Hi,
In the Pathfinder 3PP there seem to be a couple bugs: Dread class Terrors: - Horrible Strike lists a save DC which is not required or used - Mindlock should only be able to be taken once; it never disappears off the list - Persistant Nightmare Form is spelled incorrectly (Persistent); also, its prerequisite (18 Dread levels) is never satisfied - Nightmare Touch should only be able to be taken once; it never disappears off the list Feats: - Multiple Connections should only be able to be taken once; it does not disappear from the list - Open Door should only be able to be taken once; it does not disappear from the list - Terror Mastery (a feat for Dreads) has a selection box, but does not require one; should only be able to be taken once, it does not disappear from the list Appreciate all the hard work and effort going into these packs! I have tried my hand at the editor and the wiki, but I do not understand the scripting/language at any but a superficial level, else I would love to help with some of this simple stuff, so I apologize for complaining about the nitpicky things ;-) |
adding them to the bug list.
been trying to look over all the feats cuz there were definitely some 'copy' errors but keep getting sidetracked with other things and i'm only up to letter "I". |
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In looking through some of the recent additions to the 3PP Pack I discovered that the Rogue Genius Games Bullet Point - New Exotic and Martial Swords has been added. A few things that I've found that don't match up with the items' descriptions and/or table from the source material. I've included what I was able to put together when I was working on this source for my own group. I never did get around to finishing it completely, though, so the Manople and Swordstaff still need some work.
Cinquedea - Is listed as a One-haned Martial weapon when it should be a Light Martial weapon according to the table. Estoc - The biggest thing is the damage. Right now it is fixed. And I mean fixed... No adjustment for size or ability mod. The thread where Aaron and I hash out the damage for the estoc can be found here. The damage used there may or may not be correct but the method to reach the correct damage is contained within. The next issue with the estoc is that it functions much like a bastard sword and/or a lance. It functions as a Two-handed Martial weapon, a One-Handed Exotic weapon, and a One-Handed Martial weapon when Mounted. Code:
Pre-levels 4000 Code:
Post-levels 20001 After: Charging Effects Code:
Pre-levels 4000 Is missing the +5 to CMD vs. Disarm when equipped. Code:
First 1000 Swordstaff - Quote:
Just trying to do my part to help out! :) |
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Sorry. |
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For the future maybe what we should do is put a small note on feats/equipment that are not 100% scripted to let people know. A great first step is getting the stuff in and doing pre-req's. If we have a "to do note" on stuff I can search the files when I have a few minutes and try and add any of the scripts/logic that is missing. Something like this: Code:
{b}To Do Note:{/b} This feat is not fully scripted yet and will not actually change your character. |
i've usually used:
not fully implemented but i don't always remember to add it... |
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Please note: In an effort to consolidate stickies, I created a new "General Hero Lab 7 Community Resources" sticky. After talking to Shadow, this thread is now listed in this sticky, and this thread is no longer sstuck at the top. Hopefully this will keep the forums cleaner moving forward.
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Thanks this will be fixed in the next release. :) |
I recently did a bunch of updates to my herolab and I am getting this error message:
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I've tried deleting all of the packs and starting over which hasn't worked. And oddly enough, when I delete all the packs and restart herolab, I still get the same error message. Even if I don't reinstall any packs.
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Its having an issue with the Unique ID of the feat. If you open the Editor and then open the file Forgotten Realms - Underdark.user. You will have different tabs. Go to General->Feats and look for one called "Stone Soul". Change its Unique ID to be something different like (fStoneSou2). Then restart HL and it should load. |
Thank you so much for getting pointed in the right direction! I have everything working now.
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It looks like somehow my change to the PsychoActive Skin of the Chameleon that applied it's bonus was stripped somehow.
Can you check it out and re-apply the change? |
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ioPUSkinCh
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Shadow,
Can we create a new adjustment that lists Permenant Spells or Incarnate Powers (for Psionics) on the specials tab? |
My original post got wiped out in the restore, it appears.
Repeated: The Craft (clockworks) skill in the Community files doesn't seem to recognize the "Background Skills" option from Pathfinder Unchained. |
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Additional question:
the abCategory tag seems to be used fairly frequently in the base hero lab product, but not so much on the 3PP packs. Do you think it would be beneficial to tag the various class abilities, like Psychic Warrior Paths, Psion Disciplines, Tactician Strategies and other class ability groups with a tag? |
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On the other hand "yes" we should add the abCateogry tags to the 3PP classes so when class sharing happens it will be easy to implement. :) So if someone wants to take this task on I am totally not against it. I think I did most of the soulknife ones as I needed it for a PrC. |
If I was confident that SourceTree was working for me, I'd have no problem retrofitting things.
Sadly, I'm not that confident. |
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But its a learning process and mistakes happen. So please don't let that stop you from making changes. Just keep an eye on things and if any issues please email me ASAP about it. :) |
Do we have the Gifted blade archetype for Soulknife implemented yet, or is someone working on it?
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I can say for "sure" I am not working on it (or any PrCs currently) but I can not guarantee no one else is. I was just sent the Metaforge PrC a few days ago from someone that is not a regular editor. Sorry best I can say. :) |
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create a soulknife lvl 1, click add archetype and you can see gifted blade available open the classes file for UP in editor and go to the archetype tab and you can see it listed there whether it is fully implemented or not i can't recall, but it is there and started at least |
I loaded the following community packs:
Pathfinder GM Pack Pathfinder Basic Pack Pathfinder Mythic Pack Pathfinder Unchained Pack Pathfinder 3PP Pacl and got the following error: The data files could not be loaded due to errors. Hero Lab will now attempt to load them in recovery mode. Once loaded, you can access the editor as normal to correct any errors. The following errors occurred: Thing 'rCBDevasta' - Bootstrap thing 'fMyBlindFi' does not exist Thing 'rCBDevasta' - Bootstrap thing 'cMChDestro' does not exist Thing 'rCBDevasta' - Bootstrap thing 'cMAlFarwal' does not exist Thing 'rCBDevasta' - Bootstrap thing 'cMAlUnchan' does not exist Thing 'rCBDevasta' - Bootstrap thing 'cMAlFarwal' does not exist Thing 'rCBDevasta' - Bootstrap thing 'cMChAlwCha' does not exist Thing 'rCBDevasta' - Bootstrap thing 'cMAlExtPow' does not exist Thing 'rCBDevasta' - Bootstrap thing 'cMAlSight' does not exist Thing 'rCBDevasta' - Bootstrap thing 'cMAlSight' does not exist Thing 'rCBOMXIVBu' - Bootstrap thing 'fMySprAtta' does not exist Thing 'rCBOMXIVBu' - Bootstrap thing 'fMyExMyPow' does not exist |
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I decided to do a little bit of troubleshooting, so I removed all of the packs. At this point it loaded fine. Then I added the basic pack, it loaded fine again. Then I added the GM pack and it loaded fine once again. Next I loaded the mythic pack and after that I got the error message when I tried to load pathfinder. I removed the Mythic Pack and added the remaining packs from my list and it loaded fine. Then I looked went back to the listing at the top of this topic and made a guess that I should remove the GM Pack if I am using the GM Mythic pack so I have tried that. Unfortunately I still get the error message. I am missing something but I am not sure what. |
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I'm trying to use the basic, campaign, GM, and 3PP packs, and, well... this happens:
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I've tried uninstalling them and bringing them back in one at a time; no luck. Still getting the errors. What really has me scratching my head is the fact that it all works fine on my old desktop - I'm trying to get it all working on my new tablet. Any advice for someone who's rather frustrated and not overly tech-savvy? |
Hey gang,
This might not be the correct thread to post this in, and if that is the case then I apologize in advance. It seemed to be on-topic since this post has to do with a 3rd party product and there are plenty of those in the community pack. Also it seemed to be a good way to get the attention of the mighty guru ShadowChemosh! :) I am currently trying to shoehorn Spheres of Power by Drop Dead Studios into Hero Labs, and I've made some progress. I have spell points implemented as a class special. The spell pool was close enough to the arcane pool of the magus that it just seemed fitting to use that method. I plan on using a similar method as the Path of War disciplines and manuevers, that has already been done in the third party pack, to implement spheres and sphere powers. That way if someone wants to build a class with restricted access to spheres they will be able to more easily accomplish that. The parts I'm having trouble with, and honestly don't know where to start, are the altered and new statistics that Spheres of Power implements. Caster Level has changed with Spheres of Power into a stat that works more like Base Attack Bonus. It has a slow, medium and fast progression like Base Attack Bonus does, which get assigned to casters based on their magical aptitude. I breifly considered emulating this through a class special, however I need a way to represent this information on the in-play tab and in the character output. I could simply turn it into a tracked resource, but it's not a useable resource in the sense that you don't spend Caster Level. So a tracked resource doesn't really fit, unless I'm missing something. It really should be displayed like Base Attack Bonus gets displayed. In addition, the statistic needs to stack with additional classes that increase Caster Level. The other two stats which I can already guess will give me some trouble in the same way are Magic Skill Bonus and Magic Skill Defense, which should be displayed like Combat Manuever Bonus and Combat Manuever Defense get displayed. Defining either should be fairly easy though since Magic Skill Bonus should be equal to the original Caster Level and Magic Skill Defense is equal to Magic Skill Bonus + 11. Again the problem primarily boils down to how to display them on the In-Play tab and the character output. So in summary. If these altered/new statistics aren't class specials, how should they be created? Once they are created, how would I get them on the In-Play tab and in the character output? Any advice on how this should be properly implemented would be greatly appreciated. Thanks! |
Just a heads up that some new mechanics may be coming up for the Occult Bestiary which would be easily adapted to supporting a Spell Point magic system, though they'd have to use the same table as monsters use.
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Go to Tools->Manage Third Party Updates to see if you installed the Mythic Pack. Also you don't need to install the Basic Pack as that is inside all the other packs. So I would advise Delete the Basic Pack and the Mythic Pack and then install the "GM Pack". That should get you going again. |
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Maybe instead of doing your own thing it work out better to either work with DDS or wait for the official version. Just a thought. If not I can give some pointers. Personally knowing what I know now I would actually create a whole new UI tab with new Components. Then it wold be allot easier to get all those different new values to display. Its my one issue with the PoW stuff was that I used an existing UI Tab (ie configurable) instead of making a custom one. Oh well hind-site is 20/20. :) |
Yeah I've been reading SoP and it's going to be taking A LOT of work to make work without access to the core files.
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