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SilentRuin
September 25th, 2020, 20:40
These will all be removed from DMsG sometime in the next week or so. Each will be moved to the Forge but no bundles exist there yet so this will disappear until I know more. If you own the DMsG copies they will still be updated privately - just no longer appear for sale.

Fantasy Grounds Unity SilentRuin Extension Bundle (https://www.dmsguild.com/product/336265/Fantasy-Grounds-SilentRuin-Extension-BUNDLE?affiliate_id=1549348) - Every time something annoyed me while running my own campaign, I wrote an extension for it. This bundle contains them in one package. Due to the nature of extensions I will only ever claim my extensions run with what I personally use myself. At the time I'm writing this that is what is in this bundle plus the Death Indicator Extension I maintain for the FG forum community. Watch the videos and fully read the DMsG comments/purchaser comments/reviews for each extension of this bundle and also read the FG forum threads associated with each one (which I will list below). Do this BEFORE you contemplate buying this. Do your research FIRST not AFTER hitting the add to cart! As I do use all these myself, they have features within them that complement each other as I wanted in my own campaigns. I'd rather be honest and turn people away from this purchase than "sell it up", so do your research to make sure you want to spend money on these things. And if you only want one or two of them it's cheaper to buy them individually.

FG forum pages for things in this bundle:

https://www.fantasygrounds.com/forums/showthread.php?59341-Generic-Actions-extension-for-Fantasy-Grounds-Unity-5E-ruleset

https://www.fantasygrounds.com/forums/showthread.php?59490-Equipped-Effects-Extension-(-ext-file)-Fantasy-Grounds-Unity

https://www.fantasygrounds.com/forums/showthread.php?61009-Polymorphism-Extension-(-ext-file)-Fantasy-Grounds-Unity-5E-ruleset&p=535250#post535250

https://www.fantasygrounds.com/forums/showthread.php?62134-Map-Parcel-Extension-Fantasy-Grounds-Unity

https://www.fantasygrounds.com/forums/showthread.php?64103-Combat-Groups-Extension-(Fantasy-Grounds-Unity-5E-Ruleset)

https://www.fantasygrounds.com/forums/showthread.php?66158-Assistant-GM-Extension-(Fantasy-Grounds-Unity-5E-Ruleset)

Grim Press will be handling the sales and promotion of these extensions.
If you'd like to engage with us, please feel free to join the Grim Press discord: https://discord.gg/N7MM93a

Extensions = RISK: This note is added to all the extensions I maintain. I want users to understand that extensions are code that is added to or overrides portions of code in the Fantasy Grounds Unity (FGU) application. When the underlying code in FGU changes it can break an extension. When you run with other extensions they can conflict by trying to overwrite the same parts of the FGU code. I will keep my extensions working with FGU changes, and the extensions I use (listed in my FGU signature) as I have direct control over those things. I cannot make the same promise with other extensions. If I am notified of an incompatibility I will attempt to resolve it - but if I cannot I will list what the known extension incompatibilities are. Understand before you get any extensions that it comes with RISK. Not just my extensions - any extension.

SilentRuin
October 1st, 2020, 16:40
Questions on my extensions seem to be put to me more often than not in PM's here, in DMsG messages under the product, or in FGU discord on the odd times I happen to randomly look through the text chats. Most questions should be able to be answered in the DMsG text and long boring "test" videos where I go through all the features (minus later version updates). If those do not answer your questions, then DMsG is probably the least real estate available to give answers to questions, so if you've got them, and you feel they should be public - drop them in the forums here under the extension you have questions on. If its a private question or you think its going to take an in depth answer or demo - then best contact me via PM here to arrange a discord talk or firing up of a host to join and see things. Dropping a PM in discord is also ok though I'm randomly on and off of there.

Ideally reading the text and videos will give you the answers you need, but that information is not showing real cases and applications just raw testing and details of what was done.

shezingzh
October 4th, 2020, 14:57
Have purchased all of them, makes my life easier since it simply takes off some of the workload from me as I have 15-18 players who are getting up there in level. Simplifies life for my players. Have not seen any conflicts after the last updates.....so far. Keep up the great work.

There is a request, would it be worth it to create an extension for the GM to add dibilitating effects to a player or NPC monster. This issue comes coming up more an more often. Example would be to add effects such as stun, paralyzed, frozen, charm. These effects are not caused by spells or weapons but by other means. I would like to be able to simply drop the effect onto the Player or Creature in the combat tracker.

SilentRuin
October 4th, 2020, 15:23
Have purchased all of them, makes my life easier since it simply takes off some of the workload from me as I have 15-18 players who are getting up there in level. Simplifies life for my players. Have not seen any conflicts after the last updates.....so far. Keep up the great work.

There is a request, would it be worth it to create an extension for the GM to add dibilitating effects to a player or NPC monster. This issue comes coming up more an more often. Example would be to add effects such as stun, paralyzed, frozen, charm. These effects are not caused by spells or weapons but by other means. I would like to be able to simply drop the effect onto the Player or Creature in the combat tracker.

This is provided by FGU. Open the effects button in the upper right and you will see a number of effects buttons you can simply drag and drop onto the combat tracker entry. I use it all the time. Also you can create your own custom effects in there that are also able to be dragged and dropped to combat tracker. As you have Equipped Extensions you also have export/import buttons in that for storing and retrieving custom effects. That's not just something I put in for equipped effects to allow you to unequip/equip things that automatically put them in combat tracker or take them out of it - that effects button is for lots of things - I just use it.

So what you describe being required is already there without ANY of my extensions. You can drag and drop effects to combat tracker already.

SilentRuin
October 6th, 2020, 15:39
Note to users based on yesterday's personal campaign use of a mule with "polymorphism"/"map parcel" abilities and the NPC inventory handling.

I found that really only one player can own an NPC at any time meaning if you have a mule or other shared pack animal, their inventory can really only be managed by one player. My players do this by having the owner of the mule transfer items between mule's inventory and party sheet inventory and other players move things in an out of party inventory they want stored on the mule.

On a personal campaign note, I've offered to give the player who owns the mule a bonus in my campaign for managing its inventory. They get all the spare change in the party sheet coins after a division of cash. And next session might give them a special homebrew "made up feat" where they get the title of "Master Jackass" with secure control of the mule (they can keep it doing what they want) in high stress conditions. But that's just me and my way of dealing with it - you can come up with your own :)

SilentRuin
October 28th, 2020, 19:59
Just found out about metal rankings in DMsG - who knew putting things I wrote for myself would actually be wanted - thank you community :)

SilentRuin
November 16th, 2020, 21:18
I have partnered with Grim Press (https://discord.gg/N7MM93a) to handle sales and promo of this extension. I'm just to lazy to bother :)

SilentRuin
November 28th, 2020, 22:38
Updated for Combat Groups while it lasts on DMsG.

SilentRuin
February 15th, 2021, 18:26
When TEST goes LIVE (said to be Feb 16) all of these will need to be update - FYI.

SilentRuin
February 22nd, 2021, 16:06
Added Assistant GM to the pack.

SilentRuin
March 12th, 2021, 17:35
Test just went live with lighting - all my extensions work with it.

Just brought all my extensions to a new level of power! I have an FGCON16 campaign specifically designed for lighting and it is working like a DREAM! - Long temples with pillars and some foes with torches - a campfire - some in dark - with combat groups I can keep them visible on map (if lit up) but not on CT - equipped effects can tie into the new effect keywords so things can add in lighting when equipped - polymorphism can switch from an elf druid with darkvision to dire wolf with none and they go black if in dark and switch back and darkvision is back on - it is AWESOMELY POWERFUL. This SW build cannot be over hyped.

SilentRuin
March 14th, 2021, 17:15
You should always look to see if RAW FGU can do what you want first, second I'd try to write your own extension you have full control over and if you can't do that, look for a free extension (plenty out there even I support two), and only then look to a paid extension and only if it's something you really want and understand the prime directive - EXTENSIONS = RISK.

So if you still want features that I supply after that warning - you should read the forum threads thoroughly before you ever pull the trigger and buying it. As I constantly add things in and the videos are hopelessly out of date. To summarize though (note if you don't have NPC inventories (map parcels) then ignore the ones that support doing stuff to them):

FGU 5E
Free Death Indicator:
See map indicators for when PC/NPC is in a dying state (dying, stable or dead) at a glance.

Free Advantages:
CTRL and ALT held to do advantage or disadvantage rolls. Have your group/category selections remembered between sessions.

Paid Generic Actions:
Actions nobody ever remembers are available in button form on actions tab for PC and main page for NPC.

Paid Equipped Effects:
Equip/Unequip PC/NPC inventories to add in matching custom effects or spell/powers.

Paid Polymorphism:
Switch PC/NPC to NPC and back following various polymorph spells, traits/features (wildshape, shapeshifter, shapechanger) in simple thorough way. Full ownership of shared NPCs.

Paid Map Parcel:
Open parcels up to being placed on the map, letting players shift contents to charsheet(PC/NPC)/partysheet/other parcels and dropping PC/NPC inventories into map parcel dropped on death. NPCs have inventories.

Paid Combat Groups:
Prep combat tracker so that PC/NPC are in groups that can be accessed to map or turned off and on in combat tracker - visible or invisible on map - per group.

Paid Assistant GM:
Grant access to control of all NPCs to player(s).

FundPirate
May 4th, 2021, 04:36
Silent Ruin, I am very much enjoying the Assistant GM. One addition I am hoping is easy to implement is to be able to have the CT tracker split into two player groups so that three of six players (Group A) for example can see each other and the other three (Group B) can see each other but the DM controls which of those two separate groups can the other group.

(I am trying to set up a PvP scenario)

SilentRuin
May 4th, 2021, 14:54
Silent Ruin, I am very much enjoying the Assistant GM. One addition I am hoping is easy to implement is to be able to have the CT tracker split into two player groups so that three of six players (Group A) for example can see each other and the other three (Group B) can see each other but the DM controls which of those two separate groups can the other group.

(I am trying to set up a PvP scenario)

While I could do something to cause different players to respect different visibility statuses on their combat trackers it would likely end up getting very complex with lots of things that could go wrong. For instance, right now I can grant NPC access to all the players - have them choose the NPCs they would control - and do battle. I could then (after they chose the NPC(s) to control in the coming battle) hide everything in combat tracker using combat groups (just turn them all off). Then I could have the players do everything via the map- targeting and any PC/NPC sheet operations. But then there would be no turn indicator which can effect some operations. Gist is, there is no way to easily do what you want without impacting how things in FGU work (end turn for example). Now, my extensions here are just tools. How you use them is purely up to you. I never look at anything I do as "can only be done this way".

SilentRuin
May 5th, 2021, 21:12
Silent Ruin, I am very much enjoying the Assistant GM. One addition I am hoping is easy to implement is to be able to have the CT tracker split into two player groups so that three of six players (Group A) for example can see each other and the other three (Group B) can see each other but the DM controls which of those two separate groups can the other group.

(I am trying to set up a PvP scenario)

After you mentioned this I thought of a change in combat groups that I've always wanted. It is kind of like what you could use also - I think? Not really sure. But its something I can use when I don't want players to see people outside of there faction in combat tracker. Keep in mind - I make tools - how they are used - or misused - is up to the people who take what I make for myself. I'll be posting in combat groups shortly about this (with an update) - and you can check in there if its something you can use. Basically, the idea of making something that tracked individual player groups and who could see them and who could not does not appeal to me. But...

Having players only able to see combat tracker entries that share a common friend/foe/faction? Does. Stay tuned in the other thread. (https://www.fantasygrounds.com/forums/showthread.php?64103-Combat-Groups-Extension-(Fantasy-Grounds-Unity-5E-Ruleset)&p=598481#post598481)