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Pathfinder Community Packs

Hi,

In the Pathfinder 3PP there seem to be a couple bugs:

Dread class Terrors:
- Horrible Strike lists a save DC which is not required or used
- Mindlock should only be able to be taken once; it never disappears off the list
- Persistant Nightmare Form is spelled incorrectly (Persistent); also, its prerequisite (18 Dread levels) is never satisfied
- Nightmare Touch should only be able to be taken once; it never disappears off the list

Feats:
- Multiple Connections should only be able to be taken once; it does not disappear from the list
- Open Door should only be able to be taken once; it does not disappear from the list
- Terror Mastery (a feat for Dreads) has a selection box, but does not require one; should only be able to be taken once, it does not disappear from the list

Appreciate all the hard work and effort going into these packs! I have tried my hand at the editor and the wiki, but I do not understand the scripting/language at any but a superficial level, else I would love to help with some of this simple stuff, so I apologize for complaining about the nitpicky things ;-)
 
adding them to the bug list.

been trying to look over all the feats cuz there were definitely some 'copy' errors but keep getting sidetracked with other things and i'm only up to letter "I".
 
so I apologize for complaining about the nitpicky things ;-)
As psych777 these have been added to the to-do list. I wanted to say these are not nitpicky and we appreciate friendly bug reports about anything in the Packs. So keep them coming as long as everyone remembers that depending on severity of the issue it could be fixed in the next patch or a few releases down the road. :) ;)
 
In looking through some of the recent additions to the 3PP Pack I discovered that the Rogue Genius Games Bullet Point - New Exotic and Martial Swords has been added. A few things that I've found that don't match up with the items' descriptions and/or table from the source material. I've included what I was able to put together when I was working on this source for my own group. I never did get around to finishing it completely, though, so the Manople and Swordstaff still need some work.

Cinquedea - Is listed as a One-haned Martial weapon when it should be a Light Martial weapon according to the table.

Estoc - The biggest thing is the damage. Right now it is fixed. And I mean fixed... No adjustment for size or ability mod. The thread where Aaron and I hash out the damage for the estoc can be found here. The damage used there may or may not be correct but the method to reach the correct damage is contained within.

The next issue with the estoc is that it functions much like a bastard sword and/or a lance. It functions as a Two-handed Martial weapon, a One-Handed Exotic weapon, and a One-Handed Martial weapon when Mounted.
Code:
Pre-levels  4000
      ~ if we're mounted, we're a one-handed weapon
      if (#hascondition[pstMounted] <> 0) then
        perform tagreplace[wClass.TwoHanded,wClass.OneHanded]
        perform assign[Helper.PowTwoHand]
        perform tagreplace[wProfReq.Exotic,wProfReq.Martial]
        
        ~if we're a magic weapon, instead modify our parent
        if (container.ishero = 0) then
          perform parent.tagreplace[wClass.TwoHanded,wClass.OneHanded]
          perform parent.assign[Helper.PowTwoHand]
          perform parent.tagreplace[wProfReq.Exotic,wProfReq.Martial]
          endif
        endif

Executioner's Sword - Is missing the script to negate the attack bonus for charging.
Code:
Post-levels   20001  After: Charging Effects
     ~If Not Charging get out now
      doneif (#hascondition[pstChargin] = 0)

     ~If charging no attack bonus
      if (#hascondition[pstChargin] <> 0) then
      field[wAttBonus].value -= 2
      endif

Kampilan - Missing the penalty to using two-handed
Code:
Pre-levels   4000
     ~If using 2-handed apply -2 Attack
     If (field[wMenuEquip].value = 3) then
       field[wAttBonus].value -= 2
       endif

Manople - Is being counted as a Longsword. while it is a "longsword-like blade" no where in the description does it convey that it counts as a longsword.
Is missing the +5 to CMD vs. Disarm when equipped.
Code:
First 1000
     ~if equipped give bonus to disarm cmd
      if (field[gIsEquip].value <> 0) then
      hero.child[manDisarm].field[cmdBonus].value += field[abValue].value
      endif
Is missing 1.5 x STR Mod when primary weapon, and treated as two-handed for Power Attack damage when primary weapon.

Swordstaff -
Swordstaff said:
A proficient wielder can switch his grip on a swordstaff as a swift action, changing it from a reach to a nonreach weapon (or back again). A swordstaff may be used as a martial reach weapon. It may also be used as a martial nonreach weapon (using ability to change grip as described above), but attacks made with it as a martial nonreach weapon suffer the normal penalty for attacks made with a nonproficient weapon (-4).
Not sure how to make this all happen for the Swordstaff...

Just trying to do my part to help out! :)
 
In looking through some of the recent additions to the 3PP Pack I discovered that the Rogue Genius Games Bullet Point - New Exotic and Martial Swords has been added. A few things that I've found that don't match up with the items' descriptions and/or table from the source material. I've included what I was able to put together when I was working on this source for my own group. I never did get around to finishing it completely, though, so the Manople and Swordstaff still need some work.

Just trying to do my part to help out! :)

That came from me and I will freely admit that most of the scripting language unfortunately goes over my head. I thought I had all the descriptions updated, but apparently not. As far as making the weapons do more than just appear, I'm afraid, I'm just not that good with scripts.

Sorry.
 
That came from me and I will freely admit that most of the scripting language unfortunately goes over my head. I thought I had all the descriptions updated, but apparently not. As far as making the weapons do more than just appear, I'm afraid, I'm just not that good with scripts.

Sorry.
We appreciate you adding this stuff really. I will try and incorporate the stuff from CorzatTheGray as I can this month. I admit this is why somethings we are so slow to get stuff added. A few Eberron feats I was adding the other day took me hours to get scripted and tested. Its not a quick thing to do. :(

For the future maybe what we should do is put a small note on feats/equipment that are not 100% scripted to let people know. A great first step is getting the stuff in and doing pre-req's. If we have a "to do note" on stuff I can search the files when I have a few minutes and try and add any of the scripts/logic that is missing.

Something like this:
Code:
{b}To Do Note:{/b} This feat is not fully scripted yet and will not actually change your character.
If we always use this {b}To Do Note:{/b} text I can easily grep search that across the .user files to find ones that need to be updated/enhanced. :)
 
That came from me and I will freely admit that most of the scripting language unfortunately goes over my head. I thought I had all the descriptions updated, but apparently not. As far as making the weapons do more than just appear, I'm afraid, I'm just not that good with scripts.

Sorry.

No worries man! I certainly didn't intend to come off as accusatory in any way, so no need to apologize. I struggled hard to get those scripts figured out, and I only got 4 1/2 of the six figured out when I was working on it. Life happened and I wasn't able devote time to my favorite hobby until recently and I figured I'd share what I had found out and cobbled together.
 
Please note: In an effort to consolidate stickies, I created a new "General Hero Lab 7 Community Resources" sticky. After talking to Shadow, this thread is now listed in this sticky, and this thread is no longer sstuck at the top. Hopefully this will keep the forums cleaner moving forward.
 
Please note: In an effort to consolidate stickies, I created a new "General Hero Lab 7 Community Resources" sticky. After talking to Shadow, this thread is now listed in this sticky, and this thread is no longer sstuck at the top. Hopefully this will keep the forums cleaner moving forward.
Sweet! Thanks Liz! :)
 
I'm trying to make an unchained monk zen archer, and it does not appear to be granting any of the feats that you're supposed to get. Perfect strike, way of the bow, point blank master, for example. I have all the pathfinder books currently available from hero lab, but I am not sure if I am doing something else wrong?
So first sorry for missing this until now. Your not missing anything I am missing stuff. I will have a long talk with these "feats" to get in line and back into the archetype!

Thanks this will be fixed in the next release. :)
 
I recently did a bunch of updates to my herolab and I am getting this error message:

The data files could not be loaded due to errors. Hero Lab will now attempt to load them in recovery mode. Once loaded, you can access the editor as normal to correct any errors.

The following errors occurred:

File: Forgotten Realms - Underdark.user (line 3019) - Thing - Duplicate record encountered ('fStoneSoul')
 
I've tried deleting all of the packs and starting over which hasn't worked. And oddly enough, when I delete all the packs and restart herolab, I still get the same error message. Even if I don't reinstall any packs.
 
I've tried deleting all of the packs and starting over which hasn't worked. And oddly enough, when I delete all the packs and restart herolab, I still get the same error message. Even if I don't reinstall any packs.
That is from forgotten realms which is not in one of the Packs. You will need to contact RavenX as that is his stuff.

Its having an issue with the Unique ID of the feat. If you open the Editor and then open the file Forgotten Realms - Underdark.user. You will have different tabs. Go to General->Feats and look for one called "Stone Soul". Change its Unique ID to be something different like (fStoneSou2). Then restart HL and it should load.
 
Last edited:
It looks like somehow my change to the PsychoActive Skin of the Chameleon that applied it's bonus was stripped somehow.

Can you check it out and re-apply the change?
 
Shadow,

Can we create a new adjustment that lists Permenant Spells or Incarnate Powers (for Psionics) on the specials tab?
 
My original post got wiped out in the restore, it appears.

Repeated:

The Craft (clockworks) skill in the Community files doesn't seem to recognize the "Background Skills" option from Pathfinder Unchained.
 
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