#Midi setup troubleshooting
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thank you
I'll just lurk, don't have much to contribute
alright well, to state much of what i achieved with midi is rather big in my session. Having to switch out from 9 months of altering maintaining and updating all the items. Is exhausting to say the least.
So, the quickest method of figuring out if it's midi qol or modules interrupting is to disable everything but midi qol and its' dependencies. This process is made much easier with the module Find the Culprit. Can you try that?
sure
Essentially with Find the Culprit, you can just turn those modules on, try to troubleshoot, and then you can reactivate the modules you had on afterwards
yes. Though my main problem is, its the concentration not being replaced. They instead Stack upon one another, even with Midi qols asking to end the current concentration.
it didnt do that before, and id even rolled back a few times.
I have had that very issue with another module adding concentration for me. Does that problem go away with only midi qol being activated? Else export an actor where this is happening and throw it in here, I can try importing it and see if I can sniff out the issue
well ive asked on how i export character sheets, but it isnt just on one character sheet. This is a spread wide issue across my entire campaign. for all player sheets and npcs that exist.
Spells, Class features, and etc.
The way to export a character is to go to the character in the sidebar, right click and "Export Data", it should throw you a .json file. Pick a player character, as they are linked to their tokens and should give me the best chance of seeing it happening. DM it to me.
side bar?
This icon to the right
okay give me a second.
๐
I have a module that gives me a cleaner side bar.
gotta shut that off to see what you mean
to state. This campaign of mine is highly or extremely homebrew, I go to the ends of the earth with this.
okay what kind of character do you want me to export? spellcaster? or one of my player's PCs?
Drag one of your player's PCs onto the canvas and cause the concentration bug with them (the one with multiple concentrations), and then export that player PC.
๐
I took a quick look into the export, its rather extensive.
That's alright, looking at it now
thank you for helping me with this Krig.
All good. I definitely see your issue, let me check if I can replicate
okay, also use better rolls 5e with this too. I just found the culprit and its BR5e...
Aaah, yes, better rolls is not maintained any longer and is one of those rolling modules I mentioned that will most likely cause you trouble
Any feature in particular they depend on?
Revised all the flaws of everything.....
right the main feature i use on BR. is the switching of damage types and damage formula with a quick usage of Hotkeys.
basically like this.
Being able to roll versatile damage based on hotkeys should be configurable in the midi settings iirc
Yes but i doesnt change the damage type from what i desired. It only changes the damage formula or overrides it and doesnt replace the damage type.
Right so make the versatile damage a different type
Wait how?
1d8[fire]
Can you really make vesatile with a damage type?
for example
yep see above
If you have multiple, you will need another solution
does that account for DR and immunities and etc from midi?
Yup
But yeah if you need more than two and can't mush them into one formula like 1d8[fire]+1d4[lightning] you'll need a macro. Last I checked BR only supported two presets though so you should be good?
So... wait. I feel like im missing something here.
your telling me that You can change the damage type and roll forumla by doing something like. 1d12r1+@mod+2 [piercing] correct?
by placing that
into the versatile damage of the weapon.
I think you might need to place [piercing] directly next to the different damage things but yes
Otherwise brackets might be useful? I have to admit I don't use it much
wait krig, can you demonstrate with a screen cap to see what you mean by?
Yeah, let me experiment a bit
sure.
Actually, ive been wondering about this for some time. Why is it better rolls abandoned in the first place? by Red Reign?
Oh boy let me give you some story
So Red ditched the thing a while ago, mostly due to time issues as far as I know. Until a couple months ago Supe actually maintained it
So you can probably thank him for most of the recent work
I believe you need to write it like so 1d12r1[piercing]+@mod[piercing]+2[piercing]
A little awkward but such is life when you can have multiple damage types in there
Supe switched to PF2e though and as such has little interest in keeping up a dnd5e module, especially one taking as much time and with an awkward code base as Better Rolls
okay ill try that, i just shut off better rolls currently.
And noone so far has take it up likely due to the aforementioned very old and convoluted code
...
Modules are free time, unpaid community projects so faulting the dev is not the way to go here IMO
i know. but sometimes when something goes wrong, and you dont know what causes this.
after. hours and hours sitting here creating assets and events senarios.
it drives you nuts when everything falls apart so suddenly.
having to go back and forth.
Again noone is forcing you to update and that is the problem with using tons of modules
@cedar venture But then i ask? how come when every update occurs that my session suddenly drops in performance and or either stops functioning when and update occurs.
many times when the update comes to call into forge it breaks.
i ask my players to refresh it but it nearly happens in a daily basis.
durring sessions
and tests
Because modules aren't updated for it yet? I don't know how forge handles it so you might want to ask there but I usually don't update to the newest system version for a couple weeks
I do the same, but however, in my experience things do break, when not updated.
I sat in my session on a daily basis, clocking in nearly 2000 hours, by working on things.
That is fundamentally impossible. If you have a working state and don't update system, modules, ot Foundry the only issues that can arise are issues that were already present in the code before
Either way this is veering very much out of #dnd5e / this thread's topic and more of a case for #discussion .
If your issue has been solved I'd like to close the thread after giving @heavy gazelle a big shoutout for helping
It's a balancing act of new features vs. stability, Foundry and modules, I fall in the same pitfall trap often
no problem
Thanks krig again, ill try to play around with this after understanding what better methods of handling sessions.
to continue.
I know this but oddly enough what troubles me is that, wouldnt the same thing apply from roll back on modules? For me it doesnt function correctly no matter how far back i place module state.
Things interact with each other and modules version x might not be compatible with system version y.
Hence saving a working state and making backups
Only if you have a backup world, I figure, will a module rollback work, once modules have been on, they can leave stuff behind.
hmmm okay, then i gotta start doing that for now on.
It's a good practice
Wished that i knew this from earlier.
I usually go head first into something that i am passionate about.
Wanting to give my players the best expeirence possible, from where i couldnt do that back in roll20.
There's a reason the recommendation is to start off with no modules. Complicated topic
true, but im here now, ive gotten far from what ive done from all this time. Everyone in my campaign knows how hard i go at this. My girl friend knows this as well, and without her to help support this. I want to not squander by anything that stands in my way.
in any case, you two i have to thank, something like this i never thought was possible til now.