Tabletop Simulator

Tabletop Simulator

Erik's D&D Tools - Version
General feedback!
Overall I love these mods and I'll be including a bunch of them on my personal game table, and linking to them from my main tools workshop. You've provided a lot of ideas for me to work with on the DND Mini Injector especially.

Feedback given per-tool since that should be most helpful.

Version
  • I noticed when doing an update with the 'version' workshop that all current 'agent' minis got their instances nuked. Is this intended? Shouldn't they just get updated?
    EDIT 4-18: Looks like it was only a visibility reset, not all settings.

Agent
  • You don't need to use onSave at all. You can avoid framerate drops caused by OnSave with many objects/minis present on the table by just setting the object.script_state directly whenever a variable changes. This is something I fixed relatively recently in my minis.
  • I like the new shading on the movement token. I have some other new things planned for that movement token so i'll include this look with those when that comes.
  • I like your lift height flight feature, definitely absorbing that.
  • I see you modified the grid scale matching to happen every frame, have you noticed any performance issues with this when a lot of minis are present? I realize you're only calling setScale when the value is different, but there is still pre-processing happening.
  • Your sub-menus are nice, definitely absorbing that. Especially since I didn't realize the TTS menus could take UTF characters. Nice touch.
  • I love the mouseover interaction with the UI bars, and being able to add UI bars on the fly.
  • I like that the minis UI edit fields and menus reset after a certain period of time.
  • I want to get mini UIs to work from both sides, so upvoting this on TTS's nolt tracker would be appreciated: https://tabletopsimulator.nolt.io/11

Attack
  • Having this available for NPCs is great, especially when a lot of different ones are present on the table.
  • I'll probably end up modding this to automate the scripted dice roller in my DM zone since watching the rocks fall is a spectacle and I have a dedicated dice camera for my players.
  • There should definitely be a confirmation before all the settings get nuked when pressing clear. Double-click like the other deletions should be sufficient.

Audio
  • Fantastic, just perfect. I don't generally use the in-game audio controller but that might change with this.

Browser
  • Because the tablets do not sync between people other than URL I haven't found much use for them when running games. What do you use the tablets for when you run your games?

Dice Roller
  • For this one I think i'll be sticking with the one in DnD Tools, likely with integration from your 'Attack' mod. Being able to roll advantage/disadvantage, adding modifiers, removing dice with right click, and deciding when the roll executes instead of just when you stop adding dice are really nice things to have.

Effects
  • Sublime, truly. Wonderful work. Would it be possible to add clouds to this? Low, medium, and high level clouds, different vertical heights. There is a cloud-spawning object on my ready-made d&d table that could be incorporated.

Encounter
  • It does not work with semilocked/locked physics settings unless you're really quick on the load button, only works with full physics. That's because on the other physics settings the onCollisionExit event gets fired shortly after a bag touches the panel and the physics settle so it removes the bag from the processing queue, causing 'Nothing to load' when clicking the load button. Otherwise it's neat, basically an alternate version of the old SkyTools mod, the predecessor to OneWorld. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=780895844

Environment
  • Fantastic to get background changes that go with lighting changes. I'm personally planning to make a token that allows saving of light and background information with maps, so when they are built it pulls up a specific lighting config and when destroyed reverts back to what it was beforehand.
  • Unfortunately scripted lighting doesn't always work, in fact it's pretty bad. Most of the time players are unable to see lighting changes until you use the in-game lighting window to slightly nudge the settings and then players get the updates. It's a spotty bug, not always there. This bug has been on TTS's nolt tracker for a long time, upvoting it would be appreciated: https://tabletopsimulator.nolt.io/1085

Graveyard

Health
  • I like this concept. Basically a panel for players to control the health on their specific minis from the comfort of their zone without needing to zoom. I'll be absorbing this for the DND Mini Injector.

Initiative
  • This honestly seems very cumbersome, at least compared to the other tools you've included here. Setting it up requires a lot of manual steps that I don't think would be enticing to people.
  • The initiative tracker standees appear to load their scripts too quickly when exiting the infinite bag. This leads to the standees physics glitching a ton on the bag itself instead of waiting at least a few frames for you to finish lifting them out of the bag.

Inspiration
  • Excellent. I like the inspiration orbs rules, might use that in a future game. My current game is set in New Vegas so we're using 'cardspiration', where you draw a card from a standard deck and add the number on the card to your roll, face cards are 10, and ace is auto-crit.

Markers

Paper
  • Perfect. Better ways to give out notes are always good.

Scene
  • Dangit man, I just put together a quick and dirty mod that lets people do this and a week later you deliver this beauty lol. My version: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2791328536
  • One problem with Scene is that you can't rotate in increments smaller than 90 degrees. Adding that would be great. The code for doing so is very simple and you can get it from my Map Transformer.
  • One thing I would suggest adding to this mod is for the 'stage all' functionality to ignore OneWorld objects. Anything with OW_ or SBx_ in their name or description. There is code for that in the Map Transformer. This ignoring is nice since you can just additive load workshop maps and then manipulate/pack them quickly.
Last edited by ColColonCleaner; 18 Apr, 2022 @ 6:47am
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Mr. Ugly  [developer] 5 May, 2022 @ 9:24pm 
Great stuff, Colonel! Sorry for the delay -- lots of stuff going on IRL -- but I wanted to say, this is killer feedback. Some notes up front:
  • It seems I was pretty woefully clueless about existing mods when I started cobbling mine together, years ago. So there are several instances where I probably...shouldn't have bothered. Any overlap is likely due to ignorance on my part, not disdain for the excellent work of others (you included).
  • I'm not sure how much I'll be supporting these mods going forward, but I figured I'd try to take care of some smaller changes as time allows.
  • In case it wasn't clear, certainly feel free to adapt / extend / rewrite anything you like.

Version
  • This sounds...troubling. The Version module shouldn't be messing with agents at all. I wasn't clear on what you meant by visibility. Do you have any details?

Agent
  • I hadn't run into too many onSave performance problems, but even so, this change from onSave to modifying script_state directly seems like a general paradigm shift I should implement on, like, ALL the mods. I'm not sure I have the time to take another pass, but if so, that's a great call.
  • The resizing for grid changes: I didn't actually get that code from the Mini Injector -- I'd found (and modified) something similar before I encountered an injected mini. And the every-frame approach means that all agents are immediatley responsive to grid changes (since, unfortunately, there's callback for grid changes, at least that I could find). That said, that responsiveness is hardly necessary, since grid size changes are, realistically, rare. Does the Mini Injector just use a timer to update on some set interval?
  • Bug report upvoted (ditto for the other one you linked).

Attack
  • Double-click: great call. Done.

Browser
  • I use it, generally, for showing images to players. They seem to like it. But yeah, this one's hardly vital. :)

Effects
  • I could look into clouds! The one on your table is built a bit differently; the effects used here use looping effect index 0 for "Off" and later indices for varying intensities, while the cloud effect has no separate looping indices. So it would take a bit of doing. But if there's time, I'll take a look.

Encounter
  • Well then! I wasn't even aware of other physics settings. Great call. Should be fixed now.

Initiative
  • Indeed, your mileage may vary. :) My players prefer the tactile feel of actual objects, as opposed to UI, for controlling initiative, but there are no doubt cleaner interfaces.
  • I'm a little confused about what you meant with the standees, as they don't actually have any scripts. They do take a moment to load their art, and do so each time if you have Mod Caching off. But otherwise, they're just plain objects, so I think any trouble removing them from a bag is core to TTS functionality. Am I missing something?

Scene
  • Ha! Whereas my perspective was, "gosh, I'm polishing up this Scene mod, and here's this Map Expander that just got released on the workshop, and seems to be exactly what I want. I wish it had existed before I'd started, because it sure is nice." :D
  • Good point on the rotation values and OneWorld exemptions. As ever, as time allows, I can give that a shot.
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