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Griogre
June 25th, 2021, 20:52
I think Zacchaeus uploaded the wrong screen shot. Look over at the bottom right of the top picture and see if the version number is:
v4.1.4 or higher.

FG Unity is version 4 while the older FG Classic is version 3.

SirGunther
June 25th, 2021, 22:51
4786147862

I have a weird issue where one of my PCs has an extra large green square and no grey square on mouseover, as shown in the attached images. Any idea how this may have happened, and what I can do to fix it?

Zacchaeus
June 25th, 2021, 23:14
Check the size/range numbers on the CT. looks like those may be incorrect.

SirGunther
June 26th, 2021, 03:58
Check the size/range numbers on the CT. looks like those may be incorrect.

That was it. Thanks!

tobiassolem
June 29th, 2021, 21:22
I have a player who is a monk who wants "Way of the Four Elements" and "Fangs of the fire snake". How does he add it? (I have all the relevant modules installed, but that thing just isn't available as an attack).

Zacchaeus
June 29th, 2021, 22:00
The Way of the Fours elements isn't an attack as such in the normal sense at least. The Monk instead uses their Ki points to cast spells. So you'll need to set up a spell power group and set the correct ability in the meta data and then drag in the necessary spells into that group. For Fangs of the Fire snake you'll need to set up a fire damage effect and use a DMGTYPE effect to change the damage type to fire (or just create a new weapon line for that attack),

This post should help you https://www.fantasygrounds.com/forums/showthread.php?27337-Effects-the-Complete-Monk-Package&p=244487#post244487
And here's some videos on setting up effects https://www.fantasygrounds.com/forums/showthread.php?41478-Effects-Videos-for-5E
And see video eight in the first post for how to set up a power group.

Reg
July 2nd, 2021, 06:34
Question about Doors

In any given map, can the DM global effect ALL doors?

All doors Open

All doors Closed

All doors Locked

Or do I have to go through and do each one manually?

Zacchaeus
July 2nd, 2021, 09:06
You have to go through each door manually.

Trenloe
July 2nd, 2021, 10:07
How do I create a hazard in PF2? The Adventure Creation Guide says to create hazards as NPC but NPCs do not have the Disable field.
And when I lock the hazard this error shows up.47815
Please report issues like this in the Pathfinder 2.0 forums in future. This is an issue with the ruleset that needs fixing. It's very lucky that I saw this posted here.

Fingersome
July 10th, 2021, 00:20
How do I format the effect for a spell such as Frostbite, so that the disadvantage on its next attack portion of the effect is exhausted once the target attacks?
The format for adding an effect with a duration in an NPC's actions within the combat tracker is [EFF: paralyzed (D:1)], what would I need to add to the [EFF:blanketyblank] block to denote that it should exhaust after a single roll / action...?

Zacchaeus
July 10th, 2021, 01:13
Effects are created using the words in the spell where those can be deciphered by the system. There’s no wording that I know of which would end an effect on the next action.

Lukeass
July 19th, 2021, 00:54
Okay so I've mostly figured out how LOS and masking works - I'm no longer using the masking but I am now using the vision and lighting ( especially now that they're within a darker area than they've ever been). The issue I'm having with this though is that it doesn't keep revealed (or even somewhat an outline) of places they've previously been. Is there a way to accomplish this?

Zacchaeus
July 19th, 2021, 01:16
As long as the tokens are not removed from the map then the players should see where they have been. It’s dark but it should be just about visible. Fog of war isn’t preserved if the tokens are removed from the map.

webdove
July 23rd, 2021, 02:27
Hi Zacchaeus,
I have acquired a number of LOS map modules from Patreon. Unfortunately each small set is a single mod file and they are cluttering up my module load screen. Do you know how I could combine all those small sets of map files into a single large mod file to simplify use?
Thanks
Web

Zacchaeus
July 23rd, 2021, 17:45
If you are able to unzip the module files you can put the contents into one folder and zip that back up and change the .zip to .mod. You'll need a small definition file and if you wan a thumbnail; but otherwise just a folder with the images and the xml los data is all you need.

webdove
July 23rd, 2021, 18:03
Is it possible to load all the map modules and then export them as a single module?

Zacchaeus
July 23rd, 2021, 19:14
Possibly. It depends on how the modules were constructed.

Lukeass
July 24th, 2021, 13:48
As long as the tokens are not removed from the map then the players should see where they have been. It’s dark but it should be just about visible. Fog of war isn’t preserved if the tokens are removed from the map.

This isn't accurate - I even had them show me their screen through discord nothing is visible as to where they've been.

Kelrugem
July 24th, 2021, 13:53
This isn't accurate - I even had them show me their screen through discord nothing is visible as to where they've been.

Zacchaeus is right though, there is FoW :) Are you sure you turned on LoS? If you just activate dynamic lighting, then you probably won't have this :)

Lukeass
July 24th, 2021, 14:00
Zacchaeus is right though, there is FoW :) Are you sure you turned on LoS? If you just activate dynamic lighting, then you probably won't have this :)

Currently activated - Zoom, Shortcuts, LOS, Lighting, Grid Snap

So yes - it's activated.

Zacchaeus
July 24th, 2021, 14:12
So in the first image below Bob has a candle and has just been placed on the map - so he can see very little. In the second image Bob has moved north a bit and you can see a greyish area where he has been.

Make sure that the token you are viewing is selected (otherwise you'll just see darkness). If you still can't see the FoW then can you post some screenshots of what you are seeing. (You can click the Player Preview button to see what the players are seeing on the DM map).

Lukeass
July 24th, 2021, 19:20
So in the first image below Bob has a candle and has just been placed on the map - so he can see very little. In the second image Bob has moved north a bit and you can see a greyish area where he has been.

Make sure that the token you are viewing is selected (otherwise you'll just see darkness). If you still can't see the FoW then can you post some screenshots of what you are seeing. (You can click the Player Preview button to see what the players are seeing on the DM map).

Ya it's not working on my end, they just see straight black. I would like to get it so they can see where they've been.

Zacchaeus
July 24th, 2021, 19:33
Well something's incorrectly set up on the map or with the tokens etc. As you can see Fog of War does work. I can't diagnose the issue from what you have described, so perhaps you could provide a campaign file with just the bare essentials - such as the one map, one Pc etc.

Other things to check is that you aren't using any extensions (test in a new campaign without extensions); that you have placed the PC token correctly on the map and that the PC token has a light or vision source.

LordEntrails
July 24th, 2021, 21:01
The link inmy signature on reporting issues will help provide some troubleshooting as well as how to provide the most useful info for us to help you.

Lukeass
July 25th, 2021, 16:39
Well something's incorrectly set up on the map or with the tokens etc. As you can see Fog of War does work. I can't diagnose the issue from what you have described, so perhaps you could provide a campaign file with just the bare essentials - such as the one map, one Pc etc.

Other things to check is that you aren't using any extensions (test in a new campaign without extensions); that you have placed the PC token correctly on the map and that the PC token has a light or vision source.

I'll be double checking later today to ensure I don't have any extensions loaded - though I'm sure I don't.



The link inmy signature on reporting issues will help provide some troubleshooting as well as how to provide the most useful info for us to help you.

Thank you - once I find some time today to get it done I'll upload what I have.

MrDDT
July 30th, 2021, 07:27
Is there a way to forbid modules you do not own from being defaulted to "shared" where a player can load them?

I know once they load into the game I can go into the library look for any that are set to shared that are not ones you want to share and do this. However, what I'm asking is if there is a way to default to ALL mods are set to NOT shared until I change the setting?

I can't tell you how many times a player is loading a mod that is not allowed at the table and getting information and data all mixed up with other stuff.

Zacchaeus
July 30th, 2021, 09:55
No. Modules are produced either as DM or Player modules and by default player modules are shared. When you start a new campaign it's a good idea to sort out what modules you want to have available and what you don't.

Trenloe
July 30th, 2021, 15:34
Is there a way to forbid modules you do not own from being defaulted to "shared" where a player can load them?

I know once they load into the game I can go into the library look for any that are set to shared that are not ones you want to share and do this. However, what I'm asking is if there is a way to default to ALL mods are set to NOT shared until I change the setting?

I can't tell you how many times a player is loading a mod that is not allowed at the table and getting information and data all mixed up with other stuff.
Unfortunately, for player owned modules that the GM doesn't own, it's a case of checking through the library module activation window occasionally and restricting those that have appeared when a player logged in. Not ideal.

It's a good idea to add to the wishlist.

Solidseq
July 30th, 2021, 20:02
How to I switch off my players having to request permission to move their token? I don't think this used to be on by default but it seems to be for me now.

Sulimo
July 30th, 2021, 20:06
How to I switch off my players having to request permission to move their token? I don't think this used to be on by default but it seems to be for me now.

You can turn off Token locking by clicking this button on the toolbar:

https://i.imgur.com/gD03Wwi.png

MrDDT
July 30th, 2021, 21:04
How to I switch off my players having to request permission to move their token? I don't think this used to be on by default but it seems to be for me now.


You can turn off Token locking by clicking this button on the toolbar:

https://i.imgur.com/gD03Wwi.png

You can also turn it off in the map settings. Both do the exact same thing.
48481

Where it says "Toggle Token Lock"

wndrngdru
July 30th, 2021, 22:22
You can also turn it off in the map settings. Both do the exact same thing.
48481

Where it says "Toggle Token Lock"

You can also right-click the map and choose "Unlock Tokens" at the SW position on the radial menu.

comicsmaverick
July 31st, 2021, 16:05
Sorry if this has been asked before, but I couldn't find it. Is there a way to change the name of a campaign?

Zacchaeus
July 31st, 2021, 17:29
Yes, simply rename the campaign folder inside the campaigns folder in the FG Data folder.

daddystabz
August 1st, 2021, 03:35
How do I add a custom character portrait in FG Unity? I have no idea where the default folders are for the install. I have all the stuff figured out for Classic but fairly clueless about Unity.

Zacchaeus
August 1st, 2021, 10:37
Unity is the same as Classic in that it has a data folder. As in Classic click the folder icon top left of the start screen to open the data folder and you'll find inside there a portraits folder into which you can place your portraits.

The default location for Unity data folder is C;/users/uesername/AppData/Roaming/Smiteworks/Fantasy Grounds. But it won't be there if you decided to install in a different location.

daddystabz
August 3rd, 2021, 07:40
Thanks!

Since my group is short a bit on players, I am controlling one of the PCs as the GM. Is there a way to make that character's image show at the top left along with the other PCs?

Zacchaeus
August 3rd, 2021, 09:24
Thanks!

Since my group is short a bit on players, I am controlling one of the PCs as the GM. Is there a way to make that character's image show at the top left along with the other PCs?

Only if you join your own game as a player. You can do that by starting a second instance of FG on the same computer as you are running host and click join and then type your username into the Join by section or type localhost in the join by IP section depending on if you are running a Cloud or LAN Based game.

timdog88
August 4th, 2021, 16:40
Is there a way to set up LOS using occluders such that a character could enter an area, such as a tent, wagon, etc., and while inside the area they would not be seen by any characters or NPCs that are outside the area, and the character inside the area would not be able to see out?

LordEntrails
August 4th, 2021, 16:50
Is there a way to set up LOS using occluders such that a character could enter an area, such as a tent, wagon, etc., and while inside the area they would not be seen by any characters or NPCs that are outside the area, and the character inside the area would not be able to see out?
Doesn't just a regular wall and door do this? And of course players are not using Party Vision.

If you use terrain so those outside can see the tent, they will see in, and anyone in will see out.

MrDDT
August 4th, 2021, 17:44
Doesn't just a regular wall and door do this? And of course players are not using Party Vision.

If you use terrain so those outside can see the tent, they will see in, and anyone in will see out.

You can't walk thru a wall.

However, if you make a double invisible wall you can do it.

timdog88
August 4th, 2021, 22:39
Doesn't just a regular wall and door do this? And of course players are not using Party Vision.

If you use terrain so those outside can see the tent, they will see in, and anyone in will see out.

Yea that exactly my problem, I don’t want to hide the tents and wagons or the map doesn’t really look right, I just want players and/or npcs to be able to go inside those things and disappear, and also not be able to see out

timdog88
August 4th, 2021, 22:39
You can't walk thru a wall.

However, if you make a double invisible wall you can do it.

Interesting, could you elaborate?

pindercarl
August 4th, 2021, 23:11
Interesting, could you elaborate?

You can use an illusionary wall. These block vision, but not movement.

MrDDT
August 4th, 2021, 23:16
Interesting, could you elaborate?

Simply goto the option in the "walls" on the map image. It's next to windows and pit. It will create a yellow line type wall. Which can't be seen through (either way) however, it can be moved thru by players or DM.

timdog88
August 4th, 2021, 23:34
I was hoping the pit occluder would do what I wanted, but it looks like the pit keeps whoever is inside it from seeing out, but people outside can still see in

MrDDT
August 4th, 2021, 23:45
I was hoping the pit occluder would do what I wanted, but it looks like the pit keeps whoever is inside it from seeing out, but people outside can still see in

Don't use pit, use the one to the left of it.

timdog88
August 5th, 2021, 00:47
I gotta say though, last night was my first time running since lighting was added, and it ran very smooth, and was really neat. Kudos to the FG team you’ve got a great product

Lukeass
August 15th, 2021, 16:19
I started doing some LoS and effects for some quality MM maps - though I can't seem to figure out how to save them so I can send them to someone else who also uses FGU. Can anyone help with this?

LordEntrails
August 15th, 2021, 18:38
I started doing some LoS and effects for some quality MM maps - though I can't seem to figure out how to save them so I can send them to someone else who also uses FGU. Can anyone help with this?
You have to export the maps to a module. Note that assets won't be exported, only refences to them, so whomever opens the module will need the same assets or it will not work for them.

webdove
August 20th, 2021, 23:25
The mapping mode is ignoring my ctrl-z commands :(

pindercarl
August 20th, 2021, 23:33
The mapping mode is ignoring my ctrl-z commands :(

The UNDO/REDO fixes are currently only in the TEST channel. If you are running in the LIVE build, you won't have those updates yet.

webdove
August 20th, 2021, 23:54
sniff...

Weissrolf
August 21st, 2021, 21:34
Shortcut for "Target friendly units":

Is there any shortcut other than the button on top of map windows? These buttons cannot be dragged to F-keys it seems?!

Zacchaeus
August 22nd, 2021, 00:44
That button is the only one I know.

Weissrolf
August 22nd, 2021, 01:05
Same goes for all the other buttons up there I assume? Too bad, things like clear all target, target all friends/foes would be useful to have on F-keys.

Weissrolf
August 22nd, 2021, 22:25
How do I change light presets and create my own? I thought that I would just have to change (or add to) the Token Light settings in Options. But neither changes nor added presets seem to make any difference?

https://i.imgur.com/FKzwipI.png

Moon Wizard
August 22nd, 2021, 23:02
The presets in the image data panel must be configured through an extension. They are fixed with regards to the ruleset. The Token Lights was a mechanism to allow customization of how effects were translated to the base image values.

Regards,
JPG

Weissrolf
August 22nd, 2021, 23:19
So basically we users cannot change the presets or add our own? I have to edit every single token light manually then to get more proper grid based lighting ranges for our grid based games?

Moon Wizard
August 23rd, 2021, 00:14
Or write your own extensions to apply your house ruled version of the presets.

JPG

Weissrolf
August 23rd, 2021, 09:28
Yes, ask customers to write an extension, because you insist that only your interpretation of the rules can be valid and user options are not needed. FGU lighting does not adhere to grids and printed AoE rules of 5E/PF for a grid based gaming, so I hoped that I could at least change the presets instead of editing every single token setting manually.

Anyway, next question: How do I switch layer visibility between "Invisible" and "GM only" without flipping through "Visible to All" (and thus reveal things to players for a split second)?

Zacchaeus
August 23rd, 2021, 09:38
You can't - as you have probably guessed. So I'd suggest starting the layer off as GM only and then you can flip to visible when needed.

Weissrolf
August 23rd, 2021, 09:46
Too bad. Because it often makes sense to have a layer with room letters/numbers that can be switched between off and GM only. This would allow me to have one window less open (GM map) and thus make better use of FGU's desktop. These kind of GM layers are never meant to be visible to players, so flipping through views - including Visible to All - does not work.

Zacchaeus
August 23rd, 2021, 15:18
Enough. I don't want to have to close this thread. There's a lot of useful information in it. Please stop.

LordEntrails
August 23rd, 2021, 16:34
Too bad. Because it often makes sense to have a layer with room letters/numbers that can be switched between off and GM only. This would allow me to have one window less open (GM map) and thus make better use of FGU's desktop. These kind of GM layers are never meant to be visible to players, so flipping through views - including Visible to All - does not work.
A possibility is to use map pins. They are not as simple/quick as text layer, but they can have a great deal more info in them, plus they will give you the link/story name when you hover over them which can be used like a label.

As always, you can put a suggestion for an improvement on the wish list.

Weissrolf
August 23rd, 2021, 16:45
Since I work with bought adventures all the map pins and encounters are already laid out to me at the click of the mouse. But often it is easier to read the wall of text in a PDF that is already opened in the background. Those adventure PDFs are sorted by room letter/number, which is what the GM maps provide. But those GM maps are in an extra window taking extra space. So having a GM only layer just for those letters would be useful.

Actually this came up when I troubleshooted a workaround for another user here on the board where he had two huge map image files loaded, just to have one with the letters. Instead the letters could just have been stamped on their own separate layer, but then you cannot switch them on/off without the player catching a glimpse at them. I hoped that there was some keyboard modifier to hold while pressing the visibility button, so I tried all combinations of ctrl/alt/shift, but unfortunately to no avail.

Zacchaeus
August 23rd, 2021, 17:30
You could briefly unshare the map but then that may not be ideal either.

MrDDT
August 23rd, 2021, 18:47
Since I work with bought adventures all the map pins and encounters are already laid out to me at the click of the mouse. But often it is easier to read the wall of text in a PDF that is already opened in the background. Those adventure PDFs are sorted by room letter/number, which is what the GM maps provide. But those GM maps are in an extra window taking extra space. So having a GM only layer just for those letters would be useful.

Actually this came up when I troubleshooted a workaround for another user here on the board where he had two huge map image files loaded, just to have one with the letters. Instead the letters could just have been stamped on their own separate layer, but then you cannot switch them on/off without the player catching a glimpse at them. I hoped that there was some keyboard modifier to hold while pressing the visibility button, so I tried all combinations of ctrl/alt/shift, but unfortunately to no avail.

I would upvote this if you want to put it on the wishlist.

Zacchaeus
August 23rd, 2021, 20:34
The only problem I see is that since you have to toggle through the various states you can't really avoid the visible to all no matter what order you put them in. What, I think, you are looking for is a way to go backwards as well as forwards through the options so that you can toggle between DM only and invisible.

Weissrolf
August 23rd, 2021, 21:23
Originally I suspected that some keyboard modifier was available to toggle between GM and invis back and forth, skipping all. I thought I had read something about that, but obviously was mistaken.

burnmelt
September 3rd, 2021, 16:28
How do I setup a rooftop line of sight area? The end result I'm looking for is a player goes on a roof and can look down onto the streets. If they're on the streets they can't see onto roofs. Bonus if being on one roof lets you see onto other buildings/roofs. I tried using the terrain, but it results in players seeing onto the roof even from street level, but not behind it. If I double layer it, they can see on the roof, but not down into the streets.

Zacchaeus
September 3rd, 2021, 19:38
There isn't a really elegant way to do this. You are essentially trying to do a 3d thing on a 2d map so it's never really going to work. Whichever occluder type you use (terrain, window, pit, wall) is going to have an issue one way or another.

MrDDT
September 3rd, 2021, 19:57
How do I setup a rooftop line of sight area? The end result I'm looking for is a player goes on a roof and can look down onto the streets. If they're on the streets they can't see onto roofs. Bonus if being on one roof lets you see onto other buildings/roofs. I tried using the terrain, but it results in players seeing onto the roof even from street level, but not behind it. If I double layer it, they can see on the roof, but not down into the streets.

Use 2 diff maps. As Zacc said you trying to do 3D on a 2D map.

ddavison
September 4th, 2021, 16:03
If you are dealing with pitched roofs, I like to put a terrain on each pitch of the roof. When you are one half of a pitched roof, you can see to the ground and to the other pitch, but you can't see to the ground on the other side of the roof. When someone is on the ground facing the same pitch, they can see you, but they won't be able to see you if you go to the other side of the roof.

edcasasa
September 5th, 2021, 05:13
Can you make an effectc bonus for saves only for fear effects?

MrDDT
September 5th, 2021, 06:54
Can you make an effectc bonus for saves only for fear effects?

This requires an ext to do. The base FGU does not do this.

https://www.dmsguild.com/product/314134/Fantasy-Grounds-Automatic-Save-Advantage?term=Automatic+Save

Note there are special ways to do this.

mdrichey
September 10th, 2021, 00:24
How do I setup a rooftop line of sight area? The end result I'm looking for is a player goes on a roof and can look down onto the streets. If they're on the streets they can't see onto roofs. Bonus if being on one roof lets you see onto other buildings/roofs. I tried using the terrain, but it results in players seeing onto the roof even from street level, but not behind it. If I double layer it, they can see on the roof, but not down into the streets.

I have handled this with an illusory wall on its own image layer so that it can be turned on and off separately from everything else. When the players are on the upper surface, turn the layer off so they can see past the wall. When they are on the lower surface, turn the layer on so they can't see past the wall. Of course this does not work for some of the players being above and some being below.

Zacchaeus
September 27th, 2021, 20:44
Two new videos added. The first is all about the new occluder tools and the second reveals some of the features unique to FGU of the WotC adventure The Wild Beyond the Witchlight.

Reg
October 1st, 2021, 06:13
I've searched for this, but could not find anything

The Hotbar.

Its awesome and very useful to both players and DM's

I know how to populate it.

Question is - apart from dragging something new over an existing hotkey location, is there a way to CLEAR an assigned value to a particular, or all or group of hotkeys in the hotbar?

So for example, I'm DMing at the moment, and have the plain and SHIFTed hot keys set up for various things in the current campaign module.

For the next module in the campaign, can I clear all the SHIFTED keys or any individual key without dragging something else over it?

That is to say - get back to a "clean slate" in any particular key or group of keys?

That way similarly named links and rolls don't get mixed up as they are changed between modules within a campaign

Thanks,

Reg F

Zacchaeus
October 1st, 2021, 08:37
You can only clear one key at a time by right clicking over if and selecting clear.

Reg
October 1st, 2021, 08:41
You can only clear one key at a time by right clicking over if and selecting clear.

Gotcha! Thanks!

One to add to the wish list - group clear perhaps?

LordEntrails
October 1st, 2021, 17:32
Or you can delete the xml file when you have FG closed that has the hockey's for that campaign. I believe it is called hotkeys.xml

Basiliv
October 2nd, 2021, 17:57
Hullo!

IMC we regularly use the System Shock option from massive damage for 5E, and it works great. Is there any way to make it an effect I can alter and apply to a PC? It doesn't look like there are any associated keywords, and since it's an option/preference I'm not even sure where I'd view the code to try to figure it out and create a custom effect.

Thanks in advance.

Zacchaeus
October 2nd, 2021, 21:30
The code for that is built into the ruleset - so that's where you'd have to look if you wanted to fiddle with it. As you say there's no effects which you can use to alter how it works - it's either on or off in options.

merkvah
October 2nd, 2021, 22:51
I have a series of maps... several floors on the same oddly shaped tower... it looks like a cloud. I did the first floor... can I copy those walls from one map to another? I know I can duplicate the walls on the same map, or export them, but how do I add them to a new map?

many thanks... sorry if this has already been asked.

Zacchaeus
October 3rd, 2021, 07:45
You could try this. Right click on the layer that the map is on in the right hand panel and export metadata. Save the file and then make a copy of it. Rename it to the name of the second floor map and place it in the same folder that the map is in.

So let's say that you have all your images in a folder somewhere and they are named Floor One, Floor Two etc. Import Floor One into any FGU campaign (preferably a new one) and draw the occluders. Right click and save the metadata to the same folder you have the images in. Then copy that file (which would be named Floor One.xml) and rename the copy to Floor Two.xml. Do the same for however many floors you have. Once you are done copy all the files (images and xml files) into the images folder of the campaign you want to use them - then start the campaign and import the images into the campaign.

joelat713
October 10th, 2021, 17:30
I have FG Unity Ultimate License. Just purchased the FG Old World Regional Map Pack dlc. Hit the update button on the startup screen, but I can't find the map pack. Where is it? Thanks.

Zacchaeus
October 10th, 2021, 17:41
I have FG Unity Ultimate License. Just purchased the FG Old World Regional Map Pack dlc. Hit the update button on the startup screen, but I can't find the map pack. Where is it? Thanks.

Welcome to FGU.

Click on assets and search for Old World and you'll find it.

joelat713
October 10th, 2021, 18:02
It's not there. I've purchased everything from Steam. Steam says the dlc is installed, but it's not in assets. I've hit the refresh assets button as well. It would have its own pouch with the name FG Old World ... , right?

Zacchaeus
October 10th, 2021, 18:19
It's not there. I've purchased everything from Steam. Steam says the dlc is installed, but it's not in assets. I've hit the refresh assets button as well. It would have its own pouch with the name FG Old World ... , right?

Yes. But if you purchased from Steam you'll need to sync you Steam and Smiteworks accounts in order to install it. See here https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996639425/Linking+with+External+Services+and+Applications

If you have already done that try de-synching the accounts and then redoing the sync.

joelat713
October 10th, 2021, 18:26
Yes. But if you purchased from Steam you'll need to sync you Steam and Smiteworks accounts in order to install it. See here https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996639425/Linking+with+External+Services+and+Applications

If you have already done that try de-synching the accounts and then redoing the sync.

Thanks. That did the trick.

Weissrolf
October 24th, 2021, 10:29
How do I put PC tokens on a map without having to drag them from the combat-tracker -> delete the PC from CT -> re-add the PC to CT? I tried just dragging the PC token from the character-sheet, but it does not drop on maps.

What I need is PC tokens on different maps than the one the CT tokens are playing on (or two of the same PC tokens on the same map, one from the CT and one not).

Jiminimonka
October 24th, 2021, 10:42
I think (away from PC atm) if you drag the characters from the desktop that will work. Failing that icons from asset folder.

Zacchaeus
October 24th, 2021, 11:19
How do I put PC tokens on a map without having to drag them from the combat-tracker -> delete the PC from CT -> re-add the PC to CT? I tried just dragging the PC token from the character-sheet, but it does not drop on maps.

What I need is PC tokens on different maps than the one the CT tokens are playing on (or two of the same PC tokens on the same map, one from the CT and one not).

You can use the green skull icon at the bottom of the CT to quickly drag all the PCs onto a map. You can't put PCs onto a map other that via the CT. And you can only have a PC on one map at a time. Whilst you can duplicate NPCs you can't do the same for PCs - since there's only ever one of them.

Weissrolf
October 24th, 2021, 12:30
I think (away from PC atm) if you drag the characters from the desktop that will work. Failing that icons from asset folder.
Unfortunately that does not seem to work. It also would be awkward, because then you only could use it when players were connected. Dragging the token from the character sheet would be easiest. But thanks for the suggestion.

Griogre
October 25th, 2021, 16:27
Weissrolf, the core of the issue is that to get a token on the map it needs to be considered an asset, and specifically a token asset.

The easiest way to make a PC portrait an asset that looks like a token that I know of is to create a new NPC by opening NPC then pressing the + at the bottom. On the new empty NPC name it something, ie Dopple PC1. Next, open the PC character sheet and drag and drop the token on the top right onto the empty token space on Dopple PC1. It should drop. You can then drag and drop the Dopple PC1 token onto a map.

Note you did not specify a ruleset so I used the 5E ruleset to test this.

Note 2: an advantage of this approach is that if the PC change's it token to something else, the NPC will change it's token to match too.

Weissrolf
October 25th, 2021, 17:19
Thanks for the answer. From my point of view the core of the issue is that you cannot drag the token from a character sheet onto a map. It is named a token, it is directly connected to its corresponding token asset and is instantly transformed into a map usable token after being dragged to the combat tracker, but it still cannot directly be dragged to the map. So I have to open the unwieldy tokens window and navigate my way to the token images despite them already being present in the char sheets.

This is even more unfortunate with portraits, because these are saved within the campaign portraits folder and stay available even after removing the corresponding image files from assets. So for less load redundancy and less of a mess in my global (all campaigns) assets I delete them once saved in a char sheet. Being able to drag them to maps from said char sheet versions could be useful sometimes.

Zacchaeus
October 25th, 2021, 17:49
You used to be able to drag players onto the map from the character sheet but that was deprecated because support was then overwhelmed with 'I cannot target anything/FG is broken etc' type problems since only if it is dragged from the CT does it work properly. I have never heard of anyone needing a copy of the PC on the map so your use case is probably unique.

Griogre
October 27th, 2021, 00:29
LOL Dopplegangers come to mind for D&D or Mirror of opposition. But yeah tech support and the boards got tons of questions about tokens not connected to the combat tracker. To me the base problem is that the GM can't drag a "token asset" onto the map and use it as a token. That would be the intuitive use of token assets.

Weissrolf
October 27th, 2021, 07:17
Copies of PCs are useful for a Pathfinder 2E Exploration Mode "map". And being able to drag them from the PC sheet is useful when tokens = portrait and portrait files are not in assets anymore (but still saved with the char sheet in campaign/portrait/id-0000x files). I just had that situation and did not have the original portrait files available anymore, so I now had to recreate them and add them to global portrait assets.

Griogre
October 28th, 2021, 19:27
Where I use multiple tokens per PC and don't really want the real token on the map is party march order. I'll usually have a 5', 10' and Outdoor orders where I'll need multiple PC tokens on a map or in this case usually the party sheet order drawing.

webdove
October 29th, 2021, 04:23
Hi,

Do you know why some NPCs with damaging concentration spells include a concentration save clause in the CT to make them roll saves, and for some that clause is missing?

Below are examples of correctly parsed Wall of Fire for the Efreeti ("EFF: Wall of Fire; (C) (D:1 MIN) (T:SELF)" is present) and incorrectly parsed Insect Plague from the Planetar (the EFF: ...(C)..." clause is missing.

It looks like it might be a parsing bug.

Web

49702

LordEntrails
October 29th, 2021, 05:11
Hi,

Do you know why some NPCs with damaging concentration spells include a concentration save clause in the CT to make them roll saves, and for some that clause is missing?

Below are examples of correctly parsed Wall of Fire for the Efreeti ("EFF: Wall of Fire; (C) (D:1 MIN) (T:SELF)" is present) and incorrectly parsed Insect Plague from the Planetar (the EFF: ...(C)..." clause is missing.

It looks like it might be a parsing bug.

Web

49702
Probably because a lot of the sources pre-date the (c) tag working in FG.

If you report the specifics (sources, creature, etc) in the appropriate bug thread for the ruleset, they will get slated to be fixed.

Zacchaeus
October 29th, 2021, 08:55
Hi,

Do you know why some NPCs with damaging concentration spells include a concentration save clause in the CT to make them roll saves, and for some that clause is missing?

Below are examples of correctly parsed Wall of Fire for the Efreeti ("EFF: Wall of Fire; (C) (D:1 MIN) (T:SELF)" is present) and incorrectly parsed Insect Plague from the Planetar (the EFF: ...(C)..." clause is missing.

It looks like it might be a parsing bug.

Web

49702

This'll be because concentration needs to be hard coded I believe rather than parsed and so this one has probably been missed. It doesn't show the concentration effect if added to a PC either. I'll send a note to the developer.

lydbutt
November 4th, 2021, 20:51
Was asking about how to navigate to the modules folder in Ubuntu for the Linux version of FG Unity, but I found it after further poking around, so I've gotten rid of the question originally posed in this reply. All good!

Zacchaeus
November 5th, 2021, 15:27
New video posted all about using the NPC Templates in Tasha's Cauldron of Everything. Link is in the first post.

spoonhead
November 23rd, 2021, 07:57
Hi

I want to be able to create a new character class, and I think I know how to do the basics etc, but I just wanted to know if the class is a spell caster, how do I get FG to only list the spells that the class can learn? Normally in the spell list you can choose the source as a filter. How does the new class get added if the spell is locked from the players handbook (for example)?

Zacchaeus
November 23rd, 2021, 09:25
From within FGU you'll need to make copies of any spells and edit the 'Source' to include your class. Then the user can filter the spells using the class name in order to see the list of available spells. Otherwise you'll need to do a bit of coding the xml to add a spell list. If you want to go down that route have a look at the code in the 5e SRD module to see how to do it.

spoonhead
November 23rd, 2021, 15:28
I thought that would be the case. Just looking at the Wizard class, and when opening the spellcasting feature, there is a link to the Wizard spells that brings up this:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=50067&stc=1&d=1637681224

How do I recreate this for my class? Or is it not possible?

Cheers

Moon Wizard
November 23rd, 2021, 16:50
It's not possible without creating your own XML by hand. We currently don't have an interface to edit and manage spell lists; only to display them.

Regards,
JPG

Urheil
November 24th, 2021, 14:00
I thought that would be the case. Just looking at the Wizard class, and when opening the spellcasting feature, there is a link to the Wizard spells that brings up this:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=50067&stc=1&d=1637681224

How do I recreate this for my class? Or is it not possible?

Cheers

Make a copy of every cantrip you want to visualize. Add in the name something like (Cleric). The next time, if you filter by (Cleric) all the cantrips will appear.

spoonhead
November 25th, 2021, 19:11
Nearly finished, but how do I manage spell slots as they increase in levels? At the moment they are increasing as a wizard, but I need them to increase more in line with a Paladin.

Zacchaeus
November 25th, 2021, 19:28
Spell slots increase in line with when the class gets their spells. SO A full caster gets their spells at 1st level, a half caster at second level and a 1/3rd caster at third level. So if you want a Paladin then they should get their spells at 2nd level. The second video linked here goes into more detail https://www.fantasygrounds.com/forums/showthread.php?37112-New-Class-Creation-Video

(If you want a half caster to have spells from first level then you'll need to change the caster type to half in the character sheet in the class and level dialog).

astromath
November 28th, 2021, 04:26
How do I add a Mace of Smiting to the Actions tab so that it can automatically detect constructs? Or does it need 2 different Action tab slots, one for non-constructs and one for constructs?

Right now, I have the following (which doesn't work):

Mace of Smiting: Melee Weapon Attack: +6 to hit or +8 to hit vs. constructs, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning, magic damage, or 7 (1d6 + 5) bludgeoning, magic damage vs. constructs. If a 20 is rolled to hit, the target takes an additional 7 bludgeoning, magic damage, or 14 bludgeoning, magic damage if it's a construct. A construct with 25 or fewer hit points after it takes this damage is destroyed.

LordEntrails
November 28th, 2021, 04:41
How do I add a Mace of Smiting to the Actions tab so that it can automatically detect constructs? Or does it need 2 different Action tab slots, one for non-constructs and one for constructs?

Right now, I have the following (which doesn't work):

Mace of Smiting: Melee Weapon Attack: +6 to hit or +8 to hit vs. constructs, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning, magic damage, or 7 (1d6 + 5) bludgeoning, magic damage vs. constructs. If a 20 is rolled to hit, the target takes an additional 7 bludgeoning, magic damage, or 14 bludgeoning, magic damage if it's a construct. A construct with 25 or fewer hit points after it takes this damage is destroyed.
You don't need 2 weapon slots, but imo it works best if you use 2 actions on the same weapon line. Its how we do the Mace of Disruption.

But, you could try an IFT effect if they don't swap out weapons etc, but my players often swap weapons.

astromath
November 28th, 2021, 04:46
Do you mean 2 actions like Melee Weapon Attack: ..., Hit: ... or Melee Weapon Attack: ..., one construct, Hit: ...

Zacchaeus
November 28th, 2021, 09:37
Is this on an NPC or on a player character? Here's how I'd do it for an NPC and a PC. There are other ways to word it for the NPC but if you want to automate the critical you'd need to create an effect in the effects dialog and apply it to the NPC.

johnecc
November 28th, 2021, 11:58
Actually, there is an extension in the Forge which will allow you to add effects to the weapon itself, https://forge.fantasygrounds.com/shop/items/68/view

Kharnov
November 28th, 2021, 14:34
I apologize in advance if this is the incorrect spot to ask this question. How do I add new DLC that I have purchased from Kobold Press to Fantasy Grounds Unity? I have the License Key to the new product but I am not sure where to enter it. Any help would be appreciated. Thanks.

Zacchaeus
November 28th, 2021, 15:39
Go to the store and find the item. Add it to your basket and in the payment screen you should get a dialog to enter the key there.

astromath
November 29th, 2021, 17:00
This may have been asked before, but is there a way to add 2 spellcasting classes, such as cleric & wizard, to an NPC and have the spell list auto-generate as usual?

LordEntrails
November 29th, 2021, 17:11
This may have been asked before, but is there a way to add 2 spellcasting classes, such as cleric & wizard, to an NPC and have the spell list auto-generate as usual?
Yes... just list any spells you want in the Spellcasting trait. What I don't know how to do is to make different spells have different DCs and attack values.

Zacchaeus
November 29th, 2021, 17:35
This may have been asked before, but is there a way to add 2 spellcasting classes, such as cleric & wizard, to an NPC and have the spell list auto-generate as usual?

You'll need to add one or the other as innate spellcasting since you can't have two spellcasting or two innate casting traits. All you need to do is make sure you word each trait correctly so that the correct spell attack and DCs are correctly computed (or you can over-ride that with the correct wording as well). See here for more on how to word the traits. https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996641934/5E+NPCs+and+Encounters#Spellcasting-NPCs

Zacchaeus
December 15th, 2021, 18:47
Two new videos added following the most recent update to FGU. The first looks at the new reference manual builder and the second looks at the new method of adding decals to your campaign. Links are in the first post.

Zacchaeus
December 17th, 2021, 21:49
Added a new video - link in the first post. This one looks at the Character Wizard.

lamorric
December 18th, 2021, 05:58
Can someone point me to a way to change the ownership of Notes?

We converted to Unity and now I find that my user id is case sensitive. So the Notes I took are not editable by me anymore.

Or is there another way to easily recreate them under my user?

Zacchaeus
December 18th, 2021, 09:58
I think the only way would be for your DM to copy/paste the old notes into new ones. So if you create a new note and then have the DM copy/paste from the existing note into your new one.

Tanklin Kregin
December 27th, 2021, 01:06
Hello Folks
Happy Holidays
I was wondering if I can rearrange my assets folders (Regroup, all similar items into 1 folder). Even all of the preset ones purchased with books, maps packs, token packs. They are so mixed up now it takes awiles to find what I want.
Ty In advance!

LordEntrails
December 27th, 2021, 04:44
Hello Folks
Happy Holidays
I was wondering if I can rearrange my assets folders (Regroup, all similar items into 1 folder). Even all of the preset ones purchased with books, maps packs, token packs. They are so mixed up now it takes awiles to find what I want.
Ty In advance!
Unfortunately, nope.

Check the Wish list for ideas associated to this, vote on the ones you like, and if something is missing, please add it.
https://fgapp.idea.informer.com/

MrDDT
December 27th, 2021, 04:49
Hello Folks
Happy Holidays
I was wondering if I can rearrange my assets folders (Regroup, all similar items into 1 folder). Even all of the preset ones purchased with books, maps packs, token packs. They are so mixed up now it takes awiles to find what I want.
Ty In advance!

I do want to warn you doing anything like this currently as any maps you have made already, they will be broken as you moved the images they used. So be extra careful on how you move your asset images.

YouWinAFREEiPOD
January 3rd, 2022, 00:51
I haven't loaded Fantasy Grounds Unity in about a month and I noticed new updates to the UI. Nifty, but I seem to be having trouble moving my view of maps that I've created now. Holding middle mouse or whatever I used to do no longer pans the view around. Has something changed? I can only seem to zoom in or out but not move the map itself.

Zacchaeus
January 3rd, 2022, 00:58
No that hasn't changed. Holding left click and dragging will move the entire image window. Holding middle mouse and dragging will move the image inside the window.

YouWinAFREEiPOD
January 3rd, 2022, 05:17
No that hasn't changed. Holding left click and dragging will move the entire image window. Holding middle mouse and dragging will move the image inside the window.

Turns out you're right. You'll never guess who has a broken mouse then. (Spoiler: this guy)

Laerun
January 4th, 2022, 19:48
Remember where you are at or what you are selecting before you move your map. If you are in drawing mode or selecting a token or art asset the map moving behavior changes.

lamorric
January 7th, 2022, 17:22
I feel like I am missing something.

Is it possible for the GM to share a set of token to the players for them to choose from for their characters?

I have tried making a token module, and copying the tokens and portraits to various folders. So far, nothing I have tried has made it so the players can see them.

Zacchaeus
January 7th, 2022, 18:07
No. Players have no access to assets other than portraits.

Rabidbat
January 18th, 2022, 21:05
How do I set up a storefront for my players to buy supplies in a town? 5E Unity is the game and the campaign is set in Ghosts of Saltmarsh the Town of Saltmarsh is the location of the shops. Thanks in advance!

LordEntrails
January 18th, 2022, 21:20
How do I set up a storefront for my players to buy supplies in a town? 5E Unity is the game and the campaign is set in Ghosts of Saltmarsh the Town of Saltmarsh is the location of the shops. Thanks in advance!
I use a story entry for each store and share it with the players. I even have a story template for potions and minor magic items as the availability of those is random based upon the week. Ten they look at the story and tell me wat they want to buy. We also use one of Mad Nomad's extensions that let's players exchange coins for items, but that is optional (just a convenience).

There used to be an extension called Shops that would help automate this, but I don't know if it is around anymore. You can check the Forge and the forums to see if it is still supported and exactly what capability it has.

Zacchaeus
January 18th, 2022, 21:49
You could aslo use Story Templates and tables to generate a random shop.

https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996640973/Using+Story+Templates+to+Create+Random+Stories
https://www.fantasygrounds.com/forums/showthread.php?37400-Video-on-Story-Templates

Shapeshifter1923
January 20th, 2022, 16:12
How do I print out my character sheet (easily)?

Zacchaeus
January 20th, 2022, 16:28
There's no native way of doing it from FGU. This might still work but I don't know for sure https://www.fantasygrounds.com/forums/showthread.php?22440-5E-Character-sheet-from-XML

nullPointerX
January 29th, 2022, 07:40
Hello! Thanks for all you guys do, and for such an awesome tool in Fantasy Grounds. Is there any way I can add a layer for text labels to a map? I'd like to add a layer for labels that only I can see as the GM. I think I could probably construct the necessary layers within an external image editing application and then import them as separate image layers into Fantasy Grounds, but that seems like kind of a kludgy solution at best. I'm hoping that there might be a more elegant solution usable from within Fantasy Grounds itself, or alternately just a more streamlined workflow I might apply using external tools. How are others handling this? Or am I (quite possibly) an oddball for desiring such a thing? Thanks for any and all info.

Zacchaeus
January 29th, 2022, 08:59
There's no text layer in Unity (yet?) so your only option is to do it with maybe tokens or other assets. You can certainly create a layer which you can then change to viewable by the DM only but you'd need to create that however you can with whatever assets you have or third party paint packages.

ddavison
January 29th, 2022, 14:16
Zacchaeus is correct. We don't have a text layer option on images yet. It is on our development list, but we don't have an ETA for it yet.

nullPointerX
January 29th, 2022, 15:47
There's no text layer in Unity (yet?) so your only option is to do it with maybe tokens or other assets. You can certainly create a layer which you can then change to viewable by the DM only but you'd need to create that however you can with whatever assets you have or third party paint packages.


Zacchaeus is correct. We don't have a text layer option on images yet. It is on our development list, but we don't have an ETA for it yet.

Thanks to much guys! I just wanted to double check whether I might have missed something along the way. My current method certainly works well enough. If anything, a paint layer with handwritten labels would probably work fine as well. Cheers! :)

MrDDT
January 29th, 2022, 16:36
Thanks to much guys! I just wanted to double check whether I might have missed something along the way. My current method certainly works well enough. If anything, a paint layer with handwritten labels would probably work fine as well. Cheers! :)

Import images you make with words on it that you think you would use, then you can easy make a layer and use those words. Once you get used to it, you can easy make an image of the words/sentence you want then import that in (can do it while the game is running too)

webdove
January 29th, 2022, 17:26
My group had a wonderful time yesterday starting out in Curse of Strahd. Thanks for all you do!

One thing I was not able to do was use spell tokens because they kept getting selected or moved by players obscuring the map to much (especially when they were selected and consequently highlighted).
Is there a way to have tokens on the map that only the GM can select or move?

Zacchaeus
January 29th, 2022, 18:28
Yes. Add them as layers. See video Fourteen in the first post in this thread.

webdove
January 30th, 2022, 17:33
Yes. Add them as layers. See video Fourteen in the first post in this thread.

Is it possible within an extension script to access a pointer to an image (or token) that is in a secondary layer (so it is non-interactable by players) and still move or delete the image from the map within the extension?

I am thinking about the Critically Awesome Essentials extension that allows the creation of token stacks that move when a player is moved. Unfortunately at present the spell tokens in the stack are in the same layer with characters so they light up and obscure the map when selected by any player and players can move them around independent of the stack they are in.

Zacchaeus
January 30th, 2022, 17:55
I don't think so otherwise someone would have done it already since a lot of people seem to have issues with that extension and others that do similar things.

webdove
January 30th, 2022, 18:29
Fair enough. Thank you.

MrDDT
January 30th, 2022, 18:35
Is it possible within an extension script to access a pointer to an image (or token) that is in a secondary layer (so it is non-interactable by players) and still move or delete the image from the map within the extension?

I am thinking about the Critically Awesome Essentials extension that allows the creation of token stacks that move when a player is moved. Unfortunately at present the spell tokens in the stack are in the same layer with characters so they light up and obscure the map when selected by any player and players can move them around independent of the stack they are in.

FGC used to do this and it was freaking awesome. However, the new FGU layer system allows this access only to the GM and the image/painting/LOS layers are locked out from doing stuff linked to the tokens (play layer).

merkvah
February 13th, 2022, 21:45
I've been searching the forums and haven't found it (I may have missed it if its there, my apologies!) but is there a way in FGU to replace "Proficiency" with "Proficiency dice" like the optional rule in the DMG? Is there a mod somewhere to download?

Thanks so much for your time!

Zacchaeus
February 14th, 2022, 10:59
I've been searching the forums and haven't found it (I may have missed it if its there, my apologies!) but is there a way in FGU to replace "Proficiency" with "Proficiency dice" like the optional rule in the DMG? Is there a mod somewhere to download?

Thanks so much for your time!

See post #6 here https://www.fantasygrounds.com/forums/showthread.php?30619-proficiency-dice-option

ZoranDob
February 14th, 2022, 21:55
Can players see the character creation wizard? My players like to be involved at this stage so having the wizard shared would be great. Thanks.

LordEntrails
February 14th, 2022, 22:07
Can players see the character creation wizard? My players like to be involved at this stage so having the wizard shared would be great. Thanks.
Yes, players have access to the Wizard.

ZoranDob
February 14th, 2022, 22:14
Yes, players have access to the Wizard.

As in it is shared with everyone or only appears on their screen? Ideally I would like it to be on at least my screen and the player I am creating it for.

LordEntrails
February 14th, 2022, 22:24
No, there is no screen sharing going on. BUT, the GM can always see the character sheets of all characters. So you can't use FG to walk them through it, but any changes they make and save via the Wizard will show up on the character sheet the GM can see. Or vise versa, if the GM makes changes to the character sheet, the player will see those as well.

ZoranDob
February 14th, 2022, 22:52
Thanks for the explanation.

merkvah
February 15th, 2022, 20:16
See post #6 here https://www.fantasygrounds.com/forums/showthread.php?30619-proficiency-dice-option

Thank you, M'Lord!

Nylanfs
February 16th, 2022, 17:05
How about using Zoom and sharing the screen for 1 on 1 pc creation?

merkvah
February 17th, 2022, 15:50
Sorry to keep asking these questions... I really appreciate the help, thank you.

I'm trying to have my players roll for their hp. We're using 5e, and it just gives average at every level. Normally that's fine, but I want to do it a little differently... is it possible to have FG not grant HP on level up? We can change it manually, but my concern is that someone with a d8 Hit Die will get the average granted, then roll and add another 8 on top of the average.

Thank you for your help!

edcasasa
February 17th, 2022, 15:56
Hello, I'm about to strat a PFRPG2E campaing, and just noted that the sistem consider the rise shield action, but it don't give the damage reduction of the damage if the player wants to block it, is there a tool that I and the players can use to apply the damage reduction?

thanks for the help.

LordEntrails
February 17th, 2022, 16:27
Sorry to keep asking these questions... I really appreciate the help, thank you.

I'm trying to have my players roll for their hp. We're using 5e, and it just gives average at every level. Normally that's fine, but I want to do it a little differently... is it possible to have FG not grant HP on level up? We can change it manually, but my concern is that someone with a d8 Hit Die will get the average granted, then roll and add another 8 on top of the average.

Thank you for your help!
No. There is no option to turn off the automatic/default HP gain on level up. If you want them to roll, you will have to do the math and add or subtract as needed :( You might check the Forge, its possible someone has made an extension that can help with this; https://forge.fantasygrounds.com/


Hello, I'm about to strat a PFRPG2E campaing, and just noted that the sistem consider the rise shield action, but it don't give the damage reduction of the damage if the player wants to block it, is there a tool that I and the players can use to apply the damage reduction?

thanks for the help.
Ruleset specific questions are best asked in the ruleset specific forum. This one is something that the folks in the PF2 forum can probably answer faster and more accurately. Try here; https://www.fantasygrounds.com/forums/forumdisplay.php?105-Pathfinder-2-0

Zacchaeus
February 17th, 2022, 16:31
Hello, I'm about to strat a PFRPG2E campaing, and just noted that the sistem consider the rise shield action, but it don't give the damage reduction of the damage if the player wants to block it, is there a tool that I and the players can use to apply the damage reduction?

thanks for the help.

Raising your shield and blocking damage are two different things. You'll need to create an effect for the shield block (RESIST: 5, physical - for example) to account for the damage reduction.

edcasasa
February 17th, 2022, 16:45
Thanks Zacchaeus

ZoranDob
February 20th, 2022, 23:46
I have created a module that contains many maps, images and tokens as well as my own created items. And I can load this and use it in a new campaign. What I would like to know is how to update this with new items etc from new campaigns where I create new items or spells or NPCs. Thanks.

Sulimo
February 21st, 2022, 00:00
I have created a module that contains many maps, images and tokens as well as my own created items. And I can load this and use it in a new campaign. What I would like to know is how to update this with new items etc from new campaigns where I create new items or spells or NPCs. Thanks.

The best practice would be to create a Development Campaign, then you can update that as necessary and re-export.

Here is a guide (https://www.fantasygrounds.com/forums/showthread.php?33538-Adventure-Module-Creation-Best-Practices) that should help you out, it's for Adventure modules, but it works for anything you can export.

Weissrolf
March 4th, 2022, 13:48
How do I:

- draw straight horizontal/vertical/diagonal walls with only one start- and end-poing?
- make new walls connect to already present walls at the time of drawing instead of having to connect them afterwards?
- make wall drawing snap to the grid?
- merge layers?
- copy and paste lights?

Thanks in advance for any advice?

ddavison
March 4th, 2022, 15:15
1. Hold shift
2. Get close to another point and it will snap automatically. Hold CTRL to override this. Go past a line and release to create an intersection
3. Turn grid snap on
4. Not exactly the same, but put them in the same parent folder
5. Not sure this is in yet I would need to test in select mode for the light

Weissrolf
March 4th, 2022, 15:40
Thanks for the hints.


1. Hold shift
I tried before, but it does not work properly. Also doesn't work when you move existing points.
https://i.imgur.com/A5mfotc.png


2. Get close to another point and it will snap automatically. Hold CTRL to override this. Go past a line and release to create an intersection
The "go past a line" part is the problem when you create new walls. Because it does not snap to the other line you either get this:
https://i.imgur.com/TxI5MdT.png
or this:
https://i.imgur.com/C1VlXTh.png


3. Turn grid snap on
https://i.imgur.com/gNqynER.png
https://i.imgur.com/lAKGSMo.png


4. Not exactly the same, but put them in the same parent folder
That's my current workaround, but really a different solution to a different problem.


5. Not sure this is in yet I would need to test in select mode for the light
CTRL+C & CTRL+P do not copy and paste selected lights. The workaround of duplicating layers fails because of point 4.

Too bad, I hoped that I just didn't know the proper handling of these.

ddavison
March 4th, 2022, 16:15
1. I use the SHIFT to create straight lines all the time. You only click the point once, draw your line and then click where you want it to end. Perhaps you are holding down the left mouse button and dragging instead. That is freeform drawing.

51785

2. I forgot to mention this is Magnetic Snap. That is on by default. You seem to be focusing more on snap to line, which we don't do... but as I mentioned, we automatically create an intersection between the two lines which is essentially snap to line. Going past a line does generate potentially extra points like in your first example and you may or may not want to clean them up depending on how many lines you crossed. I clean these up by selecting and deleting them in bulk inside areas. You can also do a bunch of lines and then switch back to select mode to either select and delete them or drag them on top of the next adjacent line. If we decide to do an automatic line snap in the future, we can probably make that more efficient by removing the clean-up step automatically from the line closes to the end.

3. Grid Snap - doesn't seem to be working in the current build for drawing or LOS. It seems to be applying to tiles only. I will pass this on.

5. You can't copy and paste lights, but you can easily CTRL+click to select multiple lights and adjust them all at once.

Weissrolf
March 4th, 2022, 17:15
1. I use the SHIFT to create straight lines all the time. You only click the point once, draw your line and then click where you want it to end.
Quite unexpected.

Perhaps you are holding down the left mouse button and dragging instead. That is freeform drawing.
Indeed, because I am used to do that from such applications as Photoshop, Paint.net, XnView, Faststone Image Viewer, Microsoft Office, Libreoffice, Greenshot and others.

I also tried to create two points and then move one point while holding shift, nothing happened, though.

So FGU keeps freeform drawing when the button is pressed, regardless of the shift modifier. Good to know.


... Going past a line does generate potentially extra points like in your first example and you may or may not want to clean them up depending on how many lines you crossed.
So manual cleanup is necessary at this point, even more so since Grid Snap does not seem to work. On a side-note: Undo does not remove these intersection points when it removes the line that originally created them.


3. Grid Snap - doesn't seem to be working in the current build for drawing or LOS. It seems to be applying to tiles only. I will pass this on.
Thanks. This should help with (mostly) properly aligned maps to speed things up.


5. You can't copy and paste lights, but you can easily CTRL+click to select multiple lights and adjust them all at once.
Yes, the ability to adjust multiple lights is great. Not being able to copy & paste lights is a (time-sink) problem, I found myself not only copy & pasting within a single map, but also from one map to another (in Foundry).

Zacchaeus
March 4th, 2022, 17:30
You might find videos ten to thirteen in the first post in this thread useful.

Weissrolf
March 4th, 2022, 18:08
Indeed, but other users might also expect FGU behavior to mirror common UI/UX of widely used everyday apps, without having to watch videos to learn how to do the same thing via different means.

So I suggest to make holding shift stop freehand drawing like in all the other apps I listed (and many more). This should also work when moving already present points.

Sulimo
March 4th, 2022, 18:10
Indeed, but other users might also expect FGU behavior to mirror common UI/UX of widely used everyday apps, without having to watch videos to learn how to do the same thing via different means.

So I suggest to make holding shift stop freehand drawing like in all the other apps I listed (and many more). This should also work when moving already present points.

Well, it's not common.

CAD applications use the concept of click let go, click next point.

CC3+ uses this as well (not surprising as it's based on a CAD engine).

It's important to not come in with preconceptions. Just because one app uses one way, does not mean that all apps should use the same way.

LordEntrails
March 4th, 2022, 18:15
I too hope the UI continues to behave the way it currently does, because it works exactly like I expect it to because of how other apps I use work. Funny how their is not single one UI approach to behavior. Strange how we keep having this same conversation.

Weissrolf
March 4th, 2022, 18:19
How many FGU users come from CAD backgrounds versus coming from everyday office/image app backgrounds? I have several architects as customers and even afters years of usage they keep struggling with various CAD software, so this might not be the best benchmark for good UI/UX.

And adding SHIFT+click+drag to not freehand draw does not mean that the click let go part has to be removed, they don't conflict with each other.

Weissrolf
March 4th, 2022, 18:22
I too hope the UI continues to behave the way it currently does, because it works exactly like I expect it to because of how other apps I use work. Funny how their is not single one UI approach to behavior. Strange how we keep having this same conversation.
That is because you seem to judge UI/UX from your specialized niche user perspective, while I judge it from everyday users' perspective.

LordEntrails
March 4th, 2022, 18:44
Debating UI/UX is not the purpose of this thread. Let us please take those discussions elsewhere and keep the as the intended purpose to answer "How do I ? questions. (Note, I recognize I'm guilty of this myself, so let's take the discussion elsewhere.)

BronzeDodger
March 7th, 2022, 08:54
Any guides (or maybe better, tips from users) around using stamps to mark up a map?
I've found the way to choose an image for the stamp and get it placed, so more around:
- how to make a collection of stamps (do you need to choose the image each time, or could you make a collection somehow)?
- how to quickly delete a stamp (I've clunked around in the UI but seems to take a lot of clicks, so wondering if I missed something)

And I suppose to back it up another step: I've been looking at stamps as an attempt to avoid spell tokens (I have the great extension that permits it, but the token stacking can be add headaches while trying to move quickly around an encounter). That said - if looking for the simplest solution for a GM, any recommended ways to quickly mark maps with ongoing effects but without complicating token movement for DM or players? Lots of spells example but to throw out something practical maybe the PCs build a bonfire in a specific square/hex. How do you mark that bonfire quickly/easily with a decent graphic (not considering quick hand-drawn lines or the like)?

Zacchaeus
March 7th, 2022, 09:07
See video fourteen in the first post - that should answer most of your questions.

BronzeDodger
March 7th, 2022, 18:36
I'm not even through the entire video yet and it's awesome - double-thanks Mr. Z.

Q: using an image seems to be simpler (i.e. no accidentally double/triple stamping a token and then having to go back and delete).

Is there any benefit to using the image vs. token option? Seem like the former is just easier - so does it just come down to the assets and how you've set them up in folders or is there something feature of the token/stamp option that makes it a viable contender?

LordEntrails
March 7th, 2022, 19:11
I'm not even through the entire video yet and it's awesome - double-thanks Mr. Z.

Q: using an image seems to be simpler (i.e. no accidentally double/triple stamping a token and then having to go back and delete).

Is there any benefit to using the image vs. token option? Seem like the former is just easier - so does it just come down to the assets and how you've set them up in folders or is there something feature of the token/stamp option that makes it a viable contender?
Yes, images are not used when calculating LOS. With lots of tokens, you can run into performance problems if using LOS/Lightning. Images also get put on independent layers, so you can control visibility of them as well as change their display order.

Sulimo
March 7th, 2022, 19:18
Quick note RE: Stamping Tokens.

I believe that stamping tokens makes them into images, so LoS is not a factor. I've seen others say this as a way to reduce LoS for Tokens (i.e. turn them into stamps instead). It's only when putting tokens directly in the image that is the problem. I think some folks were putting various furniture tokens on the maps and creating performance issues, and the suggestion was to Stamp them instead.

spoonhead
March 17th, 2022, 12:16
Is there a way of making a token on the map invisible (casting invisibility for instance), but leaving the NPC or PC visible in the CT?

Zacchaeus
March 17th, 2022, 13:31
Right click on the token and go to Visibility > Set Always Invisible

ZoranDob
March 29th, 2022, 04:20
The sound of my dice rolls has stopped. I have tried the /dicevolume trigger in the chat, and it says the volume is set as 100, but I still cannot hear anything. Is there another sound "option" I have maybe accidently turned off, or is this due to the new version. I am running 5E. Thanks.

Sulimo
March 29th, 2022, 05:21
The sound of my dice rolls has stopped. I have tried the /dicevolume trigger in the chat, and it says the volume is set as 100, but I still cannot hear anything. Is there another sound "option" I have maybe accidently turned off, or is this due to the new version. I am running 5E. Thanks.

Working ok for me. I was able to turn off (volume 0) and back on (volume 100) with no issues.

There are no other volume controls that I am aware of. Do other sounds work outside of FG?

Any extensions loaded?

Nylanfs
March 29th, 2022, 20:04
Did a cat accidentally on purpose walk across your keyboard and mute your speakers? :D

ZoranDob
March 29th, 2022, 23:52
Haha... no I hear all other computer related audio. Just the dice sound is missing.

LordEntrails
March 29th, 2022, 23:55
Haha... no I hear all other computer related audio. Just the dice sound is missing.
And what ruleset and extensions are you using? Have you tried in a new campaign with no extensions?

seycyrus
March 30th, 2022, 01:08
Haha... no I hear all other computer related audio. Just the dice sound is missing.

Do you by chance use Ear Trumpet? If so, have you set it so that FG is going to your headset, or a virtual line?

spoonhead
April 15th, 2022, 10:49
This might be a simple question, but is there a way of layering two maps together? It's specifically related to The Scarlet Citadel from Kobold Press, where there are overlay images that need to placed on a map to change a room or area? I've tried dragging the image to the layer part of the other image but nothing happens.

EDIT: Sorted. Use the image from the asset window. :)

ddavison
April 15th, 2022, 15:58
This might be a simple question, but is there a way of layering two maps together? It's specifically related to The Scarlet Citadel from Kobold Press, where there are overlay images that need to placed on a map to change a room or area? I've tried dragging the image to the layer part of the other image but nothing happens.

EDIT: Sorted. Use the image from the asset window. :)

Yep, you got it.

Zacchaeus
June 2nd, 2022, 18:47
Welcome to FG.

Go into options and find the option 'Combat: Auto NPC initiative' and set that either to off or on. I suspect that you have it set to Group right now.

To measure distance click and hold both mouse buttons and drag from where you want to start measuring. You'll also see distance when a token moves and also when they target an enemy there'll be an arrow with the distance marked on it.

EDIT: LordEntrails makes a good point below. My answer was aimed at 5e but if you are playing Savage Worlds for example I believe that similar NPCs are supposed to be grouped together; I don't know whether there's an option to not have that happen.

LordEntrails
June 2nd, 2022, 18:47
Welcome!

How do I prevent similar NPCs from being grouped together when I drag an encounter onto the Combat Tracker?
This will depend upon the ruleset you are using. Check the Options, which is usually found in the tp right corner under a gear or setting like icon.

How do I measure distances in a map?
The easiest is to use a quick pointer, which is the right and left mouse buttons together to draw an arrow. The pointer is erased by pressing the mouse buttons together again and not dragging/drawing.

ddavison
June 3rd, 2022, 01:08
Alfred0809 was a spammer.

Zacchaeus
June 9th, 2022, 20:38
Four new videos added. Links in the first post.

merkvah
June 21st, 2022, 04:44
I did a bit of searching, but I'm not finding what I'm looking for, so I thought I'd ask here:

I'm running a pre-written module for two separate groups. One group is a couple of months behind the other, and I'm heavily modifying the pre-written module to add more interesting content to it, including maps, npcs, images, stories, all that.

Exporting each individual record (every item, every token, every image, every npc, etc) is not only tedious, it's imprecise. Some stuff gets lost in transit.

Is there any way to export a whole association group without clicking and dragging every individual item in that group?

I'd love to have a way to export whole groups together. Thanks!!

Zacchaeus
June 21st, 2022, 09:16
You can either export all NPC's (for example) by ticking the NPC box or individual ones by dragging them into the export window. You cannot export a group of NPCs.

If you are simply editing an existing module all of the edits that you make will be stored in a file which has the same name as the module that you are running in the moduledb folder inside the campaign that you modified it. So, for example, if you were running Curse of Strahd then inside the campaign folder for the first group of players you'll find a folder called moduldb and inside that you'll find a file called D&D Curse of Strahd.xml. You can copy this file from one campaign into the same folder in another campaign and it will have all of your edits in it and when you open the Curse of Strahd module in that other campaign the moduledb file will over-ride the official module.

However this file will not contain anything that you have added yourself - such as a new image or an item or NPC that you have created from scratch rather than just edited from an existing item or NPC. For those items you will need to export them. Since these are things that you have created wholly within the campaign you can just click on the NPC or item tick box and only those items will be exported.

What you can't do is export your edits if you simply edit an existing entry in a published module. (This will be why you are seeing stuff get 'lost in transit').

You can also have a third campaign where you do all of your creating (again by this I mean not editing an existing module but adding things such as items, NPCs, images etc) and export those things into a module which can then be opened in any campaign you like.

Be sure that you are backing up all of your campaigns regularly because when you start doing this kind of thing it is very easy to get confused or mixed up and end up with a mess.

merkvah
June 21st, 2022, 12:19
What you can't do is export your edits if you simply edit an existing entry in a published module. (This will be why you are seeing stuff get 'lost in transit').

So... this is my most commonly used method of modifying or creating NPCs and items... I drag and drop (for example) the Drow Mage entry to duplicate it, and then modify it to my liking... so those won't go in the export, even if I drag them in?

Thanks... I need to be more intentional about what I'm doing. I'll try to make fewer edits and run more stock NPCs, I guess. I made the mistake of using a high powered rolling method for my PCs and their stats are artificially inflated, which means most of the encounters in the module (Yes, Curse of Strahd) are no challenge to them. Learned my lesson on that one... #StandardArrayForever.

Thanks for your reply. I sincerely appreciate your time.

LordEntrails
June 21st, 2022, 15:00
So... this is my most commonly used method of modifying or creating NPCs and items... I drag and drop (for example) the Drow Mage entry to duplicate it, and then modify it to my liking... so those won't go in the export, even if I drag them in?
No those export, since you made a copy of tem in your development campaign. But, say you edited a module story in your devl campaign, that would not export and the changes would be stored in the moduledb Mr Z mentioned.


Thanks... I need to be more intentional about what I'm doing. I'll try to make fewer edits and run more stock NPCs, I guess. I made the mistake of using a high powered rolling method for my PCs and their stats are artificially inflated, which means most of the encounters in the module (Yes, Curse of Strahd) are no challenge to them. Learned my lesson on that one... #StandardArrayForever.

Thanks for your reply. I sincerely appreciate your time.

I would consider using a development campaign, and making copies and then modifications of everything you are changing (you don't need to copy things you are not changing, just open those from the adventure in the play campaign). Then you can export and open the module in both play campaigns. But you do have to be really intentional on wat you are doing. Understanding that copied items export and modified ones don't is essential.

ppcmiranda
June 21st, 2022, 21:05
How do I move around a map without a 3-button mouse? Most of my friends use laptops and have no third mouse button available. I tried holding Ctrl, Shift and Alt, but none did the trick. I know that it's possible to use the small yellow cross at the botton right of the image, but it's not a great UX, it's not very precise. Is there some option I can toggle?

Zacchaeus
June 21st, 2022, 21:58
Left click (or whatever you do on a laptop to left click) and hold whilst the cursor is over the small gold icon on the bottom right of the map and move the mouse (or whatever you do on a laptop to simulate moving the mouse) around to move the map in various directions. To zoom on and out hold down the CTRL key whilst left clicking on the gold icon and move the mouse up and down. Left click and hold anywhere on the map (except over the gold icon) and move the mouse to move the image window around. Hold CTRL and left click anywhere except the gold icon and move the mouse in any direction to resize the image window.

Zacchaeus
June 24th, 2022, 11:37
New video added on importing and exporting characters. Link in the first post.

Roach
June 26th, 2022, 20:23
Hi, I noticed that in the video, when you imported from DnDBeyond, you used the setting for FG Classic, not Unity. AFAIK, importing the inventory will not work correctly when you import from a FGC.XML. Importing using the FGU setting works better - though it still pays to do a quick doublechec
k:)

Roach
June 26th, 2022, 20:36
How do I move around a map without a 3-button mouse? Most of my friends use laptops and have no third mouse button available. I tried holding Ctrl, Shift and Alt, but none did the trick. I know that it's possible to use the small yellow cross at the botton right of the image, but it's not a great UX, it's not very precise. Is there some option I can toggle?

as it happens so often in FGU, there is an app for that: you can find on the Foundry under the URL https://forge.fantasygrounds.com/shop/items/208/view. It is paid, the price is 395 coins. I am not linked in anyway to the maker of this extension. Of course, the usual caveats apply: ExtensionsAreRisk (tm), and so on

Zacchaeus
June 26th, 2022, 20:55
Hi, I noticed that in the video, when you imported from DnDBeyond, you used the setting for FG Classic, not Unity. AFAIK, importing the inventory will not work correctly when you import from a FGC.XML. Importing using the FGU setting works better - though it still pays to do a quick doublechec
k:)

I didn't realise there was such an option. I only used it for the first time during the making of that video.

Edit: I've now revised the video and uploaded a new version https://www.youtube.com/watch?v=HDq6AbhgGIA&ab_channel=PhilipGreig%28Zacchaeus%29

houseofdexter
July 1st, 2022, 23:21
Is there a way to stop Players from drawing on the map?

ppcmiranda
July 2nd, 2022, 00:00
as it happens so often in FGU, there is an app for that: you can find on the Foundry under the URL https://forge.fantasygrounds.com/shop/items/208/view. It is paid, the price is 395 coins. I am not linked in anyway to the maker of this extension. Of course, the usual caveats apply: ExtensionsAreRisk (tm), and so on

Thank you!

LordEntrails
July 2nd, 2022, 00:33
Is there a way to stop Players from drawing on the map?
No, but after you drop a Red Dragon on the map and CT with the name of Stop It! they tend to grow up and behave themselves.

ZoranDob
July 2nd, 2022, 02:53
When I put in lights they have a hard edge. As in the light just stops altogether. Can the parameters be tweaked so it feathers the edge to be more realistic? Thanks.

LordEntrails
July 2nd, 2022, 05:28
When I put in lights they have a hard edge. As in the light just stops altogether. Can the parameters be tweaked so it feathers the edge to be more realistic? Thanks.
Yes. The hard edge is there on the defaults to give a visual indication of game mechanics (dark, dim, bright). But, you will see with map lights (not effect lights) you can control the falloff values. https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/1312784387/Adding+Lights+to+Maps+and+Tokens

Zacchaeus
July 2nd, 2022, 09:33
Is there a way to stop Players from drawing on the map?

Yes. Right click on the image and go to Drawing and then Lock Drawing Layer.

Zacchaeus
July 2nd, 2022, 09:34
When I put in lights they have a hard edge. As in the light just stops altogether. Can the parameters be tweaked so it feathers the edge to be more realistic? Thanks.

See videos nineteen and twenty linked in the first post of this thread.

LordEntrails
July 2nd, 2022, 21:59
Yes. Right click on the image and go to Drawing and then Lock Drawing Layer.

Darn it, I didn't know this! Would have been easier then the red dragon, though I only have to do that once!

houseofdexter
July 21st, 2022, 20:11
Darn it, I didn't know this! Would have been easier then the red dragon, though I only have to do that once!

heh

Weepdrag
August 16th, 2022, 01:54
Does anyone have any suggestions on videos that show how to GM in FGU from start to finish throughout a session? I have a friend with 0 familiarity that wishes to learn. I'm sure it would have to be a few videos long.
Thanks for any replies

Urheil
August 16th, 2022, 02:50
Does anyone have any suggestions on videos that show how to GM in FGU from start to finish throughout a session? I have a friend with 0 familiarity that wishes to learn. I'm sure it would have to be a few videos long.
Thanks for any replies

Imho, If your friend has experience dming, he should Start asking questions in the forum as You had.
If he doesn't, he should SEE some YouTube videos regarding dming.

LordEntrails
August 16th, 2022, 03:41
Does anyone have any suggestions on videos that show how to GM in FGU from start to finish throughout a session? I have a friend with 0 familiarity that wishes to learn. I'm sure it would have to be a few videos long.
Thanks for any replies
Quite a few different people have put together good video series on DMing and other aspects. I can't recommend one over another, as people learn differently, and different video creators present things differently. Though I will link a few resources below, it's best to find a presenter you like and connect with, and go through their videos. Or if your friend doesn't learn well from videos, use the user manual, or the wiki, or the forums :)
https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996639165/Fantasy+Grounds+Unity+User+Manual
https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996641059/Basic+Guide+Videos
https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996642048/5E+Videos
https://www.youtube.com/watch?v=UemN5_WY7rE
https://www.youtube.com/watch?v=OV2HZDNlE1I&list=PLF_leZF1od4YugPfC9LlVxqnkEgSh_3dE
https://www.youtube.com/c/FantasyGroundsAcademy

Weepdrag
August 16th, 2022, 03:46
Thanks Urheil, That was exactly my question, not all videos are created equal. There are a ton of videos out there and many are short on info. I thought I would see what the experts might say about a possible video series. He's not sure whether he'll use FGU and wanted to see the complexity in setting up a game before buying in.
Thanks again

LordEntrails
August 16th, 2022, 04:15
Thanks Urheil, That was exactly my question, not all videos are created equal. There are a ton of videos out there and many are short on info. I thought I would see what the experts might say about a possible video series. He's not sure whether he'll use FGU and wanted to see the complexity in setting up a game before buying in.
Thanks again
FG is very powerful, and has the complexity that often goes along with powerful programs. Let your friend know that he should not attempt to understand everything FG can do before he starts. Learn the basics. Learn what you will use. Then learn more as you need it or something sparks your interest. After 7 years I don't know everything FG can do, because I don't need to for it to be a great tool for me.

Think of it like Excel or Word, even though you might use them everyday for great benefit, do the majority of users every learn things like pivot tables, macros, and mail merges?

Weepdrag
August 16th, 2022, 04:56
Thanks LordEntrails,
I'll pass these on and see what he thinks, maybe we can get a new user out of it. My teaching skills leave a lot to be desired and he's not local to my location. I'm sure that he'll need to just play with it like the rest of us, but he was entertaining it as a spectator sport first.
Thanks again

willjohn
August 20th, 2022, 23:07
I wanted to learn it.. (https://mutlucaptain.com/). OMG!!!!

Zacchaeus
August 27th, 2022, 20:04
Four new videos added on managing campaigns. Links in the first post.

Weepdrag
September 2nd, 2022, 20:35
Did we ever get an effects addressable way to add or subtract from MAX HP in 5e (or any ruleset)? There was a poll back in 2018 but didn't find a resolution or the mechanic (if there is one)
Thanks

Zacchaeus
September 2nd, 2022, 20:55
No, there's no native way to do it. But I believe there's a couple of extensions on the Forge the do that.

Weepdrag
September 2nd, 2022, 21:39
I was hoping you wouldn't say that :cry:

Rachael Kunkel
September 15th, 2022, 03:24
I've been looking into adding dice macros for things like exploding or dropping dice into my hotbars. As an extension of the question how do I use more detailed dice commands, is there a list of the dice commands anywhere currently? The several relevant threads (the latest of which was in 2020) I've found all link to the following page, which is password protected/inaccessible/non-existant.

https://fantasygroundsunity.atlassian.net/wiki/spaces/FGU/pages/688330/Rolling+Dice

I did thankfully find the video titled "Fantasy Grounds Unity New Dice Macros" by searching on Google (I originally was looking on the forums with no luck until I realized they might not be posted here). I know Unity is always going through changes so I wanted to see if there was a current page I could check and be able to share with my players.

As always, thank you for your time and consideration.

Moon Wizard
September 15th, 2022, 03:36
That was the old link; where did you find it?

Here's the new one:
https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996640101/Rolling+Dice

Regards,
JPG

spoonhead
September 17th, 2022, 08:55
Is there any way to be able to add an effect that grants a bonus to save roll specifically against fear and curse effects?

Is there an extension out there that might do it?

Ruleset would be 5e.

Zacchaeus
September 17th, 2022, 09:32
You can create an effect of SAVE: x, <ability> (for example SAVE: 3, wisdom) set the targeting to Self, and the duration to on next roll; and apply the effect just before a saving throw against whatever it is you want to give the bonus to. There's nothing which will automatically do this if that is what you are asking since there's no way for FGU to know what the saving throw that you are making is for.

spoonhead
September 17th, 2022, 10:19
EDIT: Duplicate Post

Weepdrag
September 19th, 2022, 23:57
Is there a way to designate a language for a chatbox in the story section, or is it just manually selected when it's dragged into the chat window?

Zacchaeus
September 20th, 2022, 00:34
No, you can’t designate a language other than via the drop box in chat.

Weepdrag
September 20th, 2022, 00:38
Thanks Zacchaeus

Rachael Kunkel
September 20th, 2022, 04:18
@Moon Wizard Thank you very much for the new link!

These are several posts that had the old link, based on pulling them from parts of my history. I wasn't sure exactly what to call the dice effects, so I'm sure there was a more ideal way to be searching for the info.

https://www.fantasygrounds.com/forums/showthread.php?60674-Dice-Target-Numbers&highlight=explode+successes
https://www.fantasygrounds.com/forums/showthread.php?56804-die-macro-not-working-as-expected&highlight=DICE+MACRO+EXPLODE
https://www.fantasygrounds.com/forums/showthread.php?54435-Modifiers-and-NPC-rolls&highlight=Fantasy+Grounds+Unity+New+Dice+Macros
https://www.fantasygrounds.com/forums/showthread.php?56804-die-macro-not-working-as-expected&highlight=new+dice+macros

Urheil
September 28th, 2022, 12:28
Hi. A few versions ago i had the effect image at the top off the combat tracker. Now it's gone. The effect "button" expanded all the effects of all of the pcs andnpcs un the ct.
How do i make it appear Again?

Thanks!

Zacchaeus
September 28th, 2022, 13:20
Hi. A few versions ago i had the effect image at the top off the combat tracker. Now it's gone. The effect "button" expanded all the effects of all of the pcs andnpcs un the ct.
How do i make it appear Again?

Thanks!

You can't. It was removed a couple of updates ago for performance reasons.

Urheil
September 28th, 2022, 22:12
You can't. It was removed a couple of updates ago for performance reasons.

Thanks for your response!

SmackDaddy
September 30th, 2022, 15:42
Regarding the Test (beta) channel. Would I be able to create a new campaign, switch to use Test build, and launch FG, check things out to do some testing, and then go back to the Live build for the main campaigns I run, with no issue? (I would definitely backup my campaign for sure before I did anything) Just wasn't sure about how that affects the FG program itself for use with current campaigns. I did a search for this in this thread and couldn't find anything. Hopefully I didn't just miss it. Thank you in advance.

Sulimo
September 30th, 2022, 17:15
Yes, when you switch to the Test Channel, it creates a separate instance of all of your campaigns.

You need to run an update when you switch from one channel to another.


Your Test Campaigns will be in the Channels Folder.

https://i.imgur.com/3dOqO7L.png

I usually do my testing in a VM (free on Windows 10 Pro) though, just to keep everything separate.

hrscarvalho
October 1st, 2022, 01:05
Hi Guys! Need one more help!

How can i make a effect that roll an D8 when the barbarian got enraged?

I will use it to the Wild Magic Barbarian!

Tks!

LordEntrails
October 1st, 2022, 01:31
Hi Guys! Need one more help!

How can i make a effect that roll an D8 when the barbarian got enraged?

I will use it to the Wild Magic Barbarian!

Tks!

Rage; DMG: 1d8
You should also see:
https://www.fantasygrounds.com/forums/showthread.php?27314-Effects-The-Complete-Barbarian-Package
and
https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996642031/5E+Effects+for+Advanced+Automation#Specific-PC-Ability/Trait-Examples

hrscarvalho
October 1st, 2022, 14:55
You should also see:
https://www.fantasygrounds.com/forums/showthread.php?27314-Effects-The-Complete-Barbarian-Package
and
https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996642031/5E+Effects+for+Advanced+Automation#Specific-PC-Ability/Trait-Examples



Hi!

Tks, but i need explain better :D

When the Wild Magic Barbarian got enraged, you need to roll 1d8 to see what is the wild surge:

Wild Surge
TCE p25
[–]
3rd-level Path of Wild Magic feature

The magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.

and then a table with the effects :D

I need something that when the barbarian enraged FGU roll a D8, not a damage, not a save, just a D8.

IF we have some automation that roll the tabble and trigger the effect, that will be awesome! :D

Bult i will post on the thread of Barbarian Package! :D

Zacchaeus
October 1st, 2022, 15:20
There's nothing you can set up to automatically roll on a table, so you'd just do that manually. Then depending on the result pick the relevant effect from a power group you've set up in the actions tab. I posted an example xml file in the other place you posted. (I saw this post after the other one).

LordEntrails
October 1st, 2022, 18:02
Sorry, I wasn't familiar wit the Wild Magic Barbarian. I assumed it was 1d8 damage. But as Mr Z says, their is no way to automate FGs rolling on a wild magic surge table.

Weepdrag
October 12th, 2022, 17:52
Is there a tutorial someplace for putting Traps and Hazards (primarily HAZARDS) in the NPC blocks for 5E? I'm vexed by what goes where and how to make it functional. In 3.5E (on FGC) there was a distinct difference between a NPC and a trap, 5E has no such distinction.
Thanks in advance

Zacchaeus
October 12th, 2022, 18:00
There isn't a tutorial but all you do is create an NPC and give it whatever actions you need.

Here's some examples.