PDA

View Full Version : Generic Actions extension for Fantasy Grounds Unity 5E ruleset



Pages : 1 2 [3]

SilentRuin
May 5th, 2026, 16:00
Resharing all my dropbox files I had before - still total risk as they are based on 5EAE modules which may have old syntax that no longer works in some spots - but better than nothing.

5EComponents.mod (https://www.dropbox.com/scl/fi/23iwbyukyhh2fb2mx82z7/5EComponents.mod?rlkey=15hqq9eqr09iid4stoviyl5kp&st=oqq1yaut&dl=0) used with "Manage Inventory Counts (support effects INVACT, INVLR, INVSR)" option when its on and Equipped Effects if you want to have them auto managed on CT entries effects.

GenericActionsLayerImages.mod (https://www.dropbox.com/scl/fi/lqhig5s14anicet17u0wq/GenericActionsLayerImages.mod?rlkey=oavlswhmxv7ag7 k38x2jegsyd&st=nhxjtrzb&dl=0) used with GAL for its assets with 5E data.

5EAEcorrections.mod (https://www.dropbox.com/scl/fi/fajm4yxaxs9jxx6fs4t0a/5EAEcorrections.mod?rlkey=jtlr6z7x4p6ogsznnx8459be t&st=vscea7a3&dl=0) used for corrections or GAL additions I've made to overlay 5EAE modules that I use. Must remove old custom effect duplicates - there can be only one.

AE5EPHBClasses.mod (https://www.dropbox.com/scl/fi/bvpwdelivljvikj5oe0l8/AE5EPHBClasses.mod?rlkey=m7pmlm7nspvkf9s42h0uirl7m&st=r0gugyse&dl=0) a horribly complex relinking of all the class spells, traits, etc. so that when my players click on something it takes them to the AE5E code I want them using not some wild multiple choice options where they can pick the wrong thing.

If you wish to see my base 5E campaign with all my extensions/modules/setting in options (a blank campaign used to copy and create new ones)..

My Base 5E Campaign (https://www.dropbox.com/scl/fi/13p10s3k8yjpvik33t7zt/My-5E-Base-Campaign.zip?rlkey=hpddol0r50ztexwpx98pfq5rp&st=vaergxjj&dl=0)

All is based on my extensions plus some others like AOE Effects and BCEG.

As usual, these are "use at your own risk" as they will not be officially supported. Just what I use for the moment. Though good examples on how the data is used in the extensions.

SilentRuin
May 6th, 2026, 22:20
Generic Actions ranged DIS if someone is in 5ft will not respect Spell Sniper feat until this bug is resolved.

https://www.fantasygrounds.com/forums/showthread.php?87287-onAttackPreModRoll-does-not-have-rRoll-bSpell-set-its-nil

Moon Wizard
May 6th, 2026, 23:56
Responded in report thread.

JPG

SilentRuin
May 7th, 2026, 05:46
Responded in report thread.

JPG

Fixed it thanks.

SilentRuin
May 10th, 2026, 16:36
This is the page to reference drop box...

https://www.fantasygrounds.com/forums/showthread.php?59341-Generic-Actions-extension-for-Fantasy-Grounds-Unity-5E-ruleset&p=762948&viewfull=1#post762948

SilentRuin
May 12th, 2026, 01:35
GA ability to provide dice expressions for damage/etc. crashes when manual entry of dice roll.
[5/2/2026 10:33:06 AM] [ERROR] Script execution error: [string "CoreRPG:..lity/scripts/manualroll_entry.lua"]:153: attempt to index field 'type' (a nil value)

Not going to fix it - if you use dice expressions supported by GA don't use manual rolls for them. I looked at the code and it looks like to much of a pain to figure out. Already had to hack my way into getting it to work in normal rolls. And I pretty much use it just for SW5E and normal dice rolls.

SilentRuin
May 17th, 2026, 01:11
Note: GAL is designed for diagonal RAW distances in FG and AURA so your options should be set for those. While you could design a blocky asset to represent a circle due to scaling and orientation GAL will just not have it matching right anyway. RAW only. Or take your chances with things not triggering where you think they will based on asset you see (say a circle at certain angles not triggering the aura to match the image).

67482

SilentRuin
May 18th, 2026, 18:46
New component definition of INVACTR which will only apply to ranged attack version of the name. For example, a CT effect with these weapons will now insure the melee attack has at least one present in inventory and that the thrown attack decrements one of them from the inventory. Neither will succeed if out of that item...

+Dagger; INVACT: ~Dagger; INVACTR: Dagger
+Handaxe; INVACT: ~Handaxe; INVACTR: Handaxe
+Javelin, +1; INVACT: ~Javelin, +1; INVACTR: Javelin, +1
etc.

Because of the insanity of FG handling of ammo DB updates - only things with the word Range in their weapon type definition (and defined before app starts) will update changes to maxammo and ammo in the DB entry for that weapon list in the PC actions tab. Thrown weapons will simply not update the fields when DB data is changed. Thus the workaround in my game is to insure any thrown weapons have 0 for max ammo then unlock and lock to get that field removed - as it won't reflect what is in DB. Don't ask me why - its insane. And I'm not going to change to separated "Ranged" version of every thrown weapon either. Just FYI.

My 5Ecomponents.mod has been updated with all the PHB/DMG thrown weapons.

SilentRuin
May 20th, 2026, 03:29
v4.52 - Update- only remove unconscious effect if this was not dying and was triggered by wound field change.

Had set unconscious on something that was not actually dying and DI removed it. It should only be doing this when I keyin something in wounds field to bring it back to life - mistakes regularly happen by players that apply damages they should not. Still need to remove prone of course - but that is because when you are healed from death you still are flat on your back till you get up.

SilentRuin
May 25th, 2026, 15:52
Generic Actions - V1.94 - Bug - the effect parsing had changed and broken the default INVACT usage where nothing followed the keyword and it defaulted to the effect name. Fixed. Added new * prefix so that if a +* appears in front of the effect name it will be considered a substring in the action name that triggered the effect. Again - same as any other INVACT operation. While substring matches are inherently dangerous (you can certainly get it to decrement to many times by generating multiple triggers with poor INVACT effect design) it is still handy to have. EE will not be able to handle the substring option as it requires an exact name match.

SilentRuin
May 27th, 2026, 01:06
Generic Actions - V1.95 - Bug - default INVACT usage where nothing followed the keyword did not support the "~". Fixed. As in "+*Dagger; INVACT: ~; INVACTR" - to insure thrown ranged weapon of this name match would consume from inventory and the melee version would not but require it to be present. V1.94 broke how CT limited effects were deactivating effects while an action performed (was doing all of them after the - prefixed effect appeared). Fixed.

SmackDaddy
May 28th, 2026, 21:37
Have reshared my previous dropbox mods even though RISKY to use. I use them. (https://www.fantasygrounds.com/forums/showthread.php?59341-Generic-Actions-extension-for-Fantasy-Grounds-Unity-5E-ruleset&p=762948&viewfull=1#post762948)

I looked through this thread and didn't see anything pop-out and tell me that it was removed for some reason, but when I went to obtain the following file, I get an Error (doesn't exist): "5EAEcorrections.mod used for corrections or GAL additions I've made to overlay 5EAE modules that I use. Must remove old custom effect duplicates - there can be only one."

Is that file no longer needed? Thank you in advance SR!

SilentRuin
May 29th, 2026, 01:53
Forgot that line was even there I have not updated it - the real links are here...

https://www.fantasygrounds.com/forums/showthread.php?59341-Generic-Actions-extension-for-Fantasy-Grounds-Unity-5E-ruleset&p=762948&viewfull=1#post762948

SmackDaddy
May 29th, 2026, 17:13
Forgot that line was even there I have not updated it - the real links are here...

https://www.fantasygrounds.com/forums/showthread.php?59341-Generic-Actions-extension-for-Fantasy-Grounds-Unity-5E-ruleset&p=762948&viewfull=1#post762948

That's where I went, and it still says the 5EAECorrections.mod has been deleted.

SilentRuin
May 29th, 2026, 20:23
That's where I went, and it still says the 5EAECorrections.mod has been deleted.

Sorry about that. All the other links were good on that page I must have screwed that one up. Fixed.

Added that post reference with the drop box links (as long as they remain valid) to bottom of page 1 also.

SilentRuin
May 31st, 2026, 12:45
Note on my 5Ecomponent.mod (also in as story in that module):

This module has all the supporting data I needed in my games for Generic Actions extension support of components (with help from Equipped Effects extension of course). Many of the INVACT spell components that are consumed (no ~ prefix) require the 5EAEcorrections.mod corrections of those spells so that only ONE action (effect/attack/save) is triggered for that name match. Otherwise, each matching named action on that spell will decrement an inventory item - which is to many. So this will NEVER work for all component consumption spells that give more than one action - at that point you should just use ~ prefix on INVACT components to make sure they are just verified that they are there and not consumed - or don't define anything for that spell. For now "good enough" for ones I play with as I don't yet know how to solve that problem. Using INVACT with inventory consuming components is RISKY as you have to have only one name match triggered or it will decrement to many inventory items.

SilentRuin
June 1st, 2026, 03:09
To be delivered next week.


https://www.youtube.com/watch?v=IppLQdVOVSk

SilentRuin
June 13th, 2026, 17:05
Due to new powers in AOE effects, among other things in my current campaign I wanted implemented, my dropbox files have all had new entries put them and/or changed. Not a big deal if you don't use these or copy from them - but figured I'd give a heads up that they have been getting updated on a daily basis of late.

https://www.fantasygrounds.com/forums/showthread.php?59341-Generic-Actions-extension-for-Fantasy-Grounds-Unity-5E-ruleset&p=762948&viewfull=1#post762948

SilentRuin
June 16th, 2026, 18:42
Generic Actions Layers - V1.64 - Update - If there is no GALVISIBLE effect present, and its not an NPC GMOnly CT entry - a token asset will be placed as a bitmapwidget and move with the token - otherwise it will be a map layer asset. Everything that can be a token widget asset will be a token widget asset - anything that cannot will remain as it was - a map layer. Map layers on token drag have new issues I need to prevent so no longer process click down to remove map layer assets (click release and end drag will do this now) - this was causing issues that are not easily fixed so just going to leave asset behind when a token is dragged with a map layer until it ends and the asset is deleted and replaced at new token's position. A bitmapwidget will still be dragged without suffering this "asset left behind" though temporary graphics (attacks and the like) will be left till drag ends unless a click release had cleared them earlier. Why GAL does not use timers to remove temp assets. A new option "Asset: If Carrier orient on move option will change asset orientation as moved for widgets (Can be slower)" defaulted to "off". If Carrier extension's orient on move option is one the assets (that are visually directional) will also orient as they are dragged - this can slow things down somewhat as this updated of token assets can happen frequently during moves and changes in direction.

This is a significant change to GAL. Will be letting users test this out though I have tested it on the portion of my live campaign map that pretty much made me realize map layers for moving tokens was even worse than I ever thought. Read further if you want the details on why GAL is changed...


The new GAL will no longer be attempting to delete map layers on a button down - this was to keep them from their assets from being left behind on a token drag. The risk for hitting the delete layers bug wiping out token notifications is too severe even if it rarely happens in slower processing areas with a lot of light/fx/los (as in my disastrous campaign last night). There is no good solution. So expect moving tokens to leave the asset behind till you stop moving at which point it can safely delete it and move it to the tokens current position. Most map layers will be replaced with bitmapwidgets where possible, in which case all tokens with widgets will have visible assets dragged and oriented with them on drag end. Just an FYI as this was such a seriously hard pain the neck to figure out - and a disaster to have happen. Only solution if you encounter it in current version is to turn off lighting which makes the window between when the delete layers starts and finishes a lot smaller meaning it will finish before token starts dragging and won't kill all its notifications to others what its doing.

SilentRuin
June 16th, 2026, 22:00
Tip for GAL:

If you want something that is still being displayed as a map layer to be displayed as a bitmapwidget then you just need to make sure it does not have GALVISIBLE on it (usually found in Object in custom effects of the AE5E and corrected data that I use) and that it is does not have a GAL NPC named effect that is set to GMOnly. The change will be immediate. But the effect will not be visible on the client's side if the actual CT entry is still marked invisible. Which is the default for all GAL placed NPCs. The whole purpose of the GALVISIBLE was to allow an invisible NPC to still show the map layer graphics on the client - which bitmapwidgets are not capable of doing (they cannot disassociate from the CT entries visibility). If you don't actually place any GAL NPCs or use anything that sets GALVISIBLE indirectly and remove that keyword (Object custom effect for me) - then ALL your GAL assets will be displayed as bitmapwidgets. For sure the default GAL NPC named effect is not GMonly so removing any GALVISIBLE effect entry keyword from a GAL placed NPC will make it a bitmapwidget.

Just FYI.

SilentRuin
June 17th, 2026, 04:44
Backing out the last delivery till I work out the bugs in the new lack of button down clearing and such leaving leftover graphics everywhere. I'll have to figure out a way to do it more reliably.

SilentRuin
June 21st, 2026, 00:00
New version 1.64 is delivered to FORGE. As version update stated in V1.64 it’s a major rewrite

SilentRuin
June 21st, 2026, 17:33
Next release of GAL will support displaytype of overlay ("") so that if you want you can have any widget on a token placed by GAL to be an overlay instead of only underlay. Seems there should be a benefit in some cases depending on scale but I think I should explain something about token widgets and map layers first. Also, re-added button click down support for removing only temporary graphics on a token with assets of bitmapwidgets - as this could be safely done without triggering the map layer delete bug - and it was annoying to see temp graphics dragged until drag ended when it could be safely prevented in this case.


Map Layer Assets:

Assets placed in map layers are always going to appear under all tokens. Period - essentially part of map and its layers rules where the GAL ones will appear first in list so be over all other map layers.


Token bitmapwidget Assets:

Assets placed on token as underlay are going to be displayed under the token they are placed on - only.

Assets placed on token as overlay are going to be displayed over the token they are placed on - only.

The token AND its widgets will all appear at the same level as the token does, meaning if you have two tokens overlapping the token last selected will likely be on top and its widget data will be over the other tokens as is its own token graphics. Its all one thing. One of the reasons I have my opacity (option in GA) set to 50% - which also lets me see through multiple assets placed with same token.

Some assets will work better than others with this option. So made it yet another keyword in the names of assets.

Due to how parsing of the asset name text string occurs, the keywords tilt, keep, overlay, and (size[size options] or _[range]) must be at the end of the asset's name and if more than one them appears they must appear in that order. See .txt file for some "likely out of date" naming rules and examples. Or look at my drop box GAL mod to see how I named things. Here is an overlay keyword example...

BattleAxeMeleeOverlay.webm

and from my mod file...

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=67937&d=1782059564

SilentRuin
June 23rd, 2026, 01:36
https://www.youtube.com/watch?v=UGLB14TJirU

SilentRuin
June 24th, 2026, 06:34
GAL has bug deleting keep assets for widgets.

SilentRuin
June 24th, 2026, 18:52
Generic Actions Layers - V1.66 - Bug - keep widgets were not being deleted when active/gmonly status was changed. Fixed.

SilentRuin
June 27th, 2026, 16:50
Next release will be removing callbacks for Step Counter. Its not really needed for the widgets movement anymore and only would be for the things still being put out as map layers - they can have their graphics positioned corrected simply by doing a button click on the token when SC snaps it back due to some limit or return to previous position. These are not really meant to be moved anyway with any speed limits etc. - the players are meant to replace GAL NPCs by hitting their spell effect with a new ptr shape location - all the effect's timing data will be preserved when that happens.

So for now - if you see a map layer leave behind graphic asset where you stopped your drag - even though it snapped the token back to a new position - you can just button click it to get its position updated. The overhead of the call backs is not worth correcting this for you. Plus, you should not have it happen during regular movement of a map layer to a new position unless for some reason you have SC active and applying snap back rules to a non visible - placeholder token - like a GAL NPC.

coyote670
July 3rd, 2026, 02:32
I have a weird bug; in two D&D 5e campaigns, when I have Generic Action active, someone has an effect like Bane that gives an attack penalty that's a die roll, and that actor attacks with Advantage or Disadvantage, the d4 (or d-whatever) penalty is flipped; instead of subtracting the result of the 1d4, it adds it to the attack. A bonus doesn't get reversed; nor does a flat integer penalty (e.g., -1, -2, etc.). It does reverse other dice; I tested with d6, d8, d10, with the same results. If there's no Advantage or Disadvantage, it works fine; if there's both Advantage and Disadvantage, it works fine.

This also happens with die penalties to SAVE or SKILL.

If I disable Generic Action, it works fine.

However! For maximum confusion, I tried a third campaign, and it works fine there, even with all the same extensions active.

I am baffled. But since disabling Generic Actions makes the weirdness vanish, I figured I should report it here.

68102

SilentRuin
July 3rd, 2026, 15:38
I have a weird bug; in two D&D 5e campaigns, when I have Generic Action active, someone has an effect like Bane that gives an attack penalty that's a die roll, and that actor attacks with Advantage or Disadvantage, the d4 (or d-whatever) penalty is flipped; instead of subtracting the result of the 1d4, it adds it to the attack. A bonus doesn't get reversed; nor does a flat integer penalty (e.g., -1, -2, etc.). It does reverse other dice; I tested with d6, d8, d10, with the same results. If there's no Advantage or Disadvantage, it works fine; if there's both Advantage and Disadvantage, it works fine.

This also happens with die penalties to SAVE or SKILL.

If I disable Generic Action, it works fine.

However! For maximum confusion, I tried a third campaign, and it works fine there, even with all the same extensions active.

I am baffled. But since disabling Generic Actions makes the weirdness vanish, I figured I should report it here.

68102

Apparently something is wrong with the dice expression logic - I'll have to look into it. For now just turn off Generic Actions dice expression option and that will fix it. I assume you don't use the dice expression damage anywhere currently - which is what that option is meant to support.

Good find.

coyote670
July 3rd, 2026, 17:38
Ah! That would be it. I did use it in the old campaign, for the Sorcerous Burst cantrip, and I turned it on for the new campaign in case of sorcerer; but I didn't turn it on in the test campaign.

I'll turn it off and hope no one picks a sorcerer that knows Sorcerous Burst. :D

Thanks!

SilentRuin
July 3rd, 2026, 22:27
Ah! That would be it. I did use it in the old campaign, for the Sorcerous Burst cantrip, and I turned it on for the new campaign in case of sorcerer; but I didn't turn it on in the test campaign.

I'll turn it off and hope no one picks a sorcerer that knows Sorcerous Burst. :D

Thanks!

Fixed in next release (whenever GP gets to it). Keep in mind the things I have to do to support dice expressions for damage is pretty obtuse and kludgy. Still - appears to work where I use it now - and in your case of Bane with the -1d4 stuff.

Generic Actions extension - V1.97 - Bug - recent FG update caused issues with dice expression option processing with ADV or DIS so removed some logic that tried to compensate for effects.

coyote670
July 4th, 2026, 02:36
Thanks, SR!

PS: someone did, in fact, pick a sorcerer that knows Sorcerous Burst. :D

SilentRuin
July 4th, 2026, 18:42
Thanks, SR!

PS: someone did, in fact, pick a sorcerer that knows Sorcerous Burst. :D

Will be delivered next week appears - if you need a copy before then DM me in discord.

coyote670
July 4th, 2026, 19:04
I think we'll be fine, even if we play tomorrow. 1st level characters, so I don't expect the sorcerer's single d8 to explode that often.

(Having written that, I shall now prepare myself for a statistically unlikely day. ;) )

SilentRuin
July 7th, 2026, 23:05
Rewrote EE to support INVACT settings for NPC spells, innatespells - and PC powers - when the proper options are set.

snaggle2th
July 14th, 2026, 20:06
Is there a recommended way to override some of the assets? If I have a preferred WEBM file, where can I save it so that it will become the default?

MrDDT
July 14th, 2026, 20:17
You have to know how to format the filename also into how GAL handles it. But you can make your local folder like this.

SilentRuin
July 14th, 2026, 23:04
Is there a recommended way to override some of the assets? If I have a preferred WEBM file, where can I save it so that it will become the default?

The directories it searches are below...

"images/Generic Actions"
"campaign/images/Generic Actions"

Campaign directory will always override the fantasy grounds directory (fantasy grounds images is also where modules put images). So if you drop your image in that campaign directory listed above it will be the one used.

snaggle2th
July 15th, 2026, 03:51
Cool! Successfully got that to work. Is there another extension required to have spells placed with an NPC token? For example, I successfully got my desired asset to show up on the caster (the 'self' asset) for Fog Cloud, trying to follow the example from your video, but adding the Fog Cloud NPC to the map doesn't seem to be working. Wondering if there is some dependency on another extension I am missing.

MrDDT
July 15th, 2026, 04:27
Cool! Successfully got that to work. Is there another extension required to have spells placed with an NPC token? For example, I successfully got my desired asset to show up on the caster (the 'self' asset) for Fog Cloud, trying to follow the example from your video, but adding the Fog Cloud NPC to the map doesn't seem to be working. Wondering if there is some dependency on another extension I am missing.

Yes you can do that, you need to read the readme on how to use GAL. Its a lot to type here, its all in the readme.

snaggle2th
July 15th, 2026, 04:43
Thanks for the response. I have looked searched the forum thread and the Forge listing, and looked through the modules. I'm sure the answer must seem obvious, but where is the README?

MrDDT
July 15th, 2026, 04:44
Thanks for the response. I have looked searched the forum thread and the Forge listing, and looked through the modules. I'm sure the answer must seem obvious, but where is the README?


There is a text file on the first post.

Also there is a video around on the thread somewhere.

You can also look at the structure in the mod file that SR made.

SilentRuin
July 15th, 2026, 04:58
Thanks for the response. I have looked searched the forum thread and the Forge listing, and looked through the modules. I'm sure the answer must seem obvious, but where is the README?

You can read the forum posts here also - along with Dropbox files and plenty of videos in my YouTube likely all out of date but somewhat useful.

snaggle2th
July 15th, 2026, 05:02
Okay, I have found GenericActionsFGU.txt, and it looks like the answer must be AdvantagesPA.

SilentRuin
July 15th, 2026, 14:35
Okay, I have found GenericActionsFGU.txt, and it looks like the answer must be AdvantagesPA.

Note - the GAL NPCS with old (SDC) keyword in them have all been broken, they claim [SDC] will now work - but it only does if you manually drag the custom effect into the CT - not if something like EE programmatically places it in CT. All used to work with (SDC) but even though I translated all my data to use [SDC] it will not work at all in the GAL NPC world. No real fix at this time. Personally, my campaigns with them are dead in the water. Just FYI. You'd have to replace the untranslated NPC [SDC] effect keyword manually yourself after the code placed it in CT. Something I'm never going to be doing myself.

snaggle2th
July 15th, 2026, 15:25
I appreciate you taking the time to respond. I am capable and willing to reverse-engineer effects. I still have not got myself to the point where I am seeing effects.

With debugging on, I get this result, but no NPC gets added to the map or CT:

GA Ptr lookup: fogcloudptrcircle
Pointer shape lookup: fogcloudptrcircle
NPC Check: fogcloudnpc
NPC asset found: fogcloudnpc


From what I can see in your video, the custom effects get placed on the NPC. What actually places the NPC? Is it this extension, or another one? I do have Advantages installed.

I feel like I am close to grokking this, I just need another nudge (maybe two).

SilentRuin
July 15th, 2026, 16:43
I appreciate you taking the time to respond. I am capable and willing to reverse-engineer effects. I still have not got myself to the point where I am seeing effects.

With debugging on, I get this result, but no NPC gets added to the map or CT:

GA Ptr lookup: fogcloudptrcircle
Pointer shape lookup: fogcloudptrcircle
NPC Check: fogcloudnpc
NPC asset found: fogcloudnpc


From what I can see in your video, the custom effects get placed on the NPC. What actually places the NPC? Is it this extension, or another one? I do have Advantages installed.

I feel like I am close to grokking this, I just need another nudge (maybe two).

You should not be using the ptr circle shape naming of the asset to do anything - that is the old way of doing things. Literally for fog cloud, its defined in both my generic actions layer module (page 1 link at bottom) and in the custom effects definitions for 5eCorrections.mod. If you have the asset its looking for and the custom effects its looking for you literally have to do nothing (as defined in those modules). For fog cloud that would be in custom effects...

Fog Cloud; (C); LIGHT: 20/20 darkness; AURA: 20 all, !self, point; AoE Fog Cloud; OBSCURED: physical

And in your action effect that triggers the NPC placement the SELF effect of...

$ Fog Cloud; (C)

Which will only work if it can find the asset for a GAL NPC matching name - in this case...

FogCloudNPCKeepSizeC_20.webm

and

FogCloudSelf.webm

As I have tons of these already pre defined in my .mod in my drop box along with the definitions in spells and custom effects with the AE5E modules from Grim Press in my corrections module also in my drop box - it would pay for you to look at those. Or watch the relevant videos in here...

https://www.youtube.com/channel/UCGZAODUWOUhJveZ85IesQiQ

Which has all my videos - one playlist specifically for GAL - though all are out of date the week after I post them. Gist is this forum thread has a bunch of posts describing what to do in detail and mentioning specific videos as I add things in and what I use in my own campaigns. You just have to read/watch them to grok things.

MrDDT
July 15th, 2026, 19:29
I appreciate you taking the time to respond. I am capable and willing to reverse-engineer effects. I still have not got myself to the point where I am seeing effects.

With debugging on, I get this result, but no NPC gets added to the map or CT:

GA Ptr lookup: fogcloudptrcircle
Pointer shape lookup: fogcloudptrcircle
NPC Check: fogcloudnpc
NPC asset found: fogcloudnpc


From what I can see in your video, the custom effects get placed on the NPC. What actually places the NPC? Is it this extension, or another one? I do have Advantages installed.

I feel like I am close to grokking this, I just need another nudge (maybe two).

Did you make an NPC with the correct name?