tposney / midi-qol

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(random q's) Your Perfered Modules #886

Closed tposney closed 1 year ago

tposney commented 2 years ago

In GitLab by @arcanjl on Jun 20, 2022, 09:48

1) I have about 200 Modules, but yours and a couple others are must-haves. I was wondering how tight a ship you run, and if so, what modules do you use? 2) Have you started a Discord Yet? 3) Have you started a donation and/or Patreon yet (I have not seen it)

tposney commented 2 years ago

This should not be taken as a recommendation/suggested module list, but there a few I really rely on. I run about 80 modules in my game and probably double that in my test world.

Obviously I use my own modules, about-time, DAE, midi-qol, and times-up plus convenient effects (dfreds) and Combat Utility Belt for hiding token names on chat cards. That pretty much covers combat.

I use item containers and party inventory to handle inventory for the party. I use magic items to handle well, magic items. I use itemMacro as a way to store macros with the item. And GMNotes as a way of adding GM specific information that I know players won't be able to seem

Simple Calendar/Small time for time calendar management.

I use Active Token Effects and Active Auras for handling some token effects, plus Token Magic, Automated Animations and Sequencer. Also Drop Effects on Items to support dragging effects from one item to another. Warpgate for handling summoning effects.

I use monk's active tiles for triggering effects/teleporting/stairways and don't use Trigger Happy anymore.

Monk's token bar for the display of active characters, plus the players tend to like it, but they seem to prefer Let me roll that for you for doing saving throws. Also Token Action HUD for players that can't seem to work out rolling from the character sheet. The players could not live without Popout to manage multiple screens, but I don't use it myself.

I would use dice so nice, but my players don't seem to like it.

I use tidysheet5e since that seems to be the one players are most comfortable.

For game prep, I use the moulinette suite of tools and could not live without it. I've played with Baileywikis modules, plus token attacher, but just don't find it intiutive.

Love dungeon draw plus the universal importer for dungeondraft map imports. Also use levels, better roofs and wall height to support some 3d stuff.

I use AFK/Ping Logger/Force Player Controls/Force Player Settings/Module Management+ to control how players end up setting up their machine.

There are quite a few scene/tile modules that I have loaded, but less and less as moulinette gets the creators I support on board.

Compendium folders.

Quick Insert for finding things, That's probably the main list.

Discord and patreon coming this month

tposney commented 2 years ago

In GitLab by @arcanjl on Jun 21, 2022, 24:07

That was amazing! TYVM. Just one follow-up: what do you use handling conditions? CUB?

tposney commented 2 years ago

I tend to use Convenient effects since it uses the DAE editor pane which I find much easier to use than the default one.

I was using both CUB and CE, since CUB has triggler to handle conditions, but now that handling wounded/dead can be done by midi I don't use CUB for much, other than hiding the combatant name.

tposney commented 2 years ago

In GitLab by @arcanjl on Jun 21, 2022, 12:31

Perfect. That is what I was thinking as well (I don't need to hide the npc name). I just saw that CUB automatically adds the effect when a spell is cast, and Midi works a lot with automation.

Thank you for all you do.

tposney commented 2 years ago

The other plus with CE is that if the effect has the same name as the spell/item midi can automatically apply the effect when the spell/item is used.

So, for example Bless, you just specify the target type and then when you bless someone the convenient effect will be applied automatically. If you change the effect it will get picked up by all the Bless spells without having to make any changes to any spells already on actors, which is quite convenient.

tposney commented 2 years ago

In GitLab by @arcanjl on Jun 22, 2022, 13:28

Ah ha! Another q (since global is down) In the readme you recommend socketsettings, but above you said to use Force Player Settings (Force Client Settings). Do you have a preference?

tposney commented 2 years ago

They do slightly different things. In my game there are not many settings a player will change, (we've been playing for a while now) so just locking the setting is enough.

If you need to make changes and tweak for individual players then socket settings is pretty good.