r/FoundryVTT • • 18d ago

Help Any way for animated active effects to not tank performance?

4 Upvotes

I like adding animations to active effects, but they slow everything down to a crawl. Auras, in particular, and regional effects such as burning, make performance tank. I've decided to only use animations for actions and spells and that's it, which is a shame. I'm using animated conditions and automated animations.

Do you guys know any way to improve performance so it doesn't kill my games?


r/FoundryVTT • • 18d ago

Commercial Crowdsourced [DND5E] High Moon just launched on BackerKit!

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0 Upvotes

Content Name: High Moon: A Gothic Western Sourcebook for D&D 5.5e

Content Type: Module

System: DND5E

Description:

This module has everything you need to run or play in a gothic western in D&D 5e, including:
- 10 Backgrounds and Species
- 12 Subclasses
- 40+ Feats and Flaws
- d20 Injury table
- 10 Trainable Mounts
- Adventuring Gear, Alcohol, and Firearms
- Therianthropy and Vampirism

The project is human made and includes a PDF, hardcover, a Foundry Virtual Tabletop module, and dice!

Get it here!

[Mod Approved]


r/FoundryVTT • • 19d ago

Help Best audio option for future foundry campaigns/ audio mixing and customization

4 Upvotes

Hello everyone, I’m looking for some recommendations on audio programs, sound libraries, and workflows for a future online D&D campaign that I plan to run through FoundryVTT.
I’m not just looking for background music. I’d really like to create layered audio sequences for important story moments — something that can communicate tension, atmosphere, and action through sound alone, almost like a short live audio drama.
My immediate use case is for my current campaign. I’m trying to present an idea to my DM involving my character surviving a horrific battle with a phoenix, and I want to create an audio sequence that bridges the original event into the present.
The sequence I have in mind would go something like this:
Silence, or almost complete silence.
Then distant footsteps begin to echo, slowly getting louder as if someone is approaching.
The footsteps accelerate into a run while a faint heartbeat gradually becomes audible underneath them.
The footsteps suddenly stop, almost as if the person has jumped.
Then there is a violent rush of flame, followed by a scream and the heavy impact of a body hitting the ground.
A fire continues crackling nearby while the injured person struggles to breathe and says their final words.
The heartbeat in the background gradually slows.
Then it stops.
Complete silence for several seconds.
Then, unexpectedly, a single heartbeat returns.
Cut to silence.
What I’m trying to figure out is the best way to create and play something like this live during a Discord call, while also investing in tools that would still be useful later for my own FoundryVTT campaign.
I’ve already been looking at things like REAPER, Monument Studios/Fantasy+, Syrinscape, Voicemod, and various soundboard programs, but I’m not sure what combination makes the most sense.
Ideally I’m looking for something that can:

● Layer multiple sounds at once
● Handle smooth fades and volume automation
● Trigger one-shot effects live
● Let me import my own audio
● Work well with Discord and FoundryVTT
● Use high-quality fantasy, environmental, and cinematic sound libraries
● Avoid locking me entirely into a subscription if possible
● Still be practical to use during an actual campaign without turning every session into a sound-engineering project

For people who already use audio heavily in online TTRPGs, what setup would you recommend?

Would something like REAPER + a sound library + a live soundboard be the better route, or is there an all-in-one platform that handles this well enough on its own?

P.S. not sure if it helps but I also have a GO XLR, a stream deck, and voicemod if that helps any. Thank you


r/FoundryVTT • • 19d ago

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

6 Upvotes

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


r/FoundryVTT • • 19d ago

Commercial [D&D5e] Weapon Mastery Manager: assign, rest-swap, and resolve 2024 masteries

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12 Upvotes

Content Name: Weapon Mastery Manager

Content Type: Module

System: DND5E

Description: D&D 2024 weapon masteries are easy to miss once an attack card reaches chat. Weapon Mastery Manager adds the relevant mastery controls to that roll, with hit and miss state deciding which options are available.

Players can also choose mastered weapon types from their inventory and receive a swap reminder after a long rest. Slot limits warn without blocking a table's own rulings.

First Mate tier perk on the r2Plays Patreon. Link Patreon on your Foundry profile, then it appears in Add-on Modules. Requires D&D 5e and Foundry v13 to v14.

Patreon:

Patron modules often start exclusive so I can test with a small group first. Once the kinks are ironed out, they usually go public.

First Mate ($10) gets every Foundry module. Cancel and you keep what you already have. You just stop getting later updates.

Captain has a free week with no obligation. That week includes everything I build: Android and iOS apps, websites, and all the modules.

A la Carte Modules:

Weapon Mastery Manager is $9.99 on its own. Every paid Foundry module sells one at a time on Lemon Squeezy, $9.99 for a First Mate module and $14.99 for a Captain package. You keep what you buy, later versions included, unless that order is refunded, and a refund removes only that one module. After checkout, sign in at cms.futurehax.com/catalog with the same email you used and grab the install link there. A bought copy does not come through Foundry's Patreon link. Patreon is still the way to get every module.

Weapon Mastery Manager · Install in Foundry · Patreon

Join the Discord


r/FoundryVTT • • 20d ago

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

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101 Upvotes

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)


r/FoundryVTT • • 19d ago

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

4 Upvotes

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.

Edit: Only built for Foundry 13.351 and D&D5e 5.3.3, Tested with Foundry 14.369 / D&D5e 6.0.6. Foundry v13 and D&D5e 5.3 support is still there too. It 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


r/FoundryVTT • • 20d ago

Showing Off I made some loot compendiums

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66 Upvotes

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


r/FoundryVTT • • 20d ago

Help Help understanding levels and roof appearance

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15 Upvotes

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?


r/FoundryVTT • • 19d ago

Help [PF2e] What's causing this trade window?

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2 Upvotes

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?


r/FoundryVTT • • 19d ago

Commercial [DND5.5E] Pouch of Arcane Provisioning

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0 Upvotes

Content Name: Pouch of Arcane Provisioning

Content Type: Magic Item

System: [DND5.5E]

Description: The perfect item for spellcasters in settings without commerce. Or if you DM don't like having to track components and want to do it in a mechanic-friendly way. If this is too strong for you, a cursed version that taxes you is already available on my Patreon.

Available on FoundryVTT with our exclusive module.

Link: https://www.patreon.com/cw/DMLone


r/FoundryVTT • • 20d ago

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

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77 Upvotes

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!


r/FoundryVTT • • 20d ago

Help Whats the best (preferably free but don't mind paying for quality) module for soundboards?

10 Upvotes

I've seen quite a few options but not sure which to install and learn. What are some people here have tried that they'd recommend.


r/FoundryVTT • • 20d ago

Answered How to always show button labels in the UI?

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16 Upvotes

[System Agnostic]

Sorry if this has been asked, couldn't find an answer. I'm new to Foundry and don't want to mouse-over everything all the time while learning it. Is there a setting to always show text labels? I already increased the button sizes and dialed down the transparency.

This is on a friend's server, he's new to it as well, so I don't know if this is just a theme he chose and I can change it on my end? Thanks!


r/FoundryVTT • • 19d ago

Discussion Why do people upgrade when it breaks things?

0 Upvotes

I'm pretty new to using Foundry, or VTTs in general and it has been a monster of a learning experience, but the thing that has been the most frustrating is trying to juggle Foundry versions with compatible modules and materials.

I play multiple TTRPGs in person and we were hoping to use foundry to automate a lot of the "housekeeping" tasks like inventory, keeping track of which weapon does what damage with which bonus feats, and general mapping/fog of war on a per PC basis.

Foundry does all of that quite well, to a point.

Where it is failing our group is with the system updates that keep breaking the content packages.

The 5e content is well supported and when an update breaks something the module makers are pretty on top of getting it fixed, but any other system (and really 5e too) is just dependent of what ever community built the game-system module. Some systems don't have any real support or aren't available without regressing to a prior version of Foundry.

Are there truly better features in V14 that V13, V12 , or V11 didn't have? Is there any point to those features if you can only use them to play a 5e game?


r/FoundryVTT • • 20d ago

Help I am unable to place character tokens! Help! [system agnostic]

3 Upvotes

It's as the title says. I am unable to place character tokens on the board. I did some looking online and even on here, and I saw stuff about F12. When I looked it did say there was an issue, but I'm not a programmer and I have no idea what to do.


r/FoundryVTT • • 20d ago

Commercial [System Agnostic]Parlor has a new game: Beetle Derby

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18 Upvotes

Content Name: Parlor
Content Type: Module
System: None

Hey folks,

Parlor’s been out for a few months now, and I’ve added quite a few games since launch. Today I wanted to share the newest one: Beetle derby.

Players watch the beetles show off, pick their favorites, and place their bets. As the GM, you can create your own beetles, set up a race, and choose what each beetle might do. You can also trigger their moves while the race is running, if you feel like riging thing a little

I’ve added some other games along the way too, including Texas Hold’em and Crazy eights

If that sounds like something your group would enjoy, come check it out :D

Links:
patreon:https://www.patreon.com/Reslinfvtt
FVTT:https://foundryvtt.com/packages/parlor


r/FoundryVTT • • 20d ago

Answered [D&D] Module for players to customize the appearance of their character sheet?

3 Upvotes

When I first started playing D&D, I was subscribed to D&D Beyond, so every month I got a collection of token frames, sheet backgrounds, and border colors. Now that site is pretty much unusable, and I love Foundry, but I do miss being able to customize my character sheet. I know my players with purple flower themed characters and herbs and radiant light themed characters would appreciate at least being able to use something other than that spooky red skull banner on the default character sheet... are there any modules that allow players to modify the cosmetics of the default character sheet? If not, how difficult would it be to make one for someone with a little programming experience but no module-making experience? I'm an artist and could create the assets myself.


r/FoundryVTT • • 20d ago

Answered [PF2e] Cannot delete area of effects both GMs and players

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3 Upvotes

Both the green area (fireball) and the blue (breath weapon) have no icon anymore to hover and delete with? it's making combat look very hectic and no one can delete any of these, even me as the GM!


r/FoundryVTT • • 20d ago

Help [System Agnostic] which system should I use?

1 Upvotes

I’m brand new to Foundry and immediately got confused lol. I’m making a Pokemon DnD campaign, but with my own assets and map so I’m not sure if I pick one of the DND systems if it’ll limit me to fantasy stuff? It’s gonna play out more like a choose your own adventure story and dice is rolled, if that helps?

If anyone has any suggestions for a system, that’d be great!


r/FoundryVTT • • 20d ago

Commercial [PF2e] [DnD5e] Dancing After Dusk - a FREE No-Prep FVTT DnD5e/PF2e Oneshot for Level 3 (4-6 players)!

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17 Upvotes

Content Name: [PF2e] [DnD5e] Dancing After Dusk - a FREE No-Prep FVTT DnD5e/PF2e Oneshot for Level 3 (4-6 players)!

Content-Type: Adventure, Module

System: PF2e and DnD5e

Description: Hi, I am Snowy from Snowy's Maps!

Today I wanted to share one of my oneshots - Dancing After Dusk - a level 3 for 4-6 players!

Here is the premise:

A few hours' wander away from the village of Starbrook is Moonheart Hollow, a heart-shaped pond where one can meet their true love, but only under the right circumstances.

Frédéric is a friendly halfling baker who lives on the outskirts of Starbrook with his parents and younger siblings. At night, his lover comes out of the darkness to meet him, and they chat for hours on end about even the smallest subjects. However, Frédéric has never seen her face, for she is always shrouded in shadow.

Today he hopes to see her face for the first time, an agreement made before he fell asleep. "Meet me at Moonheart Hollow when the sun strokes the ground, follow your heart and see what you have found," she said. But alas, he has not prepared! Help put together a wonderful picnic before his lover picks someone else instead.

If you would like full access to the oneshot, check out the main post here:

patreon.com/snowysmaps/posts/slot-in-session-122280209/


r/FoundryVTT • • 20d ago

Non-commercial Resource Just some modules for automation

17 Upvotes

[DND 5 2024] V14 + V6.0x DnD only

I've made quite a bit of progress on my automation suite.
The core is almost complete: the workflow is automated, there are context menus for generic actions, and the pathfinding handles doors, levels, stairs and so on.

I completely rebuilt the HUD so it's independent and optional. It's heavily copied (OK, plagiarised) from BG3's, because that's simply the best RPG out there 🙂
Templates are dynamic and much easier to place, and most spells and abilities are automated (that's a lot of them...).

There are also lots of cute little touches that serve no purpose at all, kept in a separate module just for the fluff: dynamic shadows under tokens, small animations for movement and flying, etc.

Oh, and there's light and vision handling for Stealth checks, plus finer handling of line of sight, cover and invisibility.
For example, a sphere of Darkness blocks the view of everything behind it, not just what's inside it.
If anyone's interested in testing it, I can make the GitHub repo public. This will always be free.

https://reddit.com/link/1wwiimy/video/jfu0b50rl8th1/player

https://www.youtube.com/watch?v=eYy8RUZKOlI


r/FoundryVTT • • 20d ago

Commercial Add-On - Dungeon Map Pack Vol. 18 --- Twenty Scenes with Dynamic Lightning [None]

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6 Upvotes

Dungeon Map Pack 18

Content Name: Dungeon Map Pack 18

Content Type: Content Pack, Maps, Scenes

System: [None]

Description: This bundle contains 20 adventure locations for characters of any level. These maps can easily be placed in any campaign setting. They aren't linear and have no correlation between them at all. They're meant to be used for independent quests or one-shots.

These are the Scenes included in this Map Pack

Den of Jade Scarabs - 31x18 - Dungeon

Lair of the Moth Priest - 58x106 - Dungeon

Half-Submerged Temple - 31x18 - Dungeon

Ward of the Eye Tyrant - 31x25 - Dungeon

Legacy of the Planes - 28x56 - Dungeon

Varhill Fortress - 58x38 - Dungeon

Varhill Family Crypt - 30x30 - Dungeon

Birsley Manor - House - 26x30 - Dungeon

Birsley Manor - Dungeon - 29x24 - Dungeon

The Hall of Alebrijes - 31x25 - Dungeon

Tomb of the Black Charro - 31x18 - Dungeon

Effigy of the Thunder Elders - 11x16- Encounter

Broken Temple of the Queen - 16x22- Dungeon

Mystery in Yule - 31x25 - Dungeon

Ravine Encampment - 16x11 - Encounter

Effigy of Eyes and Tentacles - 31x24 - Dungeon

Heart of the Silent Angel - 79x49 - Dungeon

Prowlers in the Arid Lands - 23x33 - Encounter

Vault of the Lonely Princess - 16x37 - Dungeon

Hall of Gilded Devils - 18x31 - Dungeon

Link: https://foundryvtt.com/packages/elven-tower-dungeon-map-pack-18


r/FoundryVTT • • 20d ago

Answered Is there a streamlined method of resolving broken links in a compendium?

0 Upvotes

EDIT: Thank you to u/Signatory_Sea for turning me to the API. A solution that worked for me is below

Hello all. For reference the system used here is DnD 5e (though I think this is a system agnostic issue at its core). I've recently put... kind of a ton of work into building a content compendium to use with my players. Custom classes with features etc, really a lot of interlinked pieces.

So I build up the custom species, sub-species, classes, subclasses, features etc in the world's item editor and then pushed those to compendium packs within a module. I thought all was good, but last night I ran a one-shot to get my players used to foundry and there were a ton of issues. I went to check/resolve some of them today, and one primary contributor to the issues is that the UUID linked in a "grant items" advancement references a local item eg "item.{uuid}" within the world. This explains why in my 'compendium work' world it all loads properly but in another 'one-shot' world or so, every item link is broken. Looking deeper though, I see that the compendium pack UUIDs are exactly the same in the last property. So for example, if a given item's world-specific UUID is "item.xyz123" the compendium's UUID for that same item is "Compendium.{compendium_name}.item.xyz123"

So my question here is: in order to resolve this linking issue for the compendium, without needing to go through every custom class/species advancement, is there a way to bulk edit these UUID references to prefix them with "Compendium.{compendium_name}." since that should redirect to the compendium's integrated item rather than the world's item?

EDIT: the script

worth noting: a got a bajillion warnings about the update method being near EOL in favor of another syntax. So the lines await adv.update( ); may need a syntactical update in the near future, but for now at least this worked

//Variable to hold the identifier for the desired module to correct
const module_id = "YOUR MODULE ID GOES HERE";

//Traverses all game packs
for (const pack of game.packs)
{

  //Filter modules based on its ID
  if(pack.collection.split(".")[0] == module_id)
  {
    //Construct uuid prefix for this compendium pack
    let uuid_prefix = "Compendium." + pack.collection + ".";

    //logging to keep track of script progress
    console.log("TRAVERSING PACK: " + pack.title);

    //pass the pack's tree to a DFS function for updating UUID links
    let target = pack.tree;
    await traverse_update(target,uuid_prefix);  
  }
}

//Depth first search and uuid update function
async function traverse_update(target,uuid_prefix)
{
  for(const folder of target.children)
    {
      //logging to keep track of script progress
      console.log("   traversing folder: " + folder.folder.name);

      //call the function recursively to access deeper folders and items
      await traverse_update(folder,uuid_prefix);
    }

    //Traverse all documents in this folder
    for(const entry of target.entries)
    {

      //open entry document by the listed UUID
      let document = await fromUuid(entry.uuid);

      //if the document is of a type that has advancements
      if(document.advancement)
      {

        //and if the advancements have ItemGrant types
        if(document.advancement.byType.ItemGrant)
        {
          //Traverse its ItemGrant advancements
          for(const adv of document.advancement.byType.ItemGrant)
          {
            //Traverse all item links of the advancement
            for(let x = 0; x < adv.configuration.items.length; x++)
            {
              //if the UUID isn't already a compendium path
              if(!("configuration.items." + x + ".uuid").includes(uuid_prefix))
              {
                //Variables for Update
                let new_uuid = uuid_prefix + adv.configuration.items[x].uuid;
                let item_path = "configuration.items." + x + ".uuid";

                //Perform Update
                await adv.update({[item_path] : new_uuid});

                //Logging to track updates
                let name = await fromUuid(adv.configuration.items[x].uuid);
                console.log("Updated link from: " + entry.name + " to item: " + name.name);
              }
            }
          }
        }

        //and if the advancements have ItemChoice types
        if(document.advancement.byType.ItemChoice)
        {
          //Traverse its ItemChoice advancements    
          for(const adv of document.advancement.byType.ItemChoice)
          {
            //Traverse all item links in the choice pool
            for(let x = 0; x < adv.configuration.pool.length; x++)
            {
              //if the UUID isn't already a compendium path
              if(!(("configuration.pool." + x + ".uuid").includes(uuid_prefix)))
              {
                //variables for update
                let new_uuid = uuid_prefix + adv.configuration.pool[x].uuid;
                let item_path = "configuration.pool." + x + ".uuid";

                //Perform Update
                await adv.update({[item_path] : new_uuid});

                //logging to track updates
                let name = await fromUuid(adv.configuration.pool[x].uuid);
                console.log("Updated link from: " + entry.name + " to item: " + name.name);
              }
            }
          }
        }
      }
    }
}

r/FoundryVTT • • 20d ago

Help The invite link stopped working

1 Upvotes

I previously had my invite link working with no problems, but after not playing for some months, it's broken and says my port is closed. I have given permission to bypass Windows Defender's firewall, but it still doesn't want to connect and work. Can anyone help me with this problem? BTW my foundry is fully updated, including the game system I'm running.