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Bug Reports - Community Created 3.5 D&D data set

You broke my paladin's mount with this 1.6 update. :(

Animal, Warhorse (Heavy) is no longer seen as a valid race. Thus, none of the attributes modifiers register & thus things like my Large armor (aka, his barding) and Feats selected are no longer valid. :(

Attaching JPEG.

Suggestions? I tried the 'move all gear to the primary character and delete the mount' route and when I click the button to get a "new" companion, HL gives me the same old horse, to include feats selected on the old one, as a replacement instead of a fresh horse.

Nigel Fogg, aka The Wayfarer
 

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You broke my paladin's mount with this 1.6 update. :(
Well that is not good. I never thought about animal companions and stuff when I tested 1.6. I played around allot with the monsters and stuff as Lawful_G made allot of changes in that area.

I unfortunately don't know what exactly went wrong here. Maybe Lawful_G does. In the mean time can you send me the .por file to (ShadowChemosh_at_yahoo_dot_com) so we can check it out.

My other thought is if you want you could roll back to release 1.5 for the mean time. I just looked and 1.5 is no longer on Cheifweasels website but I have asked him to put it back for now. So with that in mind you can do the following to roll back in HL once 1.5 gets back on the website.

1) Download release 1.5. Put the file, Lawful_G_d20(v1.5).hl, somewhere you can find like your desktop.

2) Start HL d20 and go to "Tool->Manage Third Party Updates..". On the new window you will see d20 Community v1.6. You can click the Blue button "Delete" to have HL delete/remove all the 1.6 changes.

3) Close down HL. Double click on the Lawful_G_d20(v1.6).hl file to start the import process for 1.5. Once finished start d20 and you should be good to go again.

Really sorry about this. The data set is just TOO big for one person to test every class, feat, monster, item, spell........ :(

Will see what Lawful_G says and maybe need to roll out a 1.61 release to fix this. Will let people know.

Thanks
 
To fix the error, enable the Monster Manual for this character, the Heavy Warhorse race has that as a source.
 
To fix the error, enable the Monster Manual for this character, the Heavy Warhorse race has that as a source.

A) Thanks to you and Shadow for looking into this.

B) I'm a little surprised that one has to have the Monster Manual in play for a standard "comes with the class" thing like a paladin's mount.

C) It mostly worked. However, I'm still getting this error. Apparently it doesn't recognize that my horse has a 9 INT due to being the mount of a 16th level paladin. ;)

Nigel Fogg, aka The Wayfarer
 

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  • Broken Paladin Mount 01.JPG
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....

C) It mostly worked. However, I'm still getting this error. Apparently it doesn't recognize that my horse has a 9 INT due to being the mount of a 16th level paladin. ;)

Nigel Fogg, aka The Wayfarer

Ah, I see. The "warning" is really an advisory that my paladin's mount is too smart to be considered an animal. Well duh! :p

So really, the wording on the "warning" needs to be improved rather than there being an error that needs correcting with the paladin's mount.

Nigel Fogg, aka The Wayfarer :)
 

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  • Broken Paladin Mount 02.JPG
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1.6 Error

Ran into quite a few errors with my update to the Create Content.

Getting this:

Portal 'ClsMgcLvl1' references agent auto-tag 'SpecSource.cHelpMoS' that does not exist

It's showing up for cHelpMoS and cHelpToG. I hoped just opening the .user file I have these classes on would fix it. Checked the Class Level tab and the other Class related tabs. Is there a quick solution for this?

Also getting this:
Code:
One or more required sources are not accessible for hero 'Madam Vinanne'. Subsequent errors may be the result of this problem.
Critical information not found in data files: Source Volume 'AaEG'
Critical information not found in data files: Source Volume 'AdvBest'
Critical information not found in data files: Source Volume 'AgeMortals'
Critical information not found in data files: Source Volume 'BestKrynn'
Critical information not found in data files: Source Volume 'BoD'
Critical information not found in data files: Source Volume 'BoED'
Critical information not found in data files: Source Volume 'BodCusStuf'
Critical information not found in data files: Source Volume 'CScape'
Critical information not found in data files: Source Volume 'CoT'
Critical information not found in data files: Source Volume 'CompAdvent'
Critical information not found in data files: Source Volume 'CompArcane'
Critical information not found in data files: Source Volume 'CompChamp'
Critical information not found in data files: Source Volume 'CompDivine'
Critical information not found in data files: Source Volume 'CompMage'
Critical information not found in data files: Source Volume 'CompPsi'
Critical information not found in data files: Source Volume 'CompScound'
Critical information not found in data files: Source Volume 'CompWarrio'
Critical information not found in data files: Source Volume 'DLCS'
Critical information not found in data files: Source Volume 'DME'
Critical information not found in data files: Source Volume 'DMGPoison'
Critical information not found in data files: Source Volume 'DOK'
Critical information not found in data files: Source Volume 'DScape'
Critical information not found in data files: Source Volume 'DenizDread'
Critical information not found in data files: Source Volume 'Draconom'
Critical information not found in data files: Source Volume 'DragonComp'
Critical information not found in data files: Source Volume 'DrowUnderD'
Critical information not found in data files: Source Volume 'EbCamSet'
Critical information not found in data files: Source Volume 'FCodex2'
Critical information not found in data files: Source Volume 'Frostburn'
Critical information not found in data files: Source Volume 'HOotS'
Critical information not found in data files: Source Volume 'HeroBattle'
Critical information not found in data files: Source Volume 'KniAnsalon'
Critical information not found in data files: Source Volume 'KrynnLang'
Critical information not found in data files: Source Volume 'LGHidden'
Critical information not found in data files: Source Volume 'LMort'
Critical information not found in data files: Source Volume 'LawfulGCus'
Critical information not found in data files: Source Volume 'LordMadnes'
Critical information not found in data files: Source Volume 'MagicComp'
Critical information not found in data files: Source Volume 'MinHand'
Critical information not found in data files: Source Volume 'MonManual1'
Critical information not found in data files: Source Volume 'MonManual2'
Critical information not found in data files: Source Volume 'MonManual5'
Critical information not found in data files: Source Volume 'MonsFaerun'
Critical information not found in data files: Source Volume 'PHB2'
Critical information not found in data files: Source Volume 'RoD'
Critical information not found in data files: Source Volume 'Sandstorm'
Critical information not found in data files: Source Volume 'SpellComp'
Critical information not found in data files: Source Volume 'SrcStormWr'
Critical information not found in data files: Source Volume 'ToHS'

And lastly, am I safe to delete the work on the Staffs I did? Was wondering what file it was placed into.
 
Ran into quite a few errors with my update to the Create Content.

And lastly, am I safe to delete the work on the Staffs I did? Was wondering what file it was placed into.
Going to assume that actually the first error you got said DUPLICATE THING error? It then caused HL to go into Safe Mode which prevented the community d20 data set from loading. Then you tried to load up a character and it can't find any of the 459 files it needs from the community data set.

It would appear that the .user files you gave us you didn't remove from the herolab\data\d20 folder? So go ahead and remove the .user files you gave us and you should be good to go again. If not let us know.

Thanks
 
Works perfectly fine now. Last night I simply deleted the files I sent and restarted HeroLab and everything loaded correctly.

Wish I would have finished more of the Spells I had sent, A-B wasn't much, but with my novice ability it's as much as I could get done in the time I took to work on them. I might do a spell a day, and hopefully by the next update I'll have the whole thing finished.

Thanks for the reply and the work done. :)
 
I've actually cleaned up Natural Bond by reducing alot of the code. If interested in a cleaner version, here it is.

I want to first apologize for not thoroughly testing this once I had the fix in place. I apparently only tested it on single class druids, as the ranger and the multi-classed druid were not giving their bonuses to their effective levels. I have now thoroughly tested this, and it appears to work as expected. Originally, I was approaching from the "what level you have to be to get a companions" rather than having your companion have the benefits based on what your druid level can effectively be. In that regard, I was modifying the wrong field. I added some extra coding in case someone took natural bond before they actually took an animal companion (say a low level ranger, or a class that is thinking of multi-classing to an animal companion class).

First/499
Code:
~ If we're disabled, do nothing.
doneif (tagis[Helper.FtDisable] <> 0)
doneif (hero.childlives[cAnimClass] = 0)
doneif (hero.childlives[cAnimComp] = 0)

~ If we are within range of our effective druid level.
var bonus as number
bonus = #totallevelcount[] - hero.child[cAnimClass].field[CompClLev].value - hero.child[cAnimComp].field[CompLevAdj].value
bonus = minimum(bonus,3)

~ Add the bonus to our companion level.
hero.child[cAnimComp].field[CompLevAdj].value += bonus
 
Adding Monster Manual content breaks base reflex save computation

Hi,

I have come across this strange behavior in 3.9b + Lawful_G_1.6:
When I enable the "Monster Manual in my hero's config,
the base reflex value of my characters goes up by +2,
which should not happen. Disabling it again brings it back
to the correct value. However the Monster Manual is required
to build characters with non-default races and animal companions.
Could you have a look at this ?

Greetings,
Mathias
 
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Hi,

I have come across this strange behavior in 3.9b + Lawful_G_1.6:
When I enable the "Monster Manual in my hero's config,
the base reflex value of my characters goes up by +2,
which should not happen. Disabling it again brings it back
to the correct value. However the Monster Manual is required
to build characters with non-default races and animal companions.
Could you have a look at this ?

Greetings,
Mathias

I'm seeing the same thing. I'll try to take a look at it.

Update: I have found the source of this issue. In the file "MM - Creature types Compiled.user" each type is having its saving throws calculated. I took a look at the Type-Humanoid script and made one change to the bottom of the second eval script:

Code:
  else
    each.field[rFort].value = round(HD/3, 0, -1)
    each.field[rRef].value = round(HD/2, 0, -1)  [I]+ 2[/I]
    each.field[rWill].value = round(HD/3, 0, -1)
  endif

Text in italics was removed. It appears there are similar scripts for all types. However, not all types are sourced to the Monster Manual.

Bodrin, I believe this is your code. I am not sure if you intended to have it all sourced or not. I also don't know if there was a reason for the +2. Before I go mucking around with it, do you want to take a look or just let me know what you were looking to do here? I don't have a problem with editing it, but I don't want to ruin anything you may have been trying to do here.
 
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Not sure what to do with this....

I am having the same issue after realizing that my humans had extra numbers on their reflex saves...Once MM was removed it corrects the error of course, but then my players mounts are hosed.

I really don't want to start fiddling too much with the eval scripts as I will most likely jack something up....

Any advice would be greatly appreciated.

Thanks!

LordV
 
I'm seeing the same thing. I'll try to take a look at it.

Update: I have found the source of this issue. In the file "MM - Creature types Compiled.user" each type is having its saving throws calculated. I took a look at the Type-Humanoid script and made one change to the bottom of the second eval script:

Code:
  else
    each.field[rFort].value = round(HD/3, 0, -1)
    each.field[rRef].value = round(HD/2, 0, -1)  [I]+ 2[/I]
    each.field[rWill].value = round(HD/3, 0, -1)
  endif

Text in italics was removed. It appears there are similar scripts for all types. However, not all types are sourced to the Monster Manual.

Bodrin, I believe this is your code. I am not sure if you intended to have it all sourced or not. I also don't know if there was a reason for the +2. Before I go mucking around with it, do you want to take a look or just let me know what you were looking to do here? I don't have a problem with editing it, but I don't want to ruin anything you may have been trying to do here.

Not my code. I just started adding the subtypes as text ready for bootstrapping later. I think Lawful_g is the scriptee, however! Maybe nudging in that direction we'll get some insight.
 
Sendric, that code was mine. It was there so that races would automatically calculate and increase their saves as they gain extra HD.

What I would do is add that +2 back in, but also have a check before running any of the automatic calculation scripts on the types. If the race has more than 0 racial HD (I can't think of a humanoid with racial HD, but I am sure there must be some), then run the script to calculate the BAB/saves/skill/etc, otherwise don't because they will be defined by class levels (for humans and the like).
 
Sendric, that code was mine. It was there so that races would automatically calculate and increase their saves as they gain extra HD.

What I would do is add that +2 back in, but also have a check before running any of the automatic calculation scripts on the types. If the race has more than 0 racial HD (I can't think of a humanoid with racial HD, but I am sure there must be some), then run the script to calculate the BAB/saves/skill/etc, otherwise don't because they will be defined by class levels (for humans and the like).

Ah. My fault then. Sorry, Bodrin.

I'll take a run at this tomorrow, and hopefully have a fix by the end of the day based on your suggestions, Aaron.

As an aside, should all the types and subtypes from that file be sourced to the Monster Manual? Or should they not be sourced at all? It currently appears to be inconsistent as some of the types (5 or 6 off the top of my head) are sourced, but none of the others.
 
Ok, removed the sources (except the Eberron source for the Deathless type), and added the following statement:

Code:
  ~ Also do nothing if we don't have racial hit dice
   doneif (herofield[tHitDice].value - herofield[tLevel].value = 0)

I don't know if this is the way you are supposed to count racial hit dice, but it seems to be working. Adding the file to the 1.7 dropbox release folder.
 
You can also count racial Hit Dice by looking at the race's rHitDice value, or counting the Classes.Race tag on the Hero.

I tried something similar with rHitDice, but it caused an error. It compiled ok, but gave an error in the portfolio. Since this didn't give an error, and seemed to accomplish the same thing, I went with this. I didn't try the Classes.Race tag though.
 
Sorry, I should have mentioned, rHitDice is on the BaseRace, so what I've had to do in the past is do a foreach on the BaseRace, and then get the each.field[rHitDice].value to avoid the error. It's much easier just to count the Classes.Race though, since that is on the hero.
 
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