Recently came across your videos and I must say they're great, really informative and detailed. I haven't upgraded to V12 yet but i'm getting more excited by the prospect! Alas, I will wait a little longer just for the Animations from CPR etc to be sorted. Please do keep doing what you're doing, really fantastic work with the explanations.
Tried out Tactical Grid tonight in my game. I find that it really slowed down my game with lag. I like it. it has a lot that I want, but it is very heavy.
Oh. That's a shame. I didn't see that myself, but I haven't run it actually in-game with players yet. Useful to be aware of, so thank you for the info.
Love your videos, very helpful! I think towards the latter part of the video the reason you weren't seeing the grid was because you had selected "combat only" in your settings?
There was an actual bug with it. I reported to the mod developer and they fixed it within 24 hours! I tested it afterwards and all works correctly now 😃
Looks very useful. Does the distance from start/distance to objective work with wasd moves ? Just wondering wether monks tile riggers go off when dragging / using waypoints?
@@clay_golem cheers that's a shame. I hope MATT gets updated soon. That said I need to wait for Twilight 2000, Mythras and one ring to get updated :). I think you should start a Twilight 2000 game and RUclips the set up ( not for selfish reasons you understand ;) )
Thanks for checking this out! It looks great, I'm excited to add it to my list. I will say I dont think that error was right? The error was Red, so the Console should show a Red Error but the errors you were looking at were Yellow, which are Warnings not breaking Errors. You didn't really show the Ranged weapon part- if you mouse over your ranged attacks it shows the range for the weapons/spells!
@@clay_golem I think the actual error was further up the list because the errors listed looked like they were from other mods that need basic updates. They all loaded in around the same time so you would have needed to scroll up more till you found the associated error. Either way I'm sure it will be fixed soon.
@@SageSaga25 You're probably right there. I didn't look that hard, knowing there's NO WAY I could fix it 😄 And I was thrown when the grid suddenly stopped working after it was all fine.
Heyo. I could have sworn this module allowed for players to click spots on the canvas and get distance data about those locations.. but now I can't find the setting and it's not in the video.. Do you have any idea what module does this?
A lot of the Ruler tools were made redundant when V12 hit. Things like Drag Ruler stopped functioning entirely, so I suspect the feature you're thinking of is no longer in the mod. However, the V12 default ruler will allow you to click any spot and measure to any other spot.
This one looks really promising, getting rid of grid might give players more freedom since I feel they tend to be stuck in the whole "action, bonus action, move x squares" and forget about being creative while playing. My only concern is how it deals with templates for spells (and opportunity attacks in case of gambit's premades), since they seem to be tied to the grid, did you test combat with spells?
No, didn't test with spells - spell templates are not quite working right now, and obviously there's no Gambit's in V12 yet for the AoO. However, I don't foresee any issues - the grid is still there in Foundry, it's just hidden, so Spells and AoO would still be able to use it without issue.
@@clay_golem Nice knowing that, I imagined that the grid might be hidden but wasnt sure. I'll hold off the V12 update for now, but it seems really promising. Lastly, your content is amazing! I've been using foundry for 2~3 months and learned a lot here, thanks!
@@clay_golem OH, I'm running a lot of stuff! The whole automation stuff with MidiQOL, DFreds, Ripper's free stuff, Monk's, map packs, audio packs and a whole bunch of minor improvements. I'm currently at 97 active modules and 30+ inactive that use for prepping or testing. I should probably dial it down a bit xD
I am having the same problem with the grid not show in the scene and I am using version 11 of Foundry. EDIT: OK just after I wrote this I was messing with it and discovered that the grid opacity needs to be turned up on the scene setting itself. Tactical Grid seems to disable the grid and uses the opacity for it in the scene setting.
And no... That's not the issue I'm seeing. Shame. I have reported my issue, with the correct Console logs, so hopefully will get an answer. But thanks for the suggestion.
Was this referring to one of the maps? It's a huge scale and is indeed a bit blurry - one of the first maps I made myself, and while it's a good map, it quality isn't great.
Recently came across your videos and I must say they're great, really informative and detailed. I haven't upgraded to V12 yet but i'm getting more excited by the prospect! Alas, I will wait a little longer just for the Animations from CPR etc to be sorted. Please do keep doing what you're doing, really fantastic work with the explanations.
Thank you. And yes, I wouldn't update to V12 just yet... Unless you run a very mod-light game.
@@clay_golem thanks - just what i wanted to know :)
Tried out Tactical Grid tonight in my game. I find that it really slowed down my game with lag. I like it. it has a lot that I want, but it is very heavy.
Oh. That's a shame. I didn't see that myself, but I haven't run it actually in-game with players yet. Useful to be aware of, so thank you for the info.
Love your videos, very helpful! I think towards the latter part of the video the reason you weren't seeing the grid was because you had selected "combat only" in your settings?
There was an actual bug with it. I reported to the mod developer and they fixed it within 24 hours! I tested it afterwards and all works correctly now 😃
Looks very useful. Does the distance from start/distance to objective work with wasd moves ? Just wondering wether monks tile riggers go off when dragging / using waypoints?
Nope, does not work for WASD movement, only drag.
MATT trigger if you set it to Token Enter, yes.
I miss MATTs.
@@clay_golem cheers that's a shame. I hope MATT gets updated soon. That said I need to wait for Twilight 2000, Mythras and one ring to get updated :). I think you should start a Twilight 2000 game and RUclips the set up ( not for selfish reasons you understand ;) )
@@Kirche00 I've never played Twilight2000. So I'd probably be a terrible person to do any kind of guides on setting it up.
@@clay_golem I may not have been entirely serious ;) tbh I expected a more 'definite' no 😅
@@Kirche00 It was a polite, but definite 'no' 😉
Thanks for checking this out! It looks great, I'm excited to add it to my list.
I will say I dont think that error was right? The error was Red, so the Console should show a Red Error but the errors you were looking at were Yellow, which are Warnings not breaking Errors.
You didn't really show the Ranged weapon part- if you mouse over your ranged attacks it shows the range for the weapons/spells!
Yeah, bit odd. It clearly has a bit of a problem, as the gid stopped showing.
@@clay_golem I think the actual error was further up the list because the errors listed looked like they were from other mods that need basic updates. They all loaded in around the same time so you would have needed to scroll up more till you found the associated error. Either way I'm sure it will be fixed soon.
@@SageSaga25 You're probably right there. I didn't look that hard, knowing there's NO WAY I could fix it 😄
And I was thrown when the grid suddenly stopped working after it was all fine.
Hi Claygolem.
This is a nice mod :)
Heyo. I could have sworn this module allowed for players to click spots on the canvas and get distance data about those locations.. but now I can't find the setting and it's not in the video.. Do you have any idea what module does this?
A lot of the Ruler tools were made redundant when V12 hit. Things like Drag Ruler stopped functioning entirely, so I suspect the feature you're thinking of is no longer in the mod.
However, the V12 default ruler will allow you to click any spot and measure to any other spot.
This one looks really promising, getting rid of grid might give players more freedom since I feel they tend to be stuck in the whole "action, bonus action, move x squares" and forget about being creative while playing. My only concern is how it deals with templates for spells (and opportunity attacks in case of gambit's premades), since they seem to be tied to the grid, did you test combat with spells?
No, didn't test with spells - spell templates are not quite working right now, and obviously there's no Gambit's in V12 yet for the AoO.
However, I don't foresee any issues - the grid is still there in Foundry, it's just hidden, so Spells and AoO would still be able to use it without issue.
@@clay_golem Nice knowing that, I imagined that the grid might be hidden but wasnt sure. I'll hold off the V12 update for now, but it seems really promising. Lastly, your content is amazing! I've been using foundry for 2~3 months and learned a lot here, thanks!
@@iJoao-H Thanks. And yes, hold off on V12 for now. To core is great, but those missing mods are painful.
What mods are you currently running, if any?
@@clay_golem OH, I'm running a lot of stuff! The whole automation stuff with MidiQOL, DFreds, Ripper's free stuff, Monk's, map packs, audio packs and a whole bunch of minor improvements. I'm currently at 97 active modules and 30+ inactive that use for prepping or testing. I should probably dial it down a bit xD
@@iJoao-H Haha. That is quite a lot, but as long as it doesn't impede performance for you or your players, go for it.
I am having the same problem with the grid not show in the scene and I am using version 11 of Foundry.
EDIT: OK just after I wrote this I was messing with it and discovered that the grid opacity needs to be turned up on the scene setting itself. Tactical Grid seems to disable the grid and uses the opacity for it in the scene setting.
Oh. I never thought to check that! I'll take a look, and if that is indeed the issue, it would be amazing!
And no... That's not the issue I'm seeing. Shame. I have reported my issue, with the correct Console logs, so hopefully will get an answer. But thanks for the suggestion.
Your image is very blurry that's all everything else is OK.
Not at all. Check your Yt quality settings
Was this referring to one of the maps? It's a huge scale and is indeed a bit blurry - one of the first maps I made myself, and while it's a good map, it quality isn't great.