This module can be used as a starting point when creating your own Foundry VTT Module that utilises the features supported by Library: Scene Packer.
Make use of this module if you are new to making Foundry VTT modules and want a jump-start. You should still have a read over the official documentation on how to create a module as it will give you a lot of helpful background knowledge.
Just head on over to https://sneat.github.io/scene-packer-module-generator/ and fill in the appropriate fields. This repository forms the basis of the module that gets downloaded from https://sneat.github.io/scene-packer-module-generator/
Alternatively, if you want to do it manually...
Follow these steps to convert starter-scene-packer
into your very own module compatible with Scene Packer.
If you get stuck at any stage, feel free to stop by the
Scene Packer discord server and discuss with blair#9056
there. Do not paste your module.json file into the Discord server.
Recommended pre-steps:
- Develop against a local instance of Foundry VTT.
- You can download an appropriate version from the Purchased License section.
- See the official documentation for information on downloading and installing Foundry VTT.
- If you have never done any coding before or are looking for something to open
json
andjs
files with, Visual Studio Code is a free code editor that has a lot of good functionality.
The process:
- Download the
starter-scene-packer.zip
file from: https://github.com/sneat/starter-scene-packer/releases/latest - Extract the zip file and put the
starter-scene-packer
folder into your Foundry VTTData/modules/
folder.- See Where is my data stored? for where this is by default.
- On Windows by default, you should then have a folder structure like:
%localappdata%/FoundryVTT/Data/modules/starter-scene-packer
- For example:
c:\Users\blairm\AppData\local\FoundryVTT\Data\modules\starter-scene-packer
- Rename the
starter-scene-packer
folder to yourunique module identifier
. This must be all lower-case, have no special characters and use hyphens (not underscores) to seperate terms (don't use spaces). See thename
section of Required Manifest Attributes for full details.- Future references to this folder will be
your-module-folder
.
- Future references to this folder will be
- As an aside, if you are new to editing code, consider opening
your-module-folder
within VS Code as a workspace. - Edit the
module.json
file within your newly renamedyour-module-folder
to replace the example references with your own. Refer to the official documentation for full details.name
- This must be the same as the folder name (e.g.your-module-folder
).title
- This is the name that end-users will see within Foundry VTT, primarily within the Settings menu where they will enable your module.description
- This is the description of your module, primarily seen within the Settings menu where they will enable your module.version
- Keep this at1.0.0
for now. Use this field when you release new versions or updates (fixing typos etc.). If you update it in the future, it is recommended to increment the "patch" portion such as1.0.1
, followed by1.0.2
etc. (see Semantic Versioning for additional information).author
andauthors
- Update these with your details and delete any that don't apply. See Authors on the Foundry VTT Wiki for supported options.media
- Update these values if possible, following the Media guide on the Foundry VTT Wiki. If you don't have any media, delete themedia
block.packs
- These are the compendium packs within your module. For each of them, change thelabel
value to whatever you want. The value you set here your end users will see in theCompendium
tab within Foundry VTT.url
- Change to whatever URL is appropriate for you. This might be your Patreon page, or your website or anything else.manifest
- Leave this for now. We will change it later.download
- Leave this for now. We will change it later.
- Validate your
module.json
file. There are lots of websites that you can use to validate the file, one of which is https://jsonlint.com/ - Edit the
scripts/init.js
file withinyour-module-folder
- Change the value of
adventureName
to whatever name you would like Scene Packer to refer to your module as during dialogs and when creating folders. This is likely to be the same as thetitle
field within themodule.json
file. - Change the value of
moduleName
to be exactly the same as thename
field within themodule.json
file. This is also the same name as the module folder (e.g.your-module-folder
). - The rest of the values you can modify in this file have comments describing what they represent and how to disable them. If any of these are confusing, please reach out to
blair#9056
on the Scene Packer discord server so that the descriptions can be improved.
- Change the value of
- Make sure you have saved both the
your-module-folder/module.json
andyour-module-folder/scripts/init.js
files. - Launch your Foundry VTT development instance.
- You should see your module listed in the
Add-on Modules
tab of the Setup screen. If you don't see it listed, jump on the Scene Packer discord server for some assitance. - If you haven't already installed it, install the
Library: Scene Packer
module from theInstall Module
button. - The
libWrapper
module is a recommended module to also install.
- You should see your module listed in the
- Enable your module in your world and start following the
Usage as a Content Creator
steps that are bundled in the Scene Packer compendium journals.
Join the Scene Packer discord server for assistance.
If you found this helpful in getting you up and running, consider buying me a coffee, or jumping on the Scene Packer discord server and saying hello.