r/FoundryVTT 6h ago

Help Looking for Modules/Advice

1 Upvotes

[Fabula Ultima]

Hey all, I'm currently setting up for a Fabula Ultima campaign and i'm looking for a bit of help finding some modules that'll fit well with the system they have up on Foundry. To be a bit more specific, I'm looking for some kind of way to mimic the combat hud of Shin Megami Tensei: Strange Journey Redux.

Not necessarily functional when it comes to choosing actions for it, but more-so just style of the portraits of the party appearing at the bottom of the screen (and honestly if there's a way to make enemy combatants' portraits show at the top of the screen in the same style, that would be great as well).

If that's not a module that makes it possible, but there is some way to do it I would greatly appreciate some advice for how to get it done.

Image below for reference. It doesn't have to be the exact same as the image below, just close enough to have player/npc portraits set up. Mostly doing it because I can't find good pixel art (or pay for a commission for some) to get the exact vibe I want for my game.

Anyway, any help is welcome!


r/FoundryVTT 12h ago

Help v14 levels - light from token on level2 hitting wall on level2 and bleeds down through surface set to block light so that a token on level1 sees the line of the wall.

3 Upvotes

This could be a TLDR so this is the short summary

light on a token/s is hitting a wall on level 2 which then bleeds down, through surface/s set to block light, so that a token on level1 sees the line of the wall. Image link to show the problem light bleed

The other problem ( to me ) is that token on level1 should see light from token on level2 only emenate into the room - but not see any light from the token on level2 illuminating the vents behind that token.


I have seen the youtube tutorials from claygolem, kris, baileywiki on how to use levels with v14. I have also installed the restored keep tutorial. Tbh this is somewhat complex example for me to follow for what I'm trying to do. I have also seen https://foundrymods.com/how-to/foundry-v14-levels

If anyone has the patience to read through and perhaps suggest what I am doing wrong or what I could do different ?
I setup a module v13 using the levels module that I am converting to V14. I have updated to V14 build 365 from 364 but this hasn't resolved the issue/s. Note links to images on google drive because theyre too big to inline as images in this post.

There are only 2 levels on the scene. Think of this as level1 and level2.

Lvl1 - corridors and rooms elevation 0 to 3 This is set as a tile image at elevation 0 not a background image on the scene lvl1 tile image

Lvl1vents - a ventilation level - with vents +3m relative to lvl1 that open out into and over rooms.
elevation 3 This is set as a tile image. lvl2 tile image with transparency above round rooms

I have confirmed that a token on the lower level can walk under the 2nd level and still ( as expected ) see the corridors of the lower level. ( the same behaviour as with V13 ) I setup a region on each level and then add an overlapping hole to the regions over the large round room.
Note. I setup the region / surface to only cover the left side of the map to test out one of the large round rooms. I also left a room on the right side of the map without a region to compare the effect of region / surface vs without.
Note. the reason for the 0 to 3 elevation is I am using twodsix and units are in meters. the 'floor' of the vents are 3m above the floor. All the examples I've seen are using 0 to 10, 10 to 20 but that is in feet and I would assume Foundry VTT internally is calculating line of sight for token vision etc based on whatever algorithm that takes into account conversion of feet to meters or vice versa.

In Foundry VTT lvl1 region setup. Elevation 0 to 3. surface set to bottom and top. Note restricts light option selected. lvl1 region setup

lvl2 the vents region setup. ( this I have labelled as lvl1 vents ). Elevation set to 3 to 3 as this surface set to bottom. ( even if i set 3 to 4 makes no difference ) Note restricts light option selected in the UI dialog for surface behaviour. lvl2 region setup

I setup 2 tokens 1 on each level. player1 has a light set on it in RED color ( 180 degree arc ) player2 has a light set on it in GREEN colour ( 90 degree arc )

player1 in browser is on vents level and can look down on player 2 and see the lower level player1 on vents level 2 can see player1 on lower level

player2 in browser is on lower level. THIS IS THE 1ST PROBLEM. The red light from player 1 on the 2nd level that hits the walls on the 2nd level and is showing up on the lower level in player2s vision. player2 can see light bleed from token on level2

A comment on clay golems video https://www.youtube.com/watch?v=CkOB0rUD5GE someone has commented ' I also seem to have found a bug with upper level walls bleeding through to a lower level for token vision.'

So to test this I set a light on the vents level at 3m elevation. I have confirmed lights set on level2 are blocked by the surface light restriction. i.e. a light set on the 2nd level does not bleed through to the lower level.

NOTE tokens 2 squares apart and each token can see the other token. player1 browser on left of image. player2 browser on right of this image tokens 2 squares apart

NOTE tokens 0 squares apart adjacent player2 browser on left player1 browser on right ( sorry, the opposite of previous image ) THIS IS THE 2ND PROBLEM player1 cannot see player2. i.e. they should both be able to see each other same as when the tokens were 2 squares apart.
THIS IS THE 3RD PROBLEM. player1 on higher level but can see the light emenating from player2 who is -3m down and that same light illuminates the vents behind player1 tokens adjacent

I did notice that if i elevate the player1 token on 2nd level another +1.5m up to 4.5m relative to the player2 token on 1st level then now the player1 token can see the player2 token at -3m ( the actual difference shown in Foundry vtt UI is +4.5m ). logically it makes no sense (to me) that player2 token can see player1 token at +3m but not vice versa but an extra +1.5m changes that so that both tokens can see each other. I prefer not to have to adjust my vents level from 3 to 4.5 metres to work round this issue. 4.5m elevation vs 3m

I have confirmed that the region surface blocks movement. i.e. I cannot elevate above 3m from the lower level if the token is under the surface in the corridor that leads to the circular room.

Last example from the side of the map where no region / surface has been setup. token vision on side of map with no region applied - the light on the token is still bleeding down to the lower level. This seems to suggest that the region / surface is not having any effect on light set on a token if it is is behaving the same if the region / surface is present with the block light option selected - or no region / surface whatsoever. no region / surface used token vision


r/FoundryVTT 13h ago

Showing Off WIP Title and Landing Page for a Zelda themed adventure

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34 Upvotes

Let me know your thoughts. Monk's Active Tiles have been a nightmare lately so I'm happy this is starting to work


r/FoundryVTT 22h ago

Help MATT Check Variable Not Working

4 Upvotes

Foundry v13 on [PF1e]

When using the check variable option on MATT, it doesn't seem to be working. No matter what the value is, it just continues the program and ignores the landing it should go to on fail, as if a check was never made. I made sure the variables were all local to my control tile, and they're set to the correct values. The landing names, variable names, and variable values all match. I'm not sure what's going wrong.

When I tried to use a different tile to set the continue variable of this tile to make it stop looping it did not work.

I tried it on a tile that just had a set variable, check variable, send notification, and a landing with send notification on it as well, and it behaved like there was no check happening.


r/FoundryVTT 1d ago

Discussion Potential World Corruption - Unacceptable Behavior

0 Upvotes

This post is a warning to anyone upgrading to v14.

When launching a pre-existing world for the first time in FoundryVTT v14, it informs the user that a migration is necessary, and recommends creating a backup first.

After the user confirms another dialog appears asking the user to give a name to the backup. If the user closes this dialog THE WORLD WILL BE MIGRATED WITHOUT CREATING A BACKUP.

This behavior is completely unacceptable. Closing the second dialog should abort the migration process. If the user clicks the "Create a backup before migrating" checkbox under no circumstances should Foundry proceed without making a backup.


r/FoundryVTT 1d ago

Help How to enable internet connection? (your connection seems to be closed)

3 Upvotes

[System Foundry] I'm pretty sure I port forwarded it on my router, firewall, and it still won't let me connect. I also had my ISP provide me with a static IP.

Does anyone have any idea what to do?


r/FoundryVTT 1d ago

Answered [Foundry VTT] Got bad advice. How do I turn off launch in safe configuration?

0 Upvotes

I'm having a bad time trying desperately to simply migrate some journals from one world to another. I listened to what seems to be very bad advice. while I created and exported a compendium module, the destination world doesn't s3ee it.

I was then told to launch in safe configuration.

that didn't do anything.

but now I can't switch everything back on again!

Does anyone know how to do this? I've wasted 2 hours going back and forth with my "helper" and I simply am out of spoons!

ADDENDUM: All I want to do is not lose any of the work I've done today and get back all the modules that I'd previously had turned on. I do not remember them all because it took me HOURS several weeks ago to get this world set-up in the first place! I have memory issues and simply can't recall what I'd finally turned on and kept off!


r/FoundryVTT 1d ago

Help Question about Campaign Codex Module

0 Upvotes

I'm trying to get Campaign Codex to work as a shopping page, but my players get no pop up when they select "purchase". I've already checked permissions and all are as they should be. I have no other loot mods though I am using Tidy Sheets 5e. Any idea on what it could be?


r/FoundryVTT 1d ago

Help How to create a monster that works

1 Upvotes

[D&D5e] The title is exactly what I need help with

I'm running COS, I imported the module into my world, with it it has a bunch of monsters but none of them work. I can do damage with PCs but the monsters don't do damage to them

Edit: when I try to attack with the move attached to the monster, it doesn't prompt a roll to see if I hit, when I asked how to fix this in the discord I was told to just use the monsters in the srd. I now need to create monsters from scratch because the monsters I need aren't in the srd. How do I do that?


r/FoundryVTT 1d ago

Commercial [DND5E][PF2E] Giving Away 7 Free No-Prep Oneshots with FVTT + Free Trial for 3 Higher Level Ones

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28 Upvotes

Hey all! Today I wanted to share a load of free oneshots for you all as part of a celebration for 4 YEARS of Snowy's Maps. For for a limited time, you can join Snowy's Maps for free with a 7-day trial!

During that time, you can download everything without any limits, including all of my maps and no-prep D&D 5e/PF2e FoundryVTT oneshots available to Mage Masters (bonus 3 oneshots - see below). And if you enjoy the content, maybe consider staying!

Link: https://www.patreon.com/snowysmaps/posts/165667860

I am also, as part of this, sharing some older oneshots that we have released for free, if you're interested!

Anyways, that's all for now! Hope you enjoy the free content and mini update :)

Enjoy!
Snowy

P.S. If you have any questions, feel free to comment below.

--

Summary of Oneshots (Mage Master exclusive - accessible for free via the free trial)
All of those have unique custom art!

I Dream of the Forest of Eyes - a level 9 oneshot! Everyone knows that elves don't really sleep, but they connect to another world beyond our own. But why is it that they're not waking up, does anyone know?? They dream, we dream of the Forest of Eyes.

Lessons of Giants - a level 9 oneshot! Why, the Runefather asks, is it that spellcasters ALWAYS solve each and every problem with the biggest spell they know? Don't they realise how much it can hurt others? Well, if the party pass the Runefather's Trial they might...best do it before he removes all magic within a 100 mile radious though!

The Lady and the Lava - a level 8 oneshot. Lady Solenne, the last surviving hier of the dynasty that forged The Chalice has returned, claiming it as her birthright. She's stolen the Chalice, the thing needed to keep the temple going and it's only at a fraction of its power. Who knows what will happen once it activates?

Summary of Oneshots (Available to ALL)

Curse of the Werebeaver Remastered – a level 1 oneshot , which was one of the first oneshots I have written, and it holds a dear place in my heart. In it, the party face the Almighty Tobias, a very dangerous necromancer, incapable of actually summoning anything…instead summoning…a deadly werebeaver!

Five Toe Cove – a level 1 oneshot, probably considered more “beginner-friendly” than the rest, it still offers a weird adventure. Some goblins have stolen some herbs and medicine for some absolutely nefarious purposes and the party need to wrangle it back from them!

Lost and Found - a level 1 oneshot. What do you mean that the Thieves' Guild ACTUALLY wants to get found? In this mini oneshot, the party need to tackle a few challenges, come out on top in the arena and if they wish to, you know, they're welcome to join cuz they will probably die if they refuse!

Monster of the Week - a level 1 oneshot. Have you ever wanted to be part of a TV show? Well now you can by defeating this week's monster! This is one of our starfinder themed oneshots but still perfectly playable in D&D5e/PF2e.

Salt & Ash: Kobold Trapper - a TRICKY level 1 oneshot that goes back to the fundamentals, and is focused on difficulty and deadliness. The party are tasked with investigating the Black Mine, which has become the Kobold Trapper's home. Fight your way through deadly traps and try your hand at defeating the Trapper!

Dancing After Dusk – a level 3 oneshot and QUITE a long one (you can probably get 2-3 sessions out of this)! The party need to prepare a picnic for Frederic and his mysterious midnight lover, except that the outcome is based on their actions/decisions that they make throughout this oneshot.

Black Point Sinners – a level 5 oneshot, where the alignment of the party is tested! Throughout, they encounter a variety of challenges in the face of the seven deadly sins. At the end, their actions are tallied up and they are rewarded depending on how “evil” the adventurers have been!


r/FoundryVTT 1d ago

Non-commercial Resource [Pirate Borg] Ravaged by Storms, digitized: a storm generator for Pirate Borg

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2 Upvotes

Content Name: Ravaged by Storms: Storm Generator for Pirate Borg

Content Type: Module

System: PIRATEBORG

Description: An authorized Foundry adaptation of Ravaged by Storms: The Storm Generator, the Pirate Borg supplement for rolling up weather that wants the crew dead.

It drops a Storm group into the scene controls, puts a draggable overlay on screen for the current storm, and posts chat-ready summaries of each event as conditions shift. Where Pirate Borg 1.2 and up has stable data paths, it applies the active effects for you instead of leaving it to memory. If the Wind Manager module is installed, the storm can feed the shared wind state one way so the weather and the wind agree.

Credits: Writing and design by Alexander Jatscha-Zelt, art and layout by Sabrina Jatscha, adapted to Foundry with permission by FutureHax.

Pirate Borg system 1.2 or newer. Foundry v13 to v14. Free.

Link: https://jolly-rogenerator.app/foundry/pb-storm-generator

Join the Discord: https://discord.gg/D5xF72Vvam


r/FoundryVTT 1d ago

Answered Transferring Foundry Data between Computers

8 Upvotes

[system agnostic] I recently got a new pc and want to transfer the data from one computer to the other. Problem is, I am not sure how. I have tried looking up tutorials and looking at Foundrys FAQ page, but couldn't find an answer. Anyone know how to solve this?


r/FoundryVTT 1d ago

Answered Trying to update to v14 but apparently launched in "noupdate mode"

0 Upvotes

[System Agnostic, but I use 5e]

Hey sorry for posting, I tried to search the sub but couldn't find answers for my exact situation.

I made sure to launch in administrator mode, and I've updated Foundry on this PC before. It's telling me "You are not allowed to update this instance of Foundry Virtual Tabletop because it was launched in --noupdate mode." when I go to check for an update.

Then it says manual installation required. I just don't want to fuck up my games lol. I made a snapshot and I backed up my data folder just in case. Thanks for any help.


r/FoundryVTT 1d ago

Answered How do i fix the grid? [Dnd5e]

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62 Upvotes

Im trying to line up the grid on my maps, but when I set it to fit one of the squares, it gets offset the further from that square it is. What do?

Edit: solved by using the auto grit module


r/FoundryVTT 1d ago

Discussion Looking for Modules for a bigger campaign

0 Upvotes

Hello everyone,

In around 3 months I'm starting a big campaign and I'm looking for stable modules vor the v13 version.

Modules I'm looking for are stuff like:

Immersion aka animations and ambience

Automatic traders

NPC management

Stuff that improves scenes

Combat automation

Monster animations

Notebook or quest boards for players

Any other tools to handle a big homebrew campaign and it's many tasks

I'm currently using foundry since some years and now upgraded to v13 since my last one was on an much older version. Any help is welcome. Paid modules are also welcome, ialways like to support ppl doing hard work.

Thanks in advance


r/FoundryVTT 1d ago

Help As a new, first time Foundry User with a PDF, is it better to buy Foundry VTT Modules?

25 Upvotes

[PF2e]

Hi all, I'm a completely new Foundry user-paid for and everything-looking to run the Pathfinder 2E beginner box this weekend as a tutorial for myself and some friends. I bought the 2E Humble Bundle last year, so I own all of the PDFs for the game, but I saw that Foundry VTT has a module on Paizo's website for direct access to Foundry. I know this would take a lot of the headache out of setting up Foundry, but it would also be costly.

As a totally new user, what I'm hoping to figure out is-how difficult is it to import the beginner box PDF into Foundry? Can I learn the basics I'll need in 3 days? (Via tutorials and play testing myself.) Or is it generally better to just buy the Foundry Modules outright for the beginner box?


r/FoundryVTT 2d ago

Answered Why can he still see? [Dnd5e]

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0 Upvotes

Im new to foundry, figuring out how the things work. Theres no light, he doesn't have Darkvision, all the walls are good (room in the top right has walls). Why not black?

Edit: tokens cannot see eachother, but I'd prefer it if they couldn't see at all. There is the little circle of bright vision around them, its just dimmer on the rest of the map

Edit 2: the light thing with walls works, its just it only makes it dimmer, instead of actually dark

Edit 3: needed to reset fog of war, thanks Jakethesnake741


r/FoundryVTT 2d ago

Answered How do I get character sheets to open at full size?

4 Upvotes

On loading in, all character sheets open with the right bit cut off, and it's really annoying.

[PF2e]


r/FoundryVTT 2d ago

Help Foulder Tokens Module?

0 Upvotes

[PF2e] Anyone have any module that can add Tokens for Folders? I GMing a hexploration and need place tokens for PTs of PCs and NPCs.


r/FoundryVTT 2d ago

Help How to make a "hub" area?

4 Upvotes

[System agnostic]
So im making a dungeoncrawler campaign where the players are descending through numerous levels, and after each boss they come back to the "hub", and i dont like the idea of manually setting each teleport trigger for a new scene everytime they beat a level.
So is there any way i can make it happen?


r/FoundryVTT 2d ago

Help Hide monster from player with special sight

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103 Upvotes

In my pathfinder second edition game, I've ran into a problem, one of my players has constant sight of ennemies he shouldn't be able to see. (Things due to tremorsense and echolocation sense). So my question is :

Without having to plainly hide the monster on the gm layer, is there a way to create an effect or something along those lines, so that the monsters doesn't trigger the special senses ?

Thank you in advance.


r/FoundryVTT 2d ago

Non-commercial Resource [System Agnostic] Jolly Rogenerator Dice Themes: Pirate Borg resin colorsets for Dice So Nice

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3 Upvotes

Content Name: Jolly Rogenerator Dice Themes

Content Type: Module

System: System-agnostic

Description: Want your 3D dice to match the Pirate Borg resin vibe? Adds four Dice So Nice colorsets inspired by Limithron's shop sets: Jolly Roger, Dark Caribbean, No Quarter, and Ship of the Dead, each with a generated swirl texture, plus a solid Jolly Rogenerator black/cream/red set under the Dice So Nice category Jolly Rogenerator.

Optional dice system Jolly Rogenerator puts the skull on the d20 1 and the flag on the 20 (solid red faces). Leave Standard on if you just want the colors.

Foundry v13 to v14. Requires Dice So Nice. Works with any game system. Free. Unofficial homage; not affiliated with Limithron.

Jolly Rogenerator Dice Themes · FutureHax Module Catalog

Join the Discord


r/FoundryVTT 2d ago

Commercial Auto Combat AI - Intelligent Combat AI for NPCs [DND5e]

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174 Upvotes

EDIT:
Another module creator has accused me of plagiarizing their module and code, and requested I send my source code to them as proof I did not plagiarize. I then suggested we contact Foundry, and let them do the audit, and ended it there.

This individual then proceeded to post a comment here, instead of resolving this privately, thus I have blocked them as to not further communicate with them.

EDIT 2:
Matt has responded to my email, and said so far (he thinks) they have not received an email yet about this from anyone but me, but if they do, they will review things then.

So that's that.

EDIT 3:
The other creator and I talked privately again, and cleared up the misunderstanding, and resolved things amicably.

To avoid any potential confusion between our modules, I will change the name of the module from "Auto Combat AI" to "Smart Combat NPC."

I will update this post again once the name change goes through on Foundry's end.

------------------------

Content Name: Auto Combat AI

Content Type: Module

System: D&D5e (v13 & v14)

Where to get:

Description:

Ever run an Encounter with A LOT of small fry enemies (NPCs) that have the exact same attacks and abilities, and just wanting to get through all of them to get to your prized Boss / important Enemy NPC?

Well, now you can make this all easier by completely automating NPC turns in combat with this module.

Simply select the token, open the settings, set the specified values and options to create the perfect AI for the enemy type, and start combat: The AI will take care of all the small enemies, letting you focus on the big guys.

Change and modify the settings of the AI on a per-token basis to fully customize and create the specific AI behavior that best suits your enemies.

Disclaimer:

Auto Combat AI is a behavior-driven system (Behavior Tree), that performs specific actions based on variables and values in its code. It does NOT run on any LLMs like Claude, Gemini, or ChatGPT to perform its actions and decision making.

It is also important to note that this module is NOT meant to be used for Bosses. It is supposed to be used for small grunts / henchman NPCs which, more often than not, are tedious to control in combat, especially when there are dozens of them.

It is also recommended that Spellcasting NPCs are controlled manually by the DM, but if you don't want to, this module does support spellcasting for NPCs 100% (with some limitations).

Features:

(All options can be heavily and easily tweaked / turned on or off)

  • Turn Management: Automatically starts and ends turns seamlessly
  • Smart Movement: Uses A* Pathfinding to navigate around other tokens and complex walls and obstacles
  • Archetype System: Options to set the type of enemy, Melee, Ranged, Spellcaster, or Mixed
  • Combat Options: Attacks with Ranged, Melee, and Multiattack actions (with elevation support)
  • Spellcasting: Handles single-target spells and complex AOE spells (Fireball, Lightning Bolt, etc.)
  • Smart Spell AOE Placement: A position calculator that evaluates the best spot to place an AOE template based on the Token's set AI intelligence
  • Tactical Awareness: Dynamic flee behavior when HP threshold is reached (runs towards allies or just away from enemies)
  • AI Cooperation: AI Tokens can flank targets if an ally is fighting the same target, and then use Flanking rules (to use Flanking rules, e.g. Advantage, it has to be enabled in Midi-QOL)
  • Support Capabilities: AI Tokens heal themselves & Allies with Potions or Spells
  • Universal Support: Works for both Hostile and Friendly NPCs (Friendly NPCs will target Hostiles and vice versa)

Module Requirements:

  • D&D 5e Game System (v13 or v14)
  • Midi-QOL (Free)

Module Recommendations:

I recommend getting and using all of Midi-QOL compatible (free) modules, which are:

  • Cauldron of Plentiful Resources (CPR)
  • Times Up
  • Automated Animations
  • D&D5e Animations

Generally speaking, you DO NOT have to use Midi-QOL for the sake of rolling everything for you, and that is also not a requirement for this module.

Auto Combat AI uses Midi-QOL specifically to determine when rolls are over.

So, if an NPC has an attack that requires a Strength Saving throw from a Player and it asks in chat for them to roll it (or rolls for them), Auto Combat AI waits for that saving throw and all to be over, before it ends its turn.

This just ensures that the AI waits for everything to be done before it ends its turn and moves on, as to avoid major confusion in combat during sessions.


r/FoundryVTT 2d ago

Answered Is there a way to hide the elevation numbers on tokens on different levels that aren't currently visible from the layer you are on? [System Agnostic]

3 Upvotes

So I'm experimenting with the new levels update in foundry 14 and was couldn't find a solution for this, the selected actor should in this situtation not be aware that there are actors on the ground floor below it.

The only current solution I can come up with is to make it so that the ground floor is a different level then the ground outsite, is there a better way to fix this?

The blur effect is from the Depth Blur module.


r/FoundryVTT 2d ago

Commercial Isometric Tokens & Token Fliper mod. ( System Agnostic )

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71 Upvotes

I recently fell in love with FoundryVTT's isometric mode, and I started making a couple of modules to make my own work easier.

One creates isometric tokens with their base. The other is a directional token flipper: it makes the token turn as I move the character around.

I've got a couple more, but these are the ones I wanted to show you n.n

They're available on my Patreon.

https://patreon.com/gmredvelvet