I agree. I've been using this module: https://foundryvtt.com/packages/potato-or-not
Which in one click can set everything for High/Medium/Low settings but the client still ends up loading the page once in "High" before you can click this. At least it cuts down on how long it takes overall though.
I agree it was confusing as I first started & still is confusing when explaining how FVTT can be extended to new- and non-users. And it’s a little thing but an annoying one.
I believe it comes from the name of extensions to JavaScript/node.js and what they are called in that dev lingo - hence predating FVTT use of the term.
https://www.freecodecamp.org/news/modular-programming-nodejs-npm-modules/
I've been reading every post I could about mobile support and there's basically none at the moment.
However, two plugins make it slightly easier for people to access foundry on android (iOs doesn't work at all): Touch VTT and Mobile Improvements.
These two together make it easier for android people to control their characters, but that's the best we got at the moment, unfortunately. I'm really hoping for a mobile companion application soon.
As posted on another reddit with a similar issue
Try installing the Lightspeed module as this corrected a few issues for me as it replaces the light rendering
https://foundryvtt.com/packages/lichtgeschwindigkeit
Theres a known issue in 8.9 for vision bleeding through walls.
If you care about preserving chat log (because your games are more text focused ones), then DF Chat Enhancement module can help a little with enormous chat logs. Module have option to create archive of the chat, and those shouldn't be loaded up and rendered during initial load, but I didn't test that (I don't have a need to preserve the chat log, unless the session ends in critical moment), but maybe somebody will find it useful.
I use Monk's Common Display (https://foundryvtt.com/packages/monks-common-display) for my map projector.
Works great and the mirroring is toggleable, so it works pretty much the same as Look at That, which I used to use.
ive done this before. i just wish there was a way to change the icon. even for normal doors, it would be nice to be able to show different icons for things like jail bar doors or heavy wooden doors in vanilla Foundry. I know it can be done with Designer Doors: https://foundryvtt.com/packages/designerdoors
Get ready for a new tool to dramatically speed up your game prep. Dungeon Draw module, developed by mcglintlock on Discord, delivers on the promise with a simple but very satisfying experience. Drawing dungeons couldn't be more simple, but don't miss the power underneath!
Dungeon Draw module: https://foundryvtt.com/packages/dungeon-draw
You'll need to set a different port in your own Configuration page in Setup (use like 30001 or something), and also will likely need to configure your router to forward that port to your computer.
I haven't heard of a module with the specific functionality you're looking for, but there are other ways you can address this:
Atropos just posted this to the Discord:
[Ongoing Event] Connectivity Failure for Self-Hosted Foundry VTT with the Foundry Website
======================================================================
Hi u/everyone, I'm sorry for the ping, but there is a widespread and ongoing event currently which has broken connectivity between the Foundry VTT self-hosted (Electron) application and the foundryvtt.com website. This impacts a number of features including module installation and license key signature.
Who is Impacted
You are impacted if you self-host Foundry VTT using the installed Electron application. If you host Foundry VTT using Node.js, or through one of our premium hosting service providers you are not impacted.
Some Technical Details
The issue is caused by a change in the LetsEncrypt root certificate, the provisioning authority that we use for the foundryvtt.com website (https://letsencrypt.org/docs/dst-root-ca-x3-expiration-september-2021/). This change was not expected to have any impact for us, so we have been unfortunately suprised to learn that Electron's implementation of OpenSSL does not trust the new root certificate.
Estimated Resolution Time
We are working to understand the process for generating a different certificate which uses an alternative chain that should still be trusted by Electron. There will be some research required in order for us to verify the correct process for this. My current expectation is that we can have these features restored within the next 5 hours, hopefully sooner but there are several unknowns here. Further updates to follow as we make progress.
Thank you for your understanding and patience. I apologize for the disruption of this
Just to clarify: Those successful 2GB hosts are hosting Foundry headless, not also rendering the client for a player/GM.
For being a player client too, 8GB is the minimum, as well as at least an integrated GPU.
In addition to the advice about limiting lighting/walls, you might also want to try a module called Lichensswindle... er... Lichtenstein... er, oh, yeah, Lichtgeschwindigkeit. It replaces some of Foundry's lighting features with more efficient & accurate ones and might be worth a try for performance improvements. (My understanding is that much of its functionality is being brought into Foundry itself for version 9.x.)
There's two things you need here.
Go to your Permission Settings and hide the GM's cursor from the players.
Add the module Drag Ruler.
https://foundryvtt.com/packages/tidy-ui_game-settings
This is the module you are looking for. It makes "module settings" tab more clear and folder modules to be collapseble. At top of the "manage module" window you can export or import mod lists.
DFreds Convenient Effects is a FoundryVTT module that adds dozes of easy to use toggleable active effects for common use cases in the DND5e system.
Best of all, they all integrate with the wonderful tposney modules about-time, times-up, dae, and midi-qol to handle automatic expiration of spell effects and automatic advantage/disadvantage on specific rolls.
Effects include:
All conditions. For example:
Tons of spells. For example:
Give it a shot and let me know what you think or if you have any questions. If you like this module, you might like my other ones:
DFreds Droppables - drop entire folders of actors or journals onto the canvas
DFreds Pocket Change - generate coinage for tokens dropped onto the canvas using the DMG treasures table by CR
The license terms:
> 1. You may install the software on multiple computers but the software may only be actively in use on one installed location at a time unless you purchase additional licenses. 2. You may create backup copies of the software for personal archival purposes but you may not distribute those copies. 3. You may not lease, sell, or lend access to the software or its license for indirect or direct financial gain. Sharing access to the software with a friend or family member is permitted, provided other terms of the license are upheld. 4. You may permanently transfer your license to use the software to another party who will become bound by this agreement. To transfer your license you must inform and receive confirmation from the original licensor in order for the transfer to be valid. You may not retain any copies of the software. 5. You may retain ownership of any personal data created within or used by the software, even if you relinquish or transfer your license to the software. You bear the sole responsibility to uphold any user agreements, licensing terms, or terms of service related to that content.
So you can install it on every computer you own, but can only run one copy at a time. You can even let your friends use it for their own games, as long as they're not running it at the same time as you.
There's a module called Foundry Community Macros. If you install it and activate it in your world, you'll find several new compendiums of macros. In the Token compendium you'll find the macro Shrink or Enlarge.
If you don't want to install the compendium for the macros, you can grab any one of them from the Github page.
There are hosting partners for foundry that make it supremely easy and relatively cheap when split among the players. No need to worry about any of the technical aspects.
Two new module tutorials that promise to bring a whole new level of storytelling to your maps.:
Quick Encounters: easily set up encounters in your scenes and activate them with a click.
Scene Packer: this module is really for map-makers who want to save pins and journals to your scenes, and it works great with Quick Encounters! Want to describe the bloody crypt in the middle of the room? Plant zombies at the doorways? Scene Packer lets write these elements and then ensures your subscribers get everything they need when the scene loads.
Modules in Use:
Scene Packer https://foundryvtt.com/packages/scene-packer
Quick Encounters https://foundryvtt.com/packages/quick-encounters
There's a module called party resources that might fit your needs. Though it doesn't work with item containers and NPC loot sheet, it's a separate thing. https://foundryvtt.com/packages/fvtt-party-resources
One cool module you can also use is https://foundryvtt.com/packages/df-manual-rolls
It allows players to choose what they want to roll in foundry, then they get popup to enter the number they rolled on real dice. Then it proceeds as if you rolled them trough foundry, so you get all the automation (if any) that foundry provides.
This also works with initiative rolls and anything, really.
0.8.8 is the current stable and supported version of Foundry. You can download almost any version from your account on foundryvtt.com, but there's no good reason to use 0.8.6.
Have you thought about, or even discussed a colab with https://tabletopaudio.com
There is such amazing audio content for running games there, and an integration in Foundry would be amazing! Figured with the updates coming in v8.0 now is the time to ask :)
Well first I'd suggest updating, because developing or having a module developed for 7.x now is utterly pointless unless you never plan to update again.
Then, it comes down to if you know or are willing to learn javascript. If either of those are true, get coding your module! You'll need to hook into https://foundryvtt.com/api/data.TokenData.html
If you don't want to go through that, head to the league of foundry devs discord and commission that module instead.
I haven't gotten my License yet, so I've not played around with everything yet, but I believe this should fit your needs?
https://foundryvtt.com/packages/timer
Although I'm sure other more practiced users may have other options.
I use Multilevel Tokens for that purpose. In addition to the teleport feature, you can use it to show what's happening on a different scene/level if the token would have vision on it. So you can have a castle that's made of different scenes or portions of a scene, and a token can look out of a window and see tokens that reside in a different scene.
Create a single "Commoner" actor (or whatever), and set its Prototype Token image config to use a wildcard pointing at that folder full of townsfolk images. Then you can just drag spam a bunch onto any scene.
There's already a pre-made D&D 5E adventure in Foundry : Clash at the Kobold Cauldron!
https://foundryvtt.com/packages/kobold-cauldron/
I didn't play with it, but it seems like fun.
Thanks for posting a link to the League! Just asking users to keep in mind that while we welcome discussion about bugs in one of these repos,, we don't actually want to be a place for bug support in general.
In fact, bug reporter is a much easier way for most users to report issues, and I think all of the League stewarded modules have it enabled.
The muncher is superb for character syncing, monsters, items, etc.
I use the VTTA DDB integration for importing adventures (Lost Mine of Phandelver, Curse of Strahd, etc.)
You are doing some interesting things in here with the circles and relations stuff, but for a big chunk you might be able to use Hero Creation Tool (if this is 5e as it looks like) and save yourself some effort! But its arguably another learning curve.
Nothing has changed with how walls are placed since the first release, but you seem to be just noticing the invisible sub-grid for the first time, perhaps because you’re in a scene with a small grid size.
Wall nodes snap to the sub-grid to allow for them to precisely overlap in the same location, creating gap-free connections. You can hold Shift as you’re placing or moving nodes to override this, but you do lose that benefit (unless you’re chaining). See the walls KB article for more details.
Might I recommend my Regions module? :)
https://foundryvtt.com/packages/regions
To keep load times down store them in a compendium, and then create regions to group them together. It doesn't matter if a scene belongs to multiple regions either. Define your regions however you see fit.
You can then quickly import them on the fly from the region editor.
And that's just the for scenes. You can add in actors, items, rolltables, journals, and playlists as well!
Game setting --> Invitation Links --> copy and share the Internet one to your players.
No IT course needed.
If it doesn't work then look at the port forwarding guide.
Might want to look into the optional mob attack rules from the DMG, which can be implemented using a mod called Mob Attack Tool or in a slightly different way using some macros I made for my campaign.
If you double right click a token you can go to the vision menu. From there, I believe it's the dim vision that you want to change for darkvision.
There is also a module called Perfect Vision that has a lot of features for vision and might enhance things for you.
Also I would suggest this module: https://foundryvtt.com/packages/journal-to-canvas-slideshow/ Just put images in journals and you can display them on the canvas with one click. No need for background change and scene reload.
I stopped using that module a few months back for the same reason, I'd check out Monk's common display, you get similar functionality (and more!). Hope that helps!
there are a few known bugs with vision in the current release, should be fixed with the upcoming one.
you can fix most of them with Lichtgeschwindigkeit (Lightspeed) module, which also make lighting calculations a lot faster.
There's a great module for this called Scenery or something. Lets you quickly change the background image to any preselected image. You just need to make sure they're all the same size; it doesn't work well with different sized images.
There's a module that introduces a soundboard: https://foundryvtt.com/packages/SoundBoard
I Combine it with the popout module (https://foundryvtt.com/packages/popout) and have the soundboard open on my second screen
Hi, I have this module which may give some help towards what you are after if you play 5e. I just added hopefully proper midi qol support tonight as well.
https://foundryvtt.com/packages/fvtt-encounter-stats
Its early days but hoping to keep refining it over time and adding more features. It's tough collecting the data with so many modules that affect roles!
Always welcome feedback as well if you do try it
Unless I'm misunderstanding something, DF Curvy Walls (https://foundryvtt.com/packages/df-curvy-walls) does exactly that?
And I think Monk's little details also improved the walling process a bit.
There are three basic ways you can represent a multi-level map in Foundry.
Both 1 and 2 can benefit from a module like "Multi-Level Tokens" or "Stairways", but they aren't required.
See this from the purchasing page on Foundry VTT:
>Can I buy Foundry VTT as a gift for someone else?
We are always happy to transfer a purchased license to another user's account. All it takes takes to do so is a few quick steps:
Once these steps are complete we will process the transfer request and the user will be notified when they have received the license. This process can take up to 24 hours, so please be patient.
I found when setting it all up on AWS I needed to setup a reverse proxy using nginx and got a certbot (let's encrypt) cert with a domain I already have.
https://foundryvtt.com/article/nginx/ this helped.
Once you've created a world and joined that world, click the settings icon on the top right. One of the buttons will say something like "Invitation Link" i can't remember off the top of my head. Click that and you'll get a popup that shows you the external link. You copy that and send it to you players. Next you need to Configure Players and add in a player login for each player.
If that link doesn't work it could because of a port forwarding issue with your router. Foundry created a Hosting Guide that should help you get through any issues.
> I tried reading the instructions for actors and it seemed much more complicated than roll20, where I can just drag a thing from the art library to the map and it becomes a DM controllable token or am I misunderstanding something?
You might have wandered into the developer API documentation, which I did before I first started using Foundry and boy was it terrifying!
Strictly speaking I don't think Foundry allows tokens without Actors (an associated character sheet, either for a PC or NPC) by default, but the Drag Upload module lets you just drop an image file on the map as an Actor or Item, or as an Actorless token (though it then won't have full functionality for certain actions).
The other great thing about Foundry is that you can also write your own game System if you or one of your players feels like diving into some JavaScript, HTML and CSS. I've put together a couple of simple frameworks for games that Foundry doesn't have a published System for, and it's been a Godsend over the last year.
I use the Party Overview module.
It displays gold per user, as well as total party gold.
There are also tabs related to which languages each player speaks. And tabs related to all of the "passive" abilities.
And this Overview capability is available for both GM and players in the game.
> It is the harshest winter you've faced in years. Before you sits a temple frozen over, abandoned by its God. Forgotten Wizards' Tower waiting to be rebuilt. A woman with her heart cold as Ice. And Bard song of the Village Fairhaven and the Ice Queen, waiting to be heard.
> A cold wind stirs, rising to a gale... a wintry storm is coming. Will you uncover the secret of Fairhaven or will you freeze to death trying?
Hi! I am Rughalt from Dragonshorn Studios and I am proud to present our recent adventure! In the Court of the Frozen Queen is a full-fledged adventure. Full of mysteries to unravel, monsters to fight, riddles to solve, and magical treasures to be found! Adventure is designed around level 2 to level 4, with an optional prologue that will bring characters from level one to level two and will introduce them to the story. It comes with a fully prepared and ready to use Foundry VTT module, that features:
You can read more bout the module on its Foundry VTT page: https://foundryvtt.com/packages/drgh-frozen-queen You can also purchase the module (as well as other Dragonshorn Studios modules) on https://store.dragonshorn.com/
The module you want here is PDF to Foundry (PF2e). Import a legit PDF and it will import nearly everything into Foundry.
There are modules for some more specific things, but that's the one you're after.
Proxy foundry behind a web server that will compress js/css/html transfers. Something lke this: https://foundryvtt.com/article/apache/ along with mod_deflate configured should do it.
​
Use webp for images
Foundry was made for computers, and any smartphone compatability is incidental and janky. However that module (Mobile Improvements or Simple Mobile) does help substantially. The Foundry owner (probably GM) has to install it for it to take effect. Haven't used them so not sure which is better. Try both and see what works best for you.
I'm more interested on what's happening to the player on PC that also has issues. Could you post screenshots?
If you install the Advanced Macros module, then you can run that macro with a chat command simply by typing /
following the name of that macro.
Consult the Advanced Macro project page for even further options, such as passing arguments to macros in chat commands.
You likely need to setup port forwarding. https://foundryvtt.com/article/port-forwarding/
If you get that setup and it still doesn't work, the folks in the foundry discord troubleshooting channel can help diagnose the issue
I have not upgraded yet, but have seen talk about a new module called "Better roofs" that is to make the new roof features in 0.8.x better
https://foundryvtt.com/packages/betterroofs
Maybe that helps with what you want.
Apologies, since this isn't really a solution as of yet, but I think that Fog Manager is meant to have similar functionality, without using an image overlay. Looking at the compatibility list, the author is migrating this one to 8.6 so it may be your best bet to keep an eye on (I know I am).
Maybe somebody will have a better idea though.
Link to module: https://foundryvtt.com/packages/fogmanager/
for anyone who is having performance issues, this guide from the League is what you want. I had many of my own settings not optimized for both the Foundry client and my browser(s) - Chrome and Brave. You want to click on the "PERFORMANCE ISSUES" circle, and then click EACH of the other circles around that one: BROWSER HARDWARE ACCELERATION, FOUNDRY HARDWARE ACCELERATION, WEBGL2.0, and I AM USING A NOTEBOOK PC (if it applies).
Send to all players too.
Dropping them in works, but I also use the Quick Insert module, which allows you to highlight text and then it can search for the closest matching journal entries, actors, or items and replace the text with a link.
You can only change stats of tokens you own. This is not only true for attributes, abilities and such, but also for your HP whether max, temp or current.
There might be a module to allow players to change the HP of enemies, you could also change the permissions of every enemy to allow your players to directly damage them, which probably wouldn't be the best idea (since they now have full control over the enemy).
You might find the Easy Target module helpful, it greatly simplifies targeting. :)
https://youtu.be/FMwXpAE3tJQ this is who I used. He does a great job showing the back end of how advanced macros work. It help me have better understanding of what I could do.
https://foundryvtt.com/packages/combat-utility-belt/ CUB has a basic guide on their website.
There are a lot of comments here about where to get assets, but I haven't seen any addressing your need to be able to drag them in to attach them. For that I suggest the module drag upload. It will allow you to drag assets onto your scene and use them as any number of object types. https://foundryvtt.com/packages/dragupload/
Ngrok has been the solution/saviour of many people who have ISPs that do dumb/unhelpful shit.
It's this simple to use. Use 30000 (the default foundry port) instead of 80.
Try looking for "clear acetate sheets" and looking for the paper size you want specified as a standard paper size (A0, A1, A2, or whatever).
Or just get a roll:
https://www.amazon.com/Clear-Acetate-Rolls-inches-wide/dp/B00TA6ARCQ
One possible solution, assuming you're not using levels and roofs, you could set up the walls using the wall height module and then set a token for your friend to be 1000 feet heigh with either unrestricted vision or 2000 vision.
Something along those lines anyway.
The DAE SRD compendiums are a separate module from DAE. Both work on 0.8.9.
When you get a compatibility warning, it doesn't automatically mean the module doesn't work. Most of the time if it's on the same major version, it will work just fine.
>You may not lease or sell the software or its license for direct or indirect financial gain. You may accept payment in exchange for services related to the software, for example running game sessions or providing technical support.
Ah, okay.
So, I think what I would recommend is something along the lines of what u/nighthawk_something said in a previous thread.
It'll require a bit of prep on your part (see below), but if it works, you'll completely streamline everything you have to do from then on out.
In terms of time, it will take you less than 10 seconds in Foundry (per character) whenever your players make a change.
​
​
Now, whenever your players make a change to their characters, you need only click a button or two, and the Foundry character sheet is automagically updated.
I think that so long as you sell it to them as an "improved PDF form", you're more likely to encounter less resistance.
Players always load into the currently active scene, which is what that symbol indicates. Right-click a different scene and Activate it to change to another one.
Recommend reading through some of the documentation to learn about this sort of thing. :)
If you find this default option is problematic, you may be interested in knowing that this can be overridden by a simple module (in the highly configurable way of Foundry VTT):
module spell level buttons for 5e gives a clear visual of remaining spell slots per spell levels, I'm using it as one of my players who has multiclassed warlock always forget to use her warlock slots first instead of the standard slots that recover on long rest
It is actually quite easy to move setups, everything is stored in the data folder so it is a matter of copy and paste (and makes backups easy). Towards the bottom of this article: https://foundryvtt.com/article/configuration/
I haven't tested it out myself, so I apologize if this doesn't work out... But it appears as though Scene Packer may be what you're after?
Thanks for sending me down this rabbit hole, by the way. I love that workflow, and I'm definitely going to start incorporating it into my worlds!
I started using DungeonDraft recently, it's very easy to use and figure out. So easy in fact, within 1 hour of purchasing it I had a simple battle map put together, with limited prior knowledge of the tool set. There are numerous asset packs available for DungeonDraft as well, some free and some paid, some free examples can be found here.
Another advantage of DungeonDraft is the fact that you can export to a universal vtt file, which you can then import into foundry, and have walls / lighting already in place. While it's not perfect, and there are some bugs (For me the door icons and some text for journal entries placed on the map is very small), it's overall a great tool. You could also just export to a png and import as normal if you prefer.
Scene Packer - a module for Foundry VTT - has recently been updated to include an Asset Report tool which can be used to validate the assets within your Scene and/or World and/or Module. You can use this tool on its own to verify whether the content you are planning on releasing is going to work for someone else (you don't need to do the full integration that the module readme describes).
Perhaps an Actor that you are distributing has an Item whose icon references an asset in your world. Easy to miss. Asset Report takes the guesswork out of checking for broken links.
Grab the module from https://foundryvtt.com/packages/scene-packer
A big thanks to /u/baileywiki for allowing me to use his modules as a demo. As he says, this module "would have saved me countless hours with hot fixes".
Scenes:
- Background image
- Foreground image
- Note icons
- Tile images
- Drawing textures
- Token images
- Token effect images
Actors:
- Actor image
- Token image
- Item images
- Effect images
Journals:
- Journal image
- Journal contents (embedded images)
Items:
- Image image
- Item effect images
- Item description (embedded images)
Playlists:
- Audio sounds
Macros:
- Macro images
RollTables:
- Table image
- Result images
You can use https://foundryvtt.com/packages/vtta-tokenizer/ for this.
A little bit confusing at the start but once you get used to it it makes it really easy to make round tokens out of square images
You can import creature compendiums that have the creature stat blocks into pathfinder 2e though you will probably need to find appropriate tokens for them. The main ruleset comes with this.
The best way to do that, IMO, is using Monk's Little Details.
"GM Move Characters
Select characters, move to a different part of the map, hold down the M key and click, will teleport all the tokens to the new location. Makes life easier if you have multiple areas on your map and want to move all the tokens there without them seeing everything in between."
Check the troubleshooting FAQ here: https://prezi.com/view/Wpq1WQv92LC1KNwwAEyG/
Specifically the Performance Issues
section, and the I am using a notebook PC
and Browser Hardware Acceleration
sub-sections.
Can't speak to the PF1 stuff, but I think it's pretty fair to say that your 2012 MBP doesn't really count as a "relatively modern computer," per the official minimum requirements. It should run, but it sure is pushing the boundary, hardware-wise.
Hosting the app on a remote server won't make any difference with this particular problem, as all the heavy lifting is done client-side; it's your machine doing all the work regardless.
That said, you might want to run through the troubleshooting guide, particularly the Performance Issues section, and make sure you've done everything you can to ensure your GPU is being used properly.
The simplest way I found was using this module to change the text input to a textarea (allowing for multiple line editing) and some text alignment options as well.
In addition, there's a module that just lets you add custom css if you just want to blanket modify one or two things https://foundryvtt.com/packages/custom-css/
I haven't used it or whetstone, so not 100% on if there are potential gaps or if Whetstone can already do this.
Have you tried the "Hey, Wait!" module? It allows you to draw tiles on the map (that are invisible to players) that pause the game automatically when a player's token steps on them. This way, your players have some freedom to explore, and if they get to an important zone, it will pause and pan your screen to them.
You could also rig something up like this with the Multilevel Tokens module, having it trigger a macro to pause the game (and do whatever else you can do with macros).
If there is, I haven’t looked for it, sorry. I’m sort of the opposite of OP and use The Health Estimate Plugin in my games, so I explicitly don’t want my players to see the HP of anything but each other.
when you draw a shape, then go into the properties, you can designate it as a In or Out point and then assign it an Identifier. Then when a player moves onto that shape, they are teleported automatically. Multilevel does a lot more too. Install it and I would recommend getting these maps: https://foundryvtt.com/packages/baileywiki-maps/
Import the two Yawning Portal scenes from the Scene Compendium. The creator has done a really good job of mapping two levels and demonstrating how the module can show tokens on another level.
1-Yes, you can ignore all the other stuff and just use the maps and tokens. I'm running a Star Wars game and FoundryVTT doesn't support the system, so we use it for maps and tokens. Everything else is managed on a separate website.
2- There is a module that lets you import the Dungeondraft maps directly into FoundryVTT with lighting and walls. You have to export the maps as .json files.
game.tables.getName('Dragon Location').draw();
Modules
I will put my own module out there. Currently you can pop the side tabs out by right clicking but it does not allow you to resize them so the combat tracker can get very very large on screen. I created the popout resizer module that lets you resize them.
There's a few packs of maps for free in the exclusive content section. https://foundryvtt.com/packages/exclusive
I tried a few maps from the ones there just to mess around with and they seem really nice. Some have lighting already.
Nice find on Modifiers Matter and Persistent Damage!
The good thing about PF2e system is modules tend to get incorporated when they would make more sense to be part of the system, - like PF2QR for reporting success levels against the target.
This is because the PF2e is written by dozens of volunteers, as opposed to 5e which is controlled by Foundry dev team and results in a large fragmented mod install that churns with every release. The Foundry dev is very resistant to changes not authored by themselves, dismissing the need for the mod and even when it would be better in the system.
The PF2e specific modules are always updated on the PF2e system page
Monk's Enhanced Journal has a type of journal called Encounter, where you can build an encounter. In the Details tab it has partitions for Monsters, the Items they can have the the possible Checks/Saves that can be requested of a player.
You can just drag out the items that are in your loot pile into this, ignore the other things and show this journal to your players like any other Journal entry.
It might not be exactly what you're looking for, but I'd recommend checking out the Custom Hotbar module. Although its main functionality is adding a second macro hotbar for you to place additional macros in, part of its functionality includes setting the hotbar's current location. It doesn't allow you to "drag and drop", but it does allow you to modify the placement of the hotbar by setting X and Y coordinates in the settings.
> It's the walls...
>I do like the "click a button to optimize" approach!
There is actually a module for one click optimization of walls. It's a godsend for anyone that converted r20 content because there are way too many angles on all the walls for official content there.
Merge Walls: https://foundryvtt.com/packages/mergewalls%7CMerge
It looks like there is a Module to import characters, items, monsters, etc from DnD Beyond. https://foundryvtt.com/packages/ddb-importer/
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I'd be very surprised if WotC let you export an adventure. Your best bet is to see if anyone has created a specific adventure package previously. Otherwise, grab maps and start making your own scenes.
The others suggest Search Anywhere, which hasn't seen an update in 7 months. It has been largely superseded by Quick Insert.
CC: u/flppbrs, u/BrotatoWedge
Other options:
Multilevel Tokens would allow you to automate the "moving between rooms or dungeon levels" part of things by setting up beforehand. More prep work, but would mean you don't have to worry about dragging players to the wrong place during a session.
Less Fog can make the Fog of War effects transparent for GMs. I don't know why I didn't think of this earlier. You can make it so that even though you only have the token's vision, the areas of that map that are black to the player are just dim or greyed out to you, so you can still see what you're doing.
From the FAQ:
> With regard to iOS devices specifically, due to limitations in the Safari browser and the fact that Apple requires other browsers on iPad to use the Safari webkit, Foundry VTT will not work via iPad at this time.
https://foundryvtt.com/article/faq/
Basically, all browsers on iOS are all safari, just different skins, and safari doesn't work for foundry
Pretty sure it has to do with webgl
There’s also a pinned thread on discord troubleshooting about certain chipsets that cause this )not surprising a driver issue)
You can also try the link below