Big news for Baileywiki and Foundry VTT Community!
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- Опубліковано 9 лют 2025
- We've got some big news for everyone, including new free stuff and a major enhancement to Baileywiki content. Check it out!
To support Baileywiki and get all the great assets you see in our videos, go to / baileywiki
Modules Used or Referenced
Baileywiki Mass Edit by Aedif foundryvtt.com...
Token Attacher by KayelGee foundryvtt.com...
Featured Links:
Artwork by Baileywiki using assets from...
Baileywiki / baileywiki
Epsilon743 cartographyass...
Forgotten Adventures forgotten-adve...
DungeonQuill / dungeonquill
Caeora / caeora
Tom Cartos Assets / tomcartos
Animated Assets by the Gorgon / the_gorgon
Animated Assets by JB2A foundryvtt.com...
(Audio by) Michael Ghelfi Studios michaelghelfis... - Ігри
very excited for the mass edit compendium change! its going to make setting up my scenes so much easier. My players love the prefabs so far; I'm stoked about the double click preview
I know, that preview is so good. Already working on rotating and resizing on the fly!
I really gotta take the time at some point and figure all your stuff out. Was a Patreon a long time ago, and I keep seeing new and interesting things pop up from your team ever once a while.
Indeed, there is a lot to discover. We have a Getting Started video series to help!
@@Baileywiki All this stuff looks so cool but feels like such a time sink to try and figure out :(
I mean, if you didn't know anything, it's 30 minutes of videos. At 1.5x speed, it's 20 min. You probably need 5-8 minutes.
YES!!! LOVE THIS!! :D This will make things soooo much easier for so many of us I'm sure. I'm just not as good as you and your team when it comes to building maps from scratch using the amazing repository of assets you provide us, so typically build most of my maps using prefabs for the most part, and man oh man...was it ever a struggle to remember which module had which asset and digging through them was such a chore! This is soooo greatly going to simply things! A++ decision here man! Wow...just freaking wow! I'm actually going to ENJOY making maps again :D
Yes!! It's been frustrating working in the confines of Foundry's compendium system, and now being able to have everything in one place is a dream.
Ok pretty darn amazing!
Ultra exciting!
How do you setup movement like in your video where the small figure turns into the direction? And what is the best place to get such "3d" figures? It's awesome you inspired me to make my own multi layer maps
Auto-Rotate module ftw. And which 3d figures?
Well, your little knight looks sorta "3d" I know it's not. But I'm refering to that as opposed to the classic circle tokens@@Baileywiki
Oh! That was made with HeroForge
Oh nice, is that free or does it cost?@@Baileywiki
HeroForge costs something last time I checked.
You mention that Mass Edit is now the delivery mechanism for Baileywiki assets but how does this work? Nothing is showing up in my Mass Edit window. How do I get the assets there?
Yes, I am a 2a Foundry Basic Patreon member.
Do you have the latest Baileywiki modules from the latest release? If so, and Mass Edit is also updated, then you can open the Mass Edit Preset browser (blue button on the left), and you have toggled "ON" the button in that UI to show external compendiums, then they should just show up there. Ping me on discord if you are still not seeing it.
Love this!!!
Do I need to be an active patreon subscriber of yours to gain the benefits of Mass edit? Or can i se this with the bailey wiki compendiums from a previous subscription? If not I think you've given me a reason to resubscribe
It isn't immediately backwards compatible with previous versions of Baileywiki content. The reason is because Mass Edit uses Journal compendiums whereas previous content uses Actor compendiums.
With that said, you could technically probably import all those actors to Mass Edit journals, but I'm not sure how complicated it is. Maybe as simple as dragging and dropping from the compendium to the Mass Edit browser window. Easy enough for you to test though!
HOT DAMN. This is amazing news, especially how it will become fully system agnostic. I play a couple less-popular systems, and I've had issues with importing the compendiums every so often. When will this new journal-insert system go live? In April's update? Or is it coming sooner?
It's live now! Just update Baileywiki stuff and Mass Edit and you should be in business!
@@BaileywikiYou, sir, are a gentleman and a scholar. Confirmed everything's showing up via the update. Kudos as well for providing us with a fully armed and operational Mass Edit, it's a classy move and much appreciated.
It made a lot of sense to make this happen, and I rather like the idea of sponsoring important apps that should stay free but also need some funding to keep the development going strong.
any reason mine is empty? even after I enabled it? I have all of your stuff but its empty as can be
You've got the most recent Baileywiki Towns, Nuts and Bolts, and Mass Edit?
If so, then I might just need to toggle the little icon in the Mass Edit browser to view external compendiums.
@@Baileywiki I don't have the newest stuff yet, I have the newer mass edit, but waiting till friday for payday to resub to your patreon, only missing a dollar lol, and took a break from DM'ing and recently got back into it after a year
I have BW mass edit. For some reason the icon is not showing on the left side. Any idea's? Strangely levels icon isn't showing either. Is there some sort of system version needed that could be not showing these?
I haven't heard of this problem yet. Which Foundry version are you on? Seems like maybe another module is blocking things. You might try Find the Culprit.
Stable v11 315 @@Baileywiki
Yeah, that's what I'm on. Maybe try Find the Culprit?
FYI i found the culprit. It's 'Dice stats' module.@@Baileywiki
Oh interesting 🤔 that it takes over so much of the UI. Sounds like it isn't written optimally
Wahoo!!!
How do we get access to the prefabs? The first level of the Patreon gives us all the prefabs?
You need Foundry Basic or higher to get any Foundry content. The Basic levels get you all 2D content, scenes, and prefabs.
The Advanced Tiers unlock 3D and Landing Pages content.
wow, you just removed the only thing keeping me from using your maps, this is great!
... so as a noob, how will I get it all setup? do I need to install all your modules?
Yes, install all of my modules, including the free Nuts and Bolts and, of course, Baileywiki Mass Edit.
Then activate them in your world, launch the Mass Edit prefab browser, and browse all 3,000 prefabs!
ty@@Baileywiki
Very Cool
Baileywiki apport to foundry is amazing and greatly appreciated, quick question (and it could be a note for the next tutorial) is Moulinette still usefull to import content? Is there any compatibility problems?
Moulinette is great for importing except for Prefabs. Better to use Mass Edit in that case.
If you exclusively use Moulinette cloud, then this will likely break the prefabs entirely until we get a solution in place
You have lots of stuff. Unfortuantely it makes it really hard to find where to find the right video to learn how to do things. Example: I am trying to build a small city segment. I am trying to build the walls of the city around the edge of the map but i don't know how to set them to be levels so that the walls are like 20ft high off the ground. I am using mass edit to place them, but they are flat against the template. What should i do?
It's hard to tell what you're doing. But two possibilities, and in either case, you really need to understand (1) Levels module, and (2) Token Attacher module, which powers prefabs.
So... First, make sure Levels UI is turned OFF before placing prefabs. Levels will attempt to "squish" all prefab elements into the active level.
Next, if you find you cannot manipulate the prefab elements, it's because Token Attacher "locks" prefabs from manipulation. This means you have to temporarily unlock prefabs to make adjustments. You do this with Quick Edit mode. There are multiple ways to engage Quick Edit mode. Just Google "foundry vtt token attacher quick edit mode"
Ok, thanks for the quick response. So you have cirty wall prefabs along with city gate. I'm trying to make it where the walls (once you climb the ladder to get up to them) take the token from base level of 0 up to 20 so that tokens elevation will be 20. I was trying with levels off UI off then on, but realised with it on it wasn't quite working. I have been at it for a few hours now and still haven't been able to build anything yet XD@@Baileywiki
The other thing is when i put the prefab down and click the white token to drag it around, it just says reference actor no longer exists in this world. Is this not how to manipulate it? I tried using your sample walled city for reference but that is a very old scene and the walls there don't create elevation either.@@Baileywiki
It seems like you're missing the basics with Token Attacher and Levels. If you know how to use Levels, then all you need is to use Quick Edit mode with Levels UI trined OFF before you drop the prefab.
If you don't know how to use Levels, then you really shouldn't be trying to modify prefabs. Just treat them as tiles and make flat maps. We're all limited by the technology after all.
It sounds like you are double clicking the control token. That token doesn't have an actor in the sidebar to reference. Maybe you've got a mouse problem that's trying to double click whenever you single click.
Normal behavior is to single click the control token and drag it around. It's pretty simple and predictable unless you've got a hardware issue or module conflict.