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I cant seem to get a new infusion to show up in the list for selecting known infusions for artificer. While not proficient at most of this stuff, my usual method of take an existing one and backwards engineering it doesnt seem to be working. Clearly im missing something, is there something besides "Special Ability Category -> Artificer Infusions" checked that tells it to add it to the list of possible known infusions? Any help is appreciated.
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Disregard my previous attempt to post, I found out that I was reverse engineering an outdated version of the ability. While I generally dont have issues reverse engineering abilities by finding similar abilities, I find myself really confused here and out of my depth. Essentially, I am trying to replace the artificer infusions enhance armor and enhance weapon to keep in line with my campaign to maintain bounded accuracy as best as I can. I dont know scripts, its all plugging different things in until it works for me usually.
Im replacing the AC bump from defense with a damage reduction. I dont need it to change anything on the actual character but I cant seem to get it to be selectable when trying to apply them to a set of armor. The scripts left over from copying the regular enhance defense dont seem to be working to even apply the regular bonus. The enhance weapon I wanted to go a different route by instead of applying a +1/+2 bonus to a weapon to increase its damage die by 1/2 sizes when selected. I realize that this can be achieved by applying adjustments for a more simple, practical execution. I am still running into the same issue of not being able to select the weapons in the applied infusions tab without applying +1 bonuses to them. Any assistance is appreciated, if im just too far in over my head that I can make the artificer in my group (my wife) deal with these things out of HL, but Id like to know how its done if possible. (the wiki on github seems like learning mandarin to me) |
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Multiverse of Madness
To update y'all, I've got Mordenkainen Presents: Monsters of the Multiverse feature complete. It'll be there, in all it's glory, in the next release, 3.5. Items Progress I'm currently working on some items, going roughly backwards in chronological release. Strixhaven is good to go. Fizban's is mosty good*. Witchlight is halfway done. *Ah, Fizban's. So the items that are NOT done are the Hoard items. Each one has a minimum of three drop-downs needed: quirk, level (Slumbering through Ascendant), and damage type (of the dragon). Some, like the Dragon Vessel and Dragon-Touched Focus, need 4 drop downs. Three is ugly and pretty much impossible to make pretty; 4 is out of the question. So I'm noodling some more complicated solutions. Right now, I'm thinking something along the lines of the Artifact Properties tab, where you can select your properties and link them back to the item that provided them. It's going to get uglier when you have more than 1 Hoard item on your character, but still properly functional. All of this is to say...I'm not sure I'm going to get the Hoard Items into the next release. I may swing back to them after I wrap up the Witchlight stuff. The Next Next Release (3.6) Looking forward, the next WotC release is Call of the Netherdeep, which is set in Exandria (Critical Role's setting). I realized that since we also don't have the Explorer's Guide to Wildemount (also set in Exandria) items and monsters programmed yet, this is probably the right time to tackle them. So I'm setting my sights on completing all 1st-party Exandria content in the patch after next. As usual, there will likely be some extra stuff from other sources, new adjustments, quality of life improvements, etc., but that's where the focus will be. |
I'd offer to help but I lack the need resources (the source material lol)
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So...I got the Hoard Items done. If you want a full preview of the next update, which I may push soon, go ahead and check out the pending changes notes.
Some highlights: MAJOR STUFF
MINOR FUN GOODIES
THE FIXES
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Release 3.5 is live!
V3.5 - Behold, My (Multiversal) Stuff! - February 24, 2022 MAJOR ADDITIONS
MINOR ADDITIONS, ENHANCEMENTS, & CHANGES
BUGS & CORRECTIONS
NEW KNOWN ISSUES
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Not sure if this is a bug, or I'm just missing something, but it seems that the skill selection from the Prodigy feat is pervasive. Once a skill is selected in the "Proficiencies" tab, the skill is on the character. It cannot be deleted in the proficiencies tab, and even if you delete the feat, the character still shows as being proficient with the skills that had been selected.
Is there some way around this, or do I need to go back and recreate the character? |
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I'm adding a note to the Prodigy Feat to hopefully head off the same issue in the future. |
I see where Prodigy and Skilled feats use the "call 5CAddProf" procedure. Which in turn references the configurable [cfg5CProf], but it is just a "childfound" I cannot figure out how it is adding the config tab. I was hoping to do some debug tests, but right now it looks like a backend issue.
more testing done: Made a copy of the cfg5CProf and did some tests by adding 1 possible for each of the 3 skills and 3 tools. Skill1 and all 3 tools have the little (x) but skill2 and skill3 do not. Note: Even though the lines did not have the easy remove function (x), the proficiency bonus went away when test feat that generated it was deleted. I think this may be due to the fact that cfg5CProf is pre-added to the hero, where as the copy I created had to be added by bootstrap on the feat and therefore disappeared when the feat was removed. next test, make a clean (non-copy) of config page to see if we get the same results. |
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It looks like a back-end issue for how the configuration pages handle the second and third groups of skills.
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That's really good to know! I knew roughly how the Prof tab is pre-bootstrapped and that call 5CAddProf worked, but I never bothered testing to see where the issue lied. I try to avoid utilizing that tab in general. And when I do add skill choices in Configurables, I'm practically always using just the first skill chooser. But now I know to avoid the second and third like the plague!
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I am having an issue with the Homunculus Servant Infusion for my Level 3 Artificer. When choosing Homunculus Servant, is has the wrong blurb. It says "Grant a ring the ability to restore a spell slot." It does add the Homunculus Servant to the Dashboard, but it has validation errors. When I click on the Homunculus Servant, it comes up for me to build it instead of it being prebuilt. It wants me to add a Race, but no Races are available to choose from. It also wants me to choose the Ability Scores from the Standard Array and an Alignment. It also has 0/0 HP and 10 AC. I have verified I'm using the D&D 5e Community Pack 3.5.
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I found another issue. After choosing the Race of Human, when I go to add a Variant, none of the Marks show their details. The only info it shows is: Mark of (its name) Appears In: Wayfinder's Guide of Eberron , Eberron - Rising from the Last War. It happens with all of the Variant Marks under Human. The other Races that can choose Marks all have the info listed. Also, none of the Marks will automatically add the Spells of the Mark to the character's Spell List, regardless of Race chosen. I tried with just selecting Wayfinder's Guide of Eberron and again with only selecting Eberron - Rising from the Last War. Both do the same thing.
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The other problem is with sources. The homunculus servant has those issue for you because when it's created, it automatically selects whatever set of sources you have set as your default (on the Configure Hero screen, ctrl+K). If Eberron is not a default source for you, then it won't be able to find the servant's race and therefore show up how it's showing up for you. I'll fix it to automatically inherit your artificer's sources. In the mean time, while you're viewing the Homunculus, press ctrl+K, select Eberron as a source, and you should see everything look the way it's supposed to. |
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Regarding the subraces vs variants showing all the benefits; herolab automatically takes all the features that a subrace gets and lists them when you look at that subrace in the selection menu. For some reason, it doesn't do the same thing with variants. The variants still get all their benefits, they're just not listed. Neither the subraces nor the variants have any text entered by me (or any other programmer) that manually lists this stuff. Could we? Yes. But here's why I don't spend time doing that. Ultimately, the Community Pack should be a tool to assist you in using content you already own or otherwise have legitmate access to. If it was supposed to be an alternative to buying that content, then it would be a competitor and basically be liable for action by WotC. So I tend to err on the side of "you should already know what this subrace has because you can look at your or your DM's book". As for the spells, I can't reproduce your error. I re-tested a bunch of the Marks and found they are correctly adding to the spell lists. It may be a matter of you interpreting the Marks differently. When something gets added to your spell list, that doesn't automatically mean you now know/have memorized/have prepared the spell. It just means that spell is now added to the pool of spells you can choose from when learning/preparing spells. IE a cleric picking his spells for the day can pick from both the regular cleric spell list AND whatever spells his or her Mark provided. In that regard, the Marks are functioning as intended. |
Just to keep everyone up to date, I have my copy of Call of the Netherdeep in hand and am already moving on its content.
Alongside this book, Release 3.6 is going to be pretty awesome. If there's official content you've been waiting to see make its way into the Community Pack, chances are good you're going to be very happy. |
Thanks for the Update Fenris, you are Awesome...
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Okay folks. I'm wrapping up update 3.6, so it's preview time. I could regale you the snowball-effect-laden journey of jumping from one outstanding book to another. But I'll keep it short: every Critical Role and Magic: The Gathering-related WotC supplement is done. Like... completely. Hence the title of this update: Gathered Critters. Check out the highlights:
The Big Stuff in 3.6
Next Patch (3.7) and Beyond Believe it or not, we're almost there. The only physical book that isn't completely programmed now is Acquisitions, Incorporated. And even then, it's just:
That's all for the official 5e content until Journey Through the Radiant Citadel hits in June. If I'm missing an official, released part of 5th edition, please, please tell me. From there, I have three things I'm planning on doing:
As for other 3rd party content, I'm going to stick to the policy outlined here. |
The update is live! Here's the full patch notes.
V3.6 - Gathered Critters - 3/27/2022 MAJOR ADDITIONS
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What happened to my Hero Lab content?
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Hello,
I am a long time user and noticed, after downloading Hero Lab license to a new PC, I have lost content. I know you have a monthly subscription now, but this is not cool at all. What do I do to get my old content back on my new PC? Old Screen shots and new screen shots attached. |
It appears that you need to reinstall the community pack. It is located here.
https://forums.wolflair.com/showthread.php?t=55090 |
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If its all the 5th ed community content missing - you will will need to download it again. |
Mule carry capacity is wrong in the program it should be 420 lbs but comes up 120 lbs in the program. There is a its carrying capacity is 2 × 15 lbs × Strength = 420 lbs.
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Any idea when gunslinger (and the aplicable firearms) will be updated to the new version? and when the giant options UA will be added?
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Thank you for this
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How do I implement the alternate Ranger Class Features from Tashas?
I can see that they are apparently included in the builder in your update list but I've searched through and can't find them. I even tried hiding natural explorer and adding them manually, but no luck. |
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The beast of burden bootstrapped trait on mule doesn't do anything there is no script to increase the carry capacity.
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I have my hands on the Spelljammer set and am digging into it. It's gonna be fun.
Except the Thri-Kreen. Those secondary arms are basically impossible. :( |
I'm going to treat the Spelljamming ships much the same as the GoS ships. They don't have proper stat blocks, but will appear in your portfolio as a separate "creature", as it's the best way of showing the while vehicle with all its details. Of course, it's not a creature, doesn't actually have ability scores, etc.
I have to work within the limitations of HLC, and that's okay. |
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So I've got Spelljammer pretty much wrapped up. Thanks to the whole Hadozee controversy, we've already got Errata released for the set. I've implemented it into the pack, so you'll be getting it all already errata'd, which is a first. I've gotta do a little bit of bugtesting/fixing, but then I'll get it out to y'all.
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Yeah the glide fix was needed.
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