#I d be glad for any help
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It was happening on two scenes, but I got one to load by just refreshing incessantly
deleted all those basic actors and lights work again and scene loads
now it's just one where I had like 30 of those basic actors lol
ok, gimme a sec
the first error and the one in the second picture both seem to just be a missing image file. No big issue there
nod I just figured giving you everything I see is better than not
what version of pf1 are you on right now?
Just updated
80.23
zero modules active at the moment, i do have the patch module, but on or off doesn't change what i'm experiencing
Ok, you're self-hosting it looks like, yes?
yes
You comfortable opening the system file and making an edit if I tell you what line to change?
Yeah I'll need help finding it but I'll give it a shot. I've backed up my world.
data/systems/pf1 ?
yep, the pf1.js file inside
the javascript file. second one there called pf1
KK right click edit?
Yeah
KK
yep, make that line say instead if (actor.type === "basic") return {items: [], effects: []};
save it, reload the world, try to migrate again
And that's after the migration has run?
Ok, well, at least it got through migration, eh?
Yes
I don't see any errors for migration
I was before on that scene, but it still won't load that scene.
I might have to recreate it.
No problem, I'm pretty sure I know the issue
if I add a basic actor it errors again.
Just gotta edit one more thing
Yeap, if I add a basic actor it hoses the whole thing up.
ok, go back to the top of the pf1 file and find senses.ll.
make that line say const lowLightTokens = relevantTokens.filter((o) => o.actor?.data.data.traits.senses.ll.enabled && o.actor.type !== "basic");
looks good
New error?
same error
ok
ok, in the console, try running this and tell me what it spits out at you in the console
game.scenes.contents.forEach(s => s.tokens.contents.filter(t => !t.actor.data.data.traits.senses).forEach(a => console.log(a.name)))
Uhhh how do I run something in the console?
Oh yeah
maybe game.scenes.contents.forEach(s => s.tokens.contents.filter(t => !!t.actor.data.data && !t.actor.data.data.traits.senses).forEach(a => console.log(a.name)))
game.scenes.contents.forEach(s => s.tokens.contents.filter(t => !!t.actor.data?.data && !t.actor.data.data.traits.senses).forEach(a => console.log(a.name)))
oh wait
I'm dumb, I did an order of operations wrong in the 2nd pf1 file fix I think
const lowLightTokens = relevantTokens.filter((o) => o.actor.type !== "basic" && o.actor?.data.data.traits.senses.ll.enabled);
YEs, there
WORKS
Yeah, sorry, order of operations ๐
no no dude no apologies!
You're awesome for spending all this time helping me
100% the PF1e team is awesome IMO.
I'll post about it on the issues page, but you really shouldn't be using the basic type of actor. It says (for mods) for a reason ๐
Ahh I didn't notice that. I used it cause it was a simple sheet for siege engines
I'll change that out.
You can create npcs and use the lite sheet for a really barebones UI
I'm hoping after I take some classes I can do a vehicle sheet module.
Cause I'd love a proper built sheet for my player's ships.
Yeah, would be useful
Thank you websterguy, you're awesome and saved me a ton of work recreating that.
My pleasure
Thanks for being the guinea pig so I can get the issue workthrough to the devs
not a problem at all!