r/FoundryVTT

[System Agnostic] Galaxy map v2

Content Name: Galaxy Map

Content Type: Module

System: System Agnostic

Description: 

Hi!

An update for my free module Galaxy Map is here!

Galaxy map allows you to create a complete map of your own galaxy, with markers for each of your locations, descriptions and a way for your players to travel between them.

With v2 I tried to expand on this while also making everything look just a little bit better.

A short list of the biggest changes:

  • Galaxy map is now split up in 3 layers (Galaxy / System / Location)
    • Galaxy is the top layer, where you can have multiple systems. Each System contains their own planets/stars/..
    • The System layer is where you will place your planets/stars/moons/..
    • Location is a (optional) 3D view of your planet. You can choose between a few simple 3d models to represent it and afterwards you can customise the texture with premade textures or just upload your own worldmap.
  • Integration with another one of my modules, 'Bounty Board'. If you link a scene to both a Bounty & a Location, a small notification-card will pop-up when you hover over the planet.
  • If you link a scene to a planet you can also place a scene-marker on top of the 3d model to show the location of that scene on your planet. If you click it, you get teleported to the scene.

For anyone already using Galaxy map: the migration should go smoothly, however, if you encounter any issues you can always send me a DM and I'll try to help fix it. :)

Foundry link: https://foundryvtt.com/packages/galaxy-map

AI Disclosure: I'm a software engineer since 2017 but obviously I've had assistance from AI during coding.
Commonly used as code-reviewer, bug searcher, css-helper.
For this update specifically it assisted me with setting up & understanding three.js (To render the 3D models) since I didn't have a lot of experience with it yet.
NO art (borders, markers, icons, planet textures, .. ) were made by AI, that was mostly me or stuff from free icon libraries

u/Boring-Leg-2327 — 11 days ago

I made some loot compendiums

ETA: System is [D&D5e]. The gold value and weights all use that system as assumptions.

My wife told me that when I give out loot and they have to create the item and name it themselves that it feels like "Pity Loot" so I am channeling my neuro-divergent horseshit into making giant loot compendiums.

You can have them too.

It's also going to be a dependency for my crafting rules, because I think it'll feel better if there are a ton of reagents to go with it.

https://github.com/bklick/bk-loot

u/Excellent-Sweet1838 — 11 days ago

[PF2e] What's causing this trade window?

I'm trying to let players just drag-and-drop items from their sheet onto other's tokens, but every time I try, this trade popup shows. At first I thought it was the item piles module, but I disabled it and the window still appears.

I can't find any other modules that mention anything about trading functionality and searching the word "trade" only shows some Mythic options setting in PF2e toolbelt. Does anybody know what enables this trading system and how do I disable it?

u/Vvix0 — 11 days ago

Small Update to my Visual Novel Setup [Discord Voice Reactivity] [Nazgob's VND] [System Agnostic]

Small Update to my Project with Nazgob's Visual Novel Dialogues, which lets me swap the GM speaker live, enabling me to use multiple NPC's in single scenes.

The Module, essentially picks up voice hooks and this is my heavily modified variation of the common module.

If you happen to pick up the Module reach out to me in the discord and i'll help you set it up like mine. (Just know its not a simple one click setup lol)

u/Cole-Cassidy-Main — 11 days ago

[System-Agnostic] I made an old-school hexmap generator and editor

Content Name: Augur: Hexlands | Content Type: Module | System: System-agnostic

Hi everyone! I’ve added an illustrated look to Augur: Hexlands, my hexmap generator and editor for Foundry.

You can generate a region, combine biomes, then edit by painting new terrain, adding roads and rivers directly on the map. The new Illustrated style adds biome colors, optional paper grain, and a water ripple effect. There’s also a Mixed style that combines original land artwork with illustrated water (my favorite).

These styles work on your existing Hexlands maps too. The video shows both the new look and how generation and editing work. This is of course fully compatible with all my other modules, including Augur: Fantasy for populating these regions with NPCs, Factions, and more.

Art: The "Original" tileset is by David Baumgart, and the "Illustrated" tileset uses Thomas Novosel’s Strange Tiles. Their artwork gives each style its character.

Hexlands is a paid module available through my Patreon.
Foundry listing: https://foundryvtt.com/packages/hexlands

Let me know what you think, and happy to answer questions. If you have any suggestions or ideas for this or any of my other modules, I am always happy to hear them!

u/The_Augur — 12 days ago

Help understanding levels and roof appearance

The question: How do I make the roofs appear when a token is on ground level and disappear when entering the building?

I'm preparing for a campaign and have found a treasure trove of maps for the Drakkenheim thanks to u/Own-Tangerine-4288's great efforts (https://www.reddit.com/r/dungeonsofdrakkenheim/comments/1d08pco/dungeons\_of\_drakkenheim\_full\_map\_remaster/).

Now, these are typically divided into ground level and roof level, similarly to the example images. I'm new to Foundry and want to keep my tinkering with every map low so I'm exploring how I could find an easy workflow to get map up and running quickly. I'm running Foundry v14 and I've been trying to use Better Levels and Mass Edit by Baileywiki. It seems like this should have the options I need, but I can't for the life of me understand how I should set things up correctly.

The specific problem I have now is that roofs don't show for a token on ground level. The Better Level's example scene has solved this problem, so I'm sure it's somehow possible. Could anyone lend a hand?

My current workflow:

  • Create a scene with two levels that both see each other
  • Import the ground level tile and in Build mode define it as Floor. This sets up a lot of Tile config to set Overhead options and creates a surface on the whole tile
  • Import the roof level tile and in Build mode define it as Roof. This again sets up Tile config and with Mass Edit defines a surface that tries to track the outline of the Roof drawing. It is a webp file that is blank where nothing is drawn, so the surfaces looks quite decent.
  • Draw walls and windows etc. if I have enough time

My ambitions with Foundry isn't to get everything just right and spend a lot of time doing so, hence why I was seeking something like the above workflow.
So what am I missing here?

u/imbrethil — 11 days ago

VE Mobile - New module for phone/tablet play [DND5E]

Content Name: VE Mobile

Content Type: Free Module

System: DND5E

Description: Hey guys,

I’ve been working on my own mobile/tablet module for a few months now (mainly for a friend whose laptop was stuffed).

I've polished it up and released it on Github.

It's built specifically for phones and tablets, with proper mobile character sheets, Scene controls, combat, chat, etc. Works on iOS and Android with performance profiles to help it handle older hardware.

Only built for Foundry 13.351 and D&D5e 5.3.3, and has compatibility with things like Midiqol, MATT, etc as thats what our table plays with, but i'll update for Version 14 soon enough.

Keen to hear your thoughts and any bugs a larger user base can share.

https://github.com/Silvestrae/ve-mobile

I’m also the maintainer of VE Foundry Client for desktop if you haven't heard of that yet, feel free to give it a go too.

https://github.com/Silvestrae/ve-foundry-client

reddit.com
u/Silvestrae- — 11 days ago

[PF2e] Need a way to temporary add/subtract an Attribute Boost?

I need a Macro/Condition/Effect that will add or subtract an Attribute Boost from a character until the Effect is removed.

Ideally a drop down menu to select the Attribute that's adding/subtracting a Boost.

So if a character has STR +4 adding a Boost they would get a Partial Boost or become STR +3 if subtracting a Boost.

Happy for have 1 Macro/Condition/Effect that does it all or multiple ones.

Thanks

reddit.com
u/Beautiful-Effort9101 — 10 days ago
▲ 6 r/FoundryVTT+1 crossposts

[System Agnostic] Whiteboard Experience major update - 0.91 and the new Fate Card module. Both free.

A while back I posted my WBE plugin here thing that turns Foundry into a collaborative whiteboard (think Miro or Figma). Got way more love than I expected, so I kept going.

0.9.0 was the big one: undo/redo, connectors that follow objects when you move them (still la bit buggy hehe), GM can hide any object from players, Alt to peek through the board and see Foundry tokens underneath, text edit locking so two people don't fight over the same field. And more and more. Tested it on v14, and it still works from v11. And it is still a synthetic layer above Foundry's - it's important to know!

0.9.1 adds a plugin API — and the first plugin built on it.

Fate Card. It's a character card that sits right on the whiteboard. Skills, aspects, stress boxes, portrait, all inline. Click a skill → 4dF rolls to chat. No modal windows. Just a card on the table, the way I always ran Fate in Miro before this existed.

Both free, both system-agnostic (Fate Card obviously leans Fate).

Install:

https://foundryvtt.com/packages/whiteboard-experience

https://foundryvtt.com/packages/fate-card/

Visit my Discord to share feedback, bug reports and give ideas (Ru / Eng): https://discord.gg/V27BkBvkGK

Instructions, examples and code GitHub: 
https://github.com/rokunin/whiteboard-experience
https://github.com/rokunin/wbe-fate-card

Cheers!

u/iharzhyhar — 14 days ago