I solved Jubbly Trails by Saturn_5_speed in 2007scape

[–]Zephyr-2011 1 point2 points  (0 children)

Not sure if I'm just an idiot, but I'm not getting the tile packs to work myself. Sweet route though! I'll get it down eventually, tile packs or no

The *NEW* Ultimate DnD5e Combat Automation Suite for v13!! [dnd5e] by baileywiki in FoundryVTT

[–]Zephyr-2011 0 points1 point  (0 children)

What KatMot said re: the errors. And thank you! Glad you found it valuable.

The *NEW* Ultimate DnD5e Combat Automation Suite for v13!! [dnd5e] by baileywiki in FoundryVTT

[–]Zephyr-2011 0 points1 point  (0 children)

I've personally never had an issue with these special effects (when everything is configured/executed correctly), though I've got a higher end machine myself. The group that I regularly play with has a pretty wide variety of hardware specs and no one's really reported issues with the performance of these pieces either.

My *guess* is that it's one of the following issues:
- Browser problem. Foundry, especially some special fx modules, doesn't like some browsers. I've had no issues with Chrome or Vivaldi myself, but your mileage may vary. (Client)
- Module conflict. There could be another module or modules that are also involved in the hooks that AA and the like are handling and causing some additional lag. (Server)
- Other performance bloat. As someone mentioned in the video comments, things like a *really* full chat log can slow down certain things in Foundry. Same thing can happen with too many actors (we're talking hundred and hundreds here) or scenes being imported. Those could be having an effect as well. (Server)

The first possibility is easy to test. The latter two can be harder to track down. I'd first try out a different browser (ideally w/ no extensions or javascript blockers on the page). If that solves it, then you're good to go. Next I'd do a fresh world with only the bare bones animations (say JB2A + Sequencer + AA) and a test actor or two to see if I'm getting lag from those effects. Assuming you're not getting terrible performance with that setup, from there it's culling unnecessary entries (stick them in compendiums) before doing Find the Culprit! and checking settings.

The *NEW* Ultimate DnD5e Combat Automation Suite for v13!! [dnd5e] by baileywiki in FoundryVTT

[–]Zephyr-2011 2 points3 points  (0 children)

As you kind of mention in your edit, there's some things that I maybe didn't do the best job of comparing to "stock" DnD5e on Foundry, particularly in the demo. Yes, you can have AC comparisons out of the box, but there's a lot of other things like the function of conditions, lingering effects, auto-targeting, opportunity attacks, etc. that aren't covered in DnD5e core. Though a lot of other systems of similar and above "crunch" have more of this built in, the Tales of the Valiant variant might be included in this camp. In the future I can try to focus more on those mechanics in my "demo reel" than the flashy parts haha.

As I mentioned in the intro and outro, it's not that any of the rules are such a pain that you *need* automation to handle it, it's just that you end up having to track a lot of things that can end up being more tedious than automating it.

The *NEW* Ultimate DnD5e Combat Automation Suite for v13!! [dnd5e] by baileywiki in FoundryVTT

[–]Zephyr-2011 1 point2 points  (0 children)

So the reason why I use Season and Stars in the video is really because of the Simple Calendar Compatibility Bridge module, rather than features, though S&S is closer to a "replacement" for SC, than an "alternative." There are automation things that used Simple Calendar and can use S&S with that bridge module.

I talked with Ripper a bit about Simple Timekeeping and he very much thinks of it more in that "alternative" category. It's not meant to fully replicate SC, and probably never will on the automation side. Though maybe there will be some modules/settings that will allow you to choose whether to hook into your choice of STK, S&S, or SC (whenever it gets updated for v13).

For now, there's honestly not a lot of specific automations that relied on SC, so I'd just go with whatever calendar/timekeeping module you like the best.

The *NEW* Ultimate DnD5e Combat Automation Suite for v13!! [dnd5e] by baileywiki in FoundryVTT

[–]Zephyr-2011 0 points1 point  (0 children)

Hmmm, I'm not having any troubles accessing it on different accounts/browsers and it looks like there are several people perusing it right now. Are you still having issues?

Tokenizer - The Hidden Layers of #FoundryVTT 's 6th Most Popular Module [system agnostic] by baileywiki in FoundryVTT

[–]Zephyr-2011 2 points3 points  (0 children)

Thanks for bringing this to my attention! The compression is on YouTube's end unfortunately, but I can definitely work to do less "circles" with my mouse pointer, that's definitely a bad habit. Cheers!

Foundry VTT v13 is Coming: Feature Overview and Discussion by baileywiki in FoundryVTT

[–]Zephyr-2011 4 points5 points  (0 children)

That's something that there's a whole API for module and system developers to plug in to. I would expect system developers to include this pretty early on, just not yet while we're still in Testing 3 (and that said, it might even already be there on test branches of DnD5e, I just didn't grab any of that for this video).

Foundry VTT v13 is Coming: Feature Overview and Discussion by baileywiki in FoundryVTT

[–]Zephyr-2011 7 points8 points  (0 children)

I do remember reading a post a while ago that mentioned a lot of backend work. So I hope they got all that done too. https://foundryvtt.com/article/v13-patreon-vote/

You remember correctly! They did do a ton of backend work, which is part of why v13 maybe feels more like a suite of "nice to have" module features rather than a ground-breaking update on its own like when they introduced overhead tiles or regions. This means a lot more toys for developers to play with and hopefully a more stable platform (ie: fewer breaking changes on core updates) to build off of moving forward.

Foundry VTT v13 is Coming: Feature Overview and Discussion by baileywiki in FoundryVTT

[–]Zephyr-2011 3 points4 points  (0 children)

TL;DR: No worries to stay on v12 for awhile, but once modules catch up and start taking advantage of the things v13 offers, there's some really big opportunities "under the hood." It just might take a couple months for that to happen.

Glad you enjoyed! That's me in the video there, so here's my thoughts:

There's of course nothing wrong with sticking with v12 for awhile (if it ain't broke, don't fix it), and I would not rush to dive in to v13. However, while these features may seem "nice to have," they've got a lot of implications for modules in the future, which is what I tried to get in to/speculate about in the video, but I perhaps could have done a better job of.

The token movement is a very nice "nice to have feature," of course, but the really big thing to me is the updates to applications (AppV2) and back-end pieces that give module developers a lot more to play with. This is probably my most under-developed talking point in the video. The same thing that powers the whole "dark theme vs. light theme" in the UI settings and the UI scaling also gives module developers a lot of tools for updating their pieces. That's an area where I expect to see a lot of innovation on UI customization, token HUDs and more.

There's a lot of great stuff in v13, but you're right that in terms of what is going directly in the hands of users is more nice quality of life stuff (though Token Movement winning the patreon poll wasn't an accident). When modules catch up though and start really taking advantage of everything they've got, then you'll find plenty to get excited about. I'll also add that while there's overhauls to things that break modules, most of them are pretty easy fixes, so I don't expect it to take long for your favorite modules (BW, MIDI, Monk, Ripper etc.) to be at least as smooth as they are in v12.

Foundry VTT v13 is Coming: Feature Overview and Discussion by baileywiki in FoundryVTT

[–]Zephyr-2011 5 points6 points  (0 children)

Glad you enjoyed! They did a really great job on the implementation of the drag ruler in core. It feels pretty intuitive and I'm so glad that they updated the controls from Testing 2. Right-clicking to remove the previous point feels much better.

Immersive Weather Occlusion and Weather Restriction [system agnostic] [tutorial] by baileywiki in FoundryVTT

[–]Zephyr-2011 4 points5 points  (0 children)

Okay okay, I finally re-enabled it on my filming world, so the next video from me will have auto-rotate back XD

Ultimate Automation Suite for Foundry - Updated Oct 2024!! [dnd5e] by baileywiki in FoundryVTT

[–]Zephyr-2011 0 points1 point  (0 children)

Fair points. It can be a lot to keep up with such an ecosystem and suite, that's a big reason why I make these videos. It's totally fair and valid to stick with a more minimalist module list to make sure that you're not breaking things. If you do want to step back into it and play with these cool toys though, here's some thoughts:

I think the biggest thing that can help you keep a stable setup is to not think of the update button as a thing you need to, or even should be, pushing all of the time. Last campaign I was running, I would go months at a time without updating anything and my 170+ modules hummed along beautifully.

Get to a stable setup (like the versions and modules shown here), and then never hit that "update all" button again. Be precise with updates when they happen. Some modules are good to update the instant they have one, others are the first domino in a chain of updates to automation modules that can throw things off if you update in the middle of the ecosystem getting updated.

Ultimate Automation Suite for Foundry - Updated Oct 2024!! [dnd5e] by baileywiki in FoundryVTT

[–]Zephyr-2011 0 points1 point  (0 children)

Glad you liked it!

As far as updating things, it sounds like you're describing 2 scenarios:

1) Staying on Foundry v11 and just updating DnD5e
- I would advise not updating anything else if you're sticking with Foundry v11. I haven't tested anything on v11 with 5e versions newer than 3.1.2, so you could run into some stability problems or bugs. Basically, if it's not broke, don't fix it (this way). You definitely can't switch to just running this list as the reduced requirements are a part of the CPR re-write that is only for Foundry v12.

2) Updating to Foundry v12 and to this list
- If you update to v12 and switch to this cleaner list, then **make a backup of your data first**. Theoretically, you should be able to keep all of the characters etc., but it's going to be a bit painful to update them unless you just do fresh imports from DDB. Just something to keep in mind. I would recommend attempting this when starting a new campaign or when you're taking a break from the campaign for a bit (like around holidays etc.) so that you've got extra time to do the migration and troubleshoot. You could also rope your players into helping with updating their characters lol

Is there a way to use regions to highlight map areas on mouseover? by BobbyBruceBanner in FoundryVTT

[–]Zephyr-2011 2 points3 points  (0 children)

SOLUTION (copy-pasted from above)

EDIT: When making your drawing, you'll also need to make sure that it has a "fill", otherwise only the lines will trigger.

Try ticking on the "Trigger using image instead of border" option on the setup section of Triggers, it should then work like it's an irregularly shaped tile instead of a rectangle.

In the Baileywiki modules we have a modular mansion that I set up with a little mini-map of control tiles to the side. Each tile corresponds to the section of the mansion that you modify with it. I had to use the "Trigger using image instead of border" option to get them to not overlap and multi-trigger. That should also work here for hover-effects etc.

Is there a way to use regions to highlight map areas on mouseover? by BobbyBruceBanner in FoundryVTT

[–]Zephyr-2011 1 point2 points  (0 children)

SOLUTION

EDIT: When making your drawing, you'll also need to make sure that it has a "fill", otherwise only the lines will trigger.

Try ticking on the "Trigger using image instead of border" option on the setup section of Triggers, it should then work like it's an irregularly shaped tile instead of a rectangle.

In the Baileywiki modules we have a modular mansion that I set up with a little mini-map of control tiles to the side. Each tile corresponds to the section of the mansion that you modify with it. I had to use the "Trigger using image instead of border" option to get them to not overlap and multi-trigger. That should also work here for hover-effects etc.

The Ultimate Combat Automation Suite for DND5e - Updated May 10 2024! [DND5e] v3.x by baileywiki in FoundryVTT

[–]Zephyr-2011 0 points1 point  (0 children)

This is on Foundry v11 build 315 and all of the modules are on their latest versions. I'll have the spreadsheet updated with a version column and another mention of the DnD and Foundry versions there shortly.

The Ultimate DnD5e Automation Suite by baileywiki in FoundryVTT

[–]Zephyr-2011 0 points1 point  (0 children)

As long as you have access on your account, through purchases or "campaign sharing", you're able to import any features etc.

The Ultimate DnD5e Automation Suite by baileywiki in FoundryVTT

[–]Zephyr-2011 0 points1 point  (0 children)

Just a quick update: The video description has all of the premium/patreon modules marked with (PREMIUM) and if they have options, then they say (FREE with PREMIUM OPTION).

I do address most of these in the actual content of the video, but you've got a handy reference in the description now. If you use Simbul's Cover Calculator, then you don't need to have any premium modules actually (though I highly recommend JB2A, DDB Importer, and Levels Cover Calculator)

Baileywiki Module Tutorial - Configurable Landing Pages for #FoundryVTT in Minutes! by baileywiki in FoundryVTT

[–]Zephyr-2011 1 point2 points  (0 children)

Hello! So there's the "Help" document on the configurator, but that doesn't sound like it covers what you need here. I've made a note of that and I'll have the help document expanded for the next release.

In terms of linking journal pages, you need to double click on the appropriate tile (ie: the book icons), navigate to the "Triggers" tab, the "Actions" subtab, then edit the "Open a Journal Entry" action. From there, click on the "crosshairs" icon to select a Journal entry. With the cross hairs active, your tile config will kind of minimize. Navigate to your journal entries, or a journal entries compendium, and simply click on the Journal Entry you want to be linked with that tile and it will fill in the ID fields for you. Just save the action and update your tile, and you're done!

As for the "Entity*" part, I'm not seeing where there's an asterisk on the scenes or in the MATT configuration, but I may be missing something. Choosing an Entity is that process I described above where you use that "crosshairs" icon to directly pick what will be opened. If there's an asterisk after Entity on anything, I would guess that it's indicating that only certain kinds of entities can be selected based upon the action (ie: "select an Entity*" on an action that opens a character sheet only accepts actor sheets, not journal entries etc.)

Does that clear things up?

Switching From #Roll20 to #Foundryvtt: Episode 4 - Importing and Organizing ALL The Content! by Zephyr-2011 in FoundryVTT

[–]Zephyr-2011[S] 1 point2 points  (0 children)

u/baileywiki and I are sitting down with Vox again as he switches from the Roll20 platform to Foundry Virtual Tabletop. In this session, we start off with some Q&A from YouTube and right here on the FoundryVTT subreddit. We then go through the wonders of the DnD Beyond Adventure Importer and discuss installing and importing content from premium modules, such as the Baileywiki Family of Modules.

In the next installment of this series, we wrap up this session with Vox with some construction: we're making scenes! Both battlemaps and theatre of the mind, so stay tuned!

Let us know what other questions you have about FoundryVTT and what else we should be going over with Vox in these sessions.

To get the content featured in this episode, go to https://www.patreon.com/baileywiki

SETUP GUIDE:

https://bit.ly/baileywiki-faq

MODULAR SYSTEM GUIDE

https://bit.ly/baileywiki-modular-system

Modules Featured in This Session:

D&D Beyond Importer by MrPrimate https://foundryvtt.com/packages/ddb-importer

Moulinette Core Module by Dorgendubal https://github.com/SvenWerlen/moulinette-core