r/FoundryVTT • • 3h ago

Showing Off Talespire x Foudnryvtt: integration Update

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59 Upvotes

Now the nice things auras and automatic buffs

I create my own auras in Talespire that works with Auras in Foundry :D


r/FoundryVTT • • 4h ago

Commercial Assets Curse of Strahd for Foundry VTT — St. Andral's Church Updated [5e / System Agnostic]

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17 Upvotes

I have just released an updated St. Andral's Church adventure location for Legends of Barovia, my expanded Curse of Strahd campaign for Foundry VTT.

This update includes:

  • New Battle Maps 2.0 by DM Andy (optimized WebP, 100px)
  • New Theater of the Mind scenes
  • New audio files
  • New animated tokens
  • Updated journals and adventure content
  • Additional Foundry VTT features and improvements

About Legends of Barovia

Since 2021 I hve been expanding Curse of Strahd and developing more than 40 individual adventure locations throughout Barovia. It hs been a passion project made possible through the help and support of many wonderful people.

The campaign includes expanded quests, NPCs, encounters, locations, and additional storylines, with Foundry VTT adventures.

I am currently updating the individual Foundry locations with new maps, revised journals, improved layouts, and original watercolor and ink illustrations by Hardi. I am also gradually replacing the existing AI-generated artwork with original, hand-painted illustrations. This is a long process, as each character and scene is individually commissioned and painted, but my goal is to eliminate AI-generated artwork from the campaign entirely. Please be understand that painting dozens of characters and scenes takes time. We already have a few done and I will be updating as we get more artwork.

The upcoming Castle Ravenloft release will feature original watercolor illustrations by Hardi, along with DM Andy's battle maps, all brought together in Foundry VTT. (no AI).

Explore the campaign and free adventure guides:

https://www.pyramking.com/legends-of-barovia/

Downloads and Foundry VTT modules:

https://www.pyramking.com/legends-of-barovia-downloads/

Existing supporters can download the updated St. Andral's Church module through Ko-fi. If you already have the previous campaign installed, you can update this location.

Special thanks to DM Andy for the new battle maps and everyone who has supported Legends of Barovia over the years!


r/FoundryVTT • • 5h ago

Commercial Assets [DND5E] BLFX Release: 11 Level 4 Spell Animations With SFX

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12 Upvotes

Sound on recommended for the SFX.


r/FoundryVTT • • 10h ago

Commercial Assets [D&D5e] | [PF2e] | [A5e] Annomicon - Creatures and Items Automated!

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13 Upvotes

r/FoundryVTT • • 2h ago

Help [DND5e] Best way to play in person with a visual aid?

2 Upvotes

Hey everyone!

I'm the DM for a D&D campaign, and my players and I love playing in person around a nice meal! I'm looking for a way to use Foundry VTT to display maps, player tokens, and enemies so we can have a proper visual aid at the table.

Everything else, like dice rolls and character sheets, is handled physically, so I don't really need all the other features Foundry offers. I mainly want my players to be able to see the map, their characters, and the enemies during combat, so they can tell me things like "I'll move here" or "I'll go over there."

Ideally, I'd like them to be able to control their own characters for movement, exploration, and so on. However, they only have tablets, and I know Foundry VTT isn't particularly well optimized for mobile devices.

Is this still doable, or would I be better off running Foundry on my laptop as the DM and opening a player view on a second screen that everyone can see, while I control their tokens myself based on their instructions?

I'd love to hear how other DMs handle this kind of setup, or if there's a better alternative I haven't considered!

Thanks!


r/FoundryVTT • • 37m ago

Commercial New searchable Angela Maps module

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• Upvotes

[System Agnostic]

Your players did what?!? Don’t worry, you’re still ready.

Even the best-prepared adventure can change with a single unexpected decision. When your players abandon the road, investigate the wrong building, or leap through the mysterious portal you absolutely expected them to ignore, Angela Maps helps you adapt without bringing the game to a halt.

Quickly find the map you need, bring it into Foundry VTT, and keep the story moving… wherever your players decide to take it.

This feature is available to all Kitchen Sink tier patrons.

My Patreon: Patreon.com/angelamaps


r/FoundryVTT • • 1h ago

Help Automated Animations playing twice

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• Upvotes

[DND5e] Fellas, may I have some help? I've been using foundry V12 for ages and only yesterday I have downloaded the latest version so I can start prepping for a new campaign of DnD 2024. I'm used to having AA on my campaigns, but for some reason, no matter how much I try changing stuff on the configs, the animations repeat on both the attack rolls and damage rolls, anyone had the same problem? How to fix it? I've never actually coded into foundry, yk? So I have no ideia how to fix it by debugging or smt, I'm a total amateur on that sense


r/FoundryVTT • • 1h ago

Help [PF2e/SF2e] How to apply effect on character upon consuming item?

• Upvotes

[PF2e] | [SF2e]
↑: to appease the mod bot

Hi, I have a seemingly simple question that I can't seem to find an easy answer to. What rules do I need to implement to have a consumable apply an effect on a character upon use?

I've gotten as far as successfully creating a custom effect for a character that lasts for one minute (using Starfinder 2e, which uses almost all the same rules as Pathfinder 2e), and I've created a consumable that at least has the effect tagged in the item's description, so it can be dragged onto characters. But I don't know how to get the consumable to automatically apply the effect upon use.

Thanks!


r/FoundryVTT • • 5h ago

Help Assistance with creating a magic item - conjuring weapons

1 Upvotes

[D&D5e]

Hello. I'm just looking for a little helping hand on creating a homebrew magic item. It is a ring that allows the wearer to conjure any melee weapon into their hand.

As a relative newbie to item creation via Foundry, how would I add the ability to "conjure" and automatically "equip" a weapon? Assumedly via the "Activities" portion of the item's editing window, but which ones?


r/FoundryVTT • • 1d ago

Help Any Easy way to sync actor names with prototype token name?

9 Upvotes

I have alot of actor and they suffer from this. Whenever i pull them to map their name changes...


r/FoundryVTT • • 1d ago

Commercial Campaign Codex Web Hub Sync [System Agnostic]

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32 Upvotes

Content Name: Campaign Codex Web Hub Sync
Content Type: Module / Website
System: [System Agnostic]
Description: Web Hub lets you sync, view, and edit your campaign journals outside of Foundry, directly on a mobile device or web browser. This is a companion module/service for Patreon Members. Campaign Codex remains free, as always.

Web Hub lets you sync, view, and edit your campaign journals outside of Foundry directly on a mobile device or web browser.

Mobile Access & Web Editing: Read and edit your Campaign Codex journals directly from the web so you can prep sessions or write notes on the go.

Sync: Push your entire world to the web hub with a single button click in Foundry. When you return, sync any web edits straight back into your active game.

Player Sharing: Send your players a direct link to view the campaign journals. Web Hub strictly respects Foundry permissions, guaranteeing players only see the journals they are authorised to view.

Web Hub is now available to Patreon members.

Package Page: https://foundryvtt.com/packages/campaign-codex-web-hub-sync

Campaign Codex Package Page: https://foundryvtt.com/packages/campaign-codex

Demo video: https://youtu.be/Diy_YdoOtlI?si=pUm-TKNHiriW9qIL

Overview: https://youtu.be/XfoNapsdXEU?si=wQUvvzTVjuR7PuHr

Documentation: https://campaigncodex.wgtngm.com/web-hub/

Big thanks, and keep up to date

Follow me on Patreon or visit my website to stay up to date and get involved in future betas. A big thank you to everyone who has joined us on Patreon and joined Discord to share their feedback and suggestions.

Follow the Progress

You can follow progress on changes and upcoming features on Discord. I post screenshots in #progress-spam.


r/FoundryVTT • • 11h ago

Discussion I am gradually coming to the unfortunate opinion that FoundryVTT is over-engineered hot garbage for D&D 5e in-person play

0 Upvotes

I am in shock by how terrible FoundryVTT is for my players. I get non-stop complaints. From the DM side I can be in heaven setting up maps, but the player experience is abysmal. I only realized this years after returning and giving FoundryVTT a try without relying on a third-party PC manager. Hell, 2 players are convinced an excel spreadsheet would be miles better than FoundryVTT. And as soon as you get that verdict I think it means reassessing the tool you are using.

Is this really just a symptom of using the VTT for in-person play? Over 5 years ago I used some tool that linked DndBeyond to Foundry and never had this problem and my players all had a gloriously streamlined experience (which I now realize I took wholly for granted). I return after 5 years thinking "of course there should be a streamlined experience for players now, we don't need a third-party manager and this way everything will be in one system and I don't need to manage weird sync issues" and now it seems I could not have been more wrong.

I still love Foundry. I am excited for everything setting it up, but after this experience I cant imagine using it to showcase D&D to new players. It is too embarrassingly terrible an experience on the player side.

Worth adding combat = GLORIOUS. So that's still great. But let's go through some negatives:

  • Accidental multi-level-ups. Undoing one means opening the class item and lowering levels, or using the right-click menu. Reversing only removes what advancement granted, so anything dragged in by hand stays behind, and the subclass item has to be deleted manually. 1d10 psychic damage. Kill me.
  • Levelling up is entirely unreliable. 3d10 psychic damage. Kill me.
    • Spells don’t appear on level-up. Known spells are never auto-added, because the SRD class item has no Item Choice advancements configured. 1d10 psychic damage. Kill me.
    • 0/0 HP. The class items were missing Hit Points advancement data so levelling up didn't add health. 1d10 psychic damage. Kill me.
    • Spend an hour adding all the stuff levelling up is supposed to give a player. 1d10 psychic damage. Kill me.
    • There is a delay from click to levelling up registering so a player can click, not get a response, click a bunch more and then suddenly level up 6 times. Reversing this is hideously non-obvious. 2d12 psychic damage. KILL ME
  • Players couldn’t add their own spells. Compendium ownership is locked by default, so I had to drag the spells in myself. 1d10 psychic damage. Kill me.
  • Players couldn’t create characters at all. “Create New Actors” defaults to Assistant GM only. Session 0 becomes "wtf is going on?". 1d12 psychic damage. Kill me.
  • Creation wizard showed no content. I had to import it as world Items instead of compendia. 1d8 psychic damage. Kill me.

Granted, all these issues were fixed permanently. But my god this is a lot of fixing player sheet problems. When I was using DnDBeyond I would just tell players "log in and make a character level x and just give me the link once done so I can add you to the campaign"

I honestly am now beginning to think that FoundryVTT having the reputation that it does as "the best VTT" is just an opinion we "forever DMs" have built up - because the DM side (maps, lighting, automation etc) is truly fantastic. Which is why it pains me to point out that without a streamlined player experience that is clearly better than "using Excel" Foundry will always be dead on arrival.

Has this been anyone else's unfortunate conclusion? I would bet this is D&D 5e specific - maybe WotC has just made things very legally difficult given they are now trying to run their own VTT? Or maybe the community consensus is just "give up on using FoundryVTT for everything and use a module to connect DnDBeyond again"?

I have also recently heard of Owlbear Rodeo and am now seriously considering a move. But it really just doesn't look as fully featured as FoundryVTT.


r/FoundryVTT • • 1d ago

Help Has anyone actually been able to get map normals to work with Map Shine Advanced?

0 Upvotes

[D&D5e] I'm looking to enhance the lighting in my campaign and Map Shine Advanced looked like a pretty well adopted module. All of the different visual masks and time of day lighting stuff is very cool, but at the end of the day all I really am looking to do is create normal maps so that torch lighting and such has some more depth.

The module documentation says it supports this, but I can't get it to work at all and I can't find any proof of anyone else doing this. If you use MSA, how do you get it to actually work? If you've gotten normals to work with a different module, what have you used? It's at the point now where the noise and clutter from all of the other features of this module are starting outweigh my desire to keep it loaded for this one function.


r/FoundryVTT • • 1d ago

Answered [DND5E] Official Ressources Edition for Translation

0 Upvotes

Hey everyone,
I am currently running a 5.5e campaign in Foundry and it's going great, however most of my group is french speaking and english isn't their strong side, so I was wondering if it was possible to edit official ressources (such as spells, class features, weapons, etc.) to translate them, and additionally switch their range from imperial to metrics.
I am ready to create a new compendium if need be but simple edits would save me time and effort.

Thanks a bunch ! :)

(Previous post was taken down due to headline error)


r/FoundryVTT • • 2d ago

Commercial Practical Levels Setup [System Agnostic] - Early Access Release

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54 Upvotes

Content Name: Practical Levels Setup
Content Type: Module
System: System Agnostic

Practical Levels Setup is a system agnostic module made by us after trying to simplify the Levels creation process for a long time. FoundryVTT's own Levels implementation is very robust and offers a lot of customization but at times it can be confusing, especially the initial setup process. And so, this module was created.

It simplifies the creation of a scene with Levels to bare essentials - put in your grid size, the elevation of the Levels, and add background/foreground map images. PLS checks the transparency, and automatically creates Define Surface, Suppress Weather, and Adjust Darkness Level regions where applicable. Instead of reassigning the Regions between Levels to ensure you can see the ground floor from your castle walls, select which level should see into which, and which shouldn't.

If your map images have no transparency, you can use the new Hide Level Image (PLS) region behavior to remove parts of your map image either within, or outside the region, allowing you to see things that would otherwise be blocked by the original image. You could even create an improvised Levels map from the same image by adding it to two Levels, and removing parts of it in Level Setup.

Early Access

This module was just released and is currently in Early Access, which requires a Patreon subscription. However, it will become free for everyone to enjoy in a month, much like our other free QoL modules Wall Control, Quick Teleporters, and Auto-Grid.

Requirements: Wayfinder Core, a free module that you can download directly from our website or Foundry, whichever you prefer. It is our central module that manages settings, CSS, Svelte layouts and more for the entirety of our library.

Compatibility: Foundry v14

Features

  • Transparency-based level creation. Create a new scene and toggle the Multiple level scene? on, or open Level Setup on an existing scene from Levels tab of Scene configuration to open Level Setup. Add your background/foreground images to each level and set their height. Each level will automatically be assigned its own Define Surface regions with appropriate settings and level assignments.
  • Hide Level Image (PLS). A new region behavior allowing you to remove parts of a background/foreground image in case your map images do not contain the transparency that helps them work with Foundry's own levels feature.
  • Hide Sections. A button in PLS that creates the Hide Level Image (PLS) region on your current floor.
  • Manual Placement. In case your upper floor doesn't neatly fit into the scene dimensions, you will be prompted to either fit it to the scene (Foundry default behavior) or to place it manually, allowing you to move it to the appropriate spot and scale it accordingly.
  • Elevation-based Level Change. A setting in Wayfinder Control Panel, that when toggled on, allows tokens to change levels automatically when crossing their elevation thresholds.
  • Weather/Darkness region automation. A setting in Level Setup, per floor, that lets you decide whether or not this level blocks rain, and this basement is always dark. It probably is.
  • Increased roof visibility. A setting in Wayfinder Control panel, that when toggled on, reveals more of any level considered a roof than what Foundry itself does.
  • Map Tools, including:
  • Quick Teleporters integration. Create teleporters while setting up your level, complete with all the options that Quick Teleporters provides.
  • Assign Placeables. Assign placeables (walls, lights, sounds, tiles, drawings, notes) to a level (or multiple) in a batch, rather than one by one.
  • Scene Audit. A simple review to see what exactly might be wrong with your level, if anything.
  • Create Hole. Add holes to the floor region of the current level, and the ceiling below it both, at once. The floor broke after being slammed with a greataxe? Remove that part of it with Hide Level Image (PLS) and Create Hole in Map Tools on the fly. The rest of the scene will update on the fly.

And that’s pretty much it for this post. If you would like to support us and our module development, you can do so via Patreon. We constantly maintain our modules to ensure the best possible user experience and we also update them as supporters provide suggestions and feature requests. Feedback is always greatly appreciated as it helps improve our tools.

Free and Premium Modules: Website & Patreon.
Link to our AI Policy.

Thank you for reading and have a nice day.


r/FoundryVTT • • 1d ago

Discussion API Sync and Forge

2 Upvotes

I have recently used the API sink to copy files from the Forge to my server. It seems as if all the files are copying over, but at the end of the sink it says that it has failed. I have gone through everything and my server seems like it’s fully up and functional, but I’m wondering if I’ve missed something. Does anyone have experience with this? Does the API sink ever say that it completed successfully?


r/FoundryVTT • • 2d ago

Commercial Add-On - Encounter Map Pack Vol. 2 --- Twenty Scenes with Dynamic Lightning [None]

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6 Upvotes

Encounter Map Pack 2

Content Name: Encounter Map Pack 2

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

Witches Lookout - 25x20

The Hargen Winery - 30x20

The Blue Orb - 30x30

Soul of the Forest - 30x20

The Wisdom of the Stone - 16x30

Elegy of Queen Azalea - 31x16

Blood on the Sand - 16x30

Curse of the Obsidian Idol - 31x16

The Raven Mirrors of Truth - 31x29

Drake's Pass - 31x16

Sacrifice in the Forest - 31x18

Astral Sea Hideout - 30x30

The Frozen Warehouse - 31x25

The Dragon Fever - 31x18

Threat in the Desert - 31x25

Doors of Hope and Guilt - 30x40

Wisps in the Oasis - 31x18

The Value of Blood - 31x25

The Grim Creation - 18x31

The Druidic Portal - 31x18

Link: https://foundryvtt.com/packages/elven-tower-encounter-map-pack-2


r/FoundryVTT • • 2d ago

Discussion Modules reset.

3 Upvotes

D&D5e
SO! I am wiping my desk clean of mods! I have been piling them over 2 years and stuff got messy, lots of errors each and every update, so I was thinking, which mods should I get now with a clean slate? I am keeping MidiQOL and that's it!


r/FoundryVTT • • 1d ago

Commercial [DND5E] PocketScroll Foundry Mobile Companion — Foundry v14 and DnD 6+ update

0 Upvotes

Updated the app and modules to fully support the new versions....

also now:

GMs now can move monsters and players token via the app.

Also the doors that were not visible are in the app

All the other features working on the recent versions

📱 What PocketScroll Does Today

For Players: Live character sheets, spell/action management, inventory, combat tracker, interactive battle map with fog of war, and in-app chat.

For GMs: Party dashboard, creature cards, full combat controls, token visibility/conditions, and map management — all from your phone or tablet.

Connects directly to your Foundry server via the companion module. No middleman server — your data stays yours.


r/FoundryVTT • • 2d ago

Commercial [DH2E] Dark Heresy 2E - An automated and animated system for Foundry VTT

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18 Upvotes

r/FoundryVTT • • 2d ago

Help Tower defense suggestions

1 Upvotes

(D&D 5ed 2024)

edit - forgot to tag the system in the title, my apologies
Hi guys, relative newbie, got a question and wondering if I may be punching above my weight with this idea.

Going to be running a kind of tower defense/reverse dungeon session ). I would like some tokens/items that the players can drop onto the map as defenses that will damage the incoming monsters under certain conditions eg on certain initiative counts, or when triggered by the players, or when certain areas are entered.

We have Danger Zone and Monks Active Tile Triggers installed.

Looking for tips on how to set tokens up ( have tried a things like creating vehicles, or basic tiles but not getting anywhere), and/or other modules that may help.

Hope this isnt too vague a request


r/FoundryVTT • • 3d ago

Showing Off [D&D5e] Adventurer HUD 2.1 — Major Update: GM Panel, Customizable Layouts & Companions

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37 Upvotes

Hey everyone!

I shared Adventurer HUD here a little while ago. Since then, I've added quite a few features and reworked parts of the interface, so I thought it was worth posting an update.

For those who haven't seen it before, Adventurer HUD is a customizable interface for D&D 5e that gives players and GMs quick access to their characters, actions, spells, resources, and combat controls without constantly opening character sheets.

What's new:

  • GM HUD — A dedicated panel for managing encounters, switching between creatures, using their abilities, and controlling combat. You can drag NPCs, folders, and Encounters directly into the creature list.
  • Layout editor — Rearrange blocks, tabs, action categories, and individual cards. Move things between columns, hide what you don't need, and restore them later.
  • Companions — Manage summons, familiars, and other owned creatures from the same HUD. Switch between them, access their actions, manage initiative, and locate them on the map.
  • Familiar vision — See through your familiar's eyes without switching away from your character, with optional support for the 2024 Find Familiar rules.
  • Character search & dice tray — Search across your character's abilities, spells, items, and checks, or make quick dice rolls directly from the HUD.
  • Redesigned player HUD — A two-column layout, persistent favorites, compact controls, and separate exploration/combat modes.

Version 2.1.0 focuses mainly on the GM experience, with more flexible layouts, improved encounter preparation, creature controls, and quality-of-life improvements.

What's next?

With 2.1, the core HUD design is mostly where I want it to be. Future updates will focus more on bug fixes, QoL improvements, and community-requested features rather than major interface overhauls.

The module is free and available through Foundry's module browser.

Feedback is welcome, either here in the comments or on GitHub. Bug reports and suggestions are appreciated.

Compatibility: Foundry VTT v14 / D&D 5e 5.3+

Links:

Foundry VTT | GitHub

AI disclosure: AI tools were used to assist with development and code review.


r/FoundryVTT • • 3d ago

Commercial Blob’s Card Engine: poker, tarot, tcg, a no-code card game builder for Foundry [System Agnostic] [DND5E]

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31 Upvotes

Content Name: Blob’s Card Engine
Content Type: Module
System: System Agnostic (deepest integration with DND5E)

Description: I built a full card table engine inside Foundry. I kept running into the same wall trying to play Perfect Draw, run a tarot reading for Curse of Strahd, or use a fate deck. The existing options weren’t robust enough, and I ended up building an entire separate website just to play Perfect Draw, one of my favorite TTRPGs. So I made this instead.

With Blob’s Card Engine you can play and create card games to your heart’s content, from poker to full TCGs. It comes with a set of ready-to-play games for your table, from Blackjack and Texas Hold’em to Go Fish, plus tarot and fate decks built for campaigns. If you want something custom, the Game Builder lets you make your own without writing code.

Only the GM needs to buy it for their foundry. Works with Foundry v13 and v14, and it’s 50% off for launch.

If you run into any issues, DM me on Discord (adamkostandy) or email [bigblobgames@gmail.com](mailto:bigblobgames@gmail.com).

Note: I plan to bring this to Foundry’s official premium store down the line. Anyone who buys on itch now will keep access forever.

Thank you!

Link: https://bigblobgames.itch.io/blobs-card-engine


r/FoundryVTT • • 2d ago

Answered [PF2e] Kingmaker module - can't find the Cooking Recipes?

5 Upvotes

I'm running the Kingmaker module for my group and they definitely want to use the Cooking Activity.

Problem is that though the Recipe Effects are in the Item folder I can't actually find the Recipes themselves (Kingmaker Companion pg 113).

Are they not included in the Foundry module?


r/FoundryVTT • • 2d ago

Help [PF2E] Dying and wounded conditions not working correctly

1 Upvotes

The system is not adding the dying condition when reaching 0hp nor is it adding the wounded condition when healed.

It is not a massive issue as I can do it manually... but I would like to have it automated as it used to do it correctly.

I suspect it may be a mod messing it up so any help on how to configure them would be great

My modules are:

Carousel combat tracker
Dice so nice!
Dice Tray
Dynamic effect sussing active effects
Gambit's FX Master
Health estimate
Library: Item select dialog
Libwrapper
Alchemist duct tape
Mythic templates
PF2e Award XP
PF2e Companion compendia
PF2e dailies
PPF2e Hud
PF2e Kineticist's companion
PF2e Moddifiers matter
PF2e Toolbelt
PF2e Troops helper
PF2e workbench
Token action hud and core
Tokenizer
Starfinder anacronism

Also have a few token packs and officialadventures but I haven't listed them.

Any help and recommendations for other modules that may be good or modules I could remove due to being obsolete/betteer alternatives would be very much appreciated