• 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

Savage Worlds Bug Reports

I checked, and for melee weapons with a minimum strength there isn't a display of what that minimum is in the same info panels...
 
I don't know if this has ever brought up, but with unlimited NPCs, I consistently get an error about unspent Hindrance points.
 
I cannot find the Holy Warrior Professional Edge from the Core book.

Also, is it possible to add Adjustments that add stacking Armor bonuses and Additional Languages?
 
It looks like Holy/Unholy Warrior is only available with the Super Powers Companion, 1st Edition, but its a Core Book Edge.
 
I see it in the base data files as "edgHolyWar". Maybe you have a data file loaded that it precluding it?
 
I see it in the base data files as "edgHolyWar". Maybe you have a data file loaded that it precluding it?

It looks like the Super Power Companion, 2nd Edition, is precluding it. I have created a test portfolio with no sources selected but SPC2ndEd and made sure to build towards Holy/Unholy Warrior while satisfying all of the pre-reqs.
 

Attachments

It looks like the Super Power Companion, 2nd Edition, is precluding it. I have created a test portfolio with no sources selected but SPC2ndEd and made sure to build towards Holy/Unholy Warrior while satisfying all of the pre-reqs.

Ah, that would be because on p. 7 of the SPC2 it states: "Restricted Edges: Any other version of Arcane Background, Arcane Resistance, Gadgeteer, Holy Warrior, New Power, No Mercy, Power Points, Rapid Recharge, Soul Drain, and Wizard."

So Holy Warrior is a disallowed Edge per SPC2 rules as written. If you needed it back in a campaign you might be writing you would have to put it into a separate data file as it's own source and have a copied version of it for your campaign.
 
Deadlands and Hell on Earth no longer handle the Harrowed Supernatural abilities correct, if agility is D12 when you add the ability it does not go to 12+2.
 
Issue with New weapon Groupings

It appears the Editor only allows you to create New Weapon groups but it only seems to honor the last one entered.

Example, I created a Deadlands Automatics group and assigned the Gatlin Gun, I tested it worked fine. I then went in and created the Deadlands Carbines and Deadlands Derringer groups and assigned the appropriate weapons, when I went to test the changes only there Derringer group header was viewable in Hero lab Range Weapons view, the Automatics header and the Carbines header were not. Plus the weapons defaulted to a different sorting as if the groups were not present.

Looking at the XML file it appeared the Name and Abbrev tags were there but where not being honored. Looking at the source file( tags.1st) it appears the Weapon Type group is dynamic so this I believe should be allowed.
 
Here's the current breakdown:

Gear

"Custom" order="0"
"Adventure" name="Adventuring Gear" order="10"
"Animals" name="Animals & Tack" order="20"
"Ammo" name="Ammunition" order="30"
"Clothing" order="40"
"Communic" name="Communications" order="50"
"Computers" order="60"
"Drone" name="Drones" order="70"
"Engram" name="Engrams" order="80"
"Entertain" name="Entertainment" order="90"
"Food" order="100"
"Delivery" name="Delivery Subscriptions" order="105"
"Medical" name="Medical" order="110"
"Drugs" name="Medicines/Drugs/Poisons" order="115"
"Modules" name="Modules" order="120"
"Personal" name="Personal Gear" order="130"
"Robots" name="Robots" order="140"
"Services" name="Services" order="150"
"Shelter" name="Shelter" order="160"
"Surveil" name="Surveillance" order="170"
"Travel" name="Travel" order="180"
"WeaponAcc" name="Weapon Accesories" order="190"
"Misc" name="Miscellaneous" order="255"


Weapons

"MedBlades" name="Medieval Blades" order="1"
"MedAxes" name="Medieval Axes and Mauls" order="3"
"MedPoles" name="Medieval Pole Arms" order="5"
"MedRange" name="Medieval Ranged" order="7"
"MedSiege" name="Medieval Siege Weapons" order="9"
"Black" name="Black Powder" order="10"
"ModMelee" name="Modern Melee" order="20"
"ModPistol" name="Modern Pistol" order="22"
"ModSMG" name="Modern Submachine Gun" order="24"
"ModShotgun" name="Modern Shotgun" order="26"
"ModRifle" name="Modern Rifle" order="28"
"ModAssault" name="Modern Assault Rifle" order="30"
"ModRange" name="Modern Ranged" order="32"
"ModMachine" name="Modern Machine Gun" order="34"
"ModEnergy" name="Modern Energy" order="36"
"FutMelee" name="Futuristic Melee" order="40"
"FutRange" name="Futuristic Ranged" order="42"
"FutPistol" name="Futuristic Pistols" order="44"
"FutRifle" name="Futuristic Rifles" order="46"
"FutSMG" name="Futuristic SMGs" order="48"
"FutShotgun" name="Futuristic Shotguns" order="50"
"FutEnergy" name="Futuristic Energy" order="52"
"SFMelee" name="Sci-Fi Melee" order="60"
"SFDisint" name="Sci-Fi Disintegrators" order="62"
"SFFlakGu" name="Sci-Fi Flak Guns" order="64"
"SFFlamer" name="Sci-Fi Flame Weapons" order="66"
"SFFleche" name="Sci-Fi Flechette Weapons" order="68"
"SFGrenad" name="Sci-Fi Grenades" order="70"
"SFGrenLa" name="Sci-Fi Grenade Launchers" order="72"
"SFGyroje" name="Sci-Fi Gyrojet Weapons" order="74"
"SFLasers" name="Sci-Fi Lasers" order="76"
"SFBlaste" name="Sci-Fi Particle Accelerators (Blasters)" order="78"
"SFPlasma" name="Sci-Fi Plasma Weapons" order="80"
"SFPML" name="Sci-Fi Portable Missile Launcher" order="82"
"SFSlugth" name="Sci-Fi Slugthrowers" order="84"
"SFStun" name="Sci-Fi Stun Guns" order="86"
"SpecCannon" name="Special: Cannons" order="100"
"SpecExplos" name="Special: Explosives" order="102"
"SpecFlame" name="Special: Flamethrowers" order="104"
"SpecGren" name="Special: Grenades" order="106"
"SpecHeavy" name="Special: Heavy Weapons" order="108"
"SpecMines" name="Special: Mines" order="110"
"SpecMissil" name="Special: Missiles" order="112"
"SpecNoLeth" name="Special: NonLethal" order="114"
"SpecRocket" name="Special: Rocket Launchers" order="116"
"SpecTorp" name="Special: Torpedoes" order="118"
"SpecOther" name="Special: Other" order="120"
"VehicleWep" name="Vehicle Weapons" order="130"
"SFVehAntiP" name="Vehicle Anti-Personnel" order="132"
"SFVehAutoC" name="Vehicle Auto-Cannons" order="134"
"SFVehBombs" name="Vehicle Bombs" order="136"
"SFVehCanno" name="Vehicle Cannons" order="138"
"SFVehFlame" name="Vehicle Flame Weapons" order="140"
"SFVehGrenL" name="Vehicle Grenade Launcher" order="142"
"SFVehHeavy" name="Vehicle Heavy Weapons" order="144"
"SFVehLaser" name="Vehicle Lasers" order="146"
"SFVehMassD" name="Vehicle Mass Drivers/Rail Guns" order="148"
"SFVehMelee" name="Vehicle Melee" order="150"
"SFVehMissi" name="Vehicle Missiles/Torpedoes" order="152"
"SFVehParAc" name="Vehicle Particle Accelerators" order="154"
"SFVehRocke" name="Vehicle Rockets/Grenade Launchers" order="156"
"SFVehSlugt" name="Vehicle Slugthrowers" order="158"
"s2SPBW" name="Super Power Based Weapon" order="170"
"Improvised" name="Improvised Weapons" order="255"
 
Now, inside a Setting you can choose one of these categories, then preclude the existing separator/header and substitute one of your own. That's what I did to customize Flash Gordon.

When I do Deadlands, I may alter the tags file itself.
 
Deadlands and Hell on Earth no longer handle the Harrowed Supernatural abilities correct, if agility is D12 when you add the ability it does not go to 12+2.
I'm running into a similar issue with Power Armor when the Power Armor is supposed to provide a Strength of d12+X when equipped.

Since the "Calc trtFinal" script is at Traits/3000, I set this script at Traits/2900 (at PreTraits/5500 I'm increasing the trtMaximum += 2 since the armor provides STRENGTH: d12+2 when equipped)
Code:
var DiffStr as number
DiffStr = 8 - #traituser[attrStr]

if (field[grIsEquip].value <> 0) then
   #traitbonus[attrStr] += DiffStr
   endif
No matter what, the Strength value locks at 12, even though the Maximum is 8 and the UP incrementer isn't locked. (I even tried adding the Helper.trtMaxAdd2 tag at Setup/1000 and no luck.)

If I do this for the Script instead (and don't increase the trtMaximum)
Code:
var DiffStr as number
DiffStr = 6 - #traituser[attrStr]

if (field[grIsEquip].value <> 0) then
   ~trustme
   #traitbonus[attrStr] += DiffStr
   perform #traitroll[attrStr,+,2,"Power Armor"]
   endif
then the proper d12+2 is shown. However, it seems a real hack this way...

Does this help?
 
Last edited:
I found an issue within the rippers files.

For Reason the calculation is -2 + half spirit, it should be 2 + half spirit.
 
Last edited:
started having an issue with the program every time i boot up savage worlds i get 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:

Preclude - Reference to non-existent thing 'edgSFCyber'
Preclude - Reference to non-existent thing 'racSFAquar'
Preclude - Reference to non-existent thing 'racSFAurax'
Preclude - Reference to non-existent thing 'racSFAvion'
Preclude - Reference to non-existent thing 'racSFConst'
Preclude - Reference to non-existent thing 'racSFDeade'
Preclude - Reference to non-existent thing 'racSFFlora'
Preclude - Reference to non-existent thing 'racSFInsec'
Preclude - Reference to non-existent thing 'racSFKalia'
Preclude - Reference to non-existent thing 'racSFRakas'
Preclude - Reference to non-existent thing 'racSFRigel'
Preclude - Reference to non-existent thing 'racSFSauri'
Preclude - Reference to non-existent thing 'racSFSerra'
Preclude - Reference to non-existent thing 'racSFYeti'
Preclude - Reference to non-existent thing 'vhSFSepWA1'
Preclude - Reference to non-existent thing 'vhSFSepWA2'
Preclude - Reference to non-existent thing 'vhSFSepWA3'
Preclude - Reference to non-existent thing 'wpKnife'
Thing 'eq50Grappl' - Condition test must occur prior to all rules and eval scripts, including on components (Initialize,2100)
Thing 'eq50Quiver' - Condition test must occur prior to all rules and eval scripts, including on components (Initialize,2100)

any clue as to what is happening?
 
OK, it looks like you have the Interface Zero data file without having the required Sci-Fi Companion. You'll need to either pick up the Sci-Fi Companion expansion or remove the Interface Zero materials (Interface Zero 2point0.1st and Interface Zero 2point0.user).

Also, you'll want to download the latest 50 Fathoms file. Yours may be out of date.
 
If a Derived Trait has Hide.Trait tag added to it at any point, even if the tag is deleted later, the Derived Trait still doesn't show on the basics tab.

(possibly need the alwaysupdate flag set on the Derived Traits portal?)
 
Back
Top