Tabletop Simulator

Tabletop Simulator

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Gloomhaven - Campaign Manager
   
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12 Jul, 2020 @ 5:10am
7 May, 2021 @ 1:59am
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Gloomhaven - Campaign Manager

Description
What is this and what does it do?

This is an extension component for the Gloomhaven - Fantasy Setup Mod. It lets you create save files from your current Gloomhaven campaign progress. Those save files can then be used to automatically setup your campaign in a fresh Gloomhaven game.
You may wonder: "What the heck? Doesn't have TTS already have a save feature anyway?". Sure thing, but the problem with campaign games like Gloomhaven is, that when you create such a save, you also "freeze" the mod version of your game. Sp when the mod updates with bug fixes or new features, your TTS save won't get those updates (this is just how TTS works). You'd have to recreate the whole campaign from scratch in a new game. And that's exactly where this mod tries to help you. :-)

The save file it creates is independent of TTS, which means it contains only information relevant for Gloomhaven itself. Like the unlocked scenarios, the classes of your characters, their items, perks and so on (the curious reader can see an example of such a file here[github.com]). When loading this save file via this mod, it "knows" what to do to translate that information into the Gloomhaven Fantasy Setup Mod. E.g. it pulls out the character boxes, places the scenario stickers, adjusts the attack modifier deck according to perks, etc.. Just like you would do by hand. So in the end, this lets you update your mod version in a heartbeat, so you can get all those cool new features without wasting hours in recreating your save file. :-)

You can also use the created save file to transfer between different Gloomhaven mods. For example the Gloomhaven Enhanced mod supports importing a creating save file and also produces save file you can then again use for the Fantasy Setup mod.

Note about supported mod versions
This mod should work for both the v1 and v2 version of the Gloomhaven Mod. However it might be the case, that some older versions are not fully working, because I couldn't test them. You can't get an older version of a workshop item on Steam, so I could only tests with saves I have or other users thankfully provided. If you're using a version that doesn't fully work, please let me know! You can share your TTS save file and I will take a look and make that work, too.
I also haven't tested with the 5-player mod, yet. So that one might also not fully work.


How to use

Checkout the Guide[github.com] to see how it works and what the requirements are. Or watch the attached video (if you can withstand a horrible German accent).


Having trouble?
Please post an answer in the Bug Reports topic in the discussions section. Or directly create an issue on GitHub[github.com].


Feature Requests/Contributions
The whole script code can be found on Github[github.com]. Pull-Request for fixes, enhancements and new features are always welcome. :-)

If you're missing a feature or like some behaviour to change, either create an issue on GitHub, or write into the Feature Request thread on the message board.


Credits and Thanks
  • Thanks to Kijan and GabrielM for providing the fantastic Gloomhaven Mod.
  • Thanks to Seferan for great contributions and providing his own setup script which helped to kickstart this mod a lot.
  • Thanks to Benjamin Dobell for the ge_tts library[github.com] and Luanalysis IDE[github.com]. Without those things, making this mod would've been horribly slow and error prone.
Popular Discussions View All (2)
106
14 Nov, 2021 @ 5:47pm
PINNED: Bug Reports
Sebästschjin
3
17 Oct, 2020 @ 3:01pm
PINNED: Feature Requests
Sebästschjin
39 Comments
Liyarin 24 Jun, 2021 @ 6:54am 
Ooh, I didn't realize that it uses snap points for it. We did indeed change those snap points very early on because they used to be non-directional and my group just tends to prefer directional ones. I completely forgot that we did that.

Thanks for going through the trouble for me. The rift events deck is pretty much untouched anyway, it was only there because the fantasy table had no place in the belt for them.

Side note: After I imported, there were so many characters, that some of the character boxes went flying all over, might want to look into that xD But everything seems to work fine
Sebästschjin  [author] 24 Jun, 2021 @ 6:18am 
@Liyarin
It seems that in your save the snap points that where attached to the deck mats where destroyed and replaced with ones that are only attached to the global table, but not the mat. Thus the campaign manager couldn't find different stuff it needed to work (like the event and quest deck). Not sure, if this was intentional, but this currently breaks the Campaign Manager as it relies on certain things on the table.

I did trick the Campaign Manager a bit, to make it work for your save and created it for you. You can find it here:
https://gist.github.com/Sebaestschjin/6c3219545696d64472ebb946482943ed
Copy that and create a Notebook called Savefile within Gloomhaven Enhanced. Paste the content and then hit the load button on the Campaign Manager there. This then imports your save.

Note that Rift Events currently are supported though. This deck has to be recreated there.
Liyarin 23 Jun, 2021 @ 6:57pm 
Ah okay, I had removed the book from there actually, and I still got the error, but it only happened after I added 9 characters, which apparently is the limit... A little warning about that limit would be nice.

However, I got another error again, same save file, after repacking all 15 characters, I got:
chunk_3(6527,12-77): attempt to index a nil value
Sebästschjin  [author] 23 Jun, 2021 @ 11:37am 
@Liyarin
The reason is the place of your rule book. When packing up a character, the CM tries to find a free spot beneath the Party Sheet where it then places it. Since the whole area is already occupied, it can't find a spot. I'll rework that in the next release so that the error is at least clear or use another place. In the meantime you can move the rulebook somewhere else and try again.
Liyarin 23 Jun, 2021 @ 9:18am 
I'm having a similar issue to Wicked_Suspenders...

When trying to repack some of the characters, a similar error appears:
[...] chunk_3(746,31-36): cannot convert a void to a clr type UnityEngine.Vector3

Here is one of my saves, there are classes that I haven't "cleaned" yet, but the ones on the board should be clean and seem to cause that error:
https://drive.google.com/file/d/15hifWUceVZXThpnMG6Y9AYUsPxQRrQ9Z/view?usp=sharing
Mercolt 20 May, 2021 @ 12:48pm 
Йоу, это очень крутая штука. :steamthumbsup:
Sebästschjin  [author] 7 May, 2021 @ 2:07am 
@Wicked_Suspenders
Could you try with the latest version? It should be fixed now thanks to DblTapThat.
DblTapThat 3 May, 2021 @ 2:58pm 
Sorry, had to log in to the PC.
The error comes from it failing to log a message to the console when adding a modifier card.
I would hazard a guess that its the 3rd perk on the Red Guard, as I may have got that one wrong when providing the JOTL data for the mod. (I also got 2 of the box guids the wrong way round, yikes)
@Sebästschjin I've just sent you a patch with the fixes
DblTapThat 3 May, 2021 @ 2:47pm 
I know what this is
Sebästschjin  [author] 2 May, 2021 @ 10:38pm 
Please upload your TTS save file somewhere so I can take a look. Otherwise it's hard to see what's wrong as the error messages alone are too generic. Being far into the campaign shouldn't be a problem. But maybe I forgot to include something (probably the envelope content) which might raise those errors.