Closed LordMorin closed 3 years ago
Trying to figure out how to add the variant background features from BG:DiA.
I plan to add the magic items and monsters/npc's.
I’m aiming to do all the monsters/NPC’s sometime in the next two weeks. If you want to focus on the backgrounds and magic items, we can avoid doubling efforts.
I am halfway through magic items. Backgrounds, the new one, is done, and it look like I have to add the new variants separately.
I want to add the monster/npc's simply because I will be runnign BG:DiA myself. . . :)
So am I 😆.
At least let me give you a barebones dump, like the one we started with for MTOF.
I won't say no. :)
If all goes according to plan, I should have that barebones monster file uploaded some time this weekend.
I've had motherboard issues and just got the parts replaced. I'd started on the monsters, but hadn't wanted to risk file corruption in one of the many blue screens I was getting. I hope to work on things tomorrow.
Added COM_5ePack_BGDiA - Monsters.user to the branch. It has the base monster data for the whole module.
Are you doing them in any particular order? I can meet you in the middle on them.
I already got started on a stock file. Let me know when you've got these monsters done and I can put them into it.
I am still working on implementing variant background abilities . . .
Then I’ll get going on the monsters. I’m probably going to do them in order of when you encounter them, since I’ve already started running the module for a group.
It will be another 2 weeks before I start my campaign. One of my players is in Europe for 2 weeks.
All Chapter 1 monsters plus a few more have been added. Stock file included for everything that's finished. Let me know if you find any issues.
I have tried to download and install the BG: DIA Monsters & Monsters stock files. However, when I install them, I get the following errors:
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:
Thing 'r5CAmrVa' - Bootstrap thing 'ra5CSuaDefN' does not exist Thing 'r5CDukTh' - Bootstrap thing 'ra5CDarDevN' does not exist Thing 'r5CDukTh' - Bootstrap thing 'ra5CDevSitN' does not exist Thing 'r5CMorVa' - Bootstrap thing 'ra5CIndom' does not exist Thing 'r5CPeacock' - Bootstrap thing 'ra5CKnSiSm' does not exist Thing 'r5CThuVa' - Bootstrap thing 'ra5CDarDevN' does not exist
When I delete the Monsters files, the issue goes away. I don't know what the missing Bootstraps are for, so I can't puzzle out a fix :)
Are the missing botostraps in another file I haven't grabbed?
I went into the 'COM_5ePack_BGDiA - Monsters.user' file with Notepad++. I am wondering if you referenced racial ability you created in another file that I am skipping over. I ahven't downloaded and installed a complete copy from GIT because I don't want to overwrite files I am still working on and haven't uploaded to GIT myself.
As a test, I grabbed the latest MToF files and get a similar issue of missing bootstraps. Do you keep your bootstraps in a seperate, central .user file somewhere?
Ah I know what’s going on. Short answer, download the most recent Monster/All files for both Waterdeeps, RoT, HotDQ, PotA, GoS, and GGtR. That should be everything you could need.
Long version: I got ambitious early this year and wanted to get us caught up on every monster we haven’t programmed, mainly from those books. I ended up pulling data together of every racial special that wasn’t unique. I catalogued which ones we had already programmed to be used with the “abText” replacement eval scripts, and created new ones for those that did not exist yet.
I should have just put them into MTOF or some other single file. But instead I put each ability in the file in which it first appeared. Stupid, I know. So now they’re spread out across those files. Once we do a full release and everyone is updated, we’ll be good to go. But until then, I’ve created problems like what you’re encountering.
On the bright side, I’ve almost finished a HotDQ file and am currently working on RoT as well as MToF and BG:DiA.
Thanks for the info. Just finished a game session with Baldur's Gate group so I'll try to grab everything tomorrow. They just got to D10 under the bath house tonight. I used some placeholder darklings and the proper stats from DnDBeyond. :/
On Tue, Oct 29, 2019 at 4:08 PM Fenris447 notifications@github.com wrote:
Ah I know what’s going on. Short answer, download the most recent Monster/All files for both Waterdeeps, RoT, HotDQ, PotA, GoS, and GGtR. That should be everything you could need.
Long version: I got ambitious early this year and wanted to get us caught up on every monster we haven’t programmed, mainly from those books. I ended up pulling data together of every racial special that wasn’t unique. I catalogued which ones we had already programmed to be used with the “abText” replacement eval scripts, and created new ones for those that did not exist yet.
I should have just put them into MTOF or some other single file. But instead I put each ability in the file in which it first appeared. Stupid, I know. So now they’re spread out across those files. Once we do a full release and everyone is updated, we’ll be good to go. But until then, I’ve created problems like what you’re encountering.
On the bright side, I’ve almost finished a HotDQ file and am currently working on RoT as well as MToF and BG:DiA.
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Well, I copied all the GIT files over top of my folder, after backing aid folder up, and left out the files I am currently working on. Everything works great.
Many, many thanks for the work you, and those who have helped you, have done on the monsters and other stuff.
On Tue, Oct 29, 2019 at 10:59 PM mergon.gaming mergon.gaming@gmail.com wrote:
Thanks for the info. Just finished a game session with Baldur's Gate group so I'll try to grab everything tomorrow. They just got to D10 under the bath house tonight. I used some placeholder darklings and the proper stats from DnDBeyond. :/
On Tue, Oct 29, 2019 at 4:08 PM Fenris447 notifications@github.com wrote:
Ah I know what’s going on. Short answer, download the most recent Monster/All files for both Waterdeeps, RoT, HotDQ, PotA, GoS, and GGtR. That should be everything you could need.
Long version: I got ambitious early this year and wanted to get us caught up on every monster we haven’t programmed, mainly from those books. I ended up pulling data together of every racial special that wasn’t unique. I catalogued which ones we had already programmed to be used with the “abText” replacement eval scripts, and created new ones for those that did not exist yet.
I should have just put them into MTOF or some other single file. But instead I put each ability in the file in which it first appeared. Stupid, I know. So now they’re spread out across those files. Once we do a full release and everyone is updated, we’ll be good to go. But until then, I’ve created problems like what you’re encountering.
On the bright side, I’ve almost finished a HotDQ file and am currently working on RoT as well as MToF and BG:DiA.
— You are receiving this because you authored the thread. Reply to this email directly, view it on GitHub https://github.com/Sklore/HL_DD_5e_Colab/issues/916?email_source=notifications&email_token=AEC7CM4NVYVMUBY6CQNZYGTQRCJ4ZA5CNFSM4IY2SL32YY3PNVWWK3TUL52HS4DFVREXG43VMVBW63LNMVXHJKTDN5WW2ZLOORPWSZGOECR5C3Q#issuecomment-547606894, or unsubscribe https://github.com/notifications/unsubscribe-auth/AEC7CMYX5DIMGGIHVP55TP3QRCJ4ZANCNFSM4IY2SL3Q .
Is anyone else running this currently? My party is still on chapter 1 but if anyone else needs the later monsters let me know and I’ll hook you up.
All monsters and magic items have been programmed. They’ll be in Release 2.3.
I made a mistake and forgot to upload Tiamat in 2.3. She was complete but was in my RoT .user. That file and its .stock are now up on my branch and will be included in the next release as well.
I’m leaving this issue open, since the infernal machines are not in. I haven’t tackled how to make them yet, but I’ll be doing it alongside the GoS ships and AI vehicles when/if I do those.
Found an issue and writing here so I don’t forget to fix it: the Hollyphant’s trumpeting has no range listed.
Hollyphant is fixed for next release. Working on the GoS ships. The framework I've built for them will help significantly with building the war machines. More to come soon.
War Machines have been added. And that does it for BG:DiA! Woohoo.
This issue is for work done or questions/issues about this new adventure