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February 1st, 2026, 12:37 #1Zealot
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Effects: VISMOD and VISMAX, Nightvision and Darkvision
Can anybody explain what these modifiers exacvtly do in FG? And how do i need to understand the values that are behind them (eg VISMOD:-95, or VISMAX: 100, VISION: 50 darkvision)?
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February 1st, 2026, 12:44 #2
VISMAX will allow any vision to reach a limit of 100 feet.
VISMOD will limit the range of a special vision and/or the VISMAX to the value you determined.
Example: VISMAX: 100 and VISMOD: 95 will give a range of 5 feet of vision, that is, around the square or hexagon where the C or NPC is located.
I use this to simulate the vision of elves and humans in the dark and to limit how much any race can see.KICK| TWITCH | YOUTUBE
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February 1st, 2026, 12:58 #3Zealot
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Thanks a lot for the super-fast answer! Let me see if I interprete correctly:
With "VISMAX: 50", and "VISION: 50 darkvision"a dwarf can see 50' in both full sunlight and utter non-magical dark correct?
If I had also put an effect "VISMOD: -30" on him, he could still see 50' in sunlight, but only 20' in total darkness, right? However, if I had not given him the nightvision, the VISMOD would not do anything (because it only affects special vision , if I understand correctly). He would however be blind in darkness, correct?
However, I still do not understand how VISMAX, VISMOD and Darkvision/Nightvision interact. What if i want a Dwarf to see 100' in sunlight, and 30' in the dark? Would it be "VISMAX: 100" and "VISION: 30 darkvision" ? Or do I need a VISMOD effect to the combination?Last edited by jowe01; February 1st, 2026 at 13:03.
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February 1st, 2026, 13:04 #4
VISMAX: x will limit vision to whatever value you give x. So VISMAX: 10 will limit all vision to 10 feet no matter what light source or vision type the character has.
VISMOD: x modifies the vision type by whatever value you give x. So VISMOD: 10 will reduce the limit of any vision by 10 feet. (so if a character has vision out to 60 this will reduce the range to 50)Last edited by Zacchaeus; February 1st, 2026 at 13:20.
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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February 1st, 2026, 13:19 #5
VISMOD and VISMAX don't limit vision where vision is unlimited. Also FGVTT doesn't distinguish between sunlight and darkness. How far a character can see only comes into effect when you have lighting enabled. If you have a map with no lighting enabled then a character will see all of the map, whatever vision or light source they have. If lighting is enabled then the character will see out to the limit of any light source they have or any special vision type they have. So if a character is carrying a torch they'll see bright light out to 20 feet and dim light for a further 20 feet. If a character has darkvision out to 60 feet then they'll see out to 60 feet.
If you wanted to limit vision on this map then VISMAX: 20 will limit both the torch and the character with darkvision to 20 feet. If you use VISMOD: 20 it will reduce the range of the torch by 20 feet and the darkvision by the same amount.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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February 2nd, 2026, 05:25 #6Zealot
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Thank you, Zacchaeus! Those examples make it clear to me. Super!
One follow-up question: Does it have any impact if I enable lighting and set the ambint light to a nighttime scheme? It seems that this only changes the color scheme on the map, giving the illusion of dim light, but not impacting vision range in any way. Correct? If yes, I guess this would be a good application for the VISMAX effect.
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February 2nd, 2026, 15:13 #7If 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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