Thread: NPC Flavors Extension
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February 15th, 2021, 01:35 #201
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February 15th, 2021, 21:30 #202
You might be right. Right now no flavor is applied if there's only one of a type of NPC for that exact reason. I have found myself wishing it flavored some lone NPCs though. Like the Bugbear Chief in the screenshot for example. It's unique in the encounter, but not in the world.
The reason I'm thinking about the ability to set the flavor sets per NPC group is that the extension cannot possibly cover all the different NPC groups. For 5E I've only looked at MM and Tome of Beasts, and from those not even all types are covered. I don't know my monsters well enough for that. So the ability to turn OFF clothing for a beast NPC for instance. Or ON if you're playing a soccer mom suburbia campaign I guess
I like options myself, but am also aware that they clutter the view. Perhaps just a single toggle that goes "Default" > "OFF" > "100%" > "Custom". Where the ability to be super specific would only be shown in the "Custom" state.
That way it wouldn't clutter too much in regular usage, but still provide fine control if needed?
I dunno. I'll consider. Thanks for the input
/Tideturner
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February 18th, 2021, 00:11 #203
I love the idea of the encounter window!!! I currently have a fight set up with some minor fiend types; imps, hell hounds, barbed devils and dretch. Currently, only the dretch is listed for having flavor but I'd love to not have to have all random things (current settings) for those that don't.
I have no idea if it would be possible, but for those that already have name types, can they come pre-selected, or is that asking for too much. I'm no code person, I just like using them!
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February 19th, 2021, 02:04 #204
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March 11th, 2021, 09:28 #205
Hi,
So I was going to upload the bug fix and data for NPC types for a 2E / PF1 build some time ago.
But wouldn't you know it, I got stuck in a remote diner with a bunch of strangers and we had to fight off an alien invasion. Whattayagonnado!?.
With that taken care of, I have now updated the OP with a new version.
In this version:
- Bug fix for the settings displaying 10% flavor chance
- Specific NPC type data for 5E, 2E and PF1 - All other CoreRPG derived rulesets use "humanoid" as flavor for all NPCs.
Not in this version:
- That encounter fine control stuff. Haven't had the time to do that yet.
I'm not entirely sure if the extension stopped flavoring when the FG api change update came out a few weeks ago, but if that was the case I am sorry for the late response (blame aliens please, I am entirely innocent).
Stay flavored,
Tideturner
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March 11th, 2021, 16:18 #206
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March 11th, 2021, 20:47 #207
Lesser Deity
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Did the cows and Elvis make it out, too? :/
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March 12th, 2021, 12:14 #208
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May 1st, 2021, 04:52 #209
High Templar
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We've run into a strange issue. We have all sorts of problems targeting (map and combat tracker), unless we remove the parenthesis from all the names. I'm going to start the testing to see which combination of extensions is causing it but I was wondering if it would be possible to add an option to remove the parenthesis and/or replace them with some other character?
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October 12th, 2021, 19:53 #210
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