Fantasy Grounds Merchandise
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  1. #541
    Thanks for the response. I have looked searched the forum thread and the Forge listing, and looked through the modules. I'm sure the answer must seem obvious, but where is the README?

  2. #542
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    Quote Originally Posted by snaggle2th View Post
    Thanks for the response. I have looked searched the forum thread and the Forge listing, and looked through the modules. I'm sure the answer must seem obvious, but where is the README?

    There is a text file on the first post.

    Also there is a video around on the thread somewhere.

    You can also look at the structure in the mod file that SR made.
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  3. #543
    Quote Originally Posted by snaggle2th View Post
    Thanks for the response. I have looked searched the forum thread and the Forge listing, and looked through the modules. I'm sure the answer must seem obvious, but where is the README?
    You can read the forum posts here also - along with Dropbox files and plenty of videos in my YouTube likely all out of date but somewhat useful.
    Free(Forums/Forge) Extension(FGU 5E):
    Paid (Forge) Extension(FGU 5E):

  4. #544
    Okay, I have found GenericActionsFGU.txt, and it looks like the answer must be AdvantagesPA.

  5. #545
    Quote Originally Posted by snaggle2th View Post
    Okay, I have found GenericActionsFGU.txt, and it looks like the answer must be AdvantagesPA.
    Note - the GAL NPCS with old (SDC) keyword in them have all been broken, they claim [SDC] will now work - but it only does if you manually drag the custom effect into the CT - not if something like EE programmatically places it in CT. All used to work with (SDC) but even though I translated all my data to use [SDC] it will not work at all in the GAL NPC world. No real fix at this time. Personally, my campaigns with them are dead in the water. Just FYI. You'd have to replace the untranslated NPC [SDC] effect keyword manually yourself after the code placed it in CT. Something I'm never going to be doing myself.
    Free(Forums/Forge) Extension(FGU 5E):
    Paid (Forge) Extension(FGU 5E):

  6. #546
    I appreciate you taking the time to respond. I am capable and willing to reverse-engineer effects. I still have not got myself to the point where I am seeing effects.

    With debugging on, I get this result, but no NPC gets added to the map or CT:

    GA Ptr lookup: fogcloudptrcircle
    Pointer shape lookup: fogcloudptrcircle
    NPC Check: fogcloudnpc
    NPC asset found: fogcloudnpc


    From what I can see in your video, the custom effects get placed on the NPC. What actually places the NPC? Is it this extension, or another one? I do have Advantages installed.

    I feel like I am close to grokking this, I just need another nudge (maybe two).

  7. #547
    Quote Originally Posted by snaggle2th View Post
    I appreciate you taking the time to respond. I am capable and willing to reverse-engineer effects. I still have not got myself to the point where I am seeing effects.

    With debugging on, I get this result, but no NPC gets added to the map or CT:

    GA Ptr lookup: fogcloudptrcircle
    Pointer shape lookup: fogcloudptrcircle
    NPC Check: fogcloudnpc
    NPC asset found: fogcloudnpc


    From what I can see in your video, the custom effects get placed on the NPC. What actually places the NPC? Is it this extension, or another one? I do have Advantages installed.

    I feel like I am close to grokking this, I just need another nudge (maybe two).
    You should not be using the ptr circle shape naming of the asset to do anything - that is the old way of doing things. Literally for fog cloud, its defined in both my generic actions layer module (page 1 link at bottom) and in the custom effects definitions for 5eCorrections.mod. If you have the asset its looking for and the custom effects its looking for you literally have to do nothing (as defined in those modules). For fog cloud that would be in custom effects...

    Fog Cloud; (C); LIGHT: 20/20 darkness; AURA: 20 all, !self, point; AoE Fog Cloud; OBSCURED: physical

    And in your action effect that triggers the NPC placement the SELF effect of...

    $ Fog Cloud; (C)

    Which will only work if it can find the asset for a GAL NPC matching name - in this case...

    FogCloudNPCKeepSizeC_20.webm

    and

    FogCloudSelf.webm

    As I have tons of these already pre defined in my .mod in my drop box along with the definitions in spells and custom effects with the AE5E modules from Grim Press in my corrections module also in my drop box - it would pay for you to look at those. Or watch the relevant videos in here...

    https://www.youtube.com/channel/UCGZ...UhJveZ85IesQiQ

    Which has all my videos - one playlist specifically for GAL - though all are out of date the week after I post them. Gist is this forum thread has a bunch of posts describing what to do in detail and mentioning specific videos as I add things in and what I use in my own campaigns. You just have to read/watch them to grok things.
    Free(Forums/Forge) Extension(FGU 5E):
    Paid (Forge) Extension(FGU 5E):

  8. #548
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    Quote Originally Posted by snaggle2th View Post
    I appreciate you taking the time to respond. I am capable and willing to reverse-engineer effects. I still have not got myself to the point where I am seeing effects.

    With debugging on, I get this result, but no NPC gets added to the map or CT:

    GA Ptr lookup: fogcloudptrcircle
    Pointer shape lookup: fogcloudptrcircle
    NPC Check: fogcloudnpc
    NPC asset found: fogcloudnpc


    From what I can see in your video, the custom effects get placed on the NPC. What actually places the NPC? Is it this extension, or another one? I do have Advantages installed.

    I feel like I am close to grokking this, I just need another nudge (maybe two).
    Did you make an NPC with the correct name?
    -MrDDT
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    Bethica Discord (West Marches RPG)

    PLEASE VOTE FOR THESE FEATURES VERY IMPORTANT!!!

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