Modules & Add-ons

How to find, install, enable and troubleshoot the add-on modules that extend Foundry.

The Magic of Modularity

Core Foundry already does a lot, but its real trick is that it can grow. Add-on modules are packages written by community developers (and some publishers) that change or extend what Foundry does: 3D dice, animated effects, richer journals, smarter tiles, or whole published adventures. You add them when you need them and switch them off when you don't.

That flexibility cuts both ways. Every module is someone else's code running in your world, and each new Foundry version can break modules that haven't been updated yet. The goal isn't to install everything; it's to pick a small set that solves real problems at your table and keep that set healthy.

The Module Ecosystem

Modules come in a few broad flavours. Some are visible to everyone at the table; others are libraries that only exist so other modules can work.

flowchart TD A[Add-on Modules] --> B[Quality of Life] A --> C[Visual Effects] A --> D[Automation] A --> E[Content] A --> F[Libraries] B --> B1["UI tweaks, journal and<br/>chat improvements"] C --> C1["3D dice, token filters,<br/>animations"] D --> D1["Tile triggers, system<br/>rules helpers"] E --> E1["Maps, tokens, sounds,<br/>premium adventures"] F --> F1["Code other modules need,<br/>e.g. libWrapper, socketlib"]

Game systems (such as dnd5e or pf2e) are a separate kind of package, installed from the Game Systems tab. Many modules only work with one system, so always check which systems a module supports.

Installing Your First Module

Modules are installed once for your whole Foundry installation, then switched on separately in each world. That two-step split confuses almost everyone the first time.

The Short Version

  1. Install from Setup: On the Setup screen, open the Add-on Modules tab and click Install Module. Search the package browser, read the module's description and compatibility, then click Install.
  2. Enable per world: Launch the world, open the Settings tab in the sidebar and click Manage Modules. Tick the module, save, and let the world reload.
  3. Configure: Most modules add their own section to Configure Settings. Some settings are per world, some are per player (client), so players may need to change them too.

Only the GM (or another user with the Game Master role) can enable modules for a world. Players don't install anything: modules are served to their browsers automatically when they join.

Reading Compatibility

Every package has a manifest that states which Foundry versions it supports, using three values: minimum, verified and maximum. Foundry enforces the minimum and maximum; the verified value is the newest version the developer has actually tested.

Check compatibility in three places: the package browser before you install, the Manage Modules list inside your world, and the Setup screen's update check before you upgrade Foundry itself, which reports how many of your packages are ready for the new version.

flowchart TD A[Considering a module] --> B{Check these} B --> C[Foundry version] B --> D[Game system] B --> E[Other modules] B --> F[Performance] C --> C1["Verified for V14?<br/>Recent updates?"] D --> D1["System-specific or<br/>system-agnostic?"] E --> E1["Dependencies? Known<br/>conflicts? Overlap?"] F --> F1["Heavy graphics?<br/>Test with players"] E1 --> G["Read the package page,<br/>issue tracker and changelog"]

Dependencies and Libraries

Many modules rely on others. The manifest lists required packages, and when you install or enable a module Foundry offers to bring its dependencies along. Two libraries you'll meet often:

Libraries do nothing visible on their own. If you disable one, every module that needs it stops working, so leave them on while their dependents are enabled.

Modules Worth Knowing

The package list changes constantly, so this guide only names modules whose package pages showed them verified for Version 14 when they were checked in October 2026. Treat this as a starting point, not a shopping list, and check each package page before installing.

More Modules Verified for Version 14

These popular modules were also verified for Version 14 when checked in October 2026. Several only make sense with a particular game system, so read the package page first.

ModuleWhat it doesGood to know
Midi-QOLAutomates the attack, damage and saving-throw sequenceBuilt for the D&D 5e system; usually paired with DAE
Dynamic Active Effects (DAE)Extends Active Effects with more fields, durations and macro hooksTook over the effect-expiry features of the retired Times Up
Item PilesLoot piles, merchants and trading between charactersWorks with many game systems
FXMasterWeather and special effects such as rain, fog and embers, plus screen filtersVersion 8 supports V14 Scene Levels; heavy effects cost performance
Token Action HUD CoreA clickable action bar for the selected tokenNeeds a companion module for your system; the D&D 5e, WFRP and SWADE ones were verified for V14, the Pathfinder 2e one was not yet
Automated AnimationsPlays an animation whenever an attack, spell or item is usedNeeds Sequencer and an animation asset pack
Simple Calendar RebornAn in-game calendar, clock and notesThe successor to the abandoned Simple Calendar
Monk's TokenBarA bar of the party's tokens for requesting rolls, controlling movement and handing out experienceFrom the same author as Monk's Enhanced Journal
Monk's Scene NavigationA more useful scene navigation barHelpful when a world has many scenes
Monk's Little DetailsDozens of small interface and quality-of-life tweaks, each one optionalTurn on only the tweaks you want
Dice TrayDice buttons under the chat box for building a roll without typingFormerly called Dice Calculator
Quick InsertA search box for finding any actor, item, journal or compendium entry fastOpens from a keyboard shortcut
Narrator ToolsNarration and scene descriptions displayed across everyone's screenGood for dramatic reveals
Chat PortraitShows the speaker's portrait beside their chat messagesThe V14 build was on the author's GitHub release before the package page caught up

Retired, Replaced or Not Yet on Version 14

Older guides and videos recommend these. Here is where each one stood in October 2026.

ModuleStatusUse instead
LevelsRetired; its last build only converts old Levels scenesCore Scene Levels (V14)
Drag RulerStopped at Version 12Core drag measurement (V13 and later)
Compendium FoldersNo longer neededFolders inside compendiums are core
PopOut!Allows V14 but was verified only for V13Core pop-out windows (V14)
Times UpNo Version 14 release plannedCore Active Effect expiry, plus DAE
Simple CalendarAbandonedSimple Calendar Reborn
Perfect VisionAbandonedCore vision and detection modes
Ambient DoorsAbandonedCore door sounds, or the Door Sounds module
Combat Utility BeltAbandoned; its successor Condition Lab & Triggler was V13 onlyYour system's conditions and core status effects
Tidy UI, Parallaxia, Ping LoggerAbandonedNothing needed
Token Attacher, Pin Cushion, Chat Images, Elevation RulerVersion 13 only when checkedCheck the package page; they may catch up

Your game system will have its own ecosystem of add-ons too. Look for modules built for that system and verified for your Foundry version.

Premium Content Modules

Some modules are official, paid content from publishers rather than community tools. They install the same way, from the Add-on Modules tab, once the purchase is linked to your foundryvtt.com account.

Premium modules usually arrive as compendium packs or Adventures you import into a world. Prices vary, so check the store page for each one.

Module Management Best Practices

Back Up Before Updates

Foundry has built-in backups. On the Setup screen you can right-click a world, system or module and take a backup, or use the backup manager to create a snapshot of everything installed. Foundry also prompts you to back up before a major update. Do this before updating modules, and always before moving to a new Foundry version, such as V13 to V14.

Snapshots have a blind spot: they cover your worlds, systems and modules, but not images or sounds you stored elsewhere in your Data folder. Back those folders up separately.

The Testing Routine

  1. Back up first: take a backup of the world before adding or updating modules.
  2. Use a test world: try new modules in a throwaway world before your campaign.
  3. One at a time: add modules gradually and test each one.
  4. Check compatibility: read the package page, changelog and known issues.
  5. Watch for errors: open the browser console (F12) and look for red error lines after enabling something new.

Organisation Tips

What a Manifest Says

Compatibility and dependencies, from a module's manifest (simplified)

"compatibility": {
  "minimum": "12",
  "verified": "14.368",
  "maximum": "14"
},
"relationships": {
  "requires": [
    { "id": "lib-wrapper", "type": "module" },
    { "id": "socketlib", "type": "module" }
  ]
}
                

You never need to edit this file; it's what Foundry reads to decide whether a module can run and what else it needs. Load order is handled by these declared dependencies, not by you.

Troubleshooting Modules

When something breaks, the first question is always: is it a module? Foundry gives you a clean way to find out.

The Tools

Common Module Issues

Module Performance Impact

Every enabled module adds code that loads for every player. Some barely register; others put real load on graphics cards.

Try It in Foundry: Build Your Setup

Choosing Modules on Purpose

Step 1: Define Your Needs

  • Do you play theatre-of-the-mind or tactical maps?
  • How much automation does your group want: none, some, or lots?
  • What annoys you most about core Foundry? Write down one specific problem.
  • How comfortable is your group with technical fixes?

Step 2: Research

  1. Search the package browser (Setup, Add-on Modules, Install Module) for your problem.
  2. Check each candidate's verified version and supported systems.
  3. Look at when it was last updated and whether issues get answered.
  4. Note its dependencies.

Step 3: Test World

  1. Take a backup, then create a world called "Module Testing" with your system.
  2. Enable one candidate at a time in Manage Modules.
  3. Try the feature, watch the console for errors, and check how the scene feels.
  4. If something breaks, practise with Launch in Safe Configuration and Find the Culprit!.

Step 4: Sort Into Sets

  • Essential: you'd miss them every session.
  • Nice to have: enable when a scene calls for them.
  • Experimental: test world only.
Answer

There's no single right set, but a healthy result is usually small: a few essentials, their libraries, and nothing you can't explain. If a module only solves a problem you no longer have, or a core feature (Scene Regions, Scene Levels, pop-out windows) now covers it, disable it.

Advanced Module Topics

Module Sets for Different Games

If you run several campaigns, each world keeps its own list of enabled modules, so a horror one-shot and a tactical dungeon crawl can use different sets on the same installation. Big Bad Module Manager can also save named sets you switch between.

Making Your Own

The deepest customisation is writing your own module.

Module Resource Hub

Where to Find Modules

Before You Update Anything

What's Next?

You can now install modules, enable them per world, read their compatibility, keep them backed up and track down the one that's misbehaving. A small, well-chosen set does more for your table than a long list.

Next up is Player Experience: seeing Foundry through your players' eyes.