• 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

What changes/enhancements would you like to see?

Nestor, in the Editor, if you go to the Help menu at the top, there are a series of tutorials you can work through to help you get your feet under you with how to work it.

I would suggest not changing what is already there, as whenever there is a new update, the update will overrwrite your changes.

Instead, add new content by creating a new data file (File>New Data File). If you want to modify an Edge in existance, you would then create a copy of that Edge. First, navigate to the Edge tab along the top of the editor, then along the left side towards the bottom, clock the New(Copy) button and find the Edge you want to copy.

Actually modifying your revised Edge or creating a new one will take some doing, and will be specific to what you want it to do. If you post some more specific questions, like "How would I create an Edge that is like Berserk, but gives a +3 Fighting and a -3 Parry?", we'd be happy to help you.

I'll give you a hint, one of the first things I'd tell you to do on that specific one would be to make a copy of the Berserk edge and take a look at how it is built, and how it functions.
 
Are you planning on having Edges, Magic, and Weapons from the various setting books available in the core pack for SW, or will each setting be a separate add-on?

Most likely Edges, Magic and Weapons from the setting books will be in setting specific files. I'm not sure how Crusader has things worked out, but that is how I would do it.
 
Nestor, in the Editor, if you go to the Help menu at the top, there are a series of tutorials you can work through to help you get your feet under you with how to work it.

I would suggest not changing what is already there, as whenever there is a new update, the update will overrwrite your changes.

Instead, add new content by creating a new data file (File>New Data File). If you want to modify an Edge in existance, you would then create a copy of that Edge. First, navigate to the Edge tab along the top of the editor, then along the left side towards the bottom, clock the New(Copy) button and find the Edge you want to copy.

Actually modifying your revised Edge or creating a new one will take some doing, and will be specific to what you want it to do. If you post some more specific questions, like "How would I create an Edge that is like Berserk, but gives a +3 Fighting and a -3 Parry?", we'd be happy to help you.

I'll give you a hint, one of the first things I'd tell you to do on that specific one would be to make a copy of the Berserk edge and take a look at how it is built, and how it functions.

Thanks for the offer. :)

One of my first obstacles was figuring how to actually open a file for editing, since every time I tried it told me I couldn't modify it. And the way the instructions describe it, you copy the file then open it, which didn't work.

But I can see where starting with a fresh file could work. :)
 
yeah copying a file will copy everything in the file....and the program will freeze up seeing two copies of everything. That's why everything needs a unique name.
 
I would like support for the new Earthdawn Savage Worlds Edition as well as the Agents of Oblivion setting. Those are my big wish list items there.
 
Custom Character Sheets

I would love to see new custom character sheets, or at least grab the XSLT files used to create the current ones, so I can build my own.

With Regards,
Flynn
 
Here's something crazy...

If you take the time to build your own setting, why not have the ability to add your own custom logo to the loading page as well? I've got four Savage Worlds mods and IF I'm in a hurry (like right before we start for the evening and someone has forgotten their character and I need to print one...) having the custom logo might keep me from loading the wrong setting... twice...
 
Last edited:
If you take the time to build your own setting, why not have the ability to add your own custom logo to the loading page as well?

Not crazy at all. And already doable. :)

Each instance is stored in its own folder. Within that folder is a file named logo.bmp, which is the logo image displayed by Hero Lab on the Select Game form. If you replace this file with your own logo, *please* make sure to keep the dimensions the same as the original file.

Hope this helps...
 
Thanx Rob... Found it, did it and it looks great.

One thing I'm wondering, though... does that custom graphic go with the file when you export it, or does it need to be sent as a separate item then installed by the recipient?
 
Last edited:
One thing I'm wondering, though... does that custom graphic go with the file when you export it, or does it need to be sent as a separate item then installed by the recipient?

Sorry for not seeing this until now. I monitor the forum via email, and edits to posts (like the addition of this question) are never sent via email. Fortunately, John spotted this and flagged it to me. :)

I'm 99% sure that it does not get included by the HLExport tool, and a quick test seems to confirm that. I'll ask Colen (the HL guru) about this to see what can be done in the future.
 
Hopefully I didn't just overlook this but, is there any way to have herolab calculate the combat rating of a character / npc in savage worlds?

And I apologize if this has already been addressed or asked, I did a quick search but I have the bad habit of overlooking things...
 
I'll see what I can do, but there's a subjective component that will be hard to program for. It stipulates that "A wizard who typically uses the bolt power averages a standard bolt attack of 2d6". Having Hero Lab know what attack a character "typically" uses will be difficult, and then for a variable damage spell like Bolt, there's no way for Hero Lab to know how much damage a hero typically does.

The rest of it is do-able, but the Attack part of that equation is tough. There might be a way to create a place to enter the amount of their typical damage manually, and then it could be changed if the hero changed tactics. Otherwise we'd have to build a whole infrastructure to determine which things could be considered "attacks" for CR purposes, and then there would still need to be a way to deal with variable effects like Bolt.

No, it had not been addressed yet, you are the first person that has asked about it. So no apologies necessary! Your search told you true.
 
That's a good point...

If I were implementing it myself I'm probably just work around that by making a magic attack weapon in which I could specify the damage and then have HL use the damage value for the currently equipped weapon.

But that's pretty much a hacked solution...

I look forward to hearing any further ideas you have and obviously I understand if it would require too many changes to support.

Thanks for taking the time to read this!
 
I think my big request right now would be a way to do a conditional bootstrap in code. Admittedly with things that are basically the addition of an Edge or Hindrance you can try to code in the effect of that Edge or Hindrance in a conditional statement, but some things just can't work that way (like bootstrapping a skill or otherwise making the Edge/Hindrance show up on the character sheet in the usual spot.)

EDIT: I think we have a better idea from a post by Mathias about why this specific thing above would not be workable in HL. So please ignore it. We need to work from boostrapping things and then conditionally ignoring them rather than being able to conditionally add them.

I'd also second that a combat rating calculator might be nice. I would only add that it doesn't have to get too down in the weeds on those calculations, though, as a ballpark figure would probably be good enough.

Way down on the pie-in-the-sky wish list would be for a nice way to modify the printable character sheet. Custom output is ok, if more than a bit obscure, but even with some XSL tools I'd been messing around with it has been tough to set-up anything decent looking with the information I wanted to put on the sheets. Definitely not something I think is even remotely easy to put into something like Hero Lab but you did ask for what we'd like to see in the program, after all. ;)

EDIT: For the character sheet part of this request I didn't realize that we already had that available by just taking the dossiers.dat and sheet*.dat files and changing them into .user files. I used that method to make an Extended Character Sheet (just search the forum if you might be interested) using that method. And many thanks to Mathias for pointing that out!
 
Last edited:
Support for different Wild Die than d6

At least one variety of SW (Daring Tales of the Sprawl, from TripleAce) uses different wild die for different traits/abilities--such as a d12 for the ability, with a d10 for the wild die, while d6 remains the "default" wild die for everything else.

I don't see any way to make a .HL file that could possibly support that...but then I am no expert at the HL editor.
 
Support for Cyber Ware equipment

To agree with the last post

With Interface Zero 2.0 coming out and other near future campaign settings there should be a way to add bionic equipment just like you do with magic items in a fantasy campaign.
 
We looked at Interface Zero, but their rather complex cyberwear design system would require a whole new set of base code to support, on the level with Magic Items for the Fantasy Companion. Unfortunately, it's quite a lot for just a Setting.

For Daring Tales all that's really needed is the Wild Die change in the short description. Since changes in the Wild Die are not tracked anywhere this would cover it. In order to go any farther, we'd have to make a change to display the current Wild Die for each trait, and since this is the only Setting that does that, again it's an awful lot of change for a single Setting.
 
Back
Top