Tabletop Simulator

Tabletop Simulator

Gloomhaven - TTS Enhanced v1.2
202 Comments
Dankie 4 hours ago 
anyone know how to make it so a new character model can be given script commands to add Ward, Poison and Disarm and such, have a few custom classes i'd like to try to fix or give that QoL to.
Sebästschjin  [author] Feb 21, 2024 @ 6:10am 
Currently not.
Chuche101 Feb 21, 2024 @ 6:06am 
Is there anywhere to get the JoL characters as a 3D model?
Chuche101 Jan 22, 2024 @ 11:30am 
Excellent thank you
Sebästschjin  [author] Jan 22, 2024 @ 9:53am 
Not with this version. Check the linked updated version of this mod. There's also a link for adding the Jaws classes.
Chuche101 Jan 22, 2024 @ 9:30am 
Can you mix the jaws of the lion characters in with GloomHaven games?
polocatfan Nov 11, 2023 @ 3:18pm 
@Tarosk it's not being maintained. read.
Tarosk Aug 29, 2023 @ 5:11pm 
So I've been having an issue with this version of the mod, it seems that the player interface button isn't working once you close it down once. I am running the crimson scale mod but I can't see how that would actually be an issue. Is there a short cut key for this to solve the problem or is there a bug that needs fixing?
Jay Sep 6, 2022 @ 12:40pm 
Envelope X is updated completely in version 1.3. There is no need to migrate the changes.
superdusto Sep 4, 2022 @ 10:41pm 
@Sebästschjin

If you can help point me in the right direction I would be willing to migrate the scripts. There is a guy who updated Envelope X with the latest 2022 changes . So far I can migrate the summons but the summoned figures have the old stats. When I try to update them the changes don't save.
Sebästschjin  [author] Aug 10, 2022 @ 11:02am 
@Raseph
Yes, this is unfortunately bugged in version 1.2 and is fixed in the next release. You can still setup the solo scenario from the game setup menu. Scroll down till the end after clicking "Sync Scenarios" to find the unlocked solo scenarios.
Raspeh Aug 10, 2022 @ 9:17am 
I tried setting up the Diviner solo scenario from inside the Forgotten Circles Box.When I click Diviner Solo, I get an error. It says Error in Script (Global) function <call/createMap>:chunk_3:(135,24-59): attempt to index a nil value. I tried doing it on a clean version of the tts without any of our progress, still didn't work
adamjc916 Aug 5, 2022 @ 9:33am 
I'm trying to start a Crimson Scales campaign but i cant seem to find any of the scenario tiles without using the automated script. And the bag in the Gloomhaven campaign that says Tiles/Overlays is empty. How can i pull individual scenario tiles?
Sebästschjin  [author] Jul 18, 2022 @ 11:04am 
Nothing more concrete than soon™, sorry. ^^"
We are currently working on adding some missing things required for better custom content support. I think we're almost done, but you never know what other crazy custom content shows up. XD
Jay Jul 18, 2022 @ 5:41am 
Awesome! Do you have a timeline for an official release for it?
Sebästschjin  [author] Jul 15, 2022 @ 9:26am 
@Jay
Yes, this is part of the next version.
If you want, you can try out the beta for it: https://steamcommunity.com/sharedfiles/filedetails/?id=2823748616
But be aware that custom content currently won't work with it.
Jay Jul 14, 2022 @ 2:19pm 
Hi there, do you think you'll ever update Envelope X content to the updated one released this year?
Xios Jul 11, 2022 @ 12:37pm 
@authors *slow clap* well played. I'm sitting here wondering what the hell kind of anagram this is and its just your guys names. thankfully one of you has a number in their name or I never would have thought it was a screen name.
ElMoe.gaming Jul 9, 2022 @ 3:05pm 
solo scenario booklet not loading.
CrystlMethod Jun 21, 2022 @ 2:21pm 
@Castle there is another mod you can load in on top of this one that has the Frosthaven starter cards from (I think) the November Kickstarter update
DblTapThat  [author] Jun 13, 2022 @ 7:37am 
@Castle there's an old, probably now outdated mod that lets you play with the FH starter classes, but until the game releases physically, no other FH content is going to appear in this mod. Eventually there'll be a separate mod for it.
Castle Jun 11, 2022 @ 2:33am 
Any plans to add the Frosthaven stuff? I know it could be additive loaded from other mods, but any chance to have it pre-added to this one? Also 3D models for them would be killer! Other than that this is the way to go!
Sebästschjin  [author] May 11, 2022 @ 12:15am 
I replied in a topic in the discussion sections, because the 1000 character limit is way to hard. :-) Hopefully this answers your questions.

I agree, that too much scripting can get in the way. This is always the trade-off betwenn having a script to help for the most common cases, while maybe limiting customization on the way. We strive to make both possible, by offering ways to more easily add custom stuff the mod while still benefitting from the script. We're not there yet and some things are just hard to customize, but this will definitively improve over time.
KnightFall May 10, 2022 @ 9:04am 
Oof 1000 character limits.

Also, we were using the previous system to make custom models. By simply editing the mesh of let's say... Brute, to that of a bandit. And then using a custom image for its visual - stupid, but it worked. With the new (And amazing, obviously) Custom AssetBundle, we haven't quite figured out how to do that. Heh.

It's a specific thing, I suppose. Obviously there's a lot of great changes, but it reminds me of some of the KDM Scripting stuff that happened - it feels like too much automation sometimes gets in the way. Thank you for the patch!

If you happen to know how we might insert custom models associated with classes (if it's not like, way too much work to explain), we'd appreciate it. Also, I'm curious, what're the advantages of the current bundle system over the old?
KnightFall May 10, 2022 @ 9:04am 
Well. For us we were using Gloomhaven as a pseudo DnD game - it really does play like one, with some obvious differences however. That's just the premise for the changes.

In terms of custom things - while we haven't done them, an example could be.. perhaps we want to add some extra 'perks' to the deck. An extra custom card, or an adjusted modifier deck. Previously these would be bundled together with no alternations made on unpacking, but now things are popped out and moved, making it a little annoying.

Obviously any custom summon tokens or whatever just doesn't get saved.

All of these things make it a little frustrating - but what we're also doing is running more than four players on Gloom. Not at once, obviously. But we're cycling players, which means packing things up and storing them to the side is important. Again, as you said, there's a work around. But the current system is definitely inferior to the previous!
Sebästschjin  [author] May 9, 2022 @ 12:26am 
Personally, I disagree. I think the new method offers much more benefit then the one from FS and its current drawbacks are rather easy to workaround, once you know them (e.g. remove your custom stuff from the player zone, before the packing). Since typically packing doesn't happen that often, it's an OK price to pay.
And as I said, it's not like it's our intention to prevent that kind of customization. We strive to make everything that is automated, customizable, so that you can get the benefits of it while making the game you want. We'll make it respect custom stuff more easily in future version.
Out of curiosity: What kind of customization are we talking about here? E.g. what did you change, that should still work?
If the packing behavior is really all that's stopping you from using the mod, I made a small patch: https://steamcommunity.com/sharedfiles/filedetails/?id=2805867168
This will change the behavior back to one from the FS mod, with all it's benefits/problems.
KnightFall May 8, 2022 @ 8:22am 
After experimenting, I really do vastly prefer the way custom classes function with this. In the process of making everything automated, it can cause conflicts with personal modifications and customization, for a very mild boost to play speed. Automating the perk stuff, and the character boxes not having actual items in them seems unnecessary - I do appreciate the scripting work, and I know it's unfair to all the time put into it! But it does limit too much.
Sebästschjin  [author] May 1, 2022 @ 8:52am 
However, the general approach will stay as it also has lots of benefits the FS one doesn't have (apart from the above mentioned technical simplicity). E.g. when you pack of a character, it's enhancements will automatically applied to the class on the class envelope. So when you retire a character (and pack it up) all new characters will also have the right enhancements applied.

We are aiming to support more and more customization to many part of the mod, which should make it easier to integrate things like the custom summon figures without the need to deep dive into the mod and see how everything works (because that can change at any time). But that takes time, as the base from FS is not at all helpful in that regard...

The feedback about the pack up routine is noted, though and this will definitely be improved in the future.
Sebästschjin  [author] May 1, 2022 @ 8:52am 
The reason, why it removes stuff and creates a new one, is simple. It's the code from the original Campaign Manager. It tries to figure out, what objects in a player zone are actually part of a character information that needs to be transferred and not every custom stuff was supported there. When it was time to also support saving inactive, packed characters I decided it was easiest to simply replace the pack up routine with the same code that is used to save a character. This way no extra handling was required to figure out how the stuff inside a packed up character box is organized, which make the code much easier to understand and adjust.
It's definitely not optimal and there should be more fallbacks or at least notifications for things that will be deleted, you're right.
Noka May 1, 2022 @ 1:06am 
I'm not here just to crap on the mod, btw, I really like a lot of the updates. I'm just sincerely disappointed that there's issues with the flexibility of the pack/unpack system, which was one of the most stable parts of the Fantasy Setup version. It really feels like a step back - especially that Personal Goal bug!
Noka May 1, 2022 @ 1:03am 
I dislike the way customization is implemented. I get that you're loading from the origin box each unpack, but the game doesn't understand how to properly handle if anything is in the boxes now.

Case in point: Player puts their Personal Goal into the character box, then repacks, it stays. That's great. But unpacking after that will silently drop the Personal Goal *back into the stack*. It doesn't alert you. If someone hasn't memorized their goal, this behavior is literally one of the worst, most game-ruining things it could do.

My players like to use custom standees for things like summons, which this system fails utterly - since anything the system doesn't recognize is deleted without a trace.

I can deal with the fact that I have to modify the box to change the less-than-enjoyable new standees, but I have no idea why there's no fallback system here that dumps anything it doesn't recognize into the new box. Not even sure why it needs a new box & deletes the old one to begin with.
Sebästschjin  [author] Apr 29, 2022 @ 9:13pm 
Yes, this will also be resolved in the next version. For the time being, you can also spawn the solo scenarios from the game setup menu.
Rezic Apr 29, 2022 @ 3:01pm 
I'm getting some missing asset errors, namely the on solo scenarios and possible others. Any chance you could look into that?
Sebästschjin  [author] Apr 6, 2022 @ 6:47pm 
It will be integrated in the next update.
Byakko Apr 6, 2022 @ 10:09am 
I've seen on the Frosthaven Kickstarter Updates' page (Update #99) that there's been some significant changes to Envelope X's rewards. May I ask if this update is already implemented in this mod? If not, do you plan to?
jmoriarty Jan 9, 2022 @ 10:45am 
Any plans on finishing the JotL support? We'd love to be able to use this to play, and the other main JotL TTS app has been abandoned.
Dr_Pippin Dec 29, 2021 @ 9:48pm 
@Kruseship50 - can you right-click on the box and hit "search" to find the scenario book?
Kruseship50 Dec 29, 2021 @ 3:07pm 
I'm new to TTS and have downloaded this enhanced Gloomhaven. I don't have another mod with a previous campaign save. When I load this mod up I don't have the scenario book anywhere and am not able to open the box where the guide on the middle of the table says the scenario book is.

Sorry for such a dumb question, but are there any pointers on how to get the game started fresh with this mod? Thanks.
Sebästschjin  [author] Nov 16, 2021 @ 11:42pm 
@Aemilius
No, not yet unfortunately. And it's not really easy to do on the users' end as there's lots of scripting currently tied to 4 players. We are planning to do 5 player support in the future.
Aemilius Nov 15, 2021 @ 8:08pm 
Is there 5 player support? Or is it pretty easy to hack together on the individual's end?
karzoug Nov 2, 2021 @ 2:50pm 
Doh! Thank you. Very grateful for all your hard work.
DblTapThat  [author] Oct 31, 2021 @ 5:08am 
Right click the circular summon icon on the card
Kaal Oct 26, 2021 @ 7:50pm 
The summon tokens got added to the relevant ability cards. Look for a red dot next to the action and click it to create the 3D tokens introduced in 1.0.
karzoug Oct 26, 2021 @ 6:32pm 
Forgive me if I'm just not seeing them, but my group is looking for the 3D summon tokens that were in V1.0. Were they removed for some reason? Like ghost falcons, and our summoner was using them for golems. With all the great improvements, I wish those had remained. Again, unless we're just overlooking them
GeorgeV Oct 16, 2021 @ 6:50pm 
This is great news! Looking forward to 1.3. And of course you are right, one can just click the sticker to spawn the scenario. Thank you for your reply. Keep up the good work!
DblTapThat  [author] Oct 16, 2021 @ 3:36pm 
@ArthurDent we’ve added an option to control monster spawning to only place the monsters when required to 1.3 which we’re still working on.
As for the scenario list, we hadn’t planned on changing that, as we deemed the scenario names to not be spoilers, although will try to bear this in mind. Don’t forget you can spawn scenarios from the map by double clicking on the sticker, which doesn’t even need you to open that menu
GeorgeV Oct 15, 2021 @ 4:55pm 
First of all huge congrats for the mod. A lot of effort has been put into it and it shows.
One request please: In order to avoid spoilers, can we have an option to revert to how Fantasy Setup lays out the map and the monsters?
There are 2 major differences:
1. GE will setup monsters in unrevealed rooms as opposed to Fantasy. Would it be possible to skip setting Monsters in unrevealed rooms if one has opted for Hidden Rooms?
2. Game Setup users Lists of Scenarios which reveals all the scenario names ahead of time. Can this revert to the number slider where just the numbers were present?
Thank you for reading.
DblTapThat  [author] Sep 7, 2021 @ 4:44pm 
Notes is in the bottom right corner.
The notes on the back can only be accessed by the relevant colour. (Not Black)
HelplessMammal Sep 6, 2021 @ 2:49pm 
@dblTapThat When i flip the sheet behind to access the notes, its not a writable there.
DblTapThat  [author] Sep 6, 2021 @ 1:29pm 
@HelplessMammal try writing in the notes field and not the items field