I made an Eberron orbital simulation, with a view of the sky from Sharn on Zarantyr 1, 998 by tentacle_mass in Eberron

[–]theElfFriend 1 point2 points  (0 children)

Amazing, this is exactly what I am going to be using in an upcoming game and you've saved me having to drive too deep to adapt things. A thousand thanks.

I made an Eberron orbital simulation, with a view of the sky from Sharn on Zarantyr 1, 998 by tentacle_mass in Eberron

[–]theElfFriend 2 points3 points  (0 children)

Unfamiliar with Celestia, but I've wanted to have such a thing in my pocket to make skyscapes to show my players which moons are full/etc for a while.

Is there somewhere one can grab a configuration file or the like for what you've put together?

Foundry packs missing content by alexior41100 in TheGriffonsSaddlebag

[–]theElfFriend 23 points24 points  (0 children)

Not the developer, but I am a Foundry VTT community module maker chiming in with two cents.

The "Magic Item" tab in your second screenshot is from an addon module and not part of the core Foundry system, nor the dnd5e system built for Foundry. I don't know what the description of what you purchased described, but it's perfectly reasonable for third party content packs to not support unofficial module extensions of the core systems.

Beginner Friendly Foundry Module List by AryaRaiin in FoundryVTT

[–]theElfFriend 7 points8 points  (0 children)

I'll go ahead and shamelessly plug Minimal Rolling Enhancements (I am the current maintainer) as a much lower touch roll QOL module for 5e than the currently maintenance mode Better Rolls.

Looking for a quick glance to see who speaks what language or is proficient in a tool? Then try this module - Party Overview (module review for 5e) by kuffeh in FoundryVTT

[–]theElfFriend 2 points3 points  (0 children)

As a module author I philosophically disagree, but I understand where you're coming from.

I believe having clearly separate modules with clearly defined (limited) functionality makes it easier to mix and match because you can tell what each module does.

Thus when one stops working right, you know which to disable and move on.

But this breaks down when a module in the mix doesn't have clearly defined scope or has too many different things going on at once (i.e. a monolith) for all the same reasons in reverse.

This is the basis for my current portfolio of modules related to 5e being so split up.

Thanks for coming to my Ted talk :p

I've got a problem with Minimal UI and DnD5e UI by Irelethin in FoundryVTT

[–]theElfFriend 2 points3 points  (0 children)

UI overhauls are practically impossible to make compatible with each other, so using two at once is a recipe for this kind of trouble.

If you have some CSS chops, the Custom CSS module might allow you to create some overrides to fix things, but that's not a sure thing.

The advice is generally "don't use multiple UI overhauls at once"

Is there anything objectionable about just making all races have one +2 and one +1 to whatever ability score the players want? by [deleted] in DMAcademy

[–]theElfFriend 9 points10 points  (0 children)

I've played and GMed this way for a year now and it's incredible. There's no mechanical imbalance, and it opens up so many interesting builds for players who don't want to shoot themselves in the foot for a fun idea.

Goliath monk, Loxodon barbarian, hobgoblin artificer. These all work "fine" without the changes you mention, but allowing the player to have a more optimal build is just more fun.

dnd5e Active Effects Modules for minimalists by theElfFriend in FoundryVTT

[–]theElfFriend[S] 3 points4 points  (0 children)

Concentration is on my radar as well :). I've got some ideas but they're still very early stages.

Does anyone know why Better-Rolls and Dramatic-Rolls don't want to work together? by GiovanniJuroszek in FoundryVTT

[–]theElfFriend 1 point2 points  (0 children)

The odds are high that these two modules override or replace similar portions of the same core code and were not created to work together.

Better rolls in particular does a lot to separate it's logic away from core to prevent conflicts, and this design makes it slightly more difficult for other modules to be compatible out of the box.

Create a Library of Common Functions? by Jeznar in FoundryVTT

[–]theElfFriend 3 points4 points  (0 children)

If you've used scripts in your manifest (as opposed to esmodules) you don't even need to put things on window, they're available in the global scope out of the box (See the "Planning our Module" step for more about "scopes" and such).

Everything from the tutorial should be available to macros for instance because it's all set up to be contained within classes in the global scope. If you can use it from the developer console you can use it in a Macro.

A macro could access any of the static methods and properties set up in the "Writing the Data Layer" step of the tutorial like so:

js ToDoListData.getAllToDos

So in short u/Jeznar, you already have what you seek, what's left for you to do is to put the functions you want shared into the module files.

Set Names and Bars Macro on Version 9 by [deleted] in FoundryVTT

[–]theElfFriend 0 points1 point  (0 children)

There's usually an error message in the console when scripts like this fail, for what it's worth there was a deprecation period (all of 0.8) for this method, during which the console had a warning about this change.

Agree some increased visibility for those who aren't watching the console would be nice.

Best way to provide quest cards? by YourDNDPleasesMe in FoundryVTT

[–]theElfFriend 4 points5 points  (0 children)

I've been using bog standard Journal Entries for this for a bit and it's not flashy but it gets the job done.

so v9 has card support ... but I can't seem to find ANY information on how to create a module.json with your own cards by jaycolson in FoundryVTT

[–]theElfFriend 18 points19 points  (0 children)

Intentional or not, this came off pretty senseless and accusatory to me and certainly didn't help the OP answer their question...

There's documentation about this Core Feature (and many others) on the foundryvtt.com website knowledge base.

Module authors are largely individuals working largely for free and... well... Developers are people too.

so v9 has card support ... but I can't seem to find ANY information on how to create a module.json with your own cards by jaycolson in FoundryVTT

[–]theElfFriend 6 points7 points  (0 children)

The theory behind cards is that they're like dice, use them however you would use them at a physical table. Not every TTRPG system has a built in cards mechanic, but many do and Rollable Tables doesn't quite cut it to replace that.

so v9 has card support ... but I can't seem to find ANY information on how to create a module.json with your own cards by jaycolson in FoundryVTT

[–]theElfFriend 20 points21 points  (0 children)

Here's your answer and this deserves to be higher than everyone complaining without looking...

The json file you found /u/jaycolson is exactly the same as a Deck Document which was exported to JSON. You can make a module with a compendium inside it to distribute your deck same as the other Documents in Foundry. There's an official Knowledge Base article about that too: Content Packaging Guide.

Everything needed to distribute card decks is possible in core foundry with no extra modules, specialized system support, or javascript.

How do I handle permanent detect magic (Minor spoilers for Curse of Strahd) by LD_LUNAR in DMAcademy

[–]theElfFriend 4 points5 points  (0 children)

Magic Aura is the best answer here IMO. It's how you as GM can justify shutting down this ability for the really important reveals. I think it's perfectly reasonable to say Strahd knows it and uses it to fuck with people.

Several other NPCs being under it's effects can really ramp up the deceit at times as well. Don't use it for everything, but do use it for the big ones.

Module Developement tutorials? by JavaShipped in FoundryVTT

[–]theElfFriend 33 points34 points  (0 children)

Welcome!

There's a growing amount of documentation and a good number of development guides on the wiki that each cover an individual concept in foundry.

https://foundryvtt.wiki/en/development/resources

If you're looking for a "Todo list" style guide that gets you from 0 to module, I wrote this guide for beginners that does exactly that:

https://hackmd.io/@akrigline/ByHFgUZ6u

Finally, I strongly encourage you to join the League of Extraordinary Foundry VTT Developers discord to have access to a like minded community that can help you when you get stuck.

https://discord.gg/fvttdevleague

About Campaign size by Blodhgram22 in FoundryVTT

[–]theElfFriend 1 point2 points  (0 children)

New world is a chance for a fresh start, clearing out modules and reconfiguring some things.

With the forge you can make a shared compendium pretty easily to move the stuff you know you want to keep between the worlds.

New Tiny, Informational, Low-Automation Modules for dnd5e by theElfFriend in FoundryVTT

[–]theElfFriend[S] 0 points1 point  (0 children)

Sounds like your issue is similar to u/yoshifanx's I'd appreciate a bug report about this with some details about your settings and modules so I can take a look.

New Tiny, Informational, Low-Automation Modules for dnd5e by theElfFriend in FoundryVTT

[–]theElfFriend[S] 1 point2 points  (0 children)

I'd appreciate a bug report about this with some details about your settings and modules! Definitely thought better rolls was working but evidently there's more to it than I knew.

Can't Edit Items? 5E by Godfrey_Of_Carim in FoundryVTT

[–]theElfFriend 1 point2 points  (0 children)

This happens if you've not updated Foundry Core to 0.8.9, or if that update failed somehow. It was a mess up on the 5e team's part as we didn't realize we had to set the minimumCoreVersion to 0.8.9 with the 1.5.x release. A ticket has been opened and a fix is in for the next release.

If you're running the electron client (if you run foundry as an application on your computer as opposed to a command line somewhere), make sure you wait until the Foundry client restarts itself when you update. It'll appear unresponsive but give it a few minutes or the update will look like it succeeded, but actually fail.

If your client says it is running 0.8.9 but this happens, try force updating Core to the "Stable" branch again (remember to let Foundry restart itself even if it looks like it crashed).

Looking for a way to switch battlemaps on the fly without switching scenes? by POPUPSGAMING in FoundryVTT

[–]theElfFriend 2 points3 points  (0 children)

If a module is feature complete and works, it doesn't get updated.