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Pathfinder Community Packs

In addition the binary HL.exe has some really nice "big" changes coming soon. Most likely it means a "big" change to the way the Packs are going to work. And that is out "soon" and it would make sense to wait until after that is out and make use of it. :D
As Colen released a Beta of the new HL Binary the cat is out of the bag. With the new version of HL the License problem that I have dealt with sense day one is gone. Meaning all the different Packs are going away!

In there place will be "ONE" single "Pathfinder Pack" that will contain all the community work in a single download. If you don't have the correct license then those "pieces" will now give a nice "warning message" but the Packs will still load. :) If you don't have a specific "feat" or spell or monster than just that piece won't function for you.

This will simplify the process for myself and EVERYONE else. :)

Big round for Colen! *clap clap*
 
In there place will be "ONE" single "Pathfinder Pack" that will contain all the community work in a single download.

Since I have three PCs to update I usually use the offline download link for the quite sizable Pathfinder download, in order to avoid having to download it three times.

Given that the single Community Pack download will contain the GM/Mythic material that I do not use, how large is the combined pack going to be, and will there be an offline download link available?
 
If you download it through Hero Lab the file is stored on your drive, you can go grab the .hl file and toss it on a flash drive or wherever and be good to go.
 
As Andrew says. Basically all files get downloaded to same place. For windows its "C:\ProgramData\Hero Lab\download". So for my laptop I just keep a network shortcut to the pathfinder.hl file.

For the community stuff they are named, wait for it, "Pack_XXXX.hl" where XXX is the name of the pack. :D
 
I don't know if this is the correct thread to post this in, but I hope someone can help me...

Been away from HL for a while (a lil over a year now) come back because I just joined a new table replacing another person and the GM uses HL exclusively ( he even bought enough licenses for all the other players to use it). after doing all the updates I got this error message when loading the PF module:


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:

Syntax error in 'eval' script for Thing 'rCBAshGian' (Eval Script '#1') on line 2
-> Non-existent thing 'raAshDisea' used by script
Syntax error in 'eval' script for Thing 'raAP74ExEn' (Eval Script '#1') on line 1
-> Non-existent thing 'raShaSunlP' used by script
Syntax error in 'eval' script for Thing 'raAP75ArPR' (Eval Script '#6') on line 3
-> Non-existent thing 'raSucProfG' used by script
Syntax error in 'eval' script for Thing 'raAP75ArRd' (Eval Script '#2') on line 3
-> Non-existent thing 'raSucEnerD' used by script
Syntax error in 'eval' script for Thing 'raAP77WEnD' (Eval Script '#1') on line 3
-> Non-existent thing 'raNigEnerD' used by script
Syntax error in 'eval' script for Thing 'rauWWChanS' (Eval Script '#1') on line 4
-> Non-existent thing 'raWinBreaW' used by script
Syntax error in 'pre-requisite rule' script for Thing 'tmAP80CadC' on line 1
-> Non-existent thing 'tmZomJuju' referenced by script


anyone know what this is and how to fix???
 
I think RavenX was doing FR stuff, but I'm not sure if he's currently working on it.


His last update on the material was March 2015. I believe it's been taking a back burner to his novel work since then. His work was never part of the Community Pack, so this won't impact on it.
 
I don't know if this is the correct thread to post this in, but I hope someone can help me...

Been away from HL for a while (a lil over a year now) come back because I just joined a new table replacing another person and the GM uses HL exclusively ( he even bought enough licenses for all the other players to use it). after doing all the updates I got this error message when loading the PF module:


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:

Syntax error in 'eval' script for Thing 'rCBAshGian' (Eval Script '#1') on line 2
-> Non-existent thing 'raAshDisea' used by script
Syntax error in 'eval' script for Thing 'raAP74ExEn' (Eval Script '#1') on line 1
-> Non-existent thing 'raShaSunlP' used by script
Syntax error in 'eval' script for Thing 'raAP75ArPR' (Eval Script '#6') on line 3
-> Non-existent thing 'raSucProfG' used by script
Syntax error in 'eval' script for Thing 'raAP75ArRd' (Eval Script '#2') on line 3
-> Non-existent thing 'raSucEnerD' used by script
Syntax error in 'eval' script for Thing 'raAP77WEnD' (Eval Script '#1') on line 3
-> Non-existent thing 'raNigEnerD' used by script
Syntax error in 'eval' script for Thing 'rauWWChanS' (Eval Script '#1') on line 4
-> Non-existent thing 'raWinBreaW' used by script
Syntax error in 'pre-requisite rule' script for Thing 'tmAP80CadC' on line 1
-> Non-existent thing 'tmZomJuju' referenced by script


anyone know what this is and how to fix???
Sorry just saw this post. The above errors are happening because you loaded the GM Pack but don't have the official license for the Bestiary's. Each Pack currently requires an official LW license (except the Basic Pack). This is listed when you installed and on the FIRST post.

See FAQ#13 for how to fix.
 
With the Gestalt option, in the community pack, a Drow Noble has spell resistance equal to 11 + their class levels.
This is being calculated off of everything, instead of just off of the Gestalt. For example, a Gestalt 10 / Fighter 10 / Rogue 10 is being given a spell resistance of 41 (11+10+10+10), when they should have one of 21 (11+10).

I'm just applying an adjustment, as a simple fix.
 
With the Gestalt option, in the community pack, a Drow Noble has spell resistance equal to 11 + their class levels.
This is being calculated off of everything, instead of just off of the Gestalt. For example, a Gestalt 10 / Fighter 10 / Rogue 10 is being given a spell resistance of 41 (11+10+10+10), when they should have one of 21 (11+10).

I'm just applying an adjustment, as a simple fix.
Gestalt still has allot of bugs in it like this. I hopeful to make time in the near future to work on it this addon again.
 
In case anyone else has a similar issue:

When I tried loading an "Evil Eye" from the Encounter Builder (found in the GMPack, source is Ronin Adventures Iconic Bestiary), it did not show the gaze attacks (from the eye stalks and central eye) at all. I tried deleting and reinstalling the GMPack, tried checking all of the tabs, etc. Finally, I went into the editor and fiddled a bit. Gaze Attacks showed up under "General-->Abilities," and although "Show in Special" was checked, it clearly did not. After some trial and error, I found that going into "Special Ability Type" and checking "Spell-like ability" -- while leaving "Special Attack" checked -- did the trick. The gaze attacks now show up both on the "Special" tab and the "Spells" tab, with all of the information in the note.
 
Bug Report: The Elan Cryptic Favored Class Option (+1/2 to Disrupt Pattern Damage) isn't showing in the dropdown lists for each class level.
 
Done.

FYI, I'm puttin together a Ultimate Psionics Project tracking sheet that lists all the HL items that are created/need to be created in order to get this project finished. Do you have any preferred method of sharing this. Currently it's a google doc. But if there is something special I don't know about in Github, it might work better there.
 
Done.

FYI, I'm puttin together a Ultimate Psionics Project tracking sheet that lists all the HL items that are created/need to be created in order to get this project finished. Do you have any preferred method of sharing this. Currently it's a google doc. But if there is something special I don't know about in Github, it might work better there.
Having an Issue with a link to the google doc would be nice. Plus means each time I do a commit I can reference that issue number. Even if you want to then update the google doc having GitHub have references to everything to me makes things easier. Issue #80 is already sort of doing this...
 
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