• Please note: In an effort to ensure that all of our users feel welcome on our forums, we’ve updated our forum rules. You can review the updated rules here: http://forums.wolflair.com/showthread.php?t=5528.

    If a fellow Community member is not following the forum rules, please report the post by clicking the Report button (the red yield sign on the left) located on every post. This will notify the moderators directly. If you have any questions about these new rules, please contact support@wolflair.com.

    - The Lone Wolf Development Team

Savage Worlds Bug Reports

This was reported via Pathfinder tech support:

"When making a Shaman for Deadlands it does not automatically boost power
points to 15."
 
Super Bug?

Um. I'm using Savage Worlds with the Super Companion add on. When I am selecting Hinderances, the "Power Points" is greyed out and says "Arcance Background (Any) required." Shouldn't it say "Arcane"?
 
There is a different edge used called Super Power Points. That is because the settings for the game can change how many Power Points are given per time that you take the edge.
 
The Deadlands Edge Veteran o’ the Weird West incorrectly has Seasoned as a requirement. It can only be taken at character creation (unless you have a really nice GM, and this is Deadlands so that that's unlikely) and it's requirement is Novice.

Plus it's supposed to give you '20 xp' (for four advances, if I understand the rules right) to make you seasoned, but this didn't appear to happen for me. That may be because it wasn't a valid choice, I don't know.
 
I believe the way it was originally set up like that was to force the player to rank the character to Seasoned (your "free" advances) and then take the Edge. That should be fixed in the next version so it will likely work more like how it is now down in the Hell on Earth and Deadlands Noir files.
 
Super Powers Bug?

I created a character using the Savage Worlds Super Powers and selected the following powers: Attack, Ranged; Darkvision; Deflection; Energy Control; Invisibility; Teleport. The Attack, Energy Control, Invisibilty and Teleport are all switchable (with Teleport being the base). Everything seems fine until I print out a character. The Energy Control shows under attacks, but doesn't show up under the powers listing. I have attached a PDF and my portfolio for review.
 

Attachments

I get an error when starting Savage Worlds which says: "Thing 'wpSSClu' - Bootstrap thing - 'wpWWBayonF' does not exist." It then proceeds in "safemode". Same error comes up when I work on a datafile and click "TestNow!"

Any thoughts? My system: Windows8, plenty of resources.

Rob
 
I get an error when starting Savage Worlds which says: "Thing 'wpSSClu' - Bootstrap thing - 'wpWWBayonF' does not exist." It then proceeds in "safemode". Same error comes up when I work on a datafile and click "TestNow!"

Any thoughts? My system: Windows8, plenty of resources.

Rob

That's not your system that's the problem or anything, it was an error in the Slipstream file (the SS in the name gives that away) where it accidentally was trying to use an item from the Weird War II file (the WW in the second name). I believe that's fixed in the latest Slipstream file, though. Did you check for updates to make sure you have the latest one? If not the other way to fix it would be to download the Weird War II file.
 
wootersl - Thanks for sending that. I'm not sure what's going on, but you've given me an excellent example to work from. I'll take a look and thanks!!
 
Unarmed re-checks itself after save and re-load

I am having the following problem with the Armory tab:

Character has sword and dagger or sword and shield, etc.
Checked boxes to equip the two weapons, unchecked box for "unarmed".
No validation error warnings.
Save portfolio.
Save PDF of Hero.
Re-open portfolio.
Validation error!?
The "unarmed" box is checked again, along with the other two weapons.

The problem was happening before v4.5.
The problem still occurs with v4.5.

Possible factors:
Imported characters from two other people's Hero Lab outputs into my portfolio (they are players and I am GM, and I want copies of all PC's on my laptop.)

I have Fantasy Companion, and at least one of the players did not. This caused slight problems with equipment because of variations between Core Rules and FC, but those were fixed by deleting gear and re-purchasing it.

Anyone else experiencing this? Any solutions? It's not a major problem, but it is frustrating.
I tried to search the forums before posting, but couldn't find anything. Please point me in the right direction if I missed it.

Thanks, Zarlor, for suggesting I move this to the 'bugs' thread.

I can confirm that for some reason when loading a portfolio (at least with no other settings selected) it does, indeed, recheck the Unarmed Strike box. So I'd call it a bug and put it in the Savage Worlds Bug Reports thread.
 
When a user file has one or more "Replaces Thing ID" it creates errors when importing a creature or opponent from the stock files. I think the problem is that it does not look for a "Replaces Thing ID" while the rest of the program normally does.

Unless this could be fixed, the new Game Master Encounter Builder function is completely useless to me.
 
When a user file has one or more "Replaces Thing ID" it creates errors when importing a creature or opponent from the stock files. I think the problem is that it does not look for a "Replaces Thing ID" while the rest of the program normally does.

Unless this could be fixed, the new Game Master Encounter Builder function is completely useless to me.

You should be seeing exactly the same behavior as you did when you imported from the "Import Stock Hero" dialog in the previous version of Hero Lab. What exactly are the error messages you're getting?
 
Yeah, I am getting the same naughty behavior. I just kept quiet until now. ;)

The first slew of errors was "Attempt to access non-live pick" for the new version of the added thing, in this case a skill. I like to limit Novice characters to d8 in their skills, so I have the maximum rank increase as the rank increases. However, this required a replacement of the skills. I THINK the error is because it is trying to add the old skill and does not know where the new one is.

The second slew of errors was "Unexpected error occurred when adding pick X to container". Probably for the same reason.

I also have a slightly different version of the Parry trait, basing it off of an Evasion skill instead of Fighting. It will not calculate on imported people.

So, that is why I think that it is having trouble with looking at replaced ids.
 
Hmm - that sounds like a data file issue, rather than something specific to the encounter builder. Can you please email me the data files causing the problem, along with a saved portfolio demonstrating it, to colen@wolflair.com ? Thanks.
 
Hmm - that sounds like a data file issue, rather than something specific to the encounter builder. Can you please email me the data files causing the problem, along with a saved portfolio demonstrating it, to colen@wolflair.com ? Thanks.
I have figured out the problem, but not how to fix it (at least not automatically).

I have several mods that require a particular mod to be checked (sometimes for indirect reasons). I was about to send the email off, but then I tried something (I checked the source in the Configure Hero). Perhaps the to-do list could have where it adds the default settings to stock imports?
 
I'm not sure if this has been reported yet.

In the Space: 1889 file, the New Power, Power Points, and Rapid Recharge power edges are coming up unavailable even if you have the Weird Science AB.

I think the problem lies in the requirements for those edge being a little to specific! They all call for Arcane Background (Any) before they can be taken, and since the AB isn't called (Any), it's not reading that you have the requisite AB.
 
I'm not sure if this has been reported yet.

In the Space: 1889 file, the New Power, Power Points, and Rapid Recharge power edges are coming up unavailable even if you have the Weird Science AB.

I think the problem lies in the requirements for those edge being a little to specific! They all call for Arcane Background (Any) before they can be taken, and since the AB isn't called (Any), it's not reading that you have the requisite AB.

No, those use the following: hero.tagis[Edge.edgArc?] <> 0, so that edgArc? is just a wild car. As long as the arcane Background in question has a UniqueID that starts with edgArc it thinks it's good to go. However, the UniqueID of the Weird Science edge in the Space 1889 file is "edg89Weird", so Erich will just have to rename the Edge to soething like "edgArc89WS" or the like, is all. Since the data file was done by one of us users rather than LoneWolf directly you may want to send him a PM as well, just in case he isn't checking this thread.
 
Back
Top