Foundry VTT Module Tutorial: Multilevel Token Module

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  • čas přidán 11. 07. 2024
  • This is a nearly full walkthrough of the Multi-Level Token module as of Dec 4, 2020, and also some advanced things you can do by combining the Token Attacher module functionality.
    Pay attention to the time stamps and jump to whatever you need. This is a long tutorial for those who need the step-by-step.
    Multilevel Token Module (linked below) is a popular module developed by Grandfunk foundryvtt.com/community/gran...
    INTRO & SETUP
    00:00 Intro
    00:21 Demo of MLT capabilties
    03:45 Setup, prep and module rules
    05:37 Walkthrough of MLT settings
    06:16 Creating a permissioned journal entry
    07:06 Creating MLT-friendly drawing defaults
    STEP-BY-STEP CREATION
    08:25 Creating Projection Zones
    12:57 Creating Teleportation Zones using different methods
    28:19 Mixed Projection & Teleport Zones (the Hold)
    32:43 Deployable Teleporters using MLT + Token Attacher
    40:06 Mordenkainen Mansion Door
    To get any of the maps you saw in this tutorial, most of them are available for free from my Patreon ( / baileywiki , and Foundry users can get them in one click with my free map pack (foundryvtt.com/packages/baile...)
    Patreons get access to ALL of my Foundry content through a private "premium" module, which can be found here: / update-0-0-5-map-44077469 .
    MODULES USED:
    MultiLevel Token foundryvtt.com/packages/multi...
    Token Attacher foundryvtt.com/packages/token...
    Select Everywhere (for selecting journal entries) foundryvtt.com/packages/selec...
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Komentáře • 130

  • @iskevosi
    @iskevosi Před 3 lety +1

    This is a fantastic tutorial. I like the fact you experiment as you went so we could see what happens. Great stuff!!

  • @subatoistormborn5499
    @subatoistormborn5499 Před 3 lety +4

    This is the best person to get content from for Foundry. Incredible stuff

  • @TheKOzality
    @TheKOzality Před 3 lety +14

    Yes! Module specific tutorials are exactly what I was hoping to see. Thank you very much for putting this together and all the work you do to make DMs lives easier.

    • @Baileywiki
      @Baileywiki  Před 3 lety +2

      Happy to do it, and I'm glad it's helpful.

  • @CaptainCryoWind
    @CaptainCryoWind Před 2 lety

    Ah this is awesome! I'm so happy to see something so in depth like this. One thing that I found that was useful is make sure you have "Toggle Notes Display" turned to "On" within the Journals tab on the left. Otherwise the players won't be able to see the journal icons that allow them to teleport.

  • @MrFirsttodie
    @MrFirsttodie Před 3 lety +6

    I love the tutorial. You do not spend a lot of time beating a dead horse for each portion or spending to much time on any one thing. It's quick, simple, straight to point and effective.

  • @CopperDragonGames
    @CopperDragonGames Před 3 lety

    This is amazing. I've fiddled with Multilevel Tokens a bit, but this _really_ shows off the depth of what the add-on can do. Thank you for creating and posting this! I've only watched part of the video, but I'll definitely come back to finish later.

    • @Baileywiki
      @Baileywiki  Před 3 lety

      Ah good. I'm sure others can think of some seriously creative things once they have the basics.

  • @QuilexP
    @QuilexP Před 3 lety

    This is a fantastic tutor that is going to really up the maps of this new foundry user. Thanks

  • @cedricbret8145
    @cedricbret8145 Před 2 lety +1

    I really like your job. I discovered your tutorial recently with the one on Better Roofs/Levels/Wall Height. You explained it very well and in a way very efficient. Thanks for your hard work, you gain a new Patreon supporter ! :)

    • @Baileywiki
      @Baileywiki  Před 2 lety

      Oh fantastic! Welcome to my little community of artists, developers, storytellers, and tinkerers. So which one(s) are you?

  • @vincentvancamp9268
    @vincentvancamp9268 Před 3 lety +2

    Thanks for the great tutorial! Very clear and complete.

  • @carcollett
    @carcollett Před 3 lety +3

    I’m have been tinkering a bit with dungeondraft but am no where near your level of expertise. I stumbled upon your free mansion map on Reddit and wrote a quest just so I could use it lol. My players were blown away! I promptly subscribed to your patreon for more lol, and I have newfound excitement to mess around with dungeondraft for making my own maps again too. So thanks a bunch! Can’t wait to see what you come up with next!

    • @Baileywiki
      @Baileywiki  Před 3 lety +1

      Ah that brings me joy. Let me know who you are on my Discord. I look for inspiration from that community... especially the budding mappers. I have a whole town coming just catalyzed by a patreon asking how I would "reimagine" the Granary map he was working on.

  • @Walthanar
    @Walthanar Před 3 lety

    Very nice! I figured most of the stuff out by myself as the module is very intuitive, but you gave some nice ideas, I'll be sure to implement them as soon as possible (my players just learned teleportation circle LOL)

  • @hargert
    @hargert Před 3 lety

    Thank you for the great video. Glad I found you and will be subbing your patron as well. Love your maps and that you give the DD files. My players are going to flip out

    • @Baileywiki
      @Baileywiki  Před 3 lety

      Fantastic! Btw, I have a contest going on right now for my Patreon subscribers. I'm giving away a year of free subscription for anyone who wins. The objective is to design things to go into the Modular Town System. I'm actually giving away 2 free subs.

  • @DedalusRoot
    @DedalusRoot Před 3 lety +4

    Thanks for the video and the Tutorial, really appreciate the hard work poured into both the module and the video!
    That said, the fact that your audio seems to include random, recurring Slack notifications (e.g. 7:16) had me check all my windows multiple times :D :D :D

    • @Baileywiki
      @Baileywiki  Před 3 lety +1

      Yeah, sorry. It's all part of my journey to figure out this whole CZcams thing. You might notice all of my more recent videos I have learned that particular lesson.

    • @DedalusRoot
      @DedalusRoot Před 3 lety +1

      @@Baileywiki it's all good, you did a great job! 👍😁

  • @vampiregoat69
    @vampiregoat69 Před 2 lety

    I can't wait to buy this next month

    • @Baileywiki
      @Baileywiki  Před 2 lety

      I may it may not be making customizable book spines for Pyram's books now 😁

  • @SmartKittyCat16
    @SmartKittyCat16 Před 3 lety

    Thank you for the incredible work!

  • @roberttrifts2737
    @roberttrifts2737 Před 3 lety

    "All of this has happened before; all of this will happen again."
    No, not just an obscure Battlestar Galactrica reference. Something has really engaged me about Foundry and the people creating modules and working with them to do and achieve things in the community that were never intended by the software. This has happened before, and under VERY similar circumstances in 2002-2007.
    What we are seeing now with Foundry VTT is the same thing that happened with Neverwinter Nights 1 and its mod scene. It is *remarkably* similar. And given what the community went on to do? That is one of the greatest compliments that Atropos and various community creators can be paid. It's happening again. I'd never thought I'd see it happen again -- but it is. Right here, right now.

    • @Baileywiki
      @Baileywiki  Před 3 lety

      Indeed. The simple act of opening a platform to unbridled innovation is a beauty to behold.

  • @rftm
    @rftm Před 2 lety

    While I wouldn't use something as elaborate for my own games...this is pretty darn cool!

  • @sessione2
    @sessione2 Před rokem +1

    Great module, I like it quite a bit. I'm new to Foundry and I'm setting my first map right now, but one thing I can't make out is how to make the camera follow the PC's avatar like it does for you in the video. The auto teleport is great, but is the camera remains stuck in the original place, it's pretty useless. Could you share the technique?

  • @KillItAndBurnIt
    @KillItAndBurnIt Před 2 lety

    I hope this module is still maintained, it looks so cool!

    • @Baileywiki
      @Baileywiki  Před 2 lety +1

      It's been updated for 0.8 and still works like a champ. But other modules like Levels and Monk's Tiles and Stairways are starting to be good alternatives for similar functionality

    • @KillItAndBurnIt
      @KillItAndBurnIt Před 2 lety

      @@Baileywiki I've been watching a lot of videos on your channel, excited to try out Levels :D

    • @Baileywiki
      @Baileywiki  Před 2 lety

      Awesome. It's complex but worth it!

  • @maxpark1339
    @maxpark1339 Před 3 lety +1

    I never thought of using MLT module like this :0 Keep on making these awesome tutorials!
    Will the players' vision be automatically relocated to where their token are when they teleport?

    • @Baileywiki
      @Baileywiki  Před 3 lety

      Yes, players' cameras and vision follow them automatically. This tutorial uses the GM view which doesn't automatically change for obvious and useful reasons.

    • @bananenklops9738
      @bananenklops9738 Před rokem

      @@Baileywiki this doesn't work for me. If I'm logged in as a player, the camera doesn't follow if the token gets teleported. I first have to press wasd keys so the vision goes back to the token.

    • @Baileywiki
      @Baileywiki  Před rokem +1

      Alas, you're following a tutorial that is 2 years old. These days, I'd recommend you use Monks Active Tiles Triggers instead. I have a whole series on it.

    • @bananenklops9738
      @bananenklops9738 Před rokem

      @Baileywiki I already thought so. Right now I looking into levels, but I will also have a look at Monks Active Tiles Triggers. Thanks a Lot for your reply

    • @Baileywiki
      @Baileywiki  Před rokem

      Yep, Levels is great. But keep the map relatively simple or you'll quickly get to fighting with settings.

  • @eggmancorp
    @eggmancorp Před 3 lety +1

    Ah Foundry! I was confused asking myself how to do that on Roll20, lmao!

    • @Baileywiki
      @Baileywiki  Před 3 lety +1

      Yeah, R20 is just not equipped to do this kind of thing, unfortunately.

    • @Dwim
      @Dwim Před 3 lety

      @@Baileywiki You can do part of those things, like multi-level maps, automated stairs, but it requires scripts indeed that are not always easy to use. What I've not seen on roll20 yet, is the multilevel views and synchronized token copies.

    • @Baileywiki
      @Baileywiki  Před 3 lety

      Oh good to know!

  • @johnpartridge3885
    @johnpartridge3885 Před 2 lety

    Thank you very much for the tutorial, I've found myself returning back to it whenever I have questions about Multi-level. I noticed that the feature demonstrated at 1:16 did not get touched on during the tutorial and I haven't been able to figure out how to recreate the effect (wherein the player only sees the map note once they stand next to it). If I missed it in the video, would you be able to provide a timestamp, because I can't seem to spot it? And if it wasn't covered, would you be able to put me on the right path to recreating it (link to a tutorial, etc)? I greatly appreciate your help and I hope it's not too much of a bother

    • @Baileywiki
      @Baileywiki  Před 2 lety

      I believe it's in the module settings. Or at least it used to be. Have you checked in there yet?

  • @meinkanal60
    @meinkanal60 Před 3 lety

    Thank you for this great tutorial! With the cloning tool, only tokens will be duplicated, right? So you need the background map in your target area aswell...for example a tower from which looking down on the ground is made possible via MLT. Now my question is how you would set this up, because importing a map into foundry makes it kind of hard to work with multiple levels on the same scene. Would you make an empty map, big enough to hold all the different levels of that scene and add the pieces together in Foundry with the tile tool or would you glue the different levels together in gimp or ps beforehand?

    • @Baileywiki
      @Baileywiki  Před 3 lety +1

      Great question. You can approach it a few ways. If you install my free module, download the Galleon to see an example of multiple tiles layered together in one big map, each level sitting adjacent to another level. And then look at the Mansion for an example of a single flattened image, one image per map, and each map being its own level. What you WON'T do is try to put all levels on top of of each other in such a way that players would navigate between image layers. Foundry isn't built for that (although I have ideas for a module that could accomplish that some day!)

    • @meinkanal60
      @meinkanal60 Před 3 lety +1

      @@Baileywiki I wish i could code and help you with that module! Thank you for the reply, ill try implementing both methods in one scene!

  • @Tielc
    @Tielc Před 3 lety

    The Pin Cushion module allows you to use any png or svg for journal note icons

    • @Baileywiki
      @Baileywiki  Před 3 lety

      Indeed, it's great. But I can't pile on too many module dependencies for my maps, unfortunately.

  • @cujo9638
    @cujo9638 Před 3 lety

    @Baileywiki As for custom icons for notes, you can do it from the script level.
    canvas.notes.get(noteId).update({icons: 'path/to/icon'});
    noteId is an id of the placeable note, not journal entry.
    'path/to/icon' is just a path to anything that is available from User/Core data and it doesn't need to be an svg image, other formats works too. Only drawback is that you cannot create an "template" map note for reuse because after updating the map note via standard way (link changing the name/label) the icon is overridden to the one from select.

    • @RakeshPoluri
      @RakeshPoluri Před 3 lety

      There's a module called Pin Cushion that allows you to choose custom icons for map notes. I actually created a staircase png in the same style as the SVGs and am using it.

    • @Baileywiki
      @Baileywiki  Před 3 lety

      Yep, it's a great module.

  • @PhilWaller
    @PhilWaller Před 3 lety

    Thanks very much for sharing your maps & expertise with Foundry & Dungeondraft :-). I'm trying to get my head around multilevel structures + the Roof module... do you recommend having all levels in the same scene or separate ? I presume you are exporting maps from Dungeondraft & laying out in Photoshop or similar, I could not see a way of importing multiple maps into one scene in Foundry.

    • @Baileywiki
      @Baileywiki  Před 3 lety

      I tend to favor "single scene" layouts as long as it's 6 levels or less. And it's very common that I'll export each level individually and then combine them however I like in an image editor before importing them into VTT.
      I have a video on my process in my Patreon at the moment. Eventually I'll publish it here.

    • @PhilWaller
      @PhilWaller Před 3 lety +1

      @@Baileywiki Thanks for the feedback :-). So you are not exporting maps as universal VTT and instead adding walls/doors etc in foundry manually?

  • @aaronbotts1701
    @aaronbotts1701 Před 2 lety

    Took about 20 minutes of hitting my head against a wall, but you no longer have to hold shift and drag the map note out. Just placing the map note anywhere in the drawing is sufficient.

  • @MUCKADUC
    @MUCKADUC Před 2 lety

    So in the Galleon example, do you just have 4 copies of the map on the same layer?
    Sorry, I literally installed Foundry yesterday and was recommended Multilevel Tokens, so I'm trying to figure out the basics still.

    • @Baileywiki
      @Baileywiki  Před 2 lety

      I would recommend going with Levels module and putting each unique tile on top of each other. Check out my tutorials

  • @harrymoore1289
    @harrymoore1289 Před 2 lety

    @Baileywiki, how did you as a GM teleport to the different regions with your test token. When I do it, my test actor teleports, but my view remains until I manually switch.

    • @Baileywiki
      @Baileywiki  Před 2 lety

      The GM view doesn't switch automatically. By design.

  • @EricGurash
    @EricGurash Před 5 měsíci

    Is there a way to set this up to function for a central staircase that leads to multiple levels. So one trigger but giving the ability to choose which level to jumpt to?

    • @Baileywiki
      @Baileywiki  Před 5 měsíci

      Yes, but it's better to use either the Levels stair function to teleport in the same scene, or to use Monks Active Tiles to teleport between scenes.
      These have replaced the old Multilevel Token module, which doesn't even work anymore on recent Foundry versions.

  • @SmoothRide88
    @SmoothRide88 Před 3 lety

    Does the projection feature work with maps that are the background image or do you have to import the whole thing as a token?

    • @Baileywiki
      @Baileywiki  Před 3 lety

      It works independent of the map or map tiles. It's works on the Drawing layer.

  • @CraigSteinhoff
    @CraigSteinhoff Před 3 lety

    So in your first example it would nice if you could tie the teleport to opening doors

  • @Wolvenrain
    @Wolvenrain Před rokem

    This video has been very useful for me, but I'm having an issue. When I use a teleporter as a player, it does not move the camera. I made sure to be a player for this, I have two instances of foundry open and one of them is in the player view.
    I made sure to read every comment on this video but all that's been said is that this is how it should work for the GM. However, when I do this as a player it does not work either, it only moves the camera to them if they move AFTER being teleported, such as with the arrow keys. Even then, the camera pans to them rather than "teleporting" to them, which is not what I want either. Anything I'm doing wrong here?

    • @Wolvenrain
      @Wolvenrain Před rokem

      I'll also note that it does work from the player's perspective when teleporting to different scenes, but it does not adjust the player's camera automatically when teleporting to a different area in the same scene.

  • @pizzarune5
    @pizzarune5 Před 3 lety

    Heads up, if you make a timestamp for 0:00 in your description, then CZcams will create chapters on your video, making viewer navigation much easier. Just figured I'd teach you something, for everything you tought me with this video!

    • @Baileywiki
      @Baileywiki  Před 3 lety +1

      What kind of witchcraft are you trying to peddle here?! That sounds useful.

  • @wrath-2187
    @wrath-2187 Před 4 měsíci

    I have a battlemap i made that i want to turn into a multi-level token, except i dont understand the layout of this galleon. each level is from the top of the screen to the bottom with corresponding stairs and such, do i just make my players teleport between the levels with every level shown on screen like that? Also, the front and the back of the ship needs to be visible to the deck, and vice versa so a player can shoot at a boarding pirate or something while they are on the forecastle looking down at the weather deck, how does that work? I find the tutorial slightly confusing

    • @Baileywiki
      @Baileywiki  Před 4 měsíci +1

      This tutorial is years old and the module is no longer supported. Try the Levels module instead, which I have a lot of tutorials on.

    • @wrath-2187
      @wrath-2187 Před 4 měsíci

      @@Baileywiki thank you for taking the time to respond, i will check it out!

  • @sakuri88
    @sakuri88 Před rokem

    Not sure if this is the right place to ask but I'm experiencing a challenge when it comes to using multilevel tokens in combat. If a token moves between scenes it breaks their initiative from the combat tracker. Would anyone happen to know a solution for this if there is one?

    • @Baileywiki
      @Baileywiki  Před rokem +1

      The only solution I know of is to use Levels and consolidate to one scene.

  • @Resfelm
    @Resfelm Před 3 lety +1

    Very cool module but I have an issue. When I drag the journal entry onto the map, it is only visible when I am In the Journal Notes tool. As soon as I switch to anything else, like the drawing tool, it dissapears even for me as the GM. It is never visible to players even though I have set everyone as owner.

    • @Resfelm
      @Resfelm Před 3 lety

      Never mind, I am an idiot :P I had not set them to visible at all times.

    • @ibnormal71
      @ibnormal71 Před 2 lety

      @@Resfelm I did have them set to visible at all times and the same thing still happens to me.

  • @ikexxiv
    @ikexxiv Před 11 měsíci

    Has anyone else had issues with the mod with the v11.5 on ?

  • @pgv7165
    @pgv7165 Před rokem

    Hi, he never came around to explain how he made the journal entry appear when the player entered the region in 01:15 ish. For me they always see the journal entry on the map even when they are far away. Please help :(

    • @Baileywiki
      @Baileywiki  Před rokem +1

      Turn off the pin visibility toggle on the left. Or change the permissions for the journal entry that the pin connects to.

    • @pgv7165
      @pgv7165 Před rokem

      @@Baileywiki Ah, so thats how you did it :) thank you for your videos!

  • @Kudagraz
    @Kudagraz Před 2 lety

    Now that this is a year old, is there a way to change the journal icon to a stair or the same icon as a door?

    • @Baileywiki
      @Baileywiki  Před 2 lety

      I think you're still limited to what core foundry offers unless you use something like pincushion module. But I haven't used it for months and I'm not sure if it's working for version 9 or not

    • @Kudagraz
      @Kudagraz Před 2 lety

      @@Baileywiki Youre such a module wizard I'm surpised you didn't feature pin cushion in this video. The description reads: "Changes the dropdown of map pin icons into a filepicker so users can select any icons they like". That seems like exactly what we need. Last compatible version listed is 0.8.6.

    • @Baileywiki
      @Baileywiki  Před 2 lety

      Pin Cushion is fantastic. I just didn't want to push more module dependencies on people, but it is fully worth a mention.

  • @clanwolfbaba6978
    @clanwolfbaba6978 Před 2 lety

    How do you get many images in the same scene? You have like 4 images in the same scene.

    • @Baileywiki
      @Baileywiki  Před 2 lety

      What do you mean? They're just tiles.

    • @clanwolfbaba6978
      @clanwolfbaba6978 Před 2 lety

      @@Baileywiki I now know how tiles work but did not know when I was viewing this video.

  • @goblinovaboshka
    @goblinovaboshka Před 3 lety

    I noticed errors in the console that come out after moving the token. Here are their names Error: "Error: PF2E | StatusEffects | Could not get token with id:: ", "Uncaught (in promise) TypeError: Cannot read property 'flags' of undefined" tell me how they will affect the game? or you can ignore them.

    • @Baileywiki
      @Baileywiki  Před 3 lety

      Hard to tell from that error what's even happening. Looks game system related. But if you want to troubleshoot, you'll need to come by my Discord.

    • @goblinovaboshka
      @goblinovaboshka Před 3 lety +2

      @@Baileywiki let's move on, and if you need a screenshot of the full error, I can throw it in the discord

    • @goblinovaboshka
      @goblinovaboshka Před 3 lety

      @@Baileywiki only I would know your discord

    • @Baileywiki
      @Baileywiki  Před 3 lety

      Sorry! Here discord.gg/wgPbnfgJAJ

  • @massimiliano2197
    @massimiliano2197 Před 3 lety

    hello, is it also possible to insert audio tracks such as a door that creaks when you click it?

    • @Baileywiki
      @Baileywiki  Před 3 lety +1

      There are probably a few ways to do it. There is a module called Ambient Doors that lets actual doors create sounds when you interact with them. But to make it work with clicking a journal entry, it is probably best to do with a macro. MLT supports triggering macros when entering, leaving, or passing through a zone. So for example, you could trigger a macro upon leaving that sounds like steps going upstairs. Would be fun to try it!

    • @massimiliano2197
      @massimiliano2197 Před 3 lety

      @@Baileywiki thank you very much for the directions. Up to now I didn't know this program and I find it a really interesting project. I see many possibilities for expansion such as the introduction of certain sounds and I sincerely believe this can become a widely used instrument.

    • @Baileywiki
      @Baileywiki  Před 3 lety

      Agreed. You seem to have good instincts for "what's possible". Foundry is an open development environment and good for brains like yours.

    • @massimiliano2197
      @massimiliano2197 Před 3 lety

      @@Baileywiki Hello again,
      thanks for the compliments. Replacement :)
      I am an old D&D Master and would be happy to help you. I have a dozen ideas regarding your instrument. I would like to talk about it but my English is very basic and the best I can do about it is to rely on Google translate. Speaking of Audio on your instrument I would like to offer you two tips, but I don't think that talking about it publicly is a good idea. (I've noticed there is more and more competition around lately.)
      If my English written in this way is understandable I would like to ask you if I can use your email (or another contact) to let you read a brief description of these ideas

    • @Baileywiki
      @Baileywiki  Před 3 lety

      I always appreciate some sage advice. Best way to message me is through my Discord channel... discord.gg/DfufXKzw

  • @MLunenborg
    @MLunenborg Před 3 lety

    I'm very confused. I've done the steps you said how to install/activate, but I am not seeing any Multi Level Token options when drawing a line or anything like in your video.

    • @Baileywiki
      @Baileywiki  Před 3 lety

      Hmm, you're likely missing something really simple. If the module is installed and also activated in your world, then anytime you create a drawing, then click into the config screen for that drawing, you will see a new "Multilevel" tab. It's as reliable as gravity.
      Remember, there are no Multilevel tools or settings introduced to the main Foundry interface. It's all hidden INSIDE the data configuration screen tab for each individual drawing.

    • @MLunenborg
      @MLunenborg Před 3 lety

      @@Baileywiki
      I had posted some comments, but I found out Im a big dumb-dumb. =D I downloaded the old version, not the newest....... I guess, that's.... Welp... LOL.

    • @Baileywiki
      @Baileywiki  Před 3 lety +1

      That's how it goes. I can guarantee you're not the first to do it and you won't be the last. So good on you for posting the question and helping the next cohort of "dumb dumbs" 😊

    • @MLunenborg
      @MLunenborg Před 3 lety

      @@Baileywiki I mean, you're not wrong! :D

  • @MrGaryBarnett
    @MrGaryBarnett Před 3 lety

    for some reason when I leavel journals icons on the map, they just disappear

    • @MrGaryBarnett
      @MrGaryBarnett Před 3 lety

      oh, I forgot to make the scene active, derp

    • @MrGaryBarnett
      @MrGaryBarnett Před 3 lety

      actually, it's really weird, for a logged in player, he can see the journal entries on the map, but for the gamemaster, I can't see journal entries unless I click on the journal icon on the left side.

    • @Baileywiki
      @Baileywiki  Před 3 lety

      You should be able to toggle the journal entries on and off for your GM view, no? It's there in your journal later notes on the left.

  • @kenbaker3260
    @kenbaker3260 Před 3 lety

    What am I missing, the view is not moving with the token when teleported?

    • @Baileywiki
      @Baileywiki  Před 3 lety

      It only moved for the player. The GM must manually change their view. This is necessary so the GM doesn't get ripped out of a scene inadvertently.
      If you want to see what it looks like from a player's perspective, open an incognito browser window and join as a player. A GM must also be logged in for Teleports to work.

    • @kenbaker3260
      @kenbaker3260 Před 3 lety

      @@Baileywiki Thanks, I had worked that out, although I wasn't too sure, so awesome for confirming. Love the module btw.

    • @Baileywiki
      @Baileywiki  Před 3 lety

      Glad you like it!

    • @kenbaker3260
      @kenbaker3260 Před 3 lety

      @@Baileywiki I'm doing a ship as well. How would you handle the following: Player moves out from one of the castles onto the deck, and gets teleported to the level that shows the castle tops. (fore and aft). They can't then see any enemies still inside the castles? I have an archer who is bound to want to shoot enemies inside. Any ideas?

    • @Baileywiki
      @Baileywiki  Před 3 lety

      So you are laying out the various decks of the ship next to each other in the same scene? You can use Multilevel Token to project tokens around the map. Similar to how I did it in my Galleon map.
      If you are covering those castles with Roofs, you'll have to disable the roof to see NPCs inside the castles. No other way around it.

  • @p00tis
    @p00tis Před 3 lety

    Photoshop for those beautiful maps?

    • @Baileywiki
      @Baileywiki  Před 3 lety +1

      No Photoshop at all. Just Dungeondraft.

    • @p00tis
      @p00tis Před 3 lety

      @@Baileywiki By chance do you have a video on the assets you use?

    • @Baileywiki
      @Baileywiki  Před 3 lety +1

      I link to my main assets in the video description. Really Forgotten Adventures is 95% of what I use. Is there something you're looking for in the way of a video?

    • @p00tis
      @p00tis Před 3 lety +1

      @@Baileywiki I'm just in awe at how you managed to get a more "gritty" look to your maps. Lighting helps I get that, but honestly you've moved away from the vanilla "cartoony" look of dungeon draft.
      To answer your question, keep doing what you're doing. I'll probably hit you up on discord or whatever channels you use and compare some notes. So glad I found your channel. Subbed!

    • @Baileywiki
      @Baileywiki  Před 3 lety

      Awesome. Always like collaberating with mappers who dig the vibe I'm going for