#Modules for SWADE
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Oh, you mean here.
I think I am fine with a manual token tbh, because if I go around playing with AEs i have to remind myself to remove them too.
And I always forget to do that.
Can you automate cover penalties with SUCC?
@lilac nebula could help with SUCC
I don't know
@lilac nebula is it possible to add a condition to Support and Test?
V.A.E is great module. I use it to remind me of racial abilities (among others)
And reminders that only last one or two rounds?
It show to some tokens, but not for others. Do you know why?
Hello. I was wondering.... How do I (I'm gming) make dueling in deadlands work in foundry?
It's three turns, with action cards. That's ok. Like if it was a normal combat. But i have to deal a "secret" card to each dueler.
How do I give a card, from an action deck to the duelists (or dueler? English not my native language)
No. The Ripper has a premium module that can do this for 5e I think. I'd love to take a look at it to maybe adjust it for SWADE but since it's behind a paywall, that's not going to happen.
You need to be more specific.
I cannot reproduce. tested on player token, npc token, linked, nonlinked and copy/pasted.
Some effects do not show untill you set them "always show.."
Is it possible to create a condition Support +1, Support +2, Support -2. This condition is applied to a target which received a Support from an ally.
tks
Well, it's difficult. You're talking about SUCC here?
For starters: Users would have to ent the effect themselves each time as there currently is no way in the system to remove an AE after the next roll of this actor. Also a simple effect couldn't cover it, the AE would need to modify every single skill and attribute. Finally there is no easy way to update an AE from a user perspective. It would result in a scenario of adding, removing, adding, removing. Because if an actor gets support multiple times, the player would have to manually adjust the modifier in the AE for each trait individually (which would take some time) or to remove the effect and add it again to adjust the modifier. I don't say it's impossible, I just see a couple of challenges and I think it's more suitable for SWIM than SUCC.
I see.
@junior pumice
If the reminder is 5 times more time consuming that applying the +1 to the roll itself then there is no much point, I just made a couple actors using foundry icons and called it a day.
If anything, i am going to remember about them because they dont move along with the ship
If you're using BRSW, the smart way to do - at least for players - would be to set the trait roll modifier accordingly to white. It'll automatically apply to the players next roll and then vanish.
On the modifiers panel above the text box?
Exactly.
The problem here is that button applies to the next roll, here I am using an initiative system similar to the xwing game, two initiatives per round, what you do in the pilot phases applies to the gunnery phase, so I cant have that button clicked for the entire encounter.
Meanwhile those other tokens are there in the map, so even my players see them, if I dont remember to apply the bonus, i can blame them too haha.
Well okay. I did think of a "normal" game but if it's not applicable to you. Whatever works for you is best.
I'll try to add more lights to bennies for swade soon
SWPF with actions now
That looks great.
Add actions to the entire world
Cool. One thing I just noticed is, that the Resist roll for "Breaking Free From a Foe" is just "Athletics", but the rules state "either may roll Strength -2 instead to maintain or break free of the hold". π
Thank you for this! I imported it all and used the macro to add the actions to my characters. However, it rolls everything as if it was untrained instead of using the proper Trait. Help?
Are you using BR or other automation module?
br don't manage actions well https://github.com/javierriveracastro/betteroll-swade/issues/578
You need to press and hold Shift and click. Try it.
fixed, update
Works, thank you so much!
I set things up a bit differently. Here f.e. Is my version of Grapple with all the relevant things you could do in a grapple. I found it more helpful this way.
And if you wanna add feint:
Tks
Can you export these items?
I can send them to you later, when Iβm at my computer.
feint is an edge
This would be better in the official module
Product Support Portal of VTT modules developed by Sigil Services.
summary feature
first attempt with https://github.com/richardgaywood/foundry-penllawen-compendium-table-maker
Armor is listed twice, but the rest looks good!
fixed on the new
You can import this
Oh more goodness! I like the actions a lot. I encountered a tiny issue where Item Piles also have these Actions in them as loot so I always have to delete them. I made a copy for a pile where everything is deleted I use now. Just wanted to point this out, not sure if something can be done about this. Its not a big issue.
I think you need to open a issue for Γtem piles
You need to add 'action' to Item Pile's 'item type excludes' and those are gone.
Its new item type that has not yet been added to exclusions list...
Thanks for the tip! Great!
While it isn't a full fix if you add the most likely attribute to the trait section of the action then it doesn't default to unskilled (Which closes off a lot of the usefulness of BRSW. So if you have the action soak and put vigor in the trait place of the base action then it will roll your Vigor by default instead of dropping to untrained. You can still modify it with the item action, but resistance rolls still don't work.
The system chat message is clear.
The players are pressing shift
Ok, it was if you wanted it to work inside BR SW.
https://github.com/theripper93/Combat-Booster
Anyone having problems with this?
Not familiar but now I'm intrigued... What does it bring to table (I use Monk's modules)
If you add 8 zombies, it's hard to spot their position. This marks the current npc on the scene
monk can do that?
yes monk does that (some animation around the current combattant, move screenview to center on current token, sound when you are going to be the next one to play, sound when it's your turn). Other modules too.
Monk has lots of great mods.
Starting to add 2D bennies to More Bennies module
Ohh this would be perfect for RotRL I am running right now. Any ETA?
Ah Thank you found the option! Any chance of getting a 3d Model to go along with it?
I couldn't find one
https://gitlab.com/tposney/dae Anyone tried this one?
Ripper Module: https://theripper93.com/module/macro-wheel
I make scripts and modules for Foundry VTT
In the Fantasy coins when loading a world I get an error. I'm not sure if this is from being run on The Forge, but it happens on start up every time.
Open a issue on the devs git. But, update to last version before
Checked it was updated all to latest
I get the error when I try to change the icon
You can have animated bennies on a #foundryvtt actor sheet.
@lyric cloud Agent Toho is a bit bugged in the Crystal Heart Starter Set. When importing the adventure I get the following error:
foundry.js:753 TypeError: Failed data preparation for Actor.wjvLYJU7P748OFOV. Cannot convert undefined or null to object
at Function.entries (<anonymous>)
at Object.flattenObject (commons.js:2346:32)
at SwadeActiveEffect.apply (SwadeActiveEffect.ts:148:39)
at SwadeActor.applyActiveEffects (foundry.js:18467:37)
at SwadeActor.prepareEmbeddedDocuments (SwadeActor.ts:213:10)
at SwadeActor.prepareData (foundry.js:14124:12)
at SwadeActor._safePrepareData (foundry.js:14101:14)
at SwadeActor._initialize (foundry.js:13929:19)
at new DataModel (commons.js:6817:12)
at new Document (commons.js:7479:3)
I think this is due to 3 faulty active effects.
Once I delete the top three (duplicate) AE and re-import the actor, the error no longer appears.
fixed, i hope
I'll check it later. Thanks π
@lyric cloud are there any plans to update the paid Crystal Hearts module to v11?
I did some days ago
Okay drivethrurpg only shows the old versions to me (the latest is 1.0.7). Maybe they need a bit until the update can be downloaded, right?
You need to ask @gleaming viper
I added emission to the benny
Nice and shiny
Is anyone else on The Forge having difficulty updating Macros for SWADE?
It's a dead module.
Wasn't there an option in some module to replace the SUCC condition icons with the default ones? I know I had it on but the recent updates broke something and I don't want to go through the whole condition list and replace them manually.
It used to be an option in SUCC if I remember right, but it seems to have gone when they changed to the condition lab.
You can manually change them in the Condition Lab and export it for your other worlds (if any) in case you don't like those I carefully created. :D
Foundry VTT module for cards: https://github.com/xaukael/card-tokens
Would work with Card Mini Hand Toolbar, RTUC, Monarch, or Card Hand List?
(e.g. I can drag from the "hand" from those tools?)
yes
Would it be possible to add option to bypass drop dialog and use spesific pile/hand pre-set in settings?
Maybe ask the dev https://github.com/xaukael/card-tokens
oh my! thanks @lyric cloud!
When trying to install the FC beta I get an end of file error in the console:
harry potter benny
I'm gming Blood drive. I bought the Blood Drive Module
I have no expirience with VTTs. And I have not explored much of the potential of foundry
I'm about to start the Battle Of Gault's Gulch. But i con't make the Token Vision work!
I've been trying entering as a player, but everything's dark! Even when i transitian to daylight
Check the scene settings if fog exploration, token vision and global illumination/lighting are active. And verify that the tokens on the scene have vision (token settings, vision tab)
If global illumination is disabled on the scene you only can see things if a light source is placed somewhere on the map
Will check that out. Thank you @drifting terrace
@wet atlas Hi! Do you have plans to update https://github.com/richardgaywood/foundry-penllawen-compendium-table-maker to v11? Thank you
helllllo! yes I do
I have been having an appalling run of luck finding free time lately
I must confess I haven't even started it up to see what's broken
It's working well. I simple manifest update would be nice
Also, can expand it to create actor tables?
you're not the first person to ask for Actors. I know how I'd do it, just haven't found time yet.
Penllawen is working well on FVTT 11
https://github.com/richardgaywood/foundry-penllawen-compendium-table-maker
Shape Change can really use this feature. Sort by size. Thank you for everything. This module is a must have.
done
Tavern Menu macro for Savage Pathfinder
I am curious how you all have your SWADE games set (mods. etc.)?
I am trying to find my personal best mods/preference and wondering how you all are set up.
I run deadlands, holler, and a SWADE fantasy campaign
So I can share what I use that makes the system work well for us.
I'm running very light (precolumbian fantasy).
- SWADE system
- core premium
- fantasy companion
- Ready to use cards (with a custoom Quick Chase Deck, Adventure Cards in French)
- Monk Combat stuff (ring on your turn, aura around active, ...)
- DF Enchanced Scene (click opens a scene instead of configuration, and some other improvement to speed up setting up games)
- DF Chat Enhanement (color each chat card by player color, avoid scrolling back down if I'm scrolling up to check stuff...)
- Token Action HUD (to have a kind of floating menu with access to roll skills and weapons, my players love it)
- and a few shared compendiums of my own
I think that's about it.
Active Aura is working well on swade?
Yes, works like a charm.
I can't get it to work well.
I just tried. Any tips?
What are you trying to do? Here's my setup for command:
#swade message
tks
worked
Yes, very
would I come in here if I need help with a module in swade? I'm rather unsure where to go for better rolls 2
oo, so many threads and rooms. thanks friend
yeah, dozens of em. Some are old and redundant though
v1.1.0 of SWADE Item Tables has been released. Now with filtering Items via a search input!
Adding any Equipment is causing it to throw a bunch of errors for me, i've tried the Deadlands equipment and SWADE Core Rules equipment. This is with v1.1.0 of module and latest version of foundry and swade
Aww crap. I'll take a look.
Found the issue. I'm using system.<property> whereas those modules are still using the outdated data.<property> model.
Thus the values for system.price or system.weight are undefined. I'll have to figure out a way to map those over and pull them in.
Item Tables also arenβt working for me with Savage Pathfinder. Also it would be great, if the categories in the item piles settings are collapsible. Scrolling all the way down to the Pathfinder items on every category, I always had the feeling of missing some categoriesβ¦ By the way: the melee weapons category is empty. Only in the ranged weapons category I see some Pathfinder items. But I assume the reason for that is also the outdated data modelβ¦
Fixed!
Melee weapons not showing is fixed as well
Melee weapons was an issue of it looking for actions.trait instead of actions.skill. I have it now looking for both.
Item Piles settings?
I toyed with collaspibility of the sections in the configuration settings, but I didn't like where it was at at the time. I do plan to revisit that as an enhancement because i felt the same way.
verified the equipment error is fixed for me after the update, thanks Kristian!
Sure thing! Sorry about the bug!
If you find anything else, please feel free to submit an issue in the repo.
Sorry, my fault. I ment the ItemTablesSettings... I still got an error after the update when I'm running the macro (doesn't matter if from me compendium or the macro bar). I'm using Chrome and foundry is running in the oracle cloud, if that helps.
Weird. Can you try uninstalling and reinstalling the module altogether just in case there's a caching thing?
If that doesn't work, then it means there's some Item somewhere with a weight or price that's not set correctly (or maybe it has commas and isn't an actual number)
I uninstalled and reinstalled the module. Same error, but a different number (SWADEItemTablesForm 112 instead of 113). So I tryed it in my testworld with the core rules. Same error, but this time it's SWADEItemTablesForm 78... Maybe I should enable not all categories at once? Is there a way to find the responsible item?
With only the ancestries it works. Let's see, which category breaks it...
It's the melee & ranged weapons & the gear from the premium SWADE Core Rules 3.1.3 that break the macro. It's a new test world with only the system, the premium SWADE Rules & ItemTables enabled.
Now that I deactivated gear, melee & ranged weapons in the ItemTablesSettings, I could also use the macro with Savage Pathfinder.
I'll look at the core rules. I think I might know what's happening and have some checks in place for it.
@wooden mesa Let me know if you still encounter any issues
Thanks, ItemTables now works with the Savage Pathfinder weapons and gear as well!
Excellent!
One really nice but not so nice thing about SWADE Item Tables is that you find a lot of errors in the data for Items. π
Heh yeah. Tell me about it π
Out of curiosity, I just tested SWADE Item Tables with Item Piles. Works beautifully!
Oh, and the currencies you see there are set using SWADE Fantasy Currencies by @regal field
Although I did forget to configure the exchange in Item Piles. Those should all be based on gold, not platinum.
Looking for a way to invoke SWADE Item Tables other than using the Macro that it comes with. I'm not a fan of weird keyboard shortcuts, and we all know there are plenty of those among the modules out there already, and I'm not sure of where it would make sense to put a button or context menu. (Putting a button in the Items sidebar doesn't work, because it gives the impression that it's pulling from the Directory rather than Compendia.) I also try to limit how many UI elements are added to the core Foundry VTT UI because other modules can potentially break that or make add additional clutter.
Currently, the Macro feels like the most obvious choice, but if someone has any ideas, send them my way.
I think you can create a empty shortcut. So, the user can pick one to use.
A bouton above the compendia sounds the most logical, but I understand your resent to add UI elements.
A button on the left hand toolbar wouldn't make sense, as it has nothing to do with scene or tokens.
Macro seems the best compromise.
Yeah, that's where I keep landing.
But the macro will still be an option. The idea is to provide one more option to call the Item Tables. And shortcuts are very easy to delete.
This module is the best way to view items, so a UI shortcut doesn't seem like a bad idea to me either. A button in the items directory is a nice place.
Since I have hidden the macro bar from my players (they didnβt use macros and found the FoundryUI too overloaded), I would like to save the result of the macro in an SWADE Item Tables Compendium. That way, I could maybe even hide the rest of the compendiums from them, leaving them with just one compact and easily searchable compendium. But I have no idea, if thatβs doable or not and if that would work for other people as wellβ¦
Maybe as a future enhancement I could see about having it generate a page in a Journal Entry with document links. But that's a pretty tall order for now.
Putting it in the Items Directory might give the wrong impression of what content it's displaying.
Or rather, the source of the content
Also, adding buttons to directories is a frustration point for me personally. Many modules do that but with the assumption that they're the only ones doing that. Then you get this hideous mass of buttons at the top and bottom of the directories. See Pathfinder Chase and Adventure Deck buttons active at the same time as an example.
I might see about adding a context menu to the Actor Directory since Items are typically used for adding to Actors.
Maybe label it as "Add Items to Actor"
Context menu on Actors
Very nice.
But, give a chance to the shortcut option, please... π₯²
That is a shorcut. You mean keyboard shortcut?
I'll set it to Command + Option + Ctrl + Shift + `
How's this?
very nice
thank you
I'm going to make it editable, too.
I'm a busy bee. v1.3.0 of SWADE Item Tables adds export/import options for your configurations
@serene dirge Your Item Table module is a very good idea to speed up the process of creating npcs.
Generally, one thing I stuggle with when I create npcs (or prepare PCs for oneshots) are the skills. You select the skill, drag it onto the character sheet, then select the die type and close.
I'm thinking, maybe, in Item Tables, you could list items of type Skill and d4 | d6 | d8 | d10 | d12 next to (or below) them. Dragging those links would drop the skill & set it to that die type right away.
I struggle with that as well, but I think that's more an enhancement for core v4.0 then for item tables (to be able to change the die type without opening the skill)...
That's an interesting idea. I'll think on that some. I'd have to find a way to catch it in a hook and extract some value that determines the number of die sides. I'm not sure I can prevent the sheet from opening though.
No idea whether it's even feasible.
I'm the typical customer. π€£
If that still opens, that's still better than nothing. Everything saving clicks is good to take π
I think it's a decent idea. The same could be applied to Hindrances that offer Major and Minor versions.
I'm not sure you have a tangible info on the Hindrance that it offers the option? Else that would be very good too indeed.
I do. I already display that info in the table
It's dependent on the word "Major" appearing in the description.
That indicates that it has both options.
Coming soon...
Very useful
Lovely! Thank you Kristian!
I might have to roll this back. I'm having too many issues with it. The main one is a race condition where the value just isn't getting set and I'm not sure it's fixable. Every attempt introduces new issues.
New release available with the above feature
v1.4.1 of SWADE Item Tables (SIT) adds support for dragging Major/Minor versions of Hindrances, and updates existing Hindrances on the Actor (e.g., if the Actor has Bad Eyes as a Minor Hindrance and you drag the Major label for that Hindrance onto the Actor, it updates the existing version on the Actor to Major).
1.4.2 adds a "Scroll to Top" button.
@serene dirge
Many thanks for a great module. The SIT has made my GM life a heck of a sight easier ππ»
One question ... is there any way for the various section to be collapsed by default?
Which sections in particular?
Also, let's take this to https://discord.com/channels/170995199584108546/1151916379260321892
I don't know if it's known and I know the module hasn't been updated in quite some time, but the PDFoundry module causes a number of other modules to break π’
Are you just using it to view PDFs?
Yeah, I wanted to share PDFs with my players for stuff that doesn't have modules
I don't even know how I missed that π
It's actually like a proper reader and everything too, damn. Thanks for pointing out something I should've looked for myself! π
Heheh, NP
@serene dirge Did you find a fix for the Minimal UI and Card Hards List issue? I saw the latest update should've fixed the problem. But I'm afraid nothing has improved for me. Any idea?
What version of each are you using?
I'm assuming you've updated both at the same time.
Card Hands List 1.8.2
Minimal UI 1.6.8
Might be a caching issue or maybe you need to restart the server. I can't duplicate that.
another option is to uninstall and reinstall both modules in case something got messed up in the update.
Cache cleared β
Reinstalled both β
Clear World (no other modules) β
Other browser β
No console errors β
Tested on forge and local β
Issue persists π₯²
Hmm maybe because the width in #card-hands-list-container.minimal-ui.hidden is set to a fixed 32px?
If I disable the width parameter it works as intended (at least I think so)
The above mentioned problem only occurs when I set the "Player List Behavior" to "Always Visible" in Minimal Ui. So easy fix for me ^^ I'll just set it to "Auto Hide"
Sorry for bringing this up. It's really just a minor issue.
And btw: By setting the "Player List Behaviour" to "Hide Completely" the Card Hands List menu is also hidden π
Ah, I'm not intimately familiar with Minimal UI and didn't realize that was a setting that changed things drastically. I'll have to troubleshoot that some.
Made some progress on this. The challenging part is that instead of using classes to change the styles, Minimal UI changes the values assigned to the custom properties for the players list which I was using to style the card hands list. Still troubleshooting across the different players list behavior options.
Fixed.
Anyone who uses Token HUD knows how to add statuses like Cold Bodied to the tabs?
I don't think you can.
It looks like it can only adds things that are on the Character Sheet, not on the token.
Distracted, Vulnerable, Stunned...are checkboxes on the character sheet. Cold Bodied isn't.
That would make sense...
Can you be more specific about what you're looking for? You want to add new checkboxes to the main tab of the sheet alongside Shaken and Stunned?
Moreso I wanted to add stuff like other Statuses "Cold Bodied" since this particular campaign I'm working with has Amphibian creatures that have that sort of deal for certain scenarios, jus tdoing what i can to streamline SWADE for friends that havent played it before lol
In that case, I'd recommend you check out the SUCC module (SWADE Ultimate Condition Changer). It lets you add, remove, and modify and condition you want, in addition to a few other features.
O I do have succ, does it have like a more streamlined way of changing statuses or like, implementation with Token HUD?
More streamlined than just right clicking on the token and selecting the condition?
I have a feeling that I'm not understanding what you're trying to do. Could you give me a detailed example of what you would like to accomplish?
I just released an update for Eberron for Savage Worlds for Foundry VTT: Three new NPCs.
The module is available here:
https://github.com/kristianserrano/savage-eberron-for-foundry-vtt/releases
Progress has been slow going, but it's going. SWADE Item Tables has sped up the process considerably of course, which was why I made it to begin with.
SIT is now one of my essential modules. And my players are getting into it, especially the character build section ππ»
Yay! That's just made my day. π
I've been meaning to ask about this. I was unaware that you had a module for it out.
Time to go shopping.
It's free.
That's awesome! I don't see it listed under Install new module though...
That's on purpose. The Foundry VTT team and I agreed that it'd be better to not include it in the package directory for the sake of simplicity.
To comply with the fan content policy, it has to be, just as it is for the Google Doc.
ok so just drag and drop the files like we use to do for backing up modules, before the new backup feature?
No, there's a manifest file on the page above. Just copy its URL and paste it into the field at the bottom of the module installation window.
ok maybe it's my early morning bear of little brain fog, but the manifest URL is?
TYVM.
I love the book you guys did and this just makes it even better.
Thank you!
Savage Eberron v1.0.8
- Adds House Phiarlan Entertainer/Spy and House Sivis Scribe.
- Changes selected icons for dragonshards to visually seperate various sizes.
- Fixes currency for House Medani Sentry and House Orien Courier.
- Adds description to the Gnome's Reduced Pace Active Effect.
- Fixes missing Halfling Reduced Pace Active Effect.
- Fixes missing Halfling Size -1 active effect.
- Updates the House Jorasco and House Ghallanda NPCs with corrected Halfling data.
Release Page: https://github.com/kristianserrano/savage-eberron-for-foundry-vtt/releases/tag/1.0.8
Manifest URL: https://github.com/kristianserrano/savage-eberron-for-foundry-vtt/releases/download/1.0.8/module.json
I just realized I forgot to reply i will today just for now, another question about Token Hud,
is ther e ar eason why only a few players wouldn't be able to click on the token hud to activate their actions?
I recently updated, and my players were all unable to click on the HUD, but I as GM worked fine.
The solution seemed to be for each player to go to the HUD settings, and select the desired click mode from the four options, and then save settings. They have to do this even if they want the default! We all thought it looked like the option was set, but you still had to select something and then save.
And it seems like you have to do this each session, i.e. the settings isn't being persisted π’
... which reminds me, I should log this as an issue
Had the problem as well as GM. Once I changed it and then changed it back, fixed it and it was persistent between sessions for me. Thanks for the find.
Got around to reporting it ... https://github.com/mrcomac/token-action-hud-swade/issues/30#issuecomment-1837578392
Author fixed within 3 hours in 0.9.3 ππ»
It's not specific to SWADE, but with all the GM titles used across SWADE settings, I figured there might be some interest in this module that allows you to edit the gamemaster's title.
https://github.com/kristianserrano/gamemaster-title-editor
It's officially in the directory now with a patch update.
https://foundryvtt.com/packages/gamemaster-title-editor
What does this do differently than just renaming the GM user?
The user name is just the user name. I almost always change the default from Gamemaster to my name. But the Title (GM) is not editable except through a translation string.
So in the A/V window, for example, It can alternate between user name and "character name"
Ah, the bit in square brackets?
For the GM, "Character Name" is that text in the square brackets
So with default values, the name in the A/V panel, alternating between user name and character name, would switch between "Gamemaster" and "GM" which is... You get the idea.
Upcoming feature in Card Hands List: Support for the SWADE system's Favorite Card Hand setting.
Aaaand released.
Here's another demo showing the SWADE favorite cards hand getting updated in the user configuration app whenever a favorite icon is clicked in Card Hands List.
I just submitted a pull request for Item Piles' SWADE system support to add action to the default Item type filters and to change the default Actor type to npc (currently it defaults to character). Thoughts?
Anyone using Token Mold to do Overlay? I don't seem to have any stats available other than Name.
What do you mean by "overlay"?
I ended up using the Bar Brawl module for showing resources ... is that "overlay"?
seems to reported bug https://github.com/Moerill/token-mold/issues/190
(by you π )
Lol, classic me. CRS disease
Dice So Nice/More Bennies: Is there a nice, easy way to create .glb files? I need a Sihedron medallion benny.
I know I've seen one online. Give me a sec to find it.
Hmmm, maybe that was an STL file instead.
Apparently, there's an online STL to GLB converter. I have no idea how well it works.
With major assist from @serene dirge , I was able to come up with a passable sihedron medallion you can use with Swade-More-Bennies. Find the file here: https://drive.google.com/file/d/1cRc1TMkmGTh25it_nlJkV4DpILgesRsH/view?usp=sharing
Oh cool! What was the final trick to get the model?
Do you want to add this to swade more bennies?
@trail nacelle do you have textures?
The "trick" was I had to exit the game and come back in everytime I changed the GLB. I wasn't doing that, wasn't seeing changes, so thought things weren't working.
@lyric cloud If it's wanted in the modules, sure. No, I don't seem to have texttures. I'm doing this in TinkerCAD and I know next to nothing about cad/glb. Heck, I don't even know the names of the things I don't know to tell you what I don't know.
If somebody smarter wanted to run with it, please do. I can give the SLT file.
stl? is the autocad format?
Yes
What do you think about this one? https://www.printables.com/model/166296-sihedron-medalion
Started with that one. It just kept coming out as a flat disc with no detail. I'm 2% smarter now. Could try again.
Without texture It's not really cool...
Paint texture is easy for people who know how to draw.
I don't know.
But, I can show you how to paint the texture.
I also can't draw.
We are together on this. lol
I make some tests tomorrow to try to make it look nice
I don't know how to improve it... π¦
It is 2 sided. Looks like all of those came up on the blank side, but you could see some iamge before they settled on the good side. For mine, I copied the object and put them back to back so it had something on both sides.
I can do that. But, the important part is the texture. I makes it look real nice
Maybe we can find someone to help in the pf2e group
I'll check it again tomorrow
So converting the STL to GLB was easy?
It's easy.
Blender can do that. 1 click
I gave up. I can't make it look nice. We need to find someone to do this. I can add to the module once done.
This can be a solution.
What to expect in the series:
Part 1 - Using Ai and image to mesh convertion. Simply creating our coin.
Part 2 - Environment setup. Reaching for Photorealism
Part 3 - Animating, Compositing, & Rendering
Portfolio: www.timovw.com
Digital Shop:...
There is hope.
I feel like it should be a solid, but thinner, interior, like an actual coin.
But that's pretty awesome nonetheless
Thinner?
basically a solid coin with the design as a relief on its surface
I could glue it to a base...
Beatiful
I think I'll finish this like that and try these with a base after.
Awesome. The latest swade core rules added descriptions to status effects. Now we can use the module "Visual Active Effects" to show status effects like this:
Sweet!
After fiddling around with custom css I even managed to change the styling a bit more to my liking π
Ooh, that is better π
Could I/we have the CSS ππ»
Here you go (just copy in the upper "Global Styles" section of custom css)
/* Custom CSS */
section.visual-active-effects .effect-item:hover .effect-info {
background-color: rgba(204, 188, 126, 0.25);
}
section.visual-active-effects .effect-item:hover .effect-info a.content-link {
color: rgba(204, 188, 126, 1);
background : None;
}
I modified mine to this...
Here's the CSS I applied:
/* VISUAL ACTIVE EFFECTS */
section.visual-active-effects .effect-item .effect-info .effect-info-details .inline-roll,
section.visual-active-effects .effect-item .effect-info .effect-info-details .content-link {
color: navajowhite;
cursor: pointer;
text-decoration: underline;
}
section.visual-active-effects .swade-core {
all: revert;
* {
all: revert;
}
}
section.visual-active-effects .effect-item .swade-core .red-bullet-list li::before {
all: revert;
}
Slight mod... (edited above)
That's exactly what I was hoping for. Have a file for us?
Update the module buddy
It's in there
https://github.com/brunocalado/savage-pathfinder-enhanced
0.7.7
- actions fixed
- actions macro minor fix
- Enchantments for Savage Pathfinder fix
- Masterwork Forge for Savage Pathfinder fix
I'm making the party sheet for swade.
Any feedback?
https://github.com/EddieDover/Theater-of-the-Mind/blob/main/TEMPLATE_README.md
I wouldn't (personnally) need to see Wounds, Fatigue, Bennies, or Status in such a screen.
Bennies they are right at the bottom left of my screen.
Status can be a long list and I see them directly on the tokens.
I have a piece of paper where I wrote my party summary. I have a few key skills for my setting, like Notice, Occult, or Common Knowledge. That was I can quickly say: hey, you player 2, because of your good Occult skill you know this creature has a venom bite.
I also have the hindrances, especially those I forget too often they have it.
I like the idea of a "summary party page", especially if I can open it using a macro, better yet, assign a hot key to open it
Unlike @ashen saffron I would like to see Wounds, Fatigue and Bennies ... I'm using the Minimal UI module to remove the Player List, so can't see a bennies summary
Parry and Toughness are useful reminders
Current Power Points would be great
I like @ashen saffron suggestion of some "key" skills; which ones is always going to be difficult to get a consensus on, but the Notice, Occult and Common Knowledge looks to be a good start
I also like the Status summary ... I can see the overlay icons on the token, but I'm still finding I quite often have to check what a status is
Hindrance would be a "nice to have"
Looks like you'll need a highly configurable Party List, each master has its own priorities π
I'm trying to improve, but I can share the code
just add to Data/totm like in the image
Thank you π
Hm, since I use the combat carousel I have no need for wounds, fatigue, parry and toughness in an extra party sheet. I would use one mostly for some edges and hindrances that I tend to forget. But that would require a design that shows me tool tips with the rules for the edge / hindrance. Therefore the thingy would have to be highly configurable for me to be useful...
Is that the Combat Carousel Tracker by ripper?
And if so, how does it interact with the standard combat tracker?
Yes, it is. I didn't used the standard tracker the last few game sessions. Or maybe just once, when a player was going on hold. I will check the standard tracker again in SWADE v3.3. Maybe I'll use it as a gm then, but I think my players will stick with the carousel. In the end it's like with all the other modules, you have to test it yourself to see if it works for your group or not...
I use Combat Carousel too, mostly for my players so they dont have to pop out combat tracker anymore. I still use CT for everything (grouping, holds etc)
Oh, that looks nice. But no Hold in combat carousel?
nope. has to be done in Combat Tracker.
I use a module (monk's combat I think) with an option that auto pop out the tracker each time I start combat.
You can make the screen shake when the dice explode
zen archer for https://foundryvtt.com/packages/savage-pathfinder-enhanced
Randolph Logan is missing in the Blood Drive module π€ π€¨
If he's missing, I would open a ticket here:
https://support.metamorphic-digital.com/
Support Portal for MetaMorphic Digital Studio products.
I've resurrected the old SWADE Wounds Calculator as SWADE Targeted Damage.
https://github.com/kristianserrano/swade-targeted-damage/releases/latest/download/module.json
It now handles the workflow entirely within a single app window for each targeted token rather than a series of dialogs.
Announcing it here first before submitting it to the package directory, just in case there are any bugs crawling about.
If you're unsure what this does, it uses targeting Rather than selecting to apply damage.
I liked this module.
Thank you. Let me know what you think of this version of it. Personally, I really enjoy the single app window experience
It's now in the package directory
does this work with BR2?
I have no clue
@serene dirge I really like the new SWADE Targeted Damage module π Thanks a lot! I hope my players will appreciate the target workflow as well. Or rather, that they get used to setting a target again. One tiny bit of criticism: Would it be feasible to show the damage result chat message only for the GM or only partially for the players? I usually don't reveal how high the opponent's armor and toughness are. Or is that something you normally do?
Thank you!
The intent was mostly to just show if the owner of the token used the appropriate values or made adjustments. I could set it to be a setting that doesn't include any of it, or I could have it only show the the damage and AP to show if they were altered.
I think I might go with the latter.
Or a setting to toggle the latter?
I'm adding a setting to toggle the target's defenses off, and if the damage or AP were modified, it shows the rolled values and the resolved values.
If neither is modified, that group is omitted.
Cool! π
Something I was considering is actually showing the defense values if the target is at least Shaken, because at that point, it's just math, and it's sort of a nice reveal for the players.
Then again, the players wouldn't necessarily know if they hit the exact number or were over by 2 or 3, or if any AP had an effect on the damage result.
Here's a card with only the resolved, unmodified damage and AP.
here
Unable to instal Argon HUD
Error parsing module manifest data from https://github.com/mrcomac/enhancedcombathud-swade: Unexpected token '<', "```
π€·ββοΈ
?
restarted Foundry and it showed on the list to install. Works now
Mass Battle macro is back