Tabletop Simulator

Tabletop Simulator

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Erik's D&D Tools - Cabin
   
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Type: Objects
Complexity: Low Complexity
Number of Players: 5
Assets: Rooms
File Size
Posted
Updated
279.418 KB
14 Apr, 2022 @ 1:16pm
21 Apr @ 7:40pm
9 Change Notes ( view )

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Erik's D&D Tools - Cabin

Description
What's This?
A decorated play space in which you can host a game. It is not scripted.

How Do I Use It?
  • Additively load this mod into any game
  • Alternatively, use this mod as a base for starting your game

Details
  • Latest version is 1.7
  • The object count is intended to be relatively low, for faster loading
  • The roof is omitted to allow the background image to imply environment in the story
  • The World Map can be customized with your campaign's map (viewed by holding Alt)
  • I don't host all assets for this mod; if you encounter broken links, leave a comment
  • Also feel free to leave other questions in the comments!

Attribution
  • Most assets are originally from Captain Cobop's Guild House mod

Thanks
…for checking out the mod. If you like it, give a thumbs-up!

Other Mods
Lets minis (and other battle objects) do things like fly, auto-scale, and highlight
Stores NPC attacks as presets, rolling and applying modifiers with one click
Manages playlists that all players can hear
Manages a tablet, sizing and placing it to be a tablet, table surface, poster, etc.
A decorated play space in which you can host a game (not scripted)
A streamlined dice-roller that automatically cleans up its dice
Controls weather effects (rain, snow, fog) across the table
Saves and loads marked objects in an encounter (similar to OneWorld)
A collection of encounters for use with the Encounter mod
A collection of enemy minis and initiative standees
Controls the environment (lighting, skybox) via one-click presets
Deletes objects dropped into it (good for non-promoted players)
Modifies an agent’s health (optional, requires the Agent mod)
Runs 5E-style initiative in a player-facing way
Implements house rules for inspiration and rest
A collection of AoE markers (works with the Agent module to auto-scale)
Stores text one a piece of paper (lockable, titled, supports multiple pages)
Moves / resizes all marked objects, good for modifying a scene to fit your table
Controls a GM screen via one-click presets
Controls global settings (table size, grid on table, hidden object visibility, etc.)
A table on which to play, including dice, dice trays, and portraits (not scripted)
Controls the image on the table via one-click presets
Updates all other mods listed here when they get scripting updates
11 Comments
Mr. Ugly  [author] 21 Apr @ 7:41pm 
Hey, Mariic! Indeed, there were several broken links (something appears to have happened with Pastebin). I think I got them all. Holler if you run into more problems!
Mr. Ugly  [author] 17 Apr, 2022 @ 6:54pm 
(P2)

The physics play area is set for my group: I got complaints when the area was as close as you mentioned (~0.25). The wider setting works for us because my players use first person (which can't see outside the cabin in the current configuration) as opposed to third person (which can). I figured it was easy enough (no scripting required) for other users to customize the distance to their own preferences.

And finally, the roof: its absence is intended, and unrelated to the camera. As mentioned in the description: "The roof is omitted to allow the background image to imply environment in the story." I found that worked well with my group. I'd understand if users preferred just to have a roof (as is the case in the Zombicide mod I built), but unfortunately I never built a roof for this cabin. So my apologies if you'd prefer it present; again, this is just my group's setup, and others' mileage may vary. I'm all for others customizing it to suit their needs. :)
Mr. Ugly  [author] 17 Apr, 2022 @ 6:53pm 
Hey, Baryonyx -- thanks for the feedback!

(P1)

I think the issue here is mostly one of audience and purpose. I assumed most potential users would want to customize their version of this cabin. That's why I didn't make the objects non-interactable (since, if I had, I believe the user would need Lua to re-enable interactability if they wanted to tweak any object's position, size, etc.). Of note, there's no locking script at work in this mod: objects are Locked and have Drag Selectable disabled (the latter of which prevents the gizmo tool from working with objects).

TLDR, this mod is (as far as I know) working as intended. That said, perhaps my assumptions about users' approach are off; I should either make the mod ready to use out of the box (by making objects non-interactable) or ready to customize (by making objects drag selectable), not somewhere in between. I'll err toward the former and make (most) objects non-interactable.
Baryonyx 17 Apr, 2022 @ 4:06pm 
(P2)

Also, when I press alt, I can see the background objects too. It can be annoying if you try to alt-view something at the edge of the table and see a big furniture instead. Import them as "board" type, this will prevent them showing up like that.

I suppose you did not add a ceiling for camera reasons. Though I would say you should instead raise the walls a bit and do put on one. Because even if players usually don't look up during gameplay, if they do, it immediately destroys the immersion if being in an actual game room. The tavern background does not remedy this.
Baryonyx 17 Apr, 2022 @ 4:06pm 
Not a bad game room, but I have a few remarks:

(P1)

Why bother making a room if you keep the play area large enough that you can move your camera outside? I recommend a play area setting of 0.25 for this room to prevent the camera escaping. You will still have enough freedom of movement around the table area where stuff happens.

You appear to have some sort of script running on the background objects because I can't seem to gizmo objects around, but weirdly I can still select and unlock objects, which is of course bad. An accidental press of L can mess up the entire room if the floor is removed. I recommend a better locking script.
Mr. Ugly  [author] 17 Apr, 2022 @ 10:43am 
: ) No problem!

I'm a little curious how you got into this state, as I can't repro locally. The initiative mod creates those two objects while running initiative, and cleans them up after the user clicks Stop. While running initiative, the bench isn't interactable, so it shouldn't be movable while those objects exist. After moving it, if the player runs initiative again, those objects are re-created and placed where they're supposed to be, relative to the bench.

At least, in theory. In testing, same thing for me, even when I tried saving and reloading in various states (running initiative vs. not). So anyhow, if you happen to know the sequence in which you tried various things, I can take a shot at fixing whatever the bug is. : )
TheAngryRogue 17 Apr, 2022 @ 4:51am 
Hey there. Yeah, looks like its something from the Initiative mod. Looks like those 2 things I mentioned aren't linking themselves to the little stand and not being moved when it is. I don't know enough about it to tweak it myself, so I'll leave it to you mate. Thank you for being such a stand up fellow and working with me to get this going!
Mr. Ugly  [author] 16 Apr, 2022 @ 5:00pm 
I did a couple more passes, letting some Lua scripts find any wayward objects. I've removed all I could find from both Cabin and Setup. I found no objects with "Turn" or "Round" in the title The Initiative mod, though, creates such objects, so if you have that loaded as well, then their presence in the game is likely working as intended.
TheAngryRogue 16 Apr, 2022 @ 4:14pm 
Edit 3: Found invisible objects "Round 1" "Turn 1" and 1 other. Edit 2: After continued testing there appear to be several of these around the table on Cabins and Setup. Edit: Object was found. A random invisible square causing collision. Unsure what it is supposed to be. Image of location: https://imgur.com/a/McR3mGT