• 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

Achtung! Cthulhu datafile

Turns out it still has the same problem though; its essentially a permanent part of your character once you do that. In fact, if you do it that way, you can't even seem to drop it from a cursory look.
 
I hadn't played around with that before, I completely missed the original posting on it, to be honest, but that is... disappointing.
 
The wiki is very old. The auto-add came out in the past year, maybe two. It was added when the Mutants and Masterminds 3 used it. Maybe other game systems do, too. I looked at how it worked in the M&M3 to give me ideas on how to implement it in SW.
 
Turns out it still has the same problem though; its essentially a permanent part of your character once you do that. In fact, if you do it that way, you can't even seem to drop it from a cursory look.
Auto-add adds it to your character, but you can then remove it as normal.
 
Auto-add adds it to your character, but you can then remove it as normal.

Nope. I edited the Axe Fighter edge I have in my Broken Earth file so it used auto-add instead of bootstrap, and the axe is showing up, but there's no remove mark (aka the "x" for it). Just to make sure its not something else, I just manually added a katana, and it shows it fine.

So apparently auto-add, at least as of the incarnation of HL I have (which is, to the best of my knowledge the most recent) does not.
 
That is odd, because it totally works for me with the Deadlands things that I shared. I just tested it. Perhaps, as AndrewD2 suggested, you made some sort of error?
 
I've been having a play with the Autoadd facility this afternoon and it does work if the correct Portal ID has been entered, otherwise it either doesn't appear at all, or appears without the ability to remove it.

For example, auto-adding an injury requires the peInjury portal

Code:
<autoadd thing="injACSLoss" portal="peInjury"></autoadd>

Thanks for pointing out this guys, it will fix a few things that were going to be time consuming for users
 
I do a lot of work on Pathfinder and the Adventuring Kits use Auto-Add from the gear tab, but anything that uses a different portal has to have the portal or it doesn't properly show up.
 
I somehow missed the Portal ID thing was even there (I'm not sure how) and since the Editor considered it usable I moved on.

How does one find the appropriate portal ID for something like this? It doesn't seem like its one of the tags associated with the item as far as I can tell, so I assume its somewhere else.
 
I added some weapons and gear and then right-clicked on them. First you have to go to the top of the screen where it says "Develop", then check "Enable Data File Debugging". After this is done you can right-click on the item, and then look at "Show Debug Tags for....". There is a portal in the window that pops up. Another useful option comes right after that, "Show Debug Fields", which helps to figure out what the fields are called for that item.
 
Ah. It's "arMelee". And sure enough, once you do that, it properly adds it as a normal weapon. I'll go back and fix the other one (and the one other place it occurs) now.

That's a little more baroque a process than it needs to be, methinks.
 
It wouldn't be a big deal if the portals were self-evident, or even discussed much--and I looked this morning. If SeelyOne hadn't come along here, I'd been lucky if I ever found it.

There's some difference between what people who are willing to foray into the Authoring Kit and people just using the editor should be expected to know, here. And I'm starting to conclude over time that the latter is kind of woefully under-documented.
 
I learned about portals long before I started working with the authoring kit. Guess it just depends on how deep you go into a system.
 
I could find reference to them, but where you found their ID unless you'd made it? That seemed nowhere to be found. And when you're going to want it to use a feature of the editor that seems somewhat less than idea.
 
That's what I've done with my own work here, but there were at least some things that seem more opaque than is reasonable; this in particular is one of them.
 
I went poking through the various tab_*.dat files. Each tab in Hero Lab has it's own dedicated dat file, for example I knew I wanted my Injury to appear on the Personal tab, so I had a look in tab_personal.dat until I found the Injury section ID.
 
Are there any plans to officially update the wiki and Savage Worlds dev documentation, or should we be bulking it out with some of this information ourselves so it doesn't get lost?
 
Back
Top