Macro to band-aid fix V12 lighting issue with overhead roof tiles and vision types

hey all- was wondering if anyone can help me with quite a complex macro? I'm basically looking for a macro that will fix the horrific interaction the new lighting engine's interaction with overhead tiles and vision type: It's a band-aid fix, but basically, I want a macro that will go through every scene in every folder in the sidebar that has 'global illumination' turned on and a global illumination threshold set, and place a light in one of the corners of the map (doesn't matter which but it should be the same for each map, the light should have no colour set andluminosity set to 0 , so it's basically invisible, a massive dim light range, to cover the size of any map (say 1000-2000 feet), no bright light range, no elevation set, set to be unconstrained by walls, and a darkness activation range that will match the global illumination threshold of the scene (say a scene is set to 0.6, the activation range for the light created should be 0-0.6). Also ideally, using the tagger module, tagging each of these lights with some sort of tag so I can easily target them and remove them or toggle them with another macro if needed. Bonus cash for a macro that will also delete these lights. I'm aware this messes with some of the lighting features that the v12 regions bring but honestly I'm willing to trade that for my maps to look damn normal again. No idea why Foundry thought the way this looked for darkvision was okay. Willing to send a few dollars ($5-$25) to anyone who helps me with this, as it saves me many hours of doing this manually to each of my 100+ maps.
1 Reply
Forien
Forien4mo ago
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