Love this Choom! It's really gonna elevate and immerse my players into Night City so much more! I'm hoping you'll be able to make more tutorials especially on that example vid you posted on your channel!
Awesome, dude. Yeah if I find more dope features I'll make more videos. Hopefully we can figure out how to customize netrunner attack animations one day, that's the dream
When using the macro for grenades/rockets it calculates the perimeter from the side, instead of from the center (so it always expands to the right and down). Any idea why that might be plz? Edit: Culprint found! It was Touch VTT module. Find the culprit module FTW!
Great tutorial, thank you! Any advice how to setup effects for „heavy melee“ it‘s not in the list of melee attacks. And I want to play effects like „vampyres“ or „Wolvers“ on the receiving token, not the attacking one. How to set it up right?
Glad I could help out! Good ideas, I just updated the files with your suggestions. I added the generic melee weapons and fixed the animations for vampyres and wolvers so they play on the target token. drive.google.com/file/d/1VKzxjy8LE2urPw-xyt9Y8UK0ex_9Vdbs/view?usp=drive_link edit: oh yeah, I added in Cyberdeck attack as well. It will only play a single animation for all different net attacks for now unfortunately but better than nothing I guess.
Awesome, thank you. I created some effects my own (for Netrunning etc.) will your file override existing ones or just change / add the new / editied entries?
@@markst.5383 There is a "merge" option for importing AA settings but I assume that will add in new stuff and leave existing stuff alone maybe? Could try try that if you export and back up your current settings first just in case. If you want to change wolvers and vamps manually, this was what my settings look like: i.imgur.com/bVJiOPb.jpeg Basically turn on Secondary Animation and set it just like how Primary Animation is. Set Effect Opacity for Primary to zero so you only only see Secondary play.
Thanks, hope it's helpful. I use a mix of tokens I've collected for awhile. drive.google.com/file/d/1Gg5TBTcWyThE_5WErInY7LE6nEaSAD4P/view?usp=drive_link
Hi! I follfowed the tutorial, worked great! But there is something off for me. After installing some modules, i stoped hearing the gun shots. I don’t understand why
That's super strange, not sure why that would happen. If you disable those modules do the sounds come back? and do you get any error messages in the console?
Remove the templates? Click on the Ruler icon on the left, then you can select each template to delete it or click on the trash can icon to delete every template on the current map.
seems like i cant get grenades working and therefore possible shotgun shells and rockets wont work either, guns, so far seems to be working fine. i think the issue might be that i cant get the Advanced Macros for Foundry version 11. If anyone still reads this, and knows how to help, would greatly appreciate it. Bought foundry just today
@@VilkatisJanis I'm not sure about Advanced Macros but yeah, you need to install warpgate manually now. I have instructions in the description of this video on how to do that
You need to pay for at least one month of membership for the JB2A Patreon to access the expanded Patreon assets module. Can download the Patreon module and cancel the membership, you'll still have the module but it won't be updated from JB2A with new assets. www.patreon.com/JB2A You can make it work with the free assets but it's a huge pain to change all the asset links in Automated Animations settings and certain necessary ones like the modern grenades and rockets are not included.
Oh wow, didn't realize Warpgate was taken down, thanks for the heads up. You can still download the Warpgate module zip file for v11 looks like, on the Foundry discord, pinned message for the "module-discussion" tab.
Ok thanks for letting me know. Try to install Advanced Macros Version 2.0.5 from Manifest URL or zip file from this page: foundryvtt.com/packages/advanced-macros
@@miklos7503 After messing around and wracking my head about it I noticed when I tried using the manifest URL it was incorrectly linked on foundry's website. setting the version manually in the bar from latest to 2.0.5 worked for me to install. Looking forward to trying this out! Do you have any other tutorials for the other mods you use?
@@DTwinki Thanks for your diligence, the manifest links for the older versions are definitely not correct. This following link is what you used? github.com/mclemente/fvtt-advanced-macros/releases/download/v2.0.5/module.json I'll update the description to include that info. I also opened up a github issue so it may be fixed soon. Hopefully the animations are working now? Most of the other modules I use are pretty straight-forward, if you have a suggestion for another tutorial please let me know!
@@miklos7503 Yes I manually modified the manifest URL to the one you provided. I'll run a test on the animations and let you know how it all works out!
That is a feature of "Diwako's Cyberpunk Red - Core Additions" module. You mean like in chat or an animation above the token that says "missed?" Either way, that module both. github.com/diwako/foundry-cyberpunk-red-core-additions
@@blabla8987 Yeah I agree, the defaults are a bit loud. In my game I have everything at 1/2 volume at most. You can go into Automated Animations settings and change the volume for every weapon if you are inclined, I just edited the AA file to replace volume .75 to .5 basically. Here's the link to the edited file: drive.google.com/file/d/1XfVqMOUht20CPZx4Fly0oTn0UQDWDw38/view?usp=drive_link
Sorry, need to create a folder called "assets" as it's not normally there already. I had installed this all awhile back so I already had an assets folder, my bad.
Thanks, yeah I'm not sure about that as I just self-host my games. Is it impossible to create an "assets" folder in the data directory for the sound effects with a Forge setup?
@@brianm7321 1. You can choose whatever folder you put the sounds in the asset manager. 2. Pick a sound file you just uploaded and click the "Copy link" option to copy the folder path to the file. 3. Then edit the .json file in a text editor like Notepad++, hit Ctrl+F to find "assets/Weapon%20Sounds" and replace that with the folder path you just copied. Be sure to leave out the filename when copying.
Great tutorial. Appreciate it!
Love this Choom! It's really gonna elevate and immerse my players into Night City so much more! I'm hoping you'll be able to make more tutorials especially on that example vid you posted on your channel!
Awesome, dude. Yeah if I find more dope features I'll make more videos. Hopefully we can figure out how to customize netrunner attack animations one day, that's the dream
Nice work!
I love you
When using the macro for grenades/rockets it calculates the perimeter from the side, instead of from the center (so it always expands to the right and down). Any idea why that might be plz?
Edit: Culprint found! It was Touch VTT module. Find the culprit module FTW!
Weird module interaction, thanks for posting the solution if anyone else has that issue!
Great tutorial, thank you! Any advice how to setup effects for „heavy melee“ it‘s not in the list of melee attacks. And I want to play effects like „vampyres“ or „Wolvers“ on the receiving token, not the attacking one. How to set it up right?
Glad I could help out! Good ideas, I just updated the files with your suggestions. I added the generic melee weapons and fixed the animations for vampyres and wolvers so they play on the target token. drive.google.com/file/d/1VKzxjy8LE2urPw-xyt9Y8UK0ex_9Vdbs/view?usp=drive_link
edit: oh yeah, I added in Cyberdeck attack as well. It will only play a single animation for all different net attacks for now unfortunately but better than nothing I guess.
Awesome, thank you. I created some effects my own (for Netrunning etc.) will your file override existing ones or just change / add the new / editied entries?
@@markst.5383 There is a "merge" option for importing AA settings but I assume that will add in new stuff and leave existing stuff alone maybe? Could try try that if you export and back up your current settings first just in case.
If you want to change wolvers and vamps manually, this was what my settings look like: i.imgur.com/bVJiOPb.jpeg
Basically turn on Secondary Animation and set it just like how Primary Animation is. Set Effect Opacity for Primary to zero so you only only see Secondary play.
This is very cool and I will use this video when I get round to playing Red. What pack/art do you use for the tokens/goons?
Thanks, hope it's helpful. I use a mix of tokens I've collected for awhile. drive.google.com/file/d/1Gg5TBTcWyThE_5WErInY7LE6nEaSAD4P/view?usp=drive_link
Hi! I follfowed the tutorial, worked great! But there is something off for me. After installing some modules, i stoped hearing the gun shots. I don’t understand why
That's super strange, not sure why that would happen. If you disable those modules do the sounds come back? and do you get any error messages in the console?
How do you remove the AOEs caused by grenades and rockets?
Remove the templates? Click on the Ruler icon on the left, then you can select each template to delete it or click on the trash can icon to delete every template on the current map.
@@miklos7503 Ty ty
I cant seem to find the warp gate module in the Foundry VTT discord, any link to it? Im about to go crazy configuring this.
I gotchu drive.google.com/file/d/12tg7D-9atLzcf7K00gwMfvjm-s2iraj6/view?usp=drive_link
@@miklos7503 This says the file is in the trash- any chance you can re-upload?
@@EpicureanCapn drive.google.com/file/d/1ynF3CagnexMJ6sowZxfXbudA4a8gnUlY/view?usp=drive_link Not sure what happened but hopefully this'll work
seems like i cant get grenades working and therefore possible shotgun shells and rockets wont work either, guns, so far seems to be working fine.
i think the issue might be that i cant get the Advanced Macros for Foundry version 11. If anyone still reads this, and knows how to help, would greatly appreciate it. Bought foundry just today
ouh, and warp gate.. so i am missing two modules.
@@VilkatisJanis I'm not sure about Advanced Macros but yeah, you need to install warpgate manually now. I have instructions in the description of this video on how to do that
@@miklos7503 sry for me being slow, but what is the name if Foundry discord server.. i manage to find some in spanish, but i dont speak spanish. :D
@@miklos7503 i think i found the warpgate zip file.
@@miklos7503 thank you thank you thank you.. it looks like it is working. Woop woop
There is no JB2A Patreon Collection in modules, only JB2A- Jules and Ben's Animated Assets. Without it, this one doesn't work. Where can I find it?
You need to pay for at least one month of membership for the JB2A Patreon to access the expanded Patreon assets module. Can download the Patreon module and cancel the membership, you'll still have the module but it won't be updated from JB2A with new assets.
www.patreon.com/JB2A
You can make it work with the free assets but it's a huge pain to change all the asset links in Automated Animations settings and certain necessary ones like the modern grenades and rockets are not included.
@@miklos7503 Ok! Thank you!
hey now that warp gate is discontinued is there another way to do this?
Oh wow, didn't realize Warpgate was taken down, thanks for the heads up. You can still download the Warpgate module zip file for v11 looks like, on the Foundry discord, pinned message for the "module-discussion" tab.
Unable to install advanced macros as it requires foundry 12 now, is there anyway to install a previous version?
Ok thanks for letting me know. Try to install Advanced Macros Version 2.0.5 from Manifest URL or zip file from this page: foundryvtt.com/packages/advanced-macros
@@miklos7503 After messing around and wracking my head about it I noticed when I tried using the manifest URL it was incorrectly linked on foundry's website. setting the version manually in the bar from latest to 2.0.5 worked for me to install. Looking forward to trying this out! Do you have any other tutorials for the other mods you use?
@@DTwinki Thanks for your diligence, the manifest links for the older versions are definitely not correct. This following link is what you used?
github.com/mclemente/fvtt-advanced-macros/releases/download/v2.0.5/module.json
I'll update the description to include that info. I also opened up a github issue so it may be fixed soon. Hopefully the animations are working now?
Most of the other modules I use are pretty straight-forward, if you have a suggestion for another tutorial please let me know!
@@miklos7503 Yes I manually modified the manifest URL to the one you provided. I'll run a test on the animations and let you know how it all works out!
@@DTwinki Awesome, hope it works out. The module creator fixed the links a few hours ago so we're good until the next thing breaks ha
I like it to be marked 'missed' if the attack misses. Is there a tutorial on this, or can you tell me what module you use?
That is a feature of "Diwako's Cyberpunk Red - Core Additions" module. You mean like in chat or an animation above the token that says "missed?" Either way, that module both. github.com/diwako/foundry-cyberpunk-red-core-additions
i don't seem to have the assets folder when i go to the data folder hmm..
i just added the assets folder to the file and it worked, is there any way to turn the sound down?
@@blabla8987 Yeah I agree, the defaults are a bit loud. In my game I have everything at 1/2 volume at most.
You can go into Automated Animations settings and change the volume for every weapon if you are inclined, I just edited the AA file to replace volume .75 to .5 basically. Here's the link to the edited file: drive.google.com/file/d/1XfVqMOUht20CPZx4Fly0oTn0UQDWDw38/view?usp=drive_link
Which file did you use?
I cannot for the life of me find the correct file to out the sounds folder into?
Sorry, need to create a folder called "assets" as it's not normally there already. I had installed this all awhile back so I already had an assets folder, my bad.
Hey great video, but anyway to know how to install on foundry through forge vtt?
Thanks, yeah I'm not sure about that as I just self-host my games. Is it impossible to create an "assets" folder in the data directory for the sound effects with a Forge setup?
More or less the same, but I edited the file paths to the the sounds uploaded in your asset manager in the Automated Animations .json file.
@NayrAnur Mind if I ask what you edited the file paths to and where did you put the sound files in forge?
@@brianm7321 1. You can choose whatever folder you put the sounds in the asset manager.
2. Pick a sound file you just uploaded and click the "Copy link" option to copy the folder path to the file.
3. Then edit the .json file in a text editor like Notepad++, hit Ctrl+F to find "assets/Weapon%20Sounds" and replace that with the folder path you just copied. Be sure to leave out the filename when copying.
@@NayrAnur thanks for that