Tabletop Simulator

Tabletop Simulator

Eldritch Horror Complete
BanterClaus Feb 21, 2022 @ 5:42am
Script Changes
I've had a play around in my local copy of the files for this so I can do some basic changes to the script, I'm wondering how this works with workshop files potentially being updated, would an update override my file and I'd have to redo changes, or will it not go through by default (I don't know if this would ever actually be updated these days?)
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Showing 1-6 of 6 comments
King in Yellow  [developer] Feb 21, 2022 @ 6:34am 
Depends which file you've been playing around with. If it's a custom save of the mod you'll be fine, but any change you make directly to the mod files will definitely be gone whenever I update it.

Easiest way to make custom versions of workshop mods is to make a save of it. Then you can edit that save file (should be in your Documents/My Games/Tabletop Simulator/Saves folder by default) all you want without fear of overrides.

By the way I'm always open to tweak and improve the mod so feel free to share your changes and I'll definitely add them to the mod!
BanterClaus Feb 21, 2022 @ 8:34am 
Thanks for the thorough reply (and how much work you've put into this creation!)

I've mostly just been putting in some lazy QoL stuff in around setup as I'm not much of a coder, perhaps there's a good reason for it not already being done, but I've added the existing restock functions to setup as well as shuffling all decks and setting the monster cup to random.

I also sometimes play alone with a couple of characters so added a dropdown to the setup for 'number of characters' and had it grab the relevant reference card to this instead of the actual players in the game.

I spent a bit of time trying to create a 'spawn clue' button too which would take a clue from the bag and move to the relevant position, but I wasn't sure if the position attributes assigned to each clue object were the position that clue would sit on the board, of if that legwork would still need doing. I settled for a button that drew a clue and plonked it on the board to be moved (mostly just for learning purposes really)!

How often do updates generally come around, and are there usually brief notes on them?
King in Yellow  [developer] Feb 21, 2022 @ 9:00am 
I don't update often anymore, basically just when someone notices something broken or wants me to implement some changes they made to the script. And whenever I do I always post the exact changes in the comments and in the patch notes.

To be fair I'm not much of a scripter either, I originaly took the script from a defunct workshop mod and tweaked it to add the latest expansions at the time. Then I just kept it updated and added different functions over the years, most of them (like the setup panel or the ability to pick expansion) were made by others.

From what I read I'd love to add your changes to the mod. I usually play it alone so a dropdown to pick the number of characters would be really handy. Same for the shuffling bit before the script, that'd be a nice thing to have as well.

I did consider doing a spawn clue script but that seemed way too tedious, you basically have to manually set each one to its proper spot. But if you do I'd love to add it to the mod. And for your question, yeah, as far as I remember the position attributes you write in the script are the ones you want your asset to end up on.
BanterClaus Feb 23, 2022 @ 3:32am 
I've ended up getting a bit obsessed with messing with it, and have done most the work on:
-Autoshuffle decks and bags on start (done)
-Autostock reserve on start (done)
-Automatic clue spawn function + button (done)
-Automatic gate spawn function + button (done main, sideboards almost done)
-Spawn relevant No. of clues and gates on start (not done, shouldn't take long)
-Allow manual selection of number of players (done - added dropdown to setup menu to choose number of players, will be automatic if left at 0, currently just selects correct ref card but will also be used in gate/clue spawns at start)

I'm also planning to work on:
-button to take random investigator and corresponding personal story/reward
-add investigator placement to investigator setup button
-add expedition token spawning at start

I'm happy to share what I've done albeit don't know what the best way about that would be seeing as I've changed parts of the UI, main lua script and object information in the 'master' json file

EDIT: the remaining bits I had on gates & clues wasn't so bad so now automatic clue and gate spawning is fully set up and it will spawn the relevant amount for number of players after setup, the only thing that I wasn't sure on was the player selection as it's currently a dropdown that doesn't look too great, but it functions fine!
Last edited by BanterClaus; Feb 23, 2022 @ 4:02am
King in Yellow  [developer] Feb 23, 2022 @ 6:58am 
Wow that sounds really good! Easiest way to share your changes would be to either upload your own version of the mod to the workshop and send me the link (you can make it friends only but then I'd also need a friend invite) or upload the .json to a file hoster of your choice like google.drive or mega.nz and then share the link here.
BanterClaus Feb 23, 2022 @ 7:20am 
No problem, I've zipped it up with notes on what I changed: https://we.tl/t-H301CFbEAj (expires in 1 wk)

I'll probably work on some more stuff with this eventually so will send you a request too pm you if I've done anything shareworthy
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