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Modern Path 2.0 (PFRPG)

I think you might have the adjustment for "firearm kick" checked. Look under the Personal tab, in the permanent adjustments, there are adjustments for "Firearm Kick". Un-check it and see if that is the issue.
 
I think you might have the adjustment for "firearm kick" checked. Look under the Personal tab, in the permanent adjustments, there are adjustments for "Firearm Kick". Un-check it and see if that is the issue.

Firearm Kick wasn't checked, but Caliber Damage Modifier was, which appears to be the culprit.

I don't remember it doing that from the MP rules, so I went and looked it up. Caliber Damage Modifier doesn't, and shouldn't, modify To-Hit. However, turning it off raised The Conspiracist's Ranged To Hit up to +6 (should be +7, mind).

What's more, when I turned Firearm Kick on, his To Hit raised to +8.

Houston, I think we have a bug.

Who do I report the bug to for the Modern Path stuff, I wonder?

(For now, both Kick and Caliber are turned off, which result in their Ranged Attacks being one off from where they should be, as apparently their Glock's aren't being tabulated as Masterwork - I could probably fix that by changing their weapons over to Masterwork in the equipment tab, however - but the item description already says they should be... Another bug?)
 
As far a support, it used to me, but I have got out of gaming and turned over the files to the community. I do know a Modern Path 3, (with a dataset), is in the works, but it was put on hold until Starfinder comes out next year.
 
As far a support, it used to me, but I have got out of gaming and turned over the files to the community. I do know a Modern Path 3, (with a dataset), is in the works, but it was put on hold until Starfinder comes out next year.


Ah, hm. Might make it hard to get it corrected in any reasonable time, then.

Well, if you know anyone in the community you could mention this to or point me at, that would be awesome.

If not, hopefully the next update will fix it? Who can say!
 
Correct, ShadowChemosh is the point of contact for the community files. If he can't get to it, he might know someone who is willing to work on them.
 
Thanks, I'll drop him a PM with a link to my posts in question.
I am supporting the files from the point of view of making sure they work with each new version of HL. I have no plans to do anything else with the files. :(

I don't know Modern, I don't have modern and I have WAY too many other things to try and do to read them. Its just not possible at this time for me to start making changes to them.

If you want to get into the files and fix them I am happy to have help.
 
I am supporting the files from the point of view of making sure they work with each new version of HL. I have no plans to do anything else with the files. :(

I don't know Modern, I don't have modern and I have WAY too many other things to try and do to read them.

If you would like to get into the files and fix them I am happy to have help.

I wouldn't know where to begin, as my luck with the editor has been pretty terrible, but if you're willing to point me in the right direction and tell me how to get the files to the right people when I'm done, I could poke at them.

Would the file in question be "COM_PackModern - Path Heroes.user"?

I'll dig around a bit. :)
 
So it looks like Firearm Kick is not called in the Glock (or other firearms) at all, but Caliber adjustment is. It also appears to be subtracting from To-Hit in some fields.

For example, the Glock:

doneif (hero.tagis[Custom.MPCaliberA] <> 1)

field[wAttBonus].value -= 1
field[wDamBonus].value += 2

And a .357:

doneif (hero.tagis[Custom.MPCaliberA] <> 1)
if (container.ishero = 0) then
container.parent.field[wDamBonus].value += 1
container.parent.field[wAttBonus].value -= 1
endif


The 9mm is a +2/-2, if you can believe that.

I'm having a hard time determining why the Caliber Damage is being attributed to a penalty to hit, as it's not a part of the rules at all.

I'm also not finding Firearm Kick used anywhere that would result in giving the PC's an additional +2 to hit after being turned off.

I'll keep digging. Not making any promises, but I'll definitely keep digging.

Edit:

Oh, nope, there's Firearm kick. It was hiding from me. I'm tired, that's it, yeah.
 
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I wouldn't know where to begin, as my luck with the editor has been pretty terrible, but if you're willing to point me in the right direction and tell me how to get the files to the right people when I'm done, I could poke at them.

Would the file in question be "COM_PackModern - Path Heroes.user"?

I'll dig around a bit. :)
I would recommend reading the Glossary of Terms for the Editor. Then check out FAQ#2 for all the places to learn about the editor including YouTube videos. Welcome to the wonderful world of using the HL editor which will be the most frustrating and rewarding thing you can do with Hero Lab. :)

The data for Modern is broken up into multiple files. They will all start with COM_PackModern - xxxxx.user. Though it sounds like the very first step is to learn the HL editor. :) I would start reading and watching the YouTube videos to get a handle on stuff.

If you get changes done you can "email" the files directly to me I can get them uploaded to GitHub. Please note that if you change the COM_ files and do an update to new version of the community Pack your changes will be LOST! So be careful.

My email is my forum user id (at) yahoo (dot) com.
 
I would recommend reading the Glossary of Terms for the Editor. Then check out FAQ#2 for all the places to learn about the editor including YouTube videos. Welcome to the wonderful world of using the HL editor which will be the most frustrating and rewarding thing you can do with Hero Lab. :)

The data for Modern is broken up into multiple files. They will all start with COM_PackModern - xxxxx.user. Though it sounds like the very first step is to learn the HL editor. :) I would start reading and watching the YouTube videos to get a handle on stuff.

If you get changes done you can "email" the files directly to me I can get them uploaded to GitHub. Please note that if you change the COM_ files and do an update to new version of the community Pack your changes will be LOST! So be careful.

Oh I've played with the editor rather a lot (see my old posts on trying to get talent-based, encounter-power classes into Pathfinder or getting Cyberpunk 2020 into the system), it's just confounded and vexed me to the point that I had to give up.

I'm not changing anything right now.

But I am (see my posts here) documenting what I find, so in case I can't get it sussed out, someone more adept at the editor than I might be able to.

I think I've actually figured out what's happening, at least a little. Upcoming post to detail.
 
So here's what I think is happening.

The game is treating Caliber Damage as an optional rule, when the text presents it as something that is integrated into the weapon already.

For example, our Glock 17 (9mm), does 2d6+2 in the game.

In the editor, it's listed with the following:

Damage: 2d6

It should be 2d6+2 (9mm ammo). That's it. Period.

However, the Glock has the following scripts:

Caliber Damage:

doneif (hero.tagis[Custom.MPCaliberA] <> 1)

field[wAttBonus].value -= 1
field[wDamBonus].value += 2

-- Basically, subtract 1 from To Hit, add 2 to Damage. Again, Caliber Adjustment isn't listed as doing this in the game.

The Glock also has Firearm Kick on it:

Firearm Kick:

doneif (hero.tagis[Custom.MPFireamKi] <> 1)

field[wAttBonus].value += minimum(#attrbonus[aSTR],2)

-- If your STR Bonus is less than +2, the damage bonus of the ammo, then do something.

This should be a script that says "Subtract the Caliber Bonus from your STR Bonus, then apply the result to your To-Hit if it's a penalty."

IE: If you have a STR of +2 and the Caliber is +3, you subtract 1. If you have a STR of +3 and the Caliber is +2, you do not get the resultant +1 as a bonus.

I don't rightly know how to write that.

What I do see is that it looks like - for example, on the Conspiracist I mention above, when I turn Firearm Kick ON with Caliber turned OFF, the script assesses the gun (Glock 20 in his case) and gives him the resultant difference in the damage/str comparison as a +2 to hit.

What needs to happen is that the Ammo Caliber needs to not have any penalties to-hit. I don't know why it does.

Firearm Kick needs to not calculate the adjustment if the result is a positive number (ie, not a penalty).

I'll talk to one of my players later tonight during our regular Pathfinder game and see if I can come up with a solution. He's far more adept at scripting than I am, and if anyone can solve this, I'm confident he can.
 
Uhg, ok, let me see if I can fix it. But I don't have a time frame and it's been a while. But let me see what I can do.

Just a quick fix is just delete the "field[wAttBonus].value -= 1" from the script on the weapon.
 
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Uhg, ok, let me see if I can fix it. But I don't have a time frame and it's been a while. But let me see what I can do.

I'll see if my friends at tonight's game have any input, as well. Don't go banging your head against the wall just yet. I'm determined to make this a team effort if I can.
 
Just a quick fix is just delete the "field[wAttBonus].value -= 1" from the script on the weapon.

Yeah, I'm thinking of doing that. It wouldn't fix the Kick rule, but it would help with the immediate issue.

I'll talk to my players tonight. Keep the faith!
 
Quick Note: We haven't forgotten about this, but my scripting-savvy players are super busy with things at their day jobs, so it's on a back burner. I'll bug them about it again when their next big quarterly project is done and over with.
 
Hello all and I would firstly like to thank the Community for the work you've done in creating extra Pathfinder content for Hero Lab.
However, something in the way the Modern Path stuff was implemented is interfering with my ability to code my campaign's house rules into Hero Lab.
My GM is disallowing Aasimar as a race selection - fair enough.
I have discovered in the Editor how to hide races so that they are not a valid selection - I've successfully hidden 24 races, 10 classes and the Ogre Kin race I coded from the Ogre at the back of the Advanced Race Guide. For all bar one of these things, that's all I had to do.
Aasimar, specifically rAasimar, does not hide well.
If I hide rAasimar, the error message I get is "Thing 'arMPSHAnge' - Bootstrap thing 'rAasimar' has been hidden".
Trying to hide "arMPSHAnge" produces two new error messages, "Thing 'cMPSHAngel' - Bootstrap thing 'arMPSHAnge' has been hidden" and "Thing facMPAngOr' - Thing requires thing 'arMPSHAnge' that does not exist".
Hiding both of those gets me the original error message re arMPSHAnge.

Any advice on how I can resolve this issue without removing the entire Community Pack (other elements of which we're wanting to use in the campaign) would be greatly appreciated.
Note: my temporary fix was to find the Modern Path files that were part of the Community Pack install and manually delete them from my computer but I have to do this every time I have a reason to reload the game system, as they reappear as part of the Community Pack download, clash with my hiding of rAasimar and revert Hero Lab to a basic install, without ither the Community Pack or my changes.
 
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