I haven’t seen that fading tile method yet to be able to bring up actors the players are speaking to before! It's such a cool idea to be able to run a sort of cinematic in a scene!! For _sure_ stealing that, dude. *That's so cool!!!*
We were trying to do something different, and bring a bit more "theatre of the mind" to scenes that are essentially just RP. This seems to work quite well when you know you're going to be a few minutes talking to a specific person, or discussing a specific object. Later on they meet some of those people, so the same image gets used for the Tokens to tie them together - "oh yeah, that guy from the gypsy camp at the beginning".
@@clay_golem I had a scenario where my players were in an embassy with a bunch of different ambassadors and stuff around that they could talk to for a few minutes, before heading back over to their original group again to give them the information. This would've been _really_ useful for that. I just used different scenes, but this is way less clunky! I'm gonna try it more often for more roleplay scenes where I don't want to have to lay out a full map, but I want something visual for them to relate back to in their memories. This is perfect!
I originally had it so it Shows/Hides the tile, but the GM view get awful cluttered. We changed it on advice from the audience so instead the tile switches image - from a completely transparent "nothing" to the image I want, and back. Much cleaner.
@@clay_golem Thank you for clarifying. I would've been sitting there for, like, half an hour wondering why it doesn't look as cool as when you did it... 😅
Thank you for this, amazing job. Do you also plan to share other parts of your adventures, such as the valley of Barovia part or Vallaki/van Richter tower as well ?
Yep - the whole lot. But it's huge, so wanted to give you something to be getting on with. The Barovia chapter isn't too far off, and hope to release that this weekend (along with a couple of Death House fixes).
I'm having trouble getting the manifest URL to work correctly without errors - I'm looking at that when I get time, so updating it will be much easier for everyone. You need to find your Foundry folder. Open the Data folder in there, and then Modules folder. You should see a bunch of folders with names of the modules you already have installed. Drop the CG Curse of Strahd folder in there, just like the other mods. Restart Foundry and it'll see it as an option.
Thanks for doing this for the community! 🙂
Hi ClayGolem. What a nice treat
The way you emulate "Levels" is quite clever!!
Obviously tiling the maps like that makes the maps HUGE file size-wise. I'm not sure this would be practical without Ripper's Media Optimiser.
Nice work CG! Appreciate all the effort
I haven’t seen that fading tile method yet to be able to bring up actors the players are speaking to before!
It's such a cool idea to be able to run a sort of cinematic in a scene!! For _sure_ stealing that, dude. *That's so cool!!!*
We were trying to do something different, and bring a bit more "theatre of the mind" to scenes that are essentially just RP. This seems to work quite well when you know you're going to be a few minutes talking to a specific person, or discussing a specific object. Later on they meet some of those people, so the same image gets used for the Tokens to tie them together - "oh yeah, that guy from the gypsy camp at the beginning".
@@clay_golem I had a scenario where my players were in an embassy with a bunch of different ambassadors and stuff around that they could talk to for a few minutes, before heading back over to their original group again to give them the information. This would've been _really_ useful for that. I just used different scenes, but this is way less clunky! I'm gonna try it more often for more roleplay scenes where I don't want to have to lay out a full map, but I want something visual for them to relate back to in their memories.
This is perfect!
I originally had it so it Shows/Hides the tile, but the GM view get awful cluttered. We changed it on advice from the audience so instead the tile switches image - from a completely transparent "nothing" to the image I want, and back. Much cleaner.
@@clay_golem Thank you for clarifying. I would've been sitting there for, like, half an hour wondering why it doesn't look as cool as when you did it... 😅
Thank you!
Thank you for this, amazing job. Do you also plan to share other parts of your adventures, such as the valley of Barovia part or Vallaki/van Richter tower as well ?
Yep - the whole lot. But it's huge, so wanted to give you something to be getting on with. The Barovia chapter isn't too far off, and hope to release that this weekend (along with a couple of Death House fixes).
@@clay_golem Great news ! Thanks a lot !
That's so good! Why didn't you used the manifest URL link tho? I have to admit I can't find where to put the file in my foundry VTT files...
I'm having trouble getting the manifest URL to work correctly without errors - I'm looking at that when I get time, so updating it will be much easier for everyone.
You need to find your Foundry folder. Open the Data folder in there, and then Modules folder. You should see a bunch of folders with names of the modules you already have installed. Drop the CG Curse of Strahd folder in there, just like the other mods. Restart Foundry and it'll see it as an option.