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Hello everyone hope you had fantastic sessions (For the ones who had their sessions this weekend!) and for any who are running their sessions today good luck!

I come to you today bearing the fruits of my labor! I know many of you have no interest in the VTM system and have been waiting for updates for other modules so I put some extra time in to get this update out there as fast as possible! I've compiled a long list of requested features from the community and I implemented all of them! Sorry for the long wait!

Update 1.3.0 brings:

Newly obtained items are automatically added into the inventory grid (Containers and pockets prioritized over default Inventory grid) rather than going into on the ground! If there is no space for them then they go on the ground

As long as there is space for them the module rotates and tries to fit them as best as it can

Added an option in the module settings page to enable or disable (By default disabled) auto sort button for containers (Shown outside the top right corner of a container)

Charges (Like wand charges) for items are now shown in the upper left corner of an item (DnD 5e)

Users are now able to change the order the containers/pockets/default grid are displayed in, just drag the header of a container and drop it to change the viewing order

Added a search bar in the header of all containers and default grid. Once you search for an item it is highlighted

If the user hovers over an item any slots in the equipment panel that can take it are get highlighted

Added an option by right clicking containers to take them off the equipped state and into the inventory as normal items (DnD 5e)

Their size is as big as the space inside of them

For PF2e and SF2e the containers already behave as normal items, but the user was unable to drag them to inventory grids, now possible

PF2e and SF2e party stash support

Party stash now uses grid inventory

Stash has no limit and will grow as the party adds more items

Search bar is included just like containers

Fixed item duplication when transferring items from stash to players

Containers placed in the party stash grid now show their contents in a section below, just like on vehicle and loot sheets.

Fixed PF2e & SF2e sheet layout gap: character sheets now open at a wider minimum width, so the content fills the window and the empty gap next to the scrollbar is gone.

Vehicle Inventory Support (PF2e & SF2e)

Vehicle sheets now use the grid inventory on their Inventory tab and use a special cargo grid which the GM can resize it with the gear button in its header.

Containers placed in the Cargo grid open up: their contents show in a section below, just like an equipped backpack on a character.

Loot Sheet Support (PF2e & SF2e)

Loot actors (merchants, treasure hoards) now use the grid inventory.

Same setup as vehicles: a main Loot grid the GM can resize with the gear button, containers placed in the grid open up to show their contents, and unplaced items sit in Not Carrying.

Custom Item Shapes

GMs can now give items non-rectangular shapes (L-shapes, T-shapes, and so on)

Right-click an item → Edit Dimensions → click cells in the new Shape grid to carve them out.

Items without a custom shape behave exactly as before.

The work is not done yet however! Dice VFX broke with the latest Dice So Nice update, Dice Chronicle needs a revamp with integration of savage world features, and there were some features requested for Mindscape!

I'm determined to get all of these done in the next Patreon update! Only after that update will I continue the work on Game Computer!

Once again I want to tell you that I'm eternally grateful for each and every one of you for your continued support! Share your ideas with me in the Discord server! I'm always listening!

Files

Comments

Ghost Cookies

Is there a setting to just make every item one square, like DoS2 or BG3?

Magic, Mushrooms, Mead

Any chance there could be a per-user setting to turn it off? I have one player who saw this and was massively excited, one who said he’d use it if he was forced to but he really didn’t like the idea, and two who could swing either way.

Iron

I really like this but I have some suggestions and currently I find it hard to use n game but I really want to use it, these are all PF2e specific. 1) make all items the size of whatever their Bulk stat is, so if Bulk 1 it's one square, if Bulk 2 it's 2 squares, etc. 2) remove coins from teh grid entirely, give them their own coin grid or something (or include this as an option. 3) 10 Light bulk items are equal to 1 Bulk, they should be able to stack to 10 if Light, and that occupies one square. 4) When setting a defauly inventory grid per character it would be really cool if it could be set based on how much they can carry, rather than an arbitrary number, eg., Encumbered limit is 5 + STR and Absolute Limit is 10+STR, so the default grid should be 10+STR. Backpack and other containers can add as normal but overall encumbrance would still be managed by Bulk anyway, hope that makes sense. THis suggestion isnt as critical as the others.

The Final Artificer

1) This is already implemented partially, but it makes no sense for some items so only some of them look different (A sword with bulk 1 is not just one square for example) 2) That's good I'll work on it! 3) The PF system still uses the bulk system with my module, but I's not possible to have 10 light bulk items occupy one square, how would that even look? Items of the same type can stack though (Arrows, bullets, etc..), if you mean light bulk items should be able to stack (But not different types of items together) then it will be added in the next update! 4) Could be implemented! Like I mentioned above the PF system still uses Bulk, the module adds a visualization. But some of your suggestions are doable! I'll add them in the next update!

Iron

Thanks, is there a way to reset it back to default? Ive changed loads of grid sizes but would like ot reset them

The Final Artificer

There is a reset button when you open the edit dimensions. But there isn't one that resets ALL of the ones that changed

DuskyWraith

Cheeky question I know: but is there any chance of a purchase-for-life option on this mod? I'd be happy to pay a higher upfront fee for automatic updates, since i might not be able to back every month as is. I worry a foundry update might break something if i'm between pay cycles is all.

The Final Artificer

Hi, it's impossible to do that right now because my signed agreement with Foundry prevents me from distributing the modules outside of their system (which is subscription based). Getting into the Foundry marketplace is another process all together and honestly just not worth it where I live