Thank you for making a video about a module where you show -- step by step -- exactly what you are doing and why. This looks really good! I hope it works in v12... I'm new and just started in v12
Version 12 actually has it somewhat built in and is way easier to set up. I'm still waiting a bit for the "dust to settle" for a bit to see if I should make an update.
Yup that's valid. Was debating if I should let the whole video in. But close of 30 minutes of me editing one or two lines of text and then firing up the game just to see the update, that's also why I didn't let in the editing of the second game. Felt it was overkill. As soon as 1 line is edited, all others are exactly the same.
How will you use item piles? I see a plethora of applications with it, like lootable defeated enemies. Extra note: Still haven't figure it out with the microphone, and most tutorials I've found don't really help. But I will get it just right eventually 😄
Great module! Question: Split currency works not only within the player tokens at scene, but also between all players, including inactive. How to fix it?
That is the default behavior for both currency and items, and can be changed. Go to "Configure Pile" > "Other Settings" and select "Split Only With Active Players". Let me know if I can help with anything else.
@@BezDopinga Yup it is on a pile-by-pile basis. You can submit a feature request on the item piles Github page. The developers of modules are quite responsive on feature requests.
Oh... Yeah... completely forgot about that. That is a bit sad. But in all fairness we need to provide some credit to the Foundry PF2 teams. They did manage to bring most of the APs and Adventures to the VTT. In high quality I might add.
how do you paste the uper levels on the side of the main batlemat? Are they prefabs, or, when u created the battlemap you create the side uperlevs at the same time? Thx
I genuinely apologize for the delay was out of the country for a few weeks. The creator of this map is Reclusive Cartographer, and I do personally love his maps. He does provide on most maps, inside areas like the one of the video, separated from the main encounter map. I prefer these as a DM make things easy to track for me, as a DM, when different players are doing different things(or encounters). There's a link in the description to his page. However, as a good rule of thumb, I do merge maps with multiple layers in Photoshop, and export as WEBP, as Foundry does support it, and also makes the load time more bearable. If you check the token video, the landing page, is a lot of "maps" merged.
Ok @@RPKris that's very handy using WEBP to reduce the loading page! I got a player from other continent and he has problems loading the pgn or jpg (20mb) files.
Thank you for the comment! Depends for what you want it to use it. There's "Token Variant Art" for foundry v11. Which I would say works a bit similarly. If you want to do this for Pathfinder 2e, PDF to foundry works directly now by adding them(or it should) prior to Core changes it did work. But I would recommend simply getting the bestiary pack for FVTT11 the quality is well above that what can PDF to Foundry can pull.
This tutorial assumes that you already created your module, as well as, know where to locate it. This is a very niche subject "feature" and not many foundry users will actually use it.
One of my old players did talk about existing something similar. But I am fairly uncertain on how it works, and unsure of the legality of it, as WotC are very strict with their digital content. Thank you for the question! I will throw in a question to my player, do let me know if you're interested.
WotC doesn't provide any PDF versions of its materials so it wouldn't be possible (well Unearthed Arcana but... not really the point). 5e Does have the DNDBeyond Importer which will work if you've purchased it there.
Thank you for the comment, @@rustytoasteroven There is an alternative, however, not official that was able to find, however, I am very unsure about it's legality.
Quick question. I have noticed that the layout of the drawing has disappeared at around 07:26. How did you do that? As opacity on my end still shows it.
If you right click on the drawing, you have options to create layers. If you push the layer back(down arrow) it will technically make it invisible. Hope this helps! (there is a possibility that this is affected by a different module, which is called FXMaster, let me know if it is so)
Thank you for the comment, it's more helpful than you think! I've re-watched the video and I think I know what you're referring to, and I am a bit unsure if it was me, or a bug. I've attempted to recreate this locally, and unfortunately, I was able to recreate it, and I think I have figured what causes it, and submitted an bug (issue)request and hopefully it will be shortly fixed.
You just need to lock the frame layer so you can't resize it with the mouse wheel, I think you did it to match the image size so it comes out of the top and bottom of the frame. That's the limitation tokenizer has with image size, make it too big and it goes out of the working space you have completely
@@Roi007leaf I thought I did that too. I was able to recreate it and submitted a bug as no scroll wheel was involved. Also received a response on the bug request. There's a setting if you create automatic tokens the default setting is set to -35. Which decreases the sizes of tokens by 35%. Thought it was bug, but it was literally a feature which I overlooked. Setting is "Default Token Offset" and by default is at -35.
You go to `Game settings`, (gearbox at the top right where the chat is), then `Manage Modules` and simply activate or deactivate the modules you would like to use.
When I've made my previous video tackling basically the same thing but without masks editing, and for V10, had put in a feature request on the module to be able to create masks. Cause looking when I've made it, there was a way to create it but you needed to use different tools(ie Photoshop/Gimp), and seeing that it already supported masks, I've thought that there is a possibility to have like a selector for basic shapes and put in said feature request. I did not expected it but 2 days later an update came, and it was this. It was amazing. Apologies for taking so long, but finally got around to make a video about it.
I hope this video was helpful to you. I use foundry for years now, but something like this just flew by me. I got so excited when I found this and wanted to share with the other adventurers out there 😁
Not to my knowledge, as the creator had to do all of the entries map/journal/descriptions manually. But do let me know if they work I don't have any copies of the official PDFs in different languages.
UPDATE: As both Foundry and the Module received an update, I made an updated video, as masks have been added to the module: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-Ai8IPLEP0SI.html Hello adventurers, I am actually curious if a tutorial for Photoshop is going to be needed to create tokens like the actual Bestiary Tokens. Are you interested? Edit: As a bit of an update, after this tutorial, I've made a feature request for the possibility to edit Masks in the tool. Now you can do most of the stuff I tend to do in PS directly in Tokenizer. Will follow-up with a tutorial shortly.
So-so, if you install the module all of them will 'installed' more akin to downloaded, but aftewhich you can fine tune a playlist to your liking by removing tracks you don't like.
A helpful criticism: This is interesting, but I was wondering "why would I need to do this?" I suggest starting the video by stating what situations can make this useful, and why we would need to do it. An introduction to what you are showing us.
Thank you for the feedback. I've already created a follow-up on this video, but in the future I'll incorporate an use basis example. For this specifically I'd say is player exploration, as multiple players with the power of VTT, are no longer limited by one location. They can go individually to any location they want. Another use is for modular dungeons that can be connected and explored without any DM input. Or scenes that have multiple layers like taverns with basements and an additional floor can be connected and freely explored without manually swapping scenes.
A bit lost on the install process. So do all of the sound files get installed with the mod, or do you need to manually import files/playlists and such?
All of them get installed with the mod and are available at any time in the compendiums. After activation of the module, go to the compendiums tab, open the specific compendium and import all or what you need. Tabletop had specific playlists created for easier import, and Michael Ghelfi has 2 main folders. But both can be active at the same time with no issues. After which is all available in the music tab. It sounds more complicated than it actually is, but it's rather straight forward.
@@RPKris Ah ok! I noticed that about the compendium in your video. Never thought to go to the compendium for the import of the audio. Many thanks for the video and reply. Still learning MUCH of FVTT.
I remember having music tracks not loading properly during games, forcing me to trigger F5 which is very anoying. Any idea how to solve/avoid it? Thanks!
Thank you for the comment! I never encountered this issue personally, but I am assuming it is a behavioral issue due to either file size, as these modules are on the bigger size, or hosting on services like Forge. Before and after a game have your players assist with testing this module and when it happens, open up the console(F12) to see what triggers it as well for the players. From what I've noticed on Forge(this happens only there, this does not happen on hosted services like Oracle), music sometimes does take a solid minute to load, but it always loads, however, the same thing happened for me on what you described to animated maps, I think it's a limitation of the network at that time as no errors in consoles were provided.
I know this is not the most visually impressive video out there, nor I am the most entertaining creator out there, however, these types of creators need some love too as their work is amazing, and while looking have not found anyone providing a preview of their modules.
Apologies adventurers, in this video I was a wave of anxiety has hit me. I am trying my best, so bear with me! Please check description for the maps, but please convert them to a JPG format, as I didn't optimize them for VTTs That being said, Thank you so much for watching!
Unfortunately, it has not. As when I tried to export it I very quickly realized it is a DungeonDraft limitation, there is a "hard" limit on how detailed a map can be set(I believe tied to the ram, and I needed 256GB to be able to do so the total was after a calculation after the whole thing, I would've been completed at the current state the 16GB I had was enough), and when exporting/or even saving, DD did crash. I will probably retackle this in the future after I will know this would actually be able to be exported in any format. But unsure if that will ever be the case, the only workaround I do see is with tools like Photoshop, but that also has a RAM limitation. So outside manually drawing the map, I don't see this being feasible. I have another video with this map, where I've added quite a few of the assets, off screen when I tried to export, it crashed. When restarting DD and loading the save file, it crashed, I have looked for workarounds, however, without an expensive PC upgrade, which I could not had afford would not have been possible. But I did love the project, and the scale of it, will look into the future at WonderDraft as well and see if it's possible. Thank you for the comment!
@@rodrigortanaka don't disregard it, it's still a good tool. I had pushed the tool to the max, with less quality assets I would say it would be possible but I do love FA content. Do check the drive folder you still can pull some amazing maps with it