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D&D 5e Community Pack

Hey guy's,

I'm a long time user of the Community Pack (great work by the way) but I'm recently having a hard time downloading the content from the usual link (www.shadowsoftware.net/herolab/5e/updates.xml) on 2 different iPad I provide to my players. The Xml looks fine, but the content is never downloading.

Any hint?
 
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Hey guy's,

I'm a long time user of the Community Pack (great work by the way) but I'm recently having a hard time downloading the content from the usual link (www.shadowsoftware.net/herolab/5e/updates.xml) on 2 different iPad I provide to my players. The Xml looks fine, but the content is never downloading.

Any hint?
Yeah I just tried and the iPad keeps crashing trying to download. I don’t think it has anything to do with the download itself as it works on the desktop. The iPad app changes recently have made the app very touchy.

I will put in an official bug report about the issue and see what LW says...
 
Hey everyone, I'm wondering if there's a way to add a custom companion to the UA Ranger. When I add the companion via the UA Ranger, there doesn't seem to be a way to do it, and when I add an NPC, it doesn't give me the option to add my prof bonuses, let them roll hit dice for extra HP, or choose extra skill proficiencies for it.

Even if I had to edit some files or something of the sort, I'd love it if someone could point me at a tutorial. Thanks a bunch.

I'm also wondering how to do this, since my DM is going to allow me to take a Blink Dog as my Animal Companion. Can't quite figure out where the options for Animal Companion are located or find a data file containing Blink Dog to copy...
 
All fixed

Yeah I just tried and the iPad keeps crashing trying to download. I don’t think it has anything to do with the download itself as it works on the desktop. The iPad app changes recently have made the app very touchy.

I will put in an official bug report about the issue and see what LW says...

Herolab update 8.7.3 seems to have fixed the problem. Thanks ShadowChemosh!
 
So something seems to have happened to my Hero Lab. The Community Pack (and my custom packs) are not longer showing up in the Configure Hero option screen. The Community Pack has been downloaded, and all the files are located in
C:\ProgramData\Hero Lab\data\5e, but Hero lab does not seem to be reading them.

What might be the cause of this?
 
So something seems to have happened to my Hero Lab. The Community Pack (and my custom packs) are not longer showing up in the Configure Hero option screen. The Community Pack has been downloaded, and all the files are located in
C:\ProgramData\Hero Lab\data\5e, but Hero lab does not seem to be reading them.

What might be the cause of this?
The most common reason is your getting an error on load. Once HL gets an error it loads in safe mode and will not load any .user files.

Do you have any of your own .user files that could have an error?
 
I just want to thank everyone involved for their work in creating and maintaining this Community Pack. I am finally able to create my Adventurer's League character, an Arcane Archer, and carry my iPad to the game store/or print out character record sheets.
 
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I think I have found a bug. Because I don't use Gethub I cannot create a new bug report.

Recreation of bug
Use the Background Folk Hero

Creates the Gear item "Land Vehicles" { Unique ID (gVehLandH) } with no description text.

This item is not meant to be an actual object, but a proficiency to use Vehicles (Land) and listed under tools simular to { gTooMason } and { gTooSmith }.

Please note, I might have watched a few videos, but no idea where or how to fix this ^.^
 
Request

I know I'm a little late coming into 5e and how this package was built, but is there any way to be a bit more granular on being albe to exclude content based on Source?

There are a lot of items with multiple published sources -- and having the ability to selectively include/exclude certain books would be extremely helpful.
 
I know you guys are always working in your free time to keep this community pack awesome and up to date but is there an estimated completion date for MToF? I am really looking forward to incorporating a lot of those monsters into my encounter building.

Thank you for all the amazing work you guys do!
 
I know you guys are always working in your free time to keep this community pack awesome and up to date but is there an estimated completion date for MToF? I am really looking forward to incorporating a lot of those monsters into my encounter building.

Thank you for all the amazing work you guys do!

It's something I'd like to get to, but I don't know if anyone is actively working on them. Mergon's focused on WGtE and the Artificer, and I'm working on Ravnica. I think if I run out of steam on mine, I'll put some work into MToF.

If there's a particular monster or monsters you need, I could give them a shot.
 
I know you guys are always working in your free time to keep this community pack awesome and up to date but is there an estimated completion date for MToF? I am really looking forward to incorporating a lot of those monsters into my encounter building.

We need fresh volunteers. I'm focused on other projects for my personal games and don't have a need for anything new to be added to the Community Pack currently. If people need stuff then they should help out. It's at a stage where we have basically no active members. A few core people have put in a lot of hours to this and we have what we need from it. There will always be new content to add though so if people want that content then we need volunteers to step up and learn the tool.

The MToF monsters have had all of their frameworks complete. As in the monsters exist but they need to have special abilities added. It's not difficult work. We even documented the process.

https://github.com/Sklore/HL_DD_5e_Colab/wiki/Monster
 
Hi Daplunk.

When you use the Herolab community pack how many Maneuvers are showing for Weapon Master fighters at 3rd level and is precision strike listed?
 
First: thanks for all of the work you guys put into this!


Second: The "Theurgy" arcane tradition for Wizards (from Unearthed Arcana) doesn't work as it's supposed to.

Works: if you add ALL of your cleric domain spells to your spell book, you can then add any cleric spell to your spell book. It even correctly prevents you from adding the others until you've met the condition.

Broken: You can't prepare them. You can prepare the domain spells, but not the other cleric spells that might be in your spell book.

You shouldn't be required to prepare the domain spells first (that requirement only applies to learning the spells, not preparing them), but just in case I checked if it was mistakenly requiring that. Preparing the domain spells didn't help. So it's not as simple as "mistakenly requires you to prepare all of your domain spells before you can prepare non-domain cleric spells."

For example, my Theurge is of the Life domain. He wanted to learn (add to his spellbook) Guiding Bolt. Hero Lab is correctly now allowing him to learn/add Guiding bolt until after learning Bless and Cure Wounds. It doesn't even show Guiding Bolt (nor any other non-domain cleric spells) as an option to learn until after learning the others. But, when I want him to prepare the spells, Guiding Bolt isn't in the list of spells to prepare, no matter what I do.

Is this a community pack bug, or a hero lab bug?


Third: I think the INTENT of the rule is "you can learn other 1st level cleric spells after learning the 1st level domain spells, and learning the 2nd spell level / 3rd class level spells isn't required for learning other 1st level cleric spells". But it didn't show me the other 1st level cleric spells until after I learned ALL of the domain spells. (part of this might be based on creating this character at a higher level, I'm just saying: even with that in mind, I'm not sure if it's 100% correct that he couldn't learn Guiding Bolt until after he had learned ALL domain spells, instead of only needing to learn Bless and Cure Wounds). I could be wrong, but IMO the UA rule is vague about that. If I am worng, then it would mean the Theurge can't learn extra 1st level Cleric spells until they're 9th level. That seems like an odd requirement.
 
First: thanks for all of the work you guys put into this!


Second: The "Theurgy" arcane tradition for Wizards (from Unearthed Arcana) doesn't work as it's supposed to.

<snip>

Is this a community pack bug, or a hero lab bug?

This is a community issue.

The if/then and bootstrap logic for that class gets way complex. The article is over a year old and since WotC doesn't clarify rules for Works in Progress, it's not likely anyone will want to tackle it over the other officially supported material that's been piling up on the community authors.

Additionally, the domains are hard-coded to that subclass so someone would need to go in and add the handful of new official domains to it anyway.
 
I will read the thread again and see if I can tackle some of the special abilities. I'm not real proficient in the editor yet but I'm willing to give it a try.
 
I also have limited experience with HL editor, but would certainly like to help with MToF (already own source material). Might require some guidance and oversight in the beginning :)
 
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