So far I've been able to set up a pretty good rudimentary map with UDL that I'm somewhat happy with, but I'm running into a bit of a tooth-achingly annoying issue when it comes to low-light vision. Context: This is for a Pathfinder 1e game, and the map in question takes place outdoors on a moonlit night. I've gotten the basics down for handling things like Darkvision (Token Settings > Dynamic Lighting > Night Vision > Add Darkvision Radius) and Low-Light Vision (Token Settings > Dynamic Vision > Advanced > Light Multiplier to 200%) for indoor lighting scenarios. But one thing tripping me up is that Low-Light Vision allows for anyone with it to see outdoors on a moonlit night as if it were daytime. Initially I tried to get cute and set up some basic torch tokens as 'vision sensors': Give them 'infinite' Night Vision and disable any light emitting, then simply make them controllable by players and hide them on either the Map or Lighting layers so they can't be moved. This doesn't work however, while light emitting works from these layers, vision doesn't. And if I put them on the Token layer, players can move them around as long as they have control. Is there any way to do what I want to accomplish? Barring that, where would I request something simple like limiting light emitted by a token as restricted to certain players? That would do what I want much better. (If there's a script or macro that would solve this, I'm also open to that: I have a Pro membership for a reason.)