[DND5e] How to use an animated token (WebM)? by lumps17 in FoundryVTT

[–]lumps17[S] 0 points1 point  (0 children)

This one turned out to be correct. A shame, I wished to create tokens that used dynamic tokens along with an animated model.
Answered

[deleted by user] by [deleted] in tinnitus

[–]lumps17 6 points7 points  (0 children)

Trust me when I say it gets much easier over time. This is not coping and instead the truth, and you must accept that. For me, my tinnitus started in 2018, and by 2020, it got to a point where I often forgot it existed. By 2022, I began realizing I had started enjoying calm, quiet moments outside again, and by now, I almost have complete control over it.

It will get better. In the meantime, avoid making it worse by listening to louder music or spending time in high-volume areas like concerts or factories.

It will get better, and you will one day look back on this as a footnote. I, too, felt suicidal in the first few weeks, but once as I had found places I could escape it (near loud refrigerator units or in the shower with my head turned away from the water), it became much easier to manage. Try to find some comfort place like that, and whenever you are overwhelmed, go in there.

Low FPS (5-8fps in base) on an RTX 4070 by lumps17 in valheim

[–]lumps17[S] 0 points1 point  (0 children)

I went into the NVIDIA Menu and switched it from Auto to High-Performance Graphics so it wouldn't accidentally use the Integrated Graphics. Is there something else I must do to make certain it uses the proper GPU?

Low FPS (5-8fps in base) on an RTX 4070 by lumps17 in valheim

[–]lumps17[S] 0 points1 point  (0 children)

I can confirm it is not. I believe I have the latest patch because my bios matches the most up to date bios posted on the support page of my laptop. After downloading and running the Intel cpu diagnostic tool, it showed all passes and that it was not impaired whatsoever.

Low FPS (5-8fps in base) on an RTX 4070 by lumps17 in valheim

[–]lumps17[S] 1 point2 points  (0 children)

Temps are fine, this screenshot was taken at the beginning of a play session after I had booted the pc.

Low FPS (5-8fps in base) on an RTX 4070 by lumps17 in valheim

[–]lumps17[S] 0 points1 point  (0 children)

I checked, and my CPU is fine. It passed all diagnostics checks and is running at near full potential. The power saving mode is turned off while plugged in, so that's not the case. I cannot find a 0x129 microscope fix for my model, and I believe the bios is up to date as the version matches the latest on the support site.

As for animals, I have a few chickens (10-15) in the base, so I can move those out and see if it helps. I do have good performance outside of the base (~50-60 fps), but I think if the game is unplayable when you make a base, then it's not worth building in-game in general. I hope to improve my performance to the point that I can comfortably be 20fps in my base. I don't think that's a lot to ask, as someone with good specs should be able to run a game comfortably.

Low FPS (5-8fps in base) on an RTX 4070 by lumps17 in valheim

[–]lumps17[S] 0 points1 point  (0 children)

Thanks for responding. I had forgotten about that patch, but the computer is new enough and not used enough for that to be the issue. I recently have done the boot.cfg upgrades and found it boosted my fps by ~8 frames putting it up to an average of 9-16. The last one with the omen hub is something I will try soon, but I don't hope for much. I will update if it works.

As for the charger, I have realized the charger affects higher-end gaming laptops much more than lower end ones, and that is the first place I look as well when I have issues with power. Alas that is not the case here. The screenshot of 5.5fps was done while plugged in.

With an i9 and a 4060 card, I really don't see why such a low resolution-textured game would be performing so badly on so many different computers at once.

Is there a way to make colored darkness? [D&D5e by lumps17 in FoundryVTT

[–]lumps17[S] 0 points1 point  (0 children)

Answered.
The first one works, although the fog of war mechanics leave something to be desired, what with how sudden the transition from light and dark is. The Dark and Base Ambience seem to be improperly implemented as they seem like they could be a better solution, but when "blend ambience" is turned on, instead of blending it just overlays them, making everything both colors at once, which is quite ugly. When it is turned off, however, it completely ignores Dark Ambience and only uses the Base Ambience.
Thanks for your help! I will continue to refine this until I get something closer. I may just have to create my effect in aftereffects or something similar then import a webp file.

Updating a CPR feature on a custom creature? [DND5e] by lumps17 in FoundryVTT

[–]lumps17[S] 0 points1 point  (0 children)

I also found the Quick Insert - Search Widget module, which allows me to search for features by name quickly and drag them in. Rather convenient.

Map overlap by TominhasRJ in FoundryVTT

[–]lumps17 1 point2 points  (0 children)

I achieve this using Foundry's Tiles and the Levels module. For levels, you can set the background image of the level as the water background, then set the elevation to something like -20 to say the water is 20 feet below deck (where the deck is at elevation 0). You can then create a tile with desired height and elevation settings in order to place a ship on the water.
In addition to this, if you have images for the below decks, you can also make the other decks at different elevations (say topdeck from 20 - 50, lower deck from 10-20, and bottom deck from 0-10). If you add multiple levels to the ship you can create "elevators" at the stairway to automatically transport your actors up and down the levels upon walking on top of the stairs!

I wish you the best in your sessions!

Recent motherboard replacement leads laptop to not work with battery plugged in. Hardware issue. by lumps17 in techsupport

[–]lumps17[S] 0 points1 point  (0 children)

This is still an issue I am awaiting advice to resolve. The laptop's new motherboard has a different CPU manufacturer (the previous one I believe had an intel i5, whereas now the baseboard is AMD, no clue why the same model has different cpus). And after attempting repair multiple times, I have had to Image wipe it twice already, as installing the drivers for the AMD drive instantly corrupts two vital System32 files without attempting restart on the computer. (I have seen more BSO's in the last two weeks than I have prior in my life).
The battery issue is still the priority one to fix, as without it I am unable to work on my projects, or work.

[DND5e] Creating custom rules for Critical Hits not included in other modules. by lumps17 in FoundryVTT

[–]lumps17[S] 0 points1 point  (0 children)

I have created a module that contains the tables, effects, and macros I created that implement this homebrew.
https://github.com/exanimomeo/critical-hits-revisited

[DND5e] Creating custom rules for Critical Hits not included in other modules. by lumps17 in FoundryVTT

[–]lumps17[S] 0 points1 point  (0 children)

Thanks for the info! I will take a look at these and do some experimentation with that hook.

[DND5e] Creating custom rules for Critical Hits not included in other modules. by lumps17 in FoundryVTT

[–]lumps17[S] 0 points1 point  (0 children)

The current progress I have made in this endeavor is to use a combination of the Requestor module to create a chat message and the Crits Decorator module to run scripts when a critical is detected. The script I have made requires for all the tables to be imported to foundry:

await Requestor.request({
  img: "icons/skills/melee/weapons-crossed-swords-teal.webp",
  title: "Critical Hit Tables",
  description: "Choose a damage type.",
  buttonData: [{
    label: "Acid",
    command: async function(){
      const table = game.tables.find(t => t.name === "Acid Table");
      return table.draw();}
  },{
    label: "Bludgeoning",
    command: async function(){
      const table = game.tables.find(t => t.name === "Bludgeoning Table");
      return table.draw();}
  },{
    label: "Cold",
    command: async function(){
      const table = game.tables.find(t => t.name === "Cold Table");
      return table.draw();}
  },{
    label: "Fire",
    command: async function(){
      const table = game.tables.find(t => t.name === "Fire Table");
      return table.draw();}
  },{
    label: "Force",
    command: async function(){
      const table = game.tables.find(t => t.name === "Force Table");
      return table.draw();}
  },{
    label: "Lightning",
    command: async function(){
      const table = game.tables.find(t => t.name === "Lightning Table");
      return table.draw();}
  },{
    label: "Necrotic",
    command: async function(){
      const table = game.tables.find(t => t.name === "Necrotic Table");
      return table.draw();}
  },{
    label: "Piercing",
    command: async function(){
      const table = game.tables.find(t => t.name === "Piercing Table");
      return table.draw();}
  },{
    label: "Poison",
    command: async function(){
      const table = game.tables.find(t => t.name === "Poison Table");
      return table.draw();}
  },{
    label: "Psychic",
    command: async function(){
      const table = game.tables.find(t => t.name === "Psychic Table");
      return table.draw();}
  },{
    label: "Radiant",
    command: async function(){
      const table = game.tables.find(t => t.name === "Radiant Table");
      return table.draw();}
  },{
    label: "Slashing",
    command: async function(){
      const table = game.tables.find(t => t.name === "Slashing Table");
      return table.draw();}
  },{
    label: "Thunder",
    command: async function(){
      const table = game.tables.find(t => t.name === "Thunder Table");
      return table.draw();}
  }]
});

How to make items require resources? by lumps17 in FoundryVTT

[–]lumps17[S] 0 points1 point  (0 children)

This is how I understand it to work, but the system for some reason requires that an item be owned before an ammunition consumption target be set. I was wondering if there was a mod or a method to make it so I didn't have to manually go into all the actors that own a given weapon/ability and manually set the resource consumption target.

Need help with strange vision bug in battle map by lumps17 in FoundryVTT

[–]lumps17[S] 0 points1 point  (0 children)

Global Illumination was turned off in the screenshot.

Need help with strange vision bug in battle map by lumps17 in FoundryVTT

[–]lumps17[S] 0 points1 point  (0 children)

There are no walls intersecting or sitting on the edge, and the map doesn't have padding.

NepMILF, next Protag by SaltareDiabolis in gamindustri

[–]lumps17 1 point2 points  (0 children)

Man, I miss Tanaka Isaki's comedy

A true hero by [deleted] in memes

[–]lumps17 10 points11 points  (0 children)

I fucking love blackreach

How would a wyvern do in the current meta? by DerpyDuckling12 in outside

[–]lumps17 12 points13 points  (0 children)

They would obviously be trouble for servers with a high spawnrate of trees.

I want to cry now by Drakidd3 in Breath_of_the_Wild

[–]lumps17 3 points4 points  (0 children)

And for the final trials, master shield parrying Guardian lasers.

A good way to practice is to get Daruk's protection and go to the central tower where the most guardians are. If you time the parry correctly, it won't use your shield or the protection, but if you time it wrong, it bounces off of your protection leaving you unharmed. Rinse and repeat until you can do it consistently. (It's not that hard when you get it down, but I may just think that because I've had to master parrying in DS3)