View Full Version : Low-Light Vision how to do?
YAKO SOMEDAKY
March 15th, 2021, 05:02
I accompany a friend and streamer who teaches using the 3.5E and in the systems if you remember there is the Low-Light vision that allows the character to see twice as much in the dark if he has a light source or a human sees 15 feet of light brilliant, 15 feet of gloom giving a radius of 30 feet (these numbers are fictional because I don't remember the exact value) already a gnome for example sees 15 feet of bright light and 30 feet of gloom and the characters with darkvision (5E) and those with infravision (2E) see according to standard definitions.
Sulimo
March 15th, 2021, 05:08
If you are asking about the Dynamic lighting feature, that feature is currently in Beta testing.
See here (https://www.fantasygrounds.com/forums/showthread.php?66972-FG-Unity-Beta-Release-v4-1)for how to use it, and make sure you read and understand the post.
Zacchaeus
March 15th, 2021, 10:12
Low Light vision isn't implemented; so you'll need to play around a bit with the light sources and effects to get this.
YAKO SOMEDAKY
March 15th, 2021, 10:26
Will it ever be implemented, as well as the alternative infravision (the same as in the predator film) that is cited as optional in the 2E Master's Book?
And one more doubt, I know that we are testing this new feature, but can we control the radius of illumination and vision?
Zacchaeus
March 15th, 2021, 10:36
Will it ever be implemented, as well as the alternative infravision (the same as in the predator film) that is cited as optional in the 2E Master's Book?
And one more doubt, I know that we are testing this new feature, but can we control the radius of illumination and vision?
Moon Wizard has said that there won't be a feature which multiplies existing light sources - so probably not. For a character with low light vision it seems that you'd just give them a torch that goes to 40 ft instead of 20. And yes you can restrict vision and illumination to whatever radius you want.
Weissrolf
March 15th, 2021, 11:19
Low-light vision was unfortunately said not to be implemented, darkvision (monochromatic) is implemented.
For predator like vision you could combine the "Nightvision" effect with token vision (darkvision, blindsight, truesight) or ambient light.
I posted a demonstration here: https://www.fantasygrounds.com/forums/showthread.php?67084-Howto-Emulate-quot-Predator-quot-vision-switch-effects&p=587131&viewfull=1#post587131
YAKO SOMEDAKY
March 16th, 2021, 00:56
Yes I can control her range, but I can't limit her angle to simulate a flashlight or a Lantern, Bullseye that has 120 (60 bright light + 60 dim) cone-shaped feet.
LordEntrails
March 16th, 2021, 01:01
Yes I can control her range, but I can't limit her angle to simulate a flashlight or a Lantern, Bullseye that has 120 (60 bright light + 60 dim) cone-shaped feet.
Correct, light sources are omni-directional. You can request a new feature by adding it tp the wish list.
Personally I never used facing with bullseye lanterns, from a practical perspective, it's pretty much a non-action to shine a flashlight in any direction I want while walking around etc. But, I do understand some rulesets have such considerations, therefore the wish list would be the place to request it.
Weissrolf
March 16th, 2021, 01:21
Bull's eye lanterns are 60 ft. bright light in PF2, compared to only 30 ft. for omni-directional ones. This can make a difference sometimes. Directional light may also help to better hide your presence when being sneaky sneaky sneaky. :bandit:
TMO
March 16th, 2021, 05:08
For a character with low light vision it seems that you'd just give them a torch that goes to 40 ft instead of 20.
Won't that grant this extended range to any characters near the one with low light vision?
Weissrolf
March 16th, 2021, 14:01
Foundry does allow directional light, so people are going to compare the solutions. It may or may not be a deal-breaker for, but I suspect that modern/sci-fi type of games are more affected. FG still seems to be rather DnD heavy from both program and user-base perspectives.
LordEntrails
March 16th, 2021, 15:11
D&D and its clones/derivatives account for about 90 percent of the games played on FG.
https://www.fantasygrounds.com/forums/entry.php?389-Top-RPG-Games-on-Fantasy-Grounds-through-2020-03
Weissrolf
March 16th, 2021, 17:46
No surprise. Question is whether FG makes it harder for other systems to integrate into it, because it is so DnD centric?!
At we know that a modern/sci-fi system that needs pointed flashlights and maybe some spinning emergency light cannot be done in FG (yet). At least visually Foundry seems better suited to that. Doesn't end the world, just an observation.
Egheal
March 16th, 2021, 19:42
Vote now for those light effects ! https://fgapp.idea.informer.com/proj/fgapp?ia=135941
timberbeast
May 20th, 2021, 20:56
Won't that grant this extended range to any characters near the one with low light vision?
It does, but I don't see a way around that.
For fixed light sources on a map, I created two layers for light sources. The first layer has light sources with all the "normal" ranges. On the second layer I place lights in all the exact same locations as the other layer but give all the light sources double the ranges, then named the layer "low-light". The light toggle for each layer makes it easy to turn light effects on and off. When a character with normal vision has a turn, the "normal" layer is toggled on. When a player with low-light vision goes, I turn that layer off and turn the "low-light" layer on, thereby doubling the ranges for all the lights. Of course, when the low-light layer is toggled on, all the players get the advantage of the increased range, but when it's their turn again the range goes back to normal if they don't have low-light, so targets out of the light's range will disappear again.
Some extra setup work, and not perfect, but at least races with low-light vision get some utility out of their vision. It's also quick to use during play.
Khoredran
May 21st, 2021, 04:48
That is a genius idea, and I might add: If there was a possibility to share a map layer (the low light vision one for instance) with selected players but not all, that might solve the whole low light vision conundrum altogether!
Since light is additive, the low light vision layer could be made of only dim light twice the radius of the normal lights on top of them, so the dim light area of the normal light would become bright and so on without impairing on the normal light layer but only adding to its brightness for the players that can see the low light one.
timberbeast
May 21st, 2021, 15:40
I didn't realize the light was additive. That works great - now I just toggle the low-light layer on and off. Thanks!
Khoredran
May 21st, 2021, 16:00
You can keep the low-light layer shared with all players and only click on the light bulb of the layer and it works like a charm ^^
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Judgecat
May 30th, 2021, 03:19
I allow my players with LLV to have two light sources active. One with normal ranges and one with double double. They use the double ranged source when moving around, and when I want to show other players what it looks like to them, i ask the player to turn off the double ranged source. Its not ideal and does not work for other light sources that the player cant control of course, so I just improvise in most cases. I am considering implementing a house rule and give players with LLV a reduced version of DV, but at higher levels characters are going to have some sort of magical sight enhancement anyway (goggles etc) so I'm not sure if the house rule will be really necessary. Shame there isn't a simple fix.
MeAndUnique
June 3rd, 2021, 22:37
This extension (https://www.fantasygrounds.com/forums/showthread.php?68831-Better-Combat-Effects) could probably work to streamline a bit for adding a light source to the character(s) with low light vision that automatically turns on and of at the start/end of their turn.
Milmoor
June 13th, 2021, 11:27
This extension (https://www.fantasygrounds.com/forums/showthread.php?68831-Better-Combat-Effects) could probably work to streamline a bit for adding a light source to the character(s) with low light vision that automatically turns on and of at the start/end of their turn.
Interesting, I'll keep that one in mind.
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