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March 16th, 2021, 11:32 #31
In the campaign that you created the LoS there will be a folder called moduldb and inside that will be an xml file containing the LoS and lighting data. Copy the moduledb folder to another campaign and you should see the LoS and lighting in that one too.
I'll have a look at your files later today.If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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March 16th, 2021, 14:13 #32
- Join Date
- Apr 2020
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Zacchaeus I wonder if you could help, I've placed the updated xml files posted here from CoS in the relevant location in the mod file after unzipping it, rezipped it and checked that the files have light definitions which they do. All good so far but when I open the campaign in fgu there are no lights present even though they're in the xml. Any suggestions as to what I'm doing wrong?
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March 16th, 2021, 14:26 #33
EDIT: posted in the wrong place.
Last edited by bmos; March 16th, 2021 at 15:10.
bmos' extensions
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March 16th, 2021, 15:25 #34
Problems? See; How to Report Issues, Bugs & Problems
On Licensing & Distributing Community Content
Community Contributions: Gemstones, 5E Quick Ref Decal, Adventure Module Creation, Dungeon Trinkets, Balance Disturbed, Dungeon Room Descriptions
Note, I am not a SmiteWorks employee or representative, I'm just a user like you.
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March 16th, 2021, 16:43 #35
I'm working on adding definitions to Return of the Runelords.
What is the preferred approach to missing information in the sourcebook?
Specifically: four guards without darkvision in an underground room with no fire and no specifically-described lights.
Should I just add what seems reasonable like a lantern or two?
Obviously creatures with darkvision would be fine in a pitch-black room, but 4 guards are not going to be doing much guarding if they can't see.bmos' extensions
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March 16th, 2021, 16:47 #36
Yes, I've seen this in a couple of adventures in the 5e ruleset where everything is dark with no light sources yet the main bad guy is human and the description doesn't mention any light sources in the room they are to be found in. I agree that a torch or two would not go amiss in such situations.
If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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March 16th, 2021, 17:13 #37If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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March 16th, 2021, 17:45 #38
Return of the Runelords book 1: Alaznist's Armory
I did this to practice, but might end up doing the other maps in this module if I have time.bmos' extensions
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March 16th, 2021, 20:11 #39
Problems? See; How to Report Issues, Bugs & Problems
On Licensing & Distributing Community Content
Community Contributions: Gemstones, 5E Quick Ref Decal, Adventure Module Creation, Dungeon Trinkets, Balance Disturbed, Dungeon Room Descriptions
Note, I am not a SmiteWorks employee or representative, I'm just a user like you.
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March 16th, 2021, 21:25 #40
I agree. I think what I and other people have wondered is whether Smiteworks would prefer to have the module only contain what is directly prescribed by the module, to give all the DM's clean slate to build from? Or, as seems to be the consensus, to apply some level of interpretation to the module. I can see the benefit of both ways. I think left to my own devices I would only put in the light sources that are written into the module with the understanding that each DM is going to customize anyway, but there is certainly value in having them be a bit more logical and playable out of the box.
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