Foundry VTT Module - Waterdeep Dragon Heist (Inventor+)
🕑 Added 2023-03-02 16:18:07 +0000 UTCCURRENT VERSION SUPPORTED: v12 + v13
v12 > v13 updates can be done directly in the Foundry VTT module page (module version 1.0.3)
For a complete walkthrough of how to install the module, see this post.
For those familiar with Foundry VTT and who want to dive right in, here are the manifest URLs.
Current version manifest URLs:
SPRING: https://dl.dropboxusercontent.com/s/gso2ymguqocko2c/module.json?dl=1
SUMMER: https://dl.dropboxusercontent.com/s/075jwrkh9et4nxv/module.json?dl=1
AUTUMN: https://dl.dropboxusercontent.com/s/bflgkydomhp4zqp/module.json?dl=1
WINTER: https://dl.dropboxusercontent.com/s/8js3lu517bgyxqh/module.json?dl=1
Recommended or required* additional modules:
Library: Scene Packer*
libWrapper
Monk's Active Tile Triggers*
Universal Battlemap Importer
LEGACY V10 Modules - these no longer receive updates
SPRING: https://dl.dropboxusercontent.com/s/2bd243pj6tps5zh/module.json?dl=1
SUMMER: https://dl.dropboxusercontent.com/s/nbg6rsb79x0lx3w/module.json?dl=1
AUTUMN: https://dl.dropboxusercontent.com/s/yutd18knj0d9nz6/module.json?dl=1
WINTER: https://dl.dropboxusercontent.com/s/m4qkeirk67eet0l/module.json?dl=1
I've tested and retested the module but if there are any issues please reach out on Discord and I will work to resolve them asap.
Changelog
v1.0.1 : Foundry v11 compatibility. Updated windows to new window wall type with 10ft attenuation. Fixed DM Overlay issues with Eyecatcher Levels 3, 4, and 6; SeaMaiden's Faire Level 3; and Kolat Towers Level 6. Fixed Kolat Towers Map Image Level 3 missing door. Fixed Kolat Towers Wall Type Level 6 adding a second secret door.
v1.0.2: Change supported version to Foundry v12
Comments
Marcell Alonso
Do you have the module for Blackstaff Tower?
Ian
Yep! As my module relies on other modules (namely Monk's Active Tiles and Scene Packer) I will wait until those are updated before starting on my own updates.
Roger Burns
Any plans to support V12?
Ian
I haven't updated support for v11 yet. I aim to do so later this month or early August. For now your options are revert to v10 or to try to use it and see what happens - it's a fairly straightforward module without many macros or code so it might not be too bad.
Nate Goyette
it says the foundry version is too new how can I fix this
Ian
Are you using the automated prompt that appears when you enable the module (and have scene packer enabled) ? Do you have the other modules recommended above installed and enabled in your game world? Is this a local install or on Forge or elsewhere?
Alexander Orme
Am I doing this wrong? I'm importing everything, but the folders are empty with no scenes in them.
Ian
I dont have foundry in front of me right now, but from memory: Open up the setting for the tile that is doing the teleport. Go to the actions tab (or whatever the far right tab is called), under tile actions click the little pencil to edit, on the pop up there should something like tile action teleport to: and then crosshairs. Click the crosshairs and the pop ups will minimize - click somewhere on any map and that will be the teleport location. If my directions are unclear (that aren’t the best) look up monks active tiles triggers teleport to help
sTaTiC TaTToo
So in Trullskull Alley you have them warping into the despaired manor off the street.. i got the background screen changed, how do i change that to warp them into the repaired manor? Also fantastic work, been using maps for my campaign, my players seem to like them. Also I have to say I'm a lil disappointed at the manor lay out, I've been messing with layers for 2 days to get them all stacked with walls and lights and figured Id sign up for foundry module to save some time and yah you don't have levels set up. sad face.