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October 10th, 2023, 22:16 #281
I noticed that when you use the Hide action button and you are wearing armor that gives DIS to stealth checks it is not seeing the DIS when clicked. I do note that a normal DEX check is not DIS since that might not be a check for stealth. I was wondering if this is working as expected or should the hide pick up the DIS? The screen shot has the details. The first roll is with GA, the 2nd is off the skills tab, and the 3rd is off the 1st tab using the dex ability.
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October 11th, 2023, 04:56 #282Free(Forums/Forge) Extension(FGU 5E):
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October 11th, 2023, 11:02 #283
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October 11th, 2023, 16:09 #284-MrDDT
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October 25th, 2023, 22:51 #285
Tip for Generic Actions Layers:
This tip is only if you use the circle/square/cone pointer (left-right mouse held down to draw pointer) so that this extension will automagically look up a ptr asset to place and a matching (named) NPC to place with associated effects on it. Usually with Equipped Effects, Aura, and BCEG.
I use the self effects (per past videos and explanations) with relevant ptr and asset associated to it in order to automagically do all the work.
But if I do something that can be moved and want to move the ptr and reset the effect to trigger replacement of NPC and asset to new position I don't want to lose the current duration of the effect - as BCEG has an option to check duration to determine duplicate effect this must be off. Moonbeam is what my druid uses most often that is movable spell so that is where I discovered I had this option on for some unknown reason in particular campaign. This is the tip - if you do this and have this ON then you will need to remove it manually and replace it remembering the old duration the spell is currently at (unless they recast it of course).Last edited by SilentRuin; November 5th, 2023 at 18:45.
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November 5th, 2023, 19:16 #286
Warning: AURA has changed its naming to remove any FROMAURA name in effects it creates - I did not notice this as impacting my generic actions layers but where you have an AURA with the same name for the AURA and the effect it creates it can mess it up by triggering the delete of an asset it had placed in relation to a self effect of the same name. Confusing I know - I'll make a video later to clarify.
Gist is I use a spell/power self effect as a trigger when an active PTR object (circle/square/cone) is present with a name that (via rules) matches an asset and an NPC that matches that named self effect. The NPC has several effects added to CT (via Equipped Effects) based on a trait name. I typically had the self effect name, the NPC name, the NPC trait name, the NPCs AURA effect name, and the effect the aura generated name as all the same name for simplicity. However, with the loss of the AURA generated name of FROMAURA this now has the name of the AURA generated effect. And that name will mess up the logic when the holder of the original self effect moves into the AURA (and triggers that effect name which is seen as a change to the original keep asset). Basic gist of the whole thing is I have to rename every AURA generate effect into a unique name so its not interpreted as something updating the original effect. I just add an _ at the end of all the AURA generated effect names to get around this issue. Here is an example of a mod file I have to replace all the 5EAE module data that I want to play this game - using moonbeam to show the relevant data...
Last edited by SilentRuin; November 5th, 2023 at 20:49.
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November 7th, 2023, 04:04 #287
Generic Actions Layer - V1.13 - Bug - Cannot remove selection to hide targeting arrow so asset can be seen better as this effects vision. Will have to let targeting arrow overlay the asset for now.
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November 15th, 2023, 13:26 #288
Decided to add the dropbox link of .mod files I used to make this video (and use in my live 5EAE supplemental data games):
[UPDATE: 5EAECorrections.mod is no longer required as the new 5EAE PHB module will have these built in - removed from drop box and my campaigns.]
GenericActionsLayerImages.mod - This contains assets following the naming rules for Generic Actions Layers with some that match things in above module along with every other "free" asset I've grabbed online and/or made/modified based on description (and link) in previous posts in here (do your own research).Last edited by SilentRuin; February 2nd, 2026 at 23:37. Reason: Title edited per author's request
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November 19th, 2023, 14:57 #289
NOTE: I show you what I do for myself. You'll have to choose what you do for you - or if you even follow this path of what I'm doing. Just tools and data. And these posts are purely informative to show you what I'm doing for my games - not in any way to be implied what you should do for yours.Last edited by SilentRuin; November 19th, 2023 at 17:41.
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November 20th, 2023, 15:39 #290
V1.14 - Feature - new option "Asset: Generic Action Layer NPC faction will be none" defaulted to "on". While I originally used AURA/BCEG tied to NPCs for mines in SW5E where the faction is required to be the faction of what placed it - I can see no harm in allowing NPCs to be placed with none in other campaigns as it will not effect my definition of what the AURA effects are one way or the other (I don't use none but instead depend on things respecting the non targetable aspect of the NPC token) and I can just turn it off in places I need the NPC to have a faction so it can have more power in the AURA discrimination of friendfoe.
Last edited by SilentRuin; November 20th, 2023 at 18:37.
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