Foundry:Converting from Fantasy Grounds
Conversion Process
The following is a general overview of the process taken to convert modules so that those looking to do this personally can do so on their own.
Fantasy Grounds
- | Grape Juice's converter for turning 5e and soon Pathfinder2e modules from FG -> FoundryVTT. Aims to be the pathway for FG users to take their Characters and convert them to Foundry compatible sheets;
- With full world/adventures in open beta. Definitely worth a try
- | Grape Juice's converter for turning 5e and soon Pathfinder2e modules from FG -> FoundryVTT. Aims to be the pathway for FG users to take their Characters and convert them to Foundry compatible sheets;
- REQUIREMENTS:
- Fantasy Grounds (classic is more supported currently)
- Registered; Username; Password set in the game
- A Functional Campaign (can be for something other than DnD5)
- Patreon Access to Grape Juice's FG Consolidator
- 1) To Convert from Fantasy Grounds use Juice's Fantasy Ground Consolidator and Converter when using Fantasy Grounds module to convert.
- Click
fg_con_ui.exe
- Define the location for your Fantasy Grounds Modules data directory.
- Enable HD Upscaling
- Choose the Campaign you wish to convert
- Click Convert.
- Click
- 2) Revisit the maps
- Fix bad imports and replace corrupted/missing maps. (It happens)
- Apply Tim Posney's excellent [Merge Walls](https://gitlab.com/tposney/mergewalls/tree/master) to address issues with the Roll20 exports (stacking walls and points creating unneeded additional walls/vertices to try to factor off for Lighting):
- Settings
- angle: 8;
- length: 12
- Run this at least 3 times per map; until the changes in wall segments is 30 or less in a pass.
- Re-Assigned walls: made windows; replaced walls for portcullis & jails with invisible wall; Made Ethereal Walls for tapestries; removed the "extra bits" on doors needed to make them select-able.
- Went through scenes and identified the Fireplaces/Taverns/Waterfalls/Rivers/Lava Flows for audio events (located in
./worlds/<name>/audio
) - Using [Teleport](https://github.com/knassher/FVTT-Teleport) - [Manifest](https://raw.githubusercontent.com/knassher/FVTT-Teleport/master/module.json) link stairs between levels for player navigation
- Make sure to configure to remove prior tokens upon transfer. (so players still on floor x don't see what appears to be a glitched /stuck atop the stairs; ie the token becomes hidden to emulate them leaving)
- [**Parallaxia**](https://foundryvtt.com/packages/parallaxia/) to add visual effects (rolling waves/train moving/fog rolling in)
- Define lights with [Dancing Lights](https://github.com/BlitzKraig/fvtt-DancingLights) - [Manifeset](https://raw.githubusercontent.com/BlitzKraig/fvtt-DancingLights/master/module.json) for candles/fires;
- Assign Journal entries to each Scenes
- Went through scenes and identified the Fireplaces/Taverns/Waterfalls/Rivers/Lava Flows for audio events (located in
- 3) Removed any Tab prefixes to overcome Beyond20 failing (compatibility tweak).
- 4) Update to DnD system 0.94.
5) Define world.json
parameters
- Added dependencies (Template below)
"dependencies": [ { "type": "module", "name": "plutonium", "manifest": "https://get.5e.tools/plutonium/module.json", "version": "1.5.0", "author": "Giddy" }, { "type": "module", "name": "multilevel-tokens", "manifest": "https://raw.githubusercontent.com/grandseiken/foundryvtt-multilevel-tokens/v0.3.0/module.json", "version": "0.3.0", "author": "grandseiken" }, { "type": "module", "name": "parallaxia", "manifest": "https://gitlab.com/reichler/parallaxia/raw/master/parallaxia/module.json", "version": "0.2.9", "author": "wonko" }, { "name": "Token HUD Wildcard", "manifest": "https://raw.githubusercontent.com/javieros105/FVTT-TokenHUDWildcard/master/token-hud-wildcard/module.json", "version": "1.0.0", "author": "javieros" } ],