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rocketvaultgames
April 29th, 2025, 17:40
I'm not sure if this is a bug or if there is an option somewhere I'm missing...

In 5e D&D with no extensions:

Is there a way to make it so when an NPC in the CT applies an effect to another NPC in the CT (drag and drop from action tab in CT to token or CT entry (e.g. "[EFF: Grappled]")), the effect is VISIBLE TO ALL instead of VISIBLE TO THE GM?


I understand that if the NPC applying the effect is hidden, then the effect being hidden makes sense... but when all the NPCs are visible to the players, it's strange that effects are hidden by default.

(If the NPC faction is changed to friendly, then the applied effects do default to VISIBLE TO ALL at time of application)

LordEntrails
April 29th, 2025, 17:52
I think you have to click the visibility icon int he CT to toggle the effect visibility, but that by default it's invisible to players.

rocketvaultgames
April 29th, 2025, 18:12
I think you have to click the visibility icon int he CT to toggle the effect visibility, but that by default it's invisible to players.

Fair enough... then my question is: "Why?"

If I have 2 NPCs who are visible to the clients and one grapples another... everyone should be able to see that by default, no?

MrDDT
April 29th, 2025, 18:46
I would say the default is good and in the rare cases it's not, simply unflag it in the CT.

rocketvaultgames
April 29th, 2025, 20:29
Am I missing a reason you would want that to be the default?

Why shouldn't effects between visible NPCs be visible?

MrDDT
April 29th, 2025, 21:01
Am I missing a reason you would want that to be the default?

Why shouldn't effects between visible NPCs be visible?

You can always choose to reveal it. But if it was defaulted to revealed you can’t not show them. It’s shown already. Even turning it off from them means they already saw it.

Yes some effects you want to keep hidden from players as they wouldn’t know many things. Example. Creature casts a spell that gives them bonus damage. The players wouldn’t know this unless they know the spell and effect.

So yes I would rather have it defaulted to not seen and change it if I need them to see it.

Nylanfs
April 29th, 2025, 21:27
Yea, the you can't put toothpaste back in the tube issue.

rocketvaultgames
April 29th, 2025, 22:03
Fair enough. I'm just yet to run across one that would be applied during the session that I don't have to unhide manually.

Trenloe
April 29th, 2025, 23:03
Yes some effects you want to keep hidden from players as they wouldn’t know many things. Example. Creature casts a spell that gives them bonus damage. The players wouldn’t know this unless they know the spell and effect.
This is the main reason. Buffs, etc. should remain hidden from the players unless there's some way they could know.


So yes I would rather have it defaulted to not seen and change it if I need them to see it.
Me too!

LordEntrails
April 30th, 2025, 00:48
Yea, the you can't put toothpaste back in the tube issue.
You Can Put Toothpaste Back in the Tube (https://www.youtube.com/watch?v=Z2GYr9oswOQ&t=1s)

Nylanfs
April 30th, 2025, 12:20
That's just a conspiracy and witchcraft, so I ignore any mentions of it. :D

MartianXi
April 30th, 2025, 16:05
I prefer that npc's are invisible when added o the CT... lets me have things setup prior to revealing.

It would be nice to have a toggle to include or not include an Npc in the CT next actor tracking. There is a toggle in settings for whether or not to skip invisible actors, but often I want to only include a couple and have to skip the rest manually. (I always have two familiars that just live in the CT and get toggled on or off when summoned or banished or I'll have hidden or second wave npc's loaded)

Would also be nice to have the option to set friendly Npc's to hidden or visible.

rocketvaultgames
April 30th, 2025, 17:07
I prefer that npc's are invisible when added o the CT... lets me have things setup prior to revealing.

It would be nice to have a toggle to include or not include an Npc in the CT next actor tracking. There is a toggle in settings for whether or not to skip invisible actors, but often I want to only include a couple and have to skip the rest manually. (I always have two familiars that just live in the CT and get toggled on or off when summoned or banished or I'll have hidden or second wave npc's loaded)

Would also be nice to have the option to set friendly Npc's to hidden or visible.

In this post, I was only talking about visibility of effects, not NPCs themselves (and I understand I'm in the minority here).

The Combat Groups extension does a marvelous job of hiding CT entries in groups, although having a lot of them still runs into performance issues due to the way FG is structured.

MartianXi
April 30th, 2025, 17:51
I’m nervous to add any more extensions… have basically given up on updating due to extension conflicts.

MrDDT
April 30th, 2025, 20:13
I’m nervous to add any more extensions… have basically given up on updating due to extension conflicts.

I run 70 exts. Rockvuktgames runs as many. It’s less about exts in this case and more about LOS and # of tokens. Rockvaultgames is talking about likely having 50+ tokens on the map at the same time. But he keeps most of them not seen at all in the CT thru an ext called Combat Groups.

Exts or not. Running with 50+ tokens on a map with LOS is going to see some slowdown in FGVTT

MartianXi
April 30th, 2025, 20:41
It’s more about breaking the now unsupported extensions we currently use than about bogging down… but if you’re not having any issues with that extension going to 4.7, I’ll check it out.

MartianXi
April 30th, 2025, 20:42
But related to slow downs… I’ve already had to revamp all my maps due to performance issues related to Los and maps that are just too big.

Mike Serfass
April 30th, 2025, 21:06
It would be nice to have a toggle to include or not include an Npc in the CT next actor tracking. There is a toggle in settings for whether or not to skip invisible actors, but often I want to only include a couple and have to skip the rest manually. (I always have two familiars that just live in the CT and get toggled on or off when summoned or banished or I'll have hidden or second wave npc's loaded)\

You can skip characters in the CT using the effect

SKIPTURN

It must be all caps, and just that word.

MrDDT
April 30th, 2025, 22:13
It’s more about breaking the now unsupported extensions we currently use than about bogging down… but if you’re not having any issues with that extension going to 4.7, I’ll check it out.

I play in 5E here is the list I'm currently using. There are a few more that I turn on if needed, like Automatic Shield Mastery if someone has it or something like that.

*AdvancedEffects
*Advantages
*AdvantagesCW
*AdvantagesPA
*ArcaneWard
*AssistantGM
*FG-Aura-Effect
*AurasVisualized
*BetterCombatEffectsGold
*Carrier
*CharSheetDiceTower
*Chat Aesthetics Configurator
*ClearDead
*FG-ClockAdjuster-main
*CloseWindows
*CombatGroups
*corerpg-combat-highlighter
*Effects Alpha Ordering
*DroppedOrder
*EffectiveInitiative
*EnhancedCharsheet
*EquippedEffects
*Exhausted
*FranklyNot
*GenericActions
*GenericActionsLayer
*GoBigOrGoGnome
*illahad-ReactionsPrompt
*Indicators
*InitiativeNanny
*JackOfAllThings
*LifeLedger
*MapParcel
*5eModifiers
*npc-flavors
*Pets
*Polymorphism
*PowerUp
*RequestedRolls
*ResistanceIsFutile
*RollingMirror
*StealthTracker
*StepCounter
*Theogeek-Nat20
*TriggerMeTimbers
*Turbo
*UndeadFortitude
*WalkThisWay
*WinnowingPursuits
*470730-ZWhisperFGU
*Theme_2024_Dark
*Fireside DDT - Bigger
*5E_Next_Level_XP_Automation Bethica
*5E - Expanded NPCs
*5EScribe
*Auto_Wild_Magic
*5e Legendary Assistant
*5e Reactions
*5e Undo
*5eUntargetOnDeath
*B9_CommonCore
*Fantasy_Grounds_Spell_Domain_extension
*B9_SpellTokens
*Item DM Private Notes
*MNM Coin Manager
*MNM Core
*PlayerAgency

MartianXi
May 2nd, 2025, 01:04
Wow... that's quite a list... do you use the forge or go manual updating?


Quite an investment... just looking a the costs on some of these.

rocketvaultgames
May 2nd, 2025, 03:32
Wow... that's quite a list... do you use the forge or go manual updating?


Quite an investment... just looking a the costs on some of these.

I can't imagine using FG without most of these. I'm very fortunate that I can afford all of these. I have run over 500 sessions in the last 5 years though, so it's worth it.

All that are available on the Forge, I use the Forge to keep updated.

There are some conflicts, and there are a couple of extensions I'd LOVE to use but don't play nice with some others that take priority.

Most of the issues I have are lag related to total number of actors in the CT whether or not they are hidden by Combat Groups.

<extension name="5EScribe" />
<extension name="AurasVisualized" />
<extension name="Babyl" />
<extension name="Basic Card Deck Tables" />
<extension name="Combat-Timer" />
<extension name="Critically Awesome Essentials" />
<extension name="EasyLights 24.03.11" />
<extension name="FG-CoreRPG-Inventory-Identified" />
<extension name="FG-CoreRPG-Moon-Tracker-main" />
<extension name="FG-CoreRPG-Party-Inventory-Weight" />
<extension name="GoBigOrGoGnome" />
<extension name="illahad-ReactionsPrompt" />
<extension name="illahad-TnDifference" />
<extension name="InitiativeNanny" />
<extension name="MissFlavorText" />
<extension name="NaturalSelection" />
<extension name="OpticalReferendum" />
<extension name="PointsOfInterest" />
<extension name="TableEdit" />
<extension name="Theogeek-ImprovedCritical" />
<extension name="WhoSpeaks" />
<extension name="5E - Expanded NPCs" />
<extension name="Better Module Window" />
<extension name="MNM Core" />
<extension name="PatrolDuty" />
<extension name="Turbo" />
<extension name="MNM Bigger Drop Downs" />
<extension name="RequestedRolls" />
<extension name="MNM Coin Manager" />
<extension name="PowerUp" />
<extension name="MNM Downtime Tracker" />
<extension name="MNM Filterable Inventory" />
<extension name="BitD Clocks Extension" />
<extension name="MNM Interactive Portraits" />
<extension name="878507-PinnedSpells" />
<extension name="FG-HitMargins" />
<extension name="FoWEnhanced" />
<extension name="MasTotalRecall" />
<extension name="RefManualResize" />
<extension name="5E - Floating Tabs" />
<extension name="Auto_Wild_Magic" />
<extension name="CharSheetDiceTower" />
<extension name="DroppedOrder" />
<extension name="MNM Interactive Portraits Upgrade" />
<extension name="Old_Resistance_Effects" />
<extension name="Prepared Enhancement" />
<extension name="Tooltips" />
<extension name="Theogeek-Nat20" />
<extension name="Chat_Effects" />
<extension name="PlayerAgency" />
<extension name="Advantages" />
<extension name="AdvantagesCW" />
<extension name="878507-AutomaticReturnDamage" />
<extension name="AdvancedEffects" />
<extension name="AutomaticDeathResistance" />
<extension name="AutomaticSpellResistance" />
<extension name="MapParcel" />
<extension name="My Custom Damage Types" />
<extension name="NPCStaticInitiative" />
<extension name="Shops" />
<extension name="Syrinscape-Sounds" />
<extension name="What Else Can I Do" />
<extension name="Arnagus_Results2Map" />
<extension name="calendarplus" />
<extension name="CloseEncounters" />
<extension name="MNM Character Sheet Tweaks" />
<extension name="NPC Roles" />
<extension name="npc-flavors - DEV" />
<extension name="Polymorphism" />
<extension name="Scroll 5e Extension" />
<extension name="CombatGroups" />
<extension name="MNM Character Sheet Effects Display" />
<extension name="AssistantGM" />
<extension name="MNM Player Journal" />
<extension name="MNM Player Journal Upgrade" />
<extension name="Carrier" />
<extension name="Feature Joy of Painting" />
<extension name="EquippedEffects" />
<extension name="Exhausted" />
<extension name="BetterCombatEffectsGold" />
<extension name="FranklyNot" />
<extension name="CapitalGains" />
<extension name="LifeLedger" />
<extension name="Spell Action Info" />
<extension name="5e Legendary Assistant" />
<extension name="Effective-NPC" />
<extension name="GenericActions" />
<extension name="GenericActionsLayer" />
<extension name="MiscAnnotations" />
<extension name="Pets" />
<extension name="RollingMirror" />
<extension name="AdvantagesPA" />
<extension name="JackOfAllThings" />
<extension name="WinnowingPursuits" />
<extension name="A5ELevelUpModifierButtons" />
<extension name="5e Reactions" />
<extension name="5e Undo" />
<extension name="Indicators" />
<extension name="ClearDead" />
<extension name="corerpg-combat-highlighter" />
<extension name="ResistanceIsFutile" />
<extension name="MotDEnhanced" />
<extension name="MotdOnHost" />
<extension name="WalkThisWay" />
<extension name="MNM Character Sheet Tweaks Upgrade" />
<extension name="MNM Spellcaster Helper" />
<extension name="BetterMenus" />
<extension name="FG-Aura-Effect" />
<extension name="AutomaticSaveAdvantage" />
<extension name="AutomaticShieldMaster" />
<extension name="CustomRecordTemplates" />
<extension name="CloseWindows" />
<extension name="Chat Aesthetics Configurator" />
<extension name="TriggerMeTimbers" />
<extension name="Theme_SirMotte_Hearth" />
<extension name="CtStay" />
<extension name="ResizeDiceTower" />
<extension name="ZWhisperFGU" />
<extension name="StealthTracker" />
<extension name="StrengthOfTheGrave" />
<extension name="UndeadFortitude" />

MrDDT
May 2nd, 2025, 04:39
Wow... that's quite a list... do you use the forge or go manual updating?


Quite an investment... just looking a the costs on some of these.

I track that too because I help run a group of GMs and we all use the same exts.
To run like this without any sales is 105$

You can get sales and easy cut this down to 60 to 70$