyre data files (those are from Dartnet, I believe) and I'm getting a TON of timing errors on some of my own official settings files on Edges (there may be more but I need to get through those first). I'll be trying to figure those out and see about getting updated files for everyone as soon as I can.

I'll work on updating those before I get this Companion loaded so it's also possible there may be further issues after I get the Sci-Fi Companion but I'll keep everyone up to date as I work my way through them as I get time.
 
The affected Setting Files are as follows:
50 Fathoms, Deadlands: Noir, Deadlands: Reloaded, Evernight, High Space Starships, Hell On Earth: Reloaded, and Pirates of the Spanish Main.
I have altered versions available, the authors can contact me for replacements if they want to save themselves work, or anyone who wants to get a jump can also contact me.
There's a fixed Deadlands: Reloaded file available through Hero Lab, and we'll get the others set up in the next day or so.
Please forgive the slight hiccup while we arrange this.
 
Thanks CC! I'll get the ones for me up this morning. On the unofficial files I can add my personal Deadlands: Reloaded file still needs to be fixed as does dartnet's Accursed and Torg files.

For folks that still have files that are getting these errors if you don't absolutely need them you can temporarily move the .user files out of your ...Hero Lab/data/savage directory so the rest of your data files can load without errors.
 
Updates have been posted for 50 Fathoms, Deadlands: Noir, Hell On Earth: Reloaded, and Pirates of the Spanish Main. Evernight isn't an officially released file but if anyone had the download location from me then you can get the updated version of that from the same location. A big tanks to CC for doing the quick updates on those! Now I just need to fix my version of the DLR file...
 
EDIT: Ignore the below. I just noticed there are checkbox entries on the character config screen for Cyberware, Robots and Ultra Tech. Duh. However you might want to updated the Edges that modify Strain like Cyber Tolerant and Cyberware to be dependent on that being checked.

Is cyberwear not implemented? I can't seem to find any and Strain doesn't show up as a derived trait. I did notice some of the Edges for it are there but I tried to make a base character and added the Cyber Toleraant Edge and receive the following error: "Attempt to access non-live child pick 'trSFStrnMx' from script
Location: 'eval' script for Thing 'edgSFCyber' (Eval Script '#1') near line 2"

The "Heavy Gear" tab is awesome, though. I'll need to play with it more but having a way to make vehicles and such should be a great boon!
 
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We went in a slightly different direction with this one.
In prior Settings, items that required a bootstrapped Skill or Attribute, we'd have you set up custom items for those that you wanted to use, and set up that bootstrap yourselves.
In the Sci-Fi Companion, we set up separate tables to add these Skills and Edges, right on the Cyberware or Robotics tabs, eliminating the need for bootstrapping.
Let us know what you think.
 
We went in a slightly different direction with this one.
In prior Settings, items that required a bootstrapped Skill or Attribute, we'd have you set up custom items for those that you wanted to use, and set up that bootstrap yourselves.
In the Sci-Fi Companion, we set up separate tables to add these Skills and Edges, right on the Cyberware or Robotics tabs, eliminating the need for bootstrapping.
Let us know what you think.

I think that's definitely the way to go. It gives some extra flexibility to the players that I think will make things more usable overall and cause less confusion for those folks wanting to do that on-off thing without the intimidation of using the editor to have to do it. I also like the weapon customization in that it now appears to all be in there and I may end up selecting Sci-Fi Companion as a default source even in non-Sci-Fi settings just for that added flexibility in configuration.
 
Updates have been posted for 50 Fathoms, Deadlands: Noir, Hell On Earth: Reloaded, and Pirates of the Spanish Main. Evernight isn't an officially released file but if anyone had the download location from me then you can get the updated version of that from the same location. A big tanks to CC for doing the quick updates on those! Now I just need to fix my version of the DLR file...
Where do we find these updates? I've temporarily removed the user files from the data folder on my Mac so that I can at least use the other source files - I'm just not sure how to get the updated files you have posted.
 
They are available as updates through Hero Lab itself. When you start the program, there should be a blue oval with an exclamation point in it next to the Savage Worlds icon that, when clicked, bring up the interface to allow you to download those. Evernight you'll need to contact zarlor for.
 
Actually it sounds like Dropbox didn't sync up the files right so I'll try to force and update to make sure the new versions are synced up, but that will have to wait until the morning. Sorry.
 
Thanks for the quick response guys.

BTW - I have no idea how to use the Robot Modifications to assign skills. Whatever method I try to use within the Robot Modification tab it completely messes up the skill calculations. Further, adding skill mods also seems to push the number of allowed mods over the limit (even though they aren't actually over). As an example, I have one mod slot remaining and decide to assign 5 skills (each takes up 0.2 mod slots). As soon as I select the fifth skill I get an error message saying over mod limit. Any advice would be most welcome.
 
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OK, here's how that works:

First off, ignore that IMPORTANT NOTE in the description. I can see a first patch, dang it. I thought I had removed all of those from the descriptions.

1) Got to the Robotics tab (assuming you've a hero who has access to that tab)
2) Add a Robotic Modification, and choose Skill
3) It will appear on the list with a drop-down to select the Skill you are adding/adding to. Go ahead and select the Skill.
4) In the New Skills table that appears below, add the Skills that need to be added.

As far as how it affects Skill calculations, I'm not sure what you mean. If you can clarify it for me, I'll address it...
 
It's the same for Edges without the drop-down. We got away without the drop-down because Edges are only chosen once, while Skills can be taken multiple times.
 
Sorry for the delay, I had a migraine this morning. Try to get the updates again and see if that's actually the new versions now.

Also, CC, it isn't strictly true that Edges are chosen only once, there are several that can be chosen multiple times, just not any I can think of that directly modify skills like that, is all.

Also I'm not sure Strain is working correctly yet. I need to play around with it more when I get a chance but I think it might not be including if you have a mod that increases one of the underlying required stats (like if you take cyberware that boosts Vigor if your Spirit is already at the value it's going to or higher). I'll try to test more when I'm less foggy, though.
 
OK, here's how that works:

First off, ignore that IMPORTANT NOTE in the description. I can see a first patch, dang it. I thought I had removed all of those from the descriptions.

1) Got to the Robotics tab (assuming you've a hero who has access to that tab)
2) Add a Robotic Modification, and choose Skill
3) It will appear on the list with a drop-down to select the Skill you are adding/adding to. Go ahead and select the Skill.
4) In the New Skills table that appears below, add the Skills that need to be added.

As far as how it affects Skill calculations, I'm not sure what you mean. If you can clarify it for me, I'll address it...
So here's the thing. Once I've followed the steps laid out above I end up with 2 x die types being added (i.e. instead of the skill being d4 it now ends up as d6). It seems that by adding a skill mod and THEN selecting the skill in the new skills table the system takes that as selecting the skill twice.

Further, assigning skill mods creates errors in the number of mods allowed - my construct has 6 Mod slots available; I've assigned two of these for skills (which effectively means ten extra skills) but then the system says I have too many Mods (even though it actually says I have 6 out 6 mods).

There's something squiffy with the skills part of the Robot Modifications and I'll try and take some screen caps when I get home (if you think that might help).
 
I'm also getting errors in HeroLab after applying the update. The Deadlands Noir and 50 Fathoms updates aren't going away, either. I go thru the update process and it says they were successfully imported, but the blue oval indicating an update doesn't go away.

The error I get when starting HeroLab is attached.
 

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