Showing posts with label Support. Show all posts
Showing posts with label Support. Show all posts

Saturday, 13 October 2018

Patreon site launch

I have launched a Patreon site.

I don't expect to get rich from it - that isn't the goal of launching it. I am using it to keep myself motivated for an aspect of Engineer Suite that doesn't excite me - making video tutorials. There have been a few requests for these, though, and as Engineer Suite gets more complex they will become necessary.

So far I have just uploaded a single video (about the various program wide settings), and this was more to test out the video recording software, the video editing software, the animated intro, and my own ability to speak without stumbling over every second word! All of that (except the last) went well, so I'll give it a go. I reckon I have thrown between 10 and 15 hours at this so far, so I only need about 100 subscribers to reach minimum wage!

There are a lot of areas to work through, and I intend keeping the videos small and manageable. I don't have the Youtuber 'talent' to pad out 90 seconds useful content to a 30 minute video, so that'll help! If you can see any way to improve this offering, please let me know.

I am uncomfortably aware that some people have already been very generous with their donations, and I can't find a way to make Patreon let these people in for nothing. I am keen that no-one should be paying me via both avenues, so if you have 'bought me a coffee' already you can send me a note of your name and email address (PM on Fantasy Grounds forum, email, Discord PM, any other way you wish) and I will email links to private versions of the videos as and when they become available.

The Patreon site is https://www.patreon.com/engineersuite - I hope to see a few of you there!

Maasq

Sunday, 4 February 2018

Twitch broadcast

I am going to be broadcasting live on Twitch on Saturday 10th February 2018 at 8pm GMT. I'd love it if you could join me. https://www.twitch.tv/abhoria

I am going to run through how to use the software, including some of the more hidden features. I am happy to answer questions, but because of the delay that Twitch puts in, I'll not be watching the chat live. If you have a question you'd like me to address email it to me beforehand, or send it to me via Discord.

I'll record the broadcast and add it to the site in due course in case you have things to do on a Saturday night that are more interesting than hobbyist software :)

Cheers

Maasq



Thursday, 4 January 2018

Consolidating your files in the standard directories

The most recent updates have employed an installer, and this in turn forced me to consider using standard directories for NPC Engineer. You can, of course, change from these standards to any other directory, including your desktop should you wish. However if you want to use the standard directories to simplify working with the various modules of NPC Engineer as they get written, this article will help you centralise everything.

Firstly, the default directories:

Installation directory
   C:\Program Files (x86)\NPC Engineer (you are unlikely to need this)
NPC Engineer data directory
   C:\Users\xxxxxxx\AppData\Roaming\NPC Engineer
Saved Project files
   C:\Users\xxxxxxx\AppData\Roaming\NPC Engineer\Saved Project Files
Saved NPC files
   C:\Users\xxxxxxx\AppData\Roaming\NPC Engineer\Saved NPC Files

    All of these directories are available within NPC Engineer's 'Explorer' menu to save you having to remember or type them.

    It should be noted that 'xxxxxxx' is your logon name for Windows, and that the directory structure might look slightly different depending on Windows version. NPC Engineer knows where everything is, though, and using the links in the Explorer menu will be the easiest way to get to where you want to go. From here on in, I will refer to the root of these as {appdata} (so {appdata}/NPC Engineer for example).

    You can change the main NPC Engineer data directory and the Saved NPC files directory in the 'settings' dialogue, as shown to the right.

    The default is also to rename then copy image and token files to your NPC directory so that all the pertinent files for the NPC are kept together.

    If you want to move NPC files to a new directory, set the directory here first. Exit NPC Engineer. Copy the files to the new directory rather than move them, then re-open NPC Engineer.

    Once you have done this it should be safe to go back and delete the original folder of NPCs to tidy up your hard drive.

    Use the same method to consolidate your NPC Engineer.ini and json files - copy them from your old installation directory to your {appdata}\NPC Engineer directory. Once you have pointed to the new directory in NPC Engineer you can delete the originals.


    Moving projects into the 'Saved Projects Files' directory is a little more fragile. It follows the same method, though.

    Firstly, copy the whole project directory to {appdata}\NPC Engineer\Saved Project Files\.
    Next, copy the project's .ini file to {appdata\NPC Engineer\.
    Now open NPC Engineer and open the project management window:


    Change the path for your module to where you want it to be ({appdata}\NPC Engineer\Saved Project Files\).

    Do this for each project. You should be safe to delete the original folders at this point. If NPC Engineer fails to launch, put the files back and contact me on Discord.

    Maasq






    Friday, 29 December 2017

    Issue Tracking

    Reporting Bugs in NPC Engineer

    I use Github for version tracking and issue tracking now, so please head over to NPC Engineer's repository there and hit the big green 'New Issue' button on the right. This will open up the issue reporting tab as shown below:

    Use this same form for feature requests and enhancements.

    Thank you

    Maasq



    Thursday, 7 December 2017

    NPC Text format

    I have been asked a few times for 'my' format for an NPC. My answer is always that my format is not mine at all - it is the format employed by the Monster Manual and other official documents. It is also the format that Par5e followed. I took the liberty of creating an NPC just to show the format required; note that nothing about this is meant to be game ready, sensible, or even part of 5E. I just typed some whimsical stuff for spell names, for instance.

    I have highlighted required wording in red in the first version. Although I use the phrase 'required wording', be aware that some sections can be missed out entirely - this is just the required wording if you include it.

    The second version has the sections that are optional highlighted in green.

    Please note all punctuation carefully - an errant colon or stray comma can wreck a parse! Don't miss anything out, and don't add anything.

    There are a lot of little twists beyond this. I will update this document regularly.

    Maasq


    Npcname
    Medium undead (human), lawful neutral
    Armor Class 12 (Natural armor)
    Hit Points 26 (4d10 + 4)
    Speed 30 ft., fly 35 ft. (hover)
    STR DEX CON INT WIS CHA 14 (+2) 17 (+3) 9 (-1) 10 (+0) 10 (+0) 2 (-4)
    Saving Throws Str +2, Dex +3
    Skills Deception +4, Medicine +1
    Damage Vulnerabilities fire; slashing
    Damage Resistances cold, poison; piercing from nonmagical weapons
    Damage Immunities thunder; bludgeoning from nonmagical weapons that aren't adamantine
    Condition Immunities blinded, exhaustion, petrified
    Senses darkvision 25 ft., passive Perception 10
    Languages The languages it knew in life
    Challenge 18 (20,000 XP)
    False Appearance. While the npcname remains motionless, it is indistinguishable from a mundane, inanimate object.
    Magic Resistance. The npcname has advantage on saving throws against spells and other magical effects.
    Innate Spellcasting. The npcname's innate spellcasting ability is Dexterity (spell save DC 5, +2 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
    At will: Blast, Haste
    4/day each: Grow Beard, Improved Fireball
    Spellcasting. The npcname is a 4th-level spellcaster. Its spellcasting ability is Constitution (spell save DC 7, +3 to hit with spell attacks). The npcname has the following Paladin spells prepared:
    Cantrips (At will): Hide, Seek, Find
    1st level (3 slots): Sparks, Will, Fly
    ACTIONS
    Multiattack. The NPCname makes 2 attacks with its Cuinnsear.
    Cuinnsear. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 2 (1d4 + 0) piercing damage. Or Ranged Weapon Attack: +0 to hit, range 20/60 ft., one target. Hit: 2 (1d4 + 0) piercing damage.


    Npcname
    Medium undead (human), lawful neutral
    Armor Class 12 (Natural armor)
    Hit Points 26 (4d10 + 4)
    Speed 30 ft., fly 35 ft. (hover)
    STR DEX CON INT WIS CHA 14 (+2) 17 (+3) 9 (-1) 10 (+0) 10 (+0) 2 (-4)
    Saving Throws Str +2, Dex +3
    Skills Deception +4, Medicine +1
    Damage Vulnerabilities fire; slashing
    Damage Resistances cold, poison; piercing from nonmagical weapons
    Damage Immunities thunder; bludgeoning from nonmagical weapons that aren't adamantine
    Condition Immunities blinded, exhaustion, petrified
    Senses darkvision 25 ft., passive Perception 10
    Languages The languages it knew in life
    Challenge 18 (20,000 XP)
    False Appearance. While the npcname remains motionless, it is indistinguishable from a mundane, inanimate object.
    Magic Resistance. The npcname has advantage on saving throws against spells and other magical effects.
    Innate Spellcasting. The npcname's innate spellcasting ability is Dexterity (spell save DC 5, +2 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
    At will: Blast, Haste
    4/day each: Grow Beard, Improved Fireball
    Spellcasting. The npcname is a 4th-level spellcaster. Its spellcasting ability is Constitution (spell save DC 7, +3 to hit with spell attacks). The npcname has the following Paladin spells prepared:
    Cantrips (At will): Hide, Seek, Find
    1st level (3 slots): Sparks, Will, Fly
    ACTIONS
    Multiattack. The NPCname makes 2 attacks with its Cuinnsear.
    Cuinnsear. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 2 (1d4 + 0) piercing damage. Or Ranged Weapon Attack: +0 to hit, range 20/60 ft., one target. Hit: 2 (1d4 + 0) piercing damage.