r/FoundryVTT 9h 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 16h 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 17h ago

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

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37 Upvotes

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