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BloatedNikNak
November 6th, 2020, 13:12
I'm sure this question may have been asked already, but I was not able to find it.

I'm going to be GM & streaming a game soon to twitch.tv, and wanted separation between what a GM sees and what stream sees.

I would like the stream to be able to see what each player sees, just like the GM does, or better yet, how "Party Vision" works, where each party member can see each other party member and their view of the map.

There are a couple reasons as to why I do not want stream to see exactly what the GM sees, mainly hidden areas / undiscovered foes, etc.

So my thought was to load up a second window of FGU and capture that one, while I do the GM stuff on another.

In an ideal situation, I would like to be able to select one token, that can see other party members, and the area they are in (maybe using something similar to Party Vision), but not have it shared with between other players.

If this is not possible to be done natively in FGU, can I get thoughts on where to start looking if I was to make an extension to do this.

Nylanfs
November 6th, 2020, 13:44
Run a second instance of FGU and connect using localhost as the IP, you will get what the players see.

LordEntrails
November 6th, 2020, 15:45
I don't think you can have one client see party vision while all other clients do not. Party vision is for all clients. You can try joining with a second instance and not choosing a PC and see what they see. Maybe they get global vision by default, I don't know.

YAKO SOMEDAKY
November 6th, 2020, 18:49
One doubts I know that in the options there is how to put or remove the party vision, just as you can do it by clicking the right button, could I then make an NPC, put him as an ally and put him to serve as a pack animal? Since he and only he would be accessible to the group to consult loaded materials and visible to everyone on the map, regardless of where he was?

kevininrussia
November 7th, 2020, 16:06
My issue is that there needs to be away of having Party Vision off AND have players be able to control NPCs (familiars, henchmen, pets). The current method now is to make the NPC a PC (converting by hand) and have the Player (client) own two PC’s, but owning two PC’s causes issues. We really need a player controlled NPC method with Party Vision off.

Kelrugem
November 7th, 2020, 16:09
but owning two PC’s causes issues.

What are the issues? (besides that one needs to create the second PC :D) That is normally supported :)

LordEntrails
November 7th, 2020, 16:10
My issue is that there needs to be away of having Party Vision off AND have players be able to control NPCs (familiars, henchmen, pets). The current method now is to make the NPC a PC (converting by hand) and have the Player (client) own two PC’s, but owning two PC’s causes issues. We really need a player controlled NPC method with Party Vision off.
Or, make the NPC friendly, share it to the PC, and then on the map add the individual token to Party Vision.

For controlling multiple PCs, I do it regularly. What I do is change the dice color for each PC to let me know which PC is active at any given time. Takes a little bit of practice and awareness, but works pretty well to have the dice change color to give a visual clue as to which PC is active (activate the PCs by selecting their portrait).

kevininrussia
November 7th, 2020, 17:02
Or, make the NPC friendly, share it to the PC, and then on the map add the individual token to Party Vision.

For controlling multiple PCs, I do it regularly. What I do is change the dice color for each PC to let me know which PC is active at any given time. Takes a little bit of practice and awareness, but works pretty well to have the dice change color to give a visual clue as to which PC is active (activate the PCs by selecting their portrait).

Thanks for the tips. I’ll have the players try them next game. We were running into issues where the hot bar links disappeared for the players and chat was happening from the NPC. Maybe if they select the portrait those issues will go away.

Kelrugem
November 7th, 2020, 17:51
Thanks for the tips. I’ll have the players try them next game. We were running into issues where the hot bar links disappeared for the players and chat was happening from the NPC. Maybe if they select the portrait those issues will go away.

Below the chat is also some identity selection, then they can switch between both PCs, which also switches the Hotkeys etc :) (just another method)

LordEntrails
November 7th, 2020, 19:05
Thanks for the tips. I’ll have the players try them next game. We were running into issues where the hot bar links disappeared for the players and chat was happening from the NPC. Maybe if they select the portrait those issues will go away.
Yep, so hot keys are per PC as well. That way they switch out when you switch PCs so if you have attacks or spells or actions unique to a PC they don't fire for the wrong PC.

Not that inside the player cache are multiple hotkeys files. You might be able to mess with those to copy hotkeys from one PC to another. But its probably a one-time thing and not something you want to do all the time.