I have partnered with Grim Press to handle sales and promo of this extension. I'm just to lazy to bother :)
New grim press video updated on DMsG - old one is still available here.
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I have partnered with Grim Press to handle sales and promo of this extension. I'm just to lazy to bother :)
New grim press video updated on DMsG - old one is still available here.
Admittedly I have yet to read the entire thread, however I would like to know if this could be used to have multiple parcels assigned to map? (i.e. one parcel per NPC sort of thing) which could be tagged/attached to the map? Or am I completely missing the purpose of this extension? For example how I have to do it now, I have to place all of the items from an encounter into one parcel but when my players loot bodies, I'd only want them to be able to obtain the parcel for the NPC they are checking, but for the encounter/map I would love to have the ability to tag/attach multiple parcels so I don't have to hunt for them. Maybe there's already a way of doing this that I've overlooked........in any case, thank you for reading and all suggestions are appreciated.
Yes.. you can have multiple parcels on one map, I think that was your question right?
You just have to make a separate parcel, for each encounter and place them in the respected locations on the map.
I even heard they could be linked to NCPs.. but haven't figured out yet how that could work though, there is also a new movie on DMSguild which might be useful.
This can do a lot - but linking to NPC's is not one of them :) The technical aspects I describe in my video and .txt file do not really cover what you can do with it. I've added Grim Press overview video from DMsG to page 1 here - also read review in DMsG.
Ok thanks.. I thought I read it somewhere on a forum (linking NPC to parcel).. and thought hey.. how can you do that :P , but lol thanks for confirming its not possible :).
Maybe they had Polymorphism and Map Parcel - shared an NPC to a player - dropped a parcel with some wagon or cart as the token - then the player used his turn as the controlled NPC to drag it around. That is possible. But its not, as you pointed out, linking it to the NPC :)
That was it probably :)!
With Parcel Extension when I place a chest etc on a map the players can see it even through LOS. Am I doing it wrong or is there a setting to make it non visible until the players are within the area? Thanks.
Now that you mention it - I see that too - and I'm not at all sure why a token can be seen through LOS. I'll have to figure this one out as I've never noticed that from the players side before. Not sure why this is happening. I'll have to investigate it. My guess is that my placement of the token is missing something. But not sure what.
you could try right-clicking the token and to change its visibility :) I think normal tokens are put to always visible :) (tokens from the CT as for NPCs are either invisible or mask-sensitive as default when made visible in the CT)
Ok right mouse over the token and you will see a visibility option at about 10 oclock. Click it and you will see a mask sensitive visibility option. It will appear unlocked. Lock it. Then it will respect the masking. I never knew this - and it appears its only around for DB linked type of tokens like PC's and NPC's and now - map parcels.
Question is - should I be placing this with that already set? Seems the default was placed without it set. To fix your stuff just make sure you set that - you can see it on your PC/NPC tokens also but its currently set to lock.
Yes, I think it should be set by default. I had the same issue where the players were able to see every parcel on the map, despite not being able to see any of the rest of the map.
Basically tokens have a toggle for visibility (always visible or not). The Map Parcel tokens are defaulting to always visible so they don't respect LOS and are seen by players. Unless you toggle that option. Its the same option on NPC/PC tokens where its defaulted the other way. NPC/PC/Map Parcel tokens do not remember between sessions what you last set them to so you have to reset them every session it appears if you want them to remember their last setting.
Edited: Fixed.
If you guys can test it at your earliest convenience that would be great...
V1.7 - map parcel tokens were visible to the player but also visible through LOS (two flavors of visibility for a token). Fixed to get visible by player and not through LOS as default.
Obviously you can still change the two flavors of visibility as with any token in normal FGU maps. And as with any token in normal FGU maps - it won't be remembered between sessions. But at least it is defaulting to what I should have been to start with.
Nice :), I don't have a recent game coming, or I would have happily tested for you!
I did notice what was mentioned early on the forum in my last game, I tried hiding the the tokens, but somehow that didn't work for me.
Glad that you made a fix.. hope someone will test it soon to see if it works too :)!
I think the update worked. When LOS map is zoomed out I cannot see the parcels now. Thanks.
Looks like sometime in the last week something in FGU changed where the map parcel token now places invisible to the players and is only ever visible when its set to visible always (which means you can see it on the map no matter where it is).
I'm trying to find out from FG what changed and what I need to do to get it working again. In mean time after you place the token you will have to set the always visible right mouse visibility option on it - which means they can see it anywhere. A pain but I don't have much choice here until I find out what actually changed and how I need to adapt to it.
This was a bug introduced in the last week in FGU and will be fixed in the next release. WHEW! Not me! :)
Not sure if something in last patch of FGU made something I had start working and revealed a bug or not - but I've fixed what I thought was a mistake in the host side of things where the combination of read only (upper right lock icon) and Locked Parcel button were not behaving properly. If token not placed in map then it should only respect the readonly lock icon as a normal parcel would.
V1.8 - When host the read only flag and locked parcel button were not being properly respected. You should be able to add/move nothing when readonly and locked parcel. If either are set in host then it should be able to add/move stuff - but only remove items when not readonly.
Hi,
i'm trying to have a parcel in a player inventory and on the players side they can't drag and drop item from the parcel. it is always lock on the player side. On the DM side i have unlock it. do i mist something?
Attachment 42444
regards
Not sure what you mean. A parcel in FGU is essentially a self contained inventory. In map parcel this can have a token representation on the map which is accessible to players when host has it unlocked in map per video. Players have there own inventory as do NPCs with this extension. You can move things in and out between map parcels, PCs, NPCs, and party sheet inventories as host. Also as player if parcel is unlocked by host.
I have a similar question. On the Grim Press video on p1, around 5:38, they mention a player who has a bag of holding that's set up as a parcel to contain things.
I tried this by creating an item called (x)'s bag of holding, and then creating a parcel called (x)'s bag of holding. On the item, I put a link (pin) for the parcel. When I (as gm) look at their character sheet I can click the item, click the parcel, and open it. The player told me that they can't see into the parcel. Any ideas why?
Attachment 42721
Same answer, I'm not sure what you mean. FGU has a parcel. It has not changed. My extension gives that parcel the ability to be placed on a map - accessed by the player if the map parcel is unlocked by the host - with additional abilities to move things between parcel, part sheet inventory, PC inventory and NPC inventory.
I'm still not sure what you guys are asking me. Are you asking how FGU parcel works? Personally, I've never dropped a link to a parcel into an item - then dropped that item into an inventory. Obviously, I've read about people doing it (in FGU raw) and obviously the grim press person who does the video does that sort of thing also. But I suppose if I had to guess - like most things in FGU - you have to have the things shared if someone has to have access to it - made public. I assume that is what you are asking me? Why does FGU require you to make something public to get access to it from the player side?
Answer: because they want to lock down the player except in specific instances.
Now, if you want to ask me something about the MAP and how I place the parcel in it and grant access to the player or not? That is a completely different question. And something my code does.
As far as the specific reference in the video? As far as I can tell he's talking about one of his players (before my extension) had a bag of holding mapped into their inventory. And that they had a bunch of stuff in it. Now they can move things in and out of the map parcel chest they have on the map instead of using that. How you can give a player access to an FGU parcel that you may have linked into an item? Make it public I suppose. But then its accessible by everyone if they have the link or look it up in parcel.
Gist is I'm not really sure how all that FGU slight of hand with items/parcel links etc. are done as I've never done it. Nor does it have anything to do with this extension - at least as I've used it.
[As you got me curious how people do this I tried creating a parcel (without my extension) - then made a copy of "bag of holding" item and I added the link to the parcel into it. Then dropped in players inventory. As expected they could not even open the link. I then made the parcel public - and the player could access it. Then I activated my extension - the only difference being they could not access the parcel even when it was public unless I unlocked the map parcel. As designed. But as I said - pure FGU on this parcel in an item link and how to access it. Never done it till now, interesting, but nothing to do with my stuff.]
Ah, then I misunderstood. I somehow imagined that this would allow someone to essentially have a bag of holding that held their things. Not a problem. Still one of the most awesome extensions I own, and with polymorphism, really adds a lot. I actually have generic actions, equipped effects, polymorphism and map parcel and I really, really WANTED combat groups, but was too slow to get it. I love your work!
Thank you! I'll try that when I'm with my group next week!
SilentRuin: Noticed in your sig that you have Assistant GM in there with no link. Is this an upcoming extension. (if so what is on the horizon for this) Only asking because I am loving your extensions. The interfaces are clean and easy to use.
Unlike Combat Groups which had a few sales before it got put in limbo on DMsG waiting for FG Forge to be completed by SW - Assistant GM had no sales and was in immediate limbo after I made it, so did not feel it warranted a thread/description of its own till I had a place to put it up. Won't really have Grim Press make a video till FG Forge is ready also. I can show you a screen shot - basically the description will be something like follows (will include screen shot here also)...
Assistant GM
Quote:
If you just want to narrate a game and have someone else share the burden of running a 5E campaign, this extension will allow a player to have full control of NPCs visible in their combat tracker. They can move/target/attack/modify NPC sheet/etc. - essentially full access to NPC just like the host. While a player can never truly be the host - this allows the GM to offload a load of work involving the actual play of NPCs. This also supports the NPCowner flag for sharing NPCs, just as the polymorphism extension does. Does not matter if they are friend or foe on the CT, you can drop an individual NPC from CT onto portrait of player and give them full control of that NPC movement, targeting(Map or CT), and access to NPC sheet to control whatever you wish. If you use the Grant NPC Access button on the host CT, you can give a player full access to every visible NPC in his CT (and its smart enough to know to keep the individual shared NPCs around if you turn off the Grant NPC Access for this user). Gist is - this will allow trusted players to help you run your game as an Assistant GM. It can't do everything - but it does enough for me. And in my extensions? That's what counts.
Oh Yeah: And friendly NPCs for a battle I can give control as if they are commanding them around in larger battles. Like a Caravan raid and they come to the rescue. Plus will save me from creating NPC characters that are just around for a few battles. Thanks I think this has been pretty high on the wish list along with spell casting stuff with tokens.
Hopefully the Forge will get here sooner than latter. (not sure if they can bring over who has purchased on the DMsGuild for all of your clients but it will be nice to have one place)
When the Forge comes are you still going to use Grim Press to market or FG will market?
As they are kicking all my stuff off DMsG at some point (except one which I will move also per exception as its an extension also) it will all move to FG forge - whenever that gets going. And yes, I'll still use Grim Press to market - I did no marketing originally and they contacted me - so I was fine with it . Plus if I ever drop all this stuff I have someone to hand over to for managing it after I'm gone. No plans on that any time soon but I want the option to hand it all off.
@SilentRuin
This extension is fantastic - thank you! Do you have a place for feature requests? You may consider this in the future:
Now that players can control a parcel shared with them, this makes a very useful storage chest, bag of holding etc. Would it be possible to present the total weight of a parcel so players and GMs can track that it doesn't exceed maximum capacity of a container?
Thanks for considering the idea.
Well I only have two criteria for new features...
1) Do I want it in my campaign? (I write these for me and only put them out there in case others want to use what I use)
2) Will it take to much work? (I'm dead lazy - which is why I write these things - to enhance my laziness as a DM)
As it happens, your in luck! I do want this. And after working on it all day - I'm down to annoying anchor point logic - which I hate - but will likely have resolved sometime today. So expect a new version soon. It will be the minimal stuff I want - weights on everything (including coins) and the current total. I debated and extra field to be a dump "note" that tells what you think is max this parcel can hold before you start doing dire things to it (wagon - increased chance of breaking a wheel/axel; bag of holding - exploding when it exceeds max) - but have not decided yet if that is worth it (must leave something to DM after all).
Show example of how parcels look now with weights - also noticed that players could not drop things in public parcels (that were not on the map) - this has been fixed as I needed that for my version of a bag of holding. Now you can see the total weight when something you decided has had enough and breaks an axel, implodes, or whatever. I think I described what I do for bag of holding things in this thread somewhere already - so my example is COS wizard of wines wagon as a map parcel.
V1.9 - Added in weights and weight total to parcels. Also fixed where public parcel can now have things added in by player.