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imaginaerum1
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  • Hey, sorry I didn't respond earlier. I just now checked back in to see if anything had changed. Yes, Gruffydd's Signs and Posters and Gruffydd's Signs of the Times are my two mods.
  • Damn. And I thought things were bad when I left. Any moment now, an evil cleric is going to wander by, see the Foundry, and try to animate it to use as a minion. If you get tired of the infinite wait for the dead to rise, and happen to have Fallout 4, I've made a mod with a bunch of signs and posters that you can use for…
  • This is pretty much the end for me here. I've moved on to greener pastures, that aren't infected with virulent plague, covered in rocks, periodically flooded, and owned by people who just don't care about the condition of their pastures. Specifically, I've started modding Fallout4 over at Nexus Mods. Feel free to look me…
  • You don't have to rely on them to ignore the chest. Put it behind something (invisible wall?) that doesn't go away until the final dialog prompt is reached.
  • If you're building a multi-level area out of details, I highly recommend starting from the bottom and working your way up. Because of the way the camera moves in Foundry, if you start at the top and work down, you'll have a hard time viewing some things from some angles. It also prevents you getting to the bottom,…
  • I actually did have them all 4' off the ground, as I learned that lesson back when I was making my first quest, and tried to path through some cave openings. Unfortunately, it still wasn't working right. Then I published, and tested in live play. The patrols worked much better. Apparently, as with so many other things,…
  • Not that I'm aware of, and I've gone digging through looking for such things. Unfortunately, as far as I'm aware the only ways to get text are Marker+Objective and Negative Trigger+Interact. -- @Gruffydd
  • Endless threads on this very subject - what Foundry should have and doesn't. We've never seen anything (to my knowledge) added as a result of those threads.
  • Did we get new assets in the last seven months? The last ones I remember were a few from the Tyranny of Dragons. Since then, as far as I'm aware it's been pretty much nothing (except new bugs).
  • 1) Costume limit is (if I remember right) 50. It's not listed in the budgets. 2) The only way I know of other than objective+area marker to get text on the screen requires an interaction. Here's how it works: * Create an object. I usually call mine "Negative Trigger". This object will never actually be loaded into play.…
  • Be aware, copying and pasting usually (possibly always) resets the Y-axis. So, if you're copying and pasting a group of objects that are not at 0-Y, you'll need to go in and reset the Y values. This differs from Duplicate, where it keeps the Y and the Z, and offsets the X. Unfortunately, you can't Duplicate multiple items,…
  • Good timing. I'm adding the last touches to my current quest, and one of the few things I had left to go was sound/music. Now if I can just resolve the problem with patrols trying to go through the wrong door....
  • A) Make the actual quest-ending objective an object interact or waypoint. Use dialog and components (rather than objectives) to split the story and guide the player(s) through the quest, with both forks ending at the same spot, where, regardless of which path they chose, they still interact with the same object or reach…
  • I'm not sure what's so "urgent" about this poll. Anyone who is still here after the determined and continuous ignoring of Foundry and its authors is a hard-core author. We're here because we want to tell D&D stories that others can play through and enjoy, and this is one of the only places we can do it. We're still here…
  • It's true, though. Many a time, when customizing a premade map, I've had to overlap details solely to cover gaps or hide floating plants (that aren't supposed to float), or block off where two details don't align properly... and don't get me started on the why-the-hell-is-that-here invisible walls they scatter around. Some…
  • Given the game structure, I assume you mean an out-of-game guild? There was one called "Scribes Enclave", but it suddenly disappeared. :( I'm not aware of any others, but if someone else is, or if SE moved and I just never heard, I'd like to know.
  • That flicker that maegmaag referred to is (if I'm guessing right, as I have not actually run the quest) what I call "overlap flicker". When you have two objects in the exact same spot, it can't decide which one is on top, and it flickers. An easy solution to this is to select one of the two overlapping objects, and adjust…
  • You don't. We're not allowed to add loot (or skill nodes, or shopkeepers, or...) to foundry quests. You can set up a chest to load a quest item that can be used elsewhere in the quest, but it has no game mechanical effects outside of foundry.
  • The only ways that I know of to have text appear on-screen (like system alerts do, not as dialog), is either by reaching a waypoint objective (objectives only, does not work with components), or by attempting to interact with a component and failing (I use this second technique a lot). I am not aware of any way to make it…
  • Unfortunately, deleting a door promptly moves the paths to a different door (also not the one I want), then re-placing the door maps it back to the original incorrect one. Removing the door I want and moving the door I don't want to where I do want it also doesn't help, as it promptly re-maps it elsewhere. Walls aren't an…
  • Hey, devs... could you please either 1) actually do some of the things that have been suggested in this thread, or 2) admit that you don't care what we think, that this thread is only here to make us think there's hope when there isn't, and close the thread? Personally, I'd prefer option 1, but option 2 seems to be the…
  • I forgot I'd posted that how-to. :) I use it a lot, especially with invisible cylinders that have been set to visible only with the negative trigger item, then reversed on visibility. This makes it always there, but with no collision, so you can walk right through it and still interact. Since it's an invisible object, it…
  • So... here we are, with Foundry finally back up. Any chance of getting some new featured quests? Please consider featuring my "T1: The Village of Hommlet" quest, NW-DBDB7A38M. Thanks. -- @Gruffydd
  • So, what happened? There were three new featured quests (finally!)... then nothing... then one featured quest that was filled with construction errors, both in the text and the graphics. Please, feature three new quests on a regular basis (every two weeks at maximum). With absolutely no support to the rest of Foundry,…
  • I submitted this one a few months ago. "T1: The Village of Hommlet", an as-complete-as-possible adaptation of the classic AD&D module. Leave some time to poke into all of the corners if you want to experience it all, as there are mini-quests, interacting dialogs, and lots of lore in the first part (the village).
  • I absolutely 100% agree. If they want a game with serious longevity and amazing content, they couldn't do better than focusing on Foundry. Give the authors all the tools they need to make the content, including pvp maps. Add a viable reward system. Improve the search tool. Actively weed out the exploits and farms. Do that,…
  • D&D is all about the play. Story, character interaction, having fun with your friends. Treasure is not the goal. If treasure is the goal in your games, odds are your group never got out of the Monty Haul phase.
  • It's not the fight that makes it a grind. It's doing the same thing over and over. Sure, the tactics will change, but the map's the same, and all you're doing is fighting. That to me is what makes the pvp a grind. Add in to that the exploiting and fotms and broken matchmaking, and you end up with me entirely avoiding pvp.…
  • I do pretty much the exact same thing, but I put "..." instead of "." because it's the usual designation for "nothing is said". The great thing about using the dialog ender that way is that, if you set the contact being spoken to as vanishing at that dialog prompt, it will end the dialog at that time, so if you're spawning…
  • This is normal functionality for the Foundry. If you want an object to be your map transfer, you must not set it as interactable, because once it is interacted with, it's done. As far as I know, what you're wanting to do can't be done. If you find a way to make it work, please let us know.