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Low-Light Vision With UDL

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.)
I think you will find that all the effort you put into UDL setups are wasted on day 1 of a live session with 5+ random players over the internet as half of them experience game breaking UDL related bugs that you, and apparently the devs, can't account for nor fix.  
1636589911
Kraynic
Pro
Sheet Author
DM Eddie said: I think you will find that all the effort you put into UDL setups are wasted on day 1 of a live session with 5+ random players over the internet as half of them experience game breaking UDL related bugs that you, and apparently the devs, can't account for nor fix.   I'm about to run a game with 5 players from random places around the NA continent, and don't expect to have any issues with UDL.  I know you are bitter about UDL, but that response really isn't helpful or truthful for how it works for everyone. On the topic, my guess would be that for that specific map you should change their vision to make it as long as needed to cover the entire map.  Basically, give them darkvision for that particular map.  As long as you don't save that change as the default, then it won't interfere with regular vision when pulled out on maps in the future.
Kraynic said: I'm about to run a game with 5 players from random places around the NA continent, and don't expect to have any issues with UDL.  I know you are bitter about UDL, but that response really isn't helpful or truthful for how it works for everyone. On the topic, my guess would be that for that specific map you should change their vision to make it as long as needed to cover the entire map.  Basically, give them darkvision for that particular map.  As long as you don't save that change as the default, then it won't interfere with regular vision when pulled out on maps in the future. That's actually an idea I came across, and I think it works. I noticed that when you drag a character onto the map to create a token it generates that token with whatever settings were on the token you selected as the default, so I guess I can make that copy of the 'default' and then just give them infinite darkvision. What I wound up doing (because pathfinder also specifies what kind of light a Moonlit Night gives off for everyone in general) was to make a bunch of dim light torches on the dynamic lighting layer on all of the outdoor parts of the scene with reasonable, barely overlapping areas and that seems to have sorted things out. It does feel a bit hackneyed but hopefully it won't be the norm as I set up the rest of the adventure path.
Tinting the light source makes it much more realistic as well for moonlight I use #c0c0c0 for the tint to give everything a silver tint. This also washes the color out of many objects making details blend a bit. Make sure you are testing using a dummy account, as [control]+L is not the same as what a player sees.