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Foundry VTT - Add On: Levels

  Рет қаралды 1,789

ClayGolem

ClayGolem

Күн бұрын

Foundry VTT is a virtual tabletop programme that allows you to run RPG games digitally, and virtually.
We've had a play with creating our first adventure, using on the basic functions available. Now it's time to look at some Add Ons (mods) to improve our game-scape.
In this video we look at creating multi-level buildings with the Levels module by TheRipper93.
Wiki Page: wiki.theripper...

Пікірлер: 25
@vh4355
@vh4355 4 ай бұрын
Thank you for making a video on Levels. I took two stabs at it before (without reading any walk-throughs, of course) and came away frustrated. This was very helpful.
@MotherOfLotls
@MotherOfLotls 4 ай бұрын
Perfect Tutorial, I was testing this module with my first multilevel map und didn't understand how to do the stairs, THANK YOU!!! 💞
@clay_golem
@clay_golem 4 ай бұрын
No worries. Glad it was useful for you.
@martzgm
@martzgm 4 ай бұрын
Excellent tutorial as always, thanks for your awesome (and plentiful) contributions to the FoundryVTT community ClayGolem! 🙂 I have been using this Level module for quite some time (even before Mr. Ripper took it over), and it is really a life saver for me. Though I remember that original instructions called to offset levels by one, meaning that in the example you gave, the ground level would be "0 - 9", then the 1st floor would be "10 - 19", and so on. I believe that was to avoid potential confusion of elements being on two levels at the same time. Wonder why this has changed now?
@clay_golem
@clay_golem 4 ай бұрын
Oooh. I guess Ripper fixed an issue with it, or maybe it's the Foundry V11 that sorted the issue? Whatever the issue was, I didn't see any sign of it in this simple example.
@martzgm
@martzgm 4 ай бұрын
@@clay_golem Actually, looking at the updated interface of the Level panel, I see that Ripper had added that « place drawing as stairs » option, which is probably what was fixed as you mentioned Golem. In previous versions, as soon as you placed a drawing with Level turned on, it was assumed you wanted a stair element, and it was up to the user to modify that setting in that drawing element after the fact if you just wanted a « normal » drawing. So this is a better approach, as it is consistent with the way you place roofs as well. ☺️
@senorcakenice
@senorcakenice 4 ай бұрын
Nice! Just the other day I was thinking about wanting to learn more about this module! Oh, also for an alternative for this that its meant to be used to move between maps ala monks. there is a add on called staircase that is also very easy to use.
@clay_golem
@clay_golem 4 ай бұрын
Not come across Staircase yet. Will look it up :)
@vh4355
@vh4355 4 ай бұрын
'Stairways (Teleporter)' is the module (I had not come across it either), but it looks like a good one to look at. It is essentially a teleporter with start and end points. Thanks for the mention.
@martzgm
@martzgm 4 ай бұрын
@@vh4355 I believe Stairways is a module that would allow you to move from one area to another, laying them physically side by side on your scene (or one scene to another), whereas this Level module allows you to have everything on top of one another, like in a real-life situation (or like most TTRPG games). It is more of a personal preference, as the Stairways module definitely avoids potential « messing-up » of everything being piled on as in the Level approach; but for my own taste, I prefer the Level take while being careful not to mess things up. ☺️
@clay_golem
@clay_golem 4 ай бұрын
@@martzgm I think it's worth looking a Stairways, and then comparing both to see which we (you) like more for your own games.
@vh4355
@vh4355 4 ай бұрын
​@@martzgm I did check out Stairways (Teleporter) and it does have some limitations. If the Stairways module you mentioned is something different, would you mind posting where it can be found? I have been a little disatisfied with Levels handling of stairs and while Monk's Active Triggers does work, it is a bit more involved.
@zemphirherbor7617
@zemphirherbor7617 Ай бұрын
Thanks you !
@clay_golem
@clay_golem Ай бұрын
Looks like you had an issue, but managed to solve it?
@IanCroweModelling
@IanCroweModelling 4 ай бұрын
Just going to say, if I was one of your players you'd defo need to put the roof as a walkable layer, my characters don't leave home without 50ft of rope and a grapple hook...
@clay_golem
@clay_golem 4 ай бұрын
Haha. One of THOSE groups, right? Obviously you could make the roof an actual level here. Alternatively, you can manually set a token's height to 20 and they'd be able to be "on" the roof.
@Kirche00
@Kirche00 25 күн бұрын
Bit of video necromancy 😊. How do you install these maps. Id like to ise them as tiles on a module map for a player base. I'm abit lost but are these from Baileywiki?
@clay_golem
@clay_golem 25 күн бұрын
The Level's mod comes with a couple of examples to play with - the ones in this video are indeed Baileywiki, packaged with the mod. For Curse of Strahd I used the Aonbarr maps, and they're all the same size so they sit nicely over one another. Aside from the "ground floor", the others are indeed brought in as Tiles, 1 on each "level".
@clay_golem
@clay_golem 25 күн бұрын
If it helps, we built the Death House in this video: kzbin.info/www/bejne/iXa3cpWBjbCiqMUsi=MpSmZf6ALgCE_1ne Not detailed on Levels, but there's a bit of a re-cap, and using the Aonbarr maps as Tiles.
@Kirche00
@Kirche00 25 күн бұрын
@@clay_golem ah packaged with levels, thanks. The goal I have is to alter the battle map of the base with structures the PCs build, such as housing, fuel stills and defences.
@clay_golem
@clay_golem 25 күн бұрын
@Kirche00 Oh nice. So you can place them ready, but hide them, and reveal them as they get built? Can they choose where to build them, or is that sort of fixed?
@Kirche00
@Kirche00 25 күн бұрын
@@clay_golem upto them what they build and where they get placed. I plan to add them when they are built and removed / replace of they get destroyed. So the battle map will be a 'living document'. That's the theory anyway :)
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