Repository navigation
System & Module Compatibility Notes
In the PF2E system, a token's dimensions and image scale are strictly locked to the Actor's statistics to ensure game rules (like reach, flanking, and emanations) work correctly.
If the "Specific System Overrides" game setting is enabled by the GM, then the module handles this lock for you:
- Automatic Unlock: If you apply a Visage that modifies the Dimensions (Width/Height) or Scale, Visage will temporarily unlock the token to allow the transformation.
-
Automatic Restoration: If you remove that Visage, or edit the stack so that no active layers are modifying the size, Visage will re-enable the lock.
- Note: This immediately returns control to the PF2E system, which will snap the token back to the correct size for the Actor.
Visage is compatible with Mass Edit and its Scenescapes feature. When applying a Visage inside an active Scenescape, Visage will successfully apply your chosen textures and data, while gracefully allowing Mass Edit to adjust the token's final visual scale to maintain the scene's 3D depth of field.
Because Mass Edit is incredibly powerful and bypasses Foundry's standard Token Configuration window, it views a token's currently visible "disguise" as its actual base data. If you were to apply bulk edits and save changes to a disguised token, Mass Edit would permanently bake that temporary disguise into the token's core data.
To prevent accidental data corruption, Visage features an automated safety workflow:
-
Pre-Emptive Revert: If you select tokens with active Visages and open the Mass Edit tool, Visage will intercept the window. It will warn you of the risk and ask to temporarily revert the tokens to their default state.
-
Safe Editing: If you accept, Visage removes the disguises, logs their exact configuration in memory, and allows Mass Edit to proceed with clean token data.
-
Automatic Restoration: When you finish your bulk edits and close the Mass Edit window normally, Visage will prompt you to automatically restore all the removed Visages back onto your modified tokens.
-
Manual Restore (Safety Net): If you close the Mass Edit window and change your mind, or accidentally dismiss the final restore prompt, you can manually trigger the restoration loop by running this command in a Foundry script macro or your browser console (F12):
game.modules.get("visage").api.restoreMassEdit()
Visage natively integrates with Token Magic FX, allowing you to attach advanced WebGL shader effects directly to your Visage stacks. Visage manages the complete lifecycle of these effects: when the Visage is applied, the filters are drawn on the token; when the Visage is removed or hidden, Visage automatically cleans up its specific filters without accidentally deleting any manual filters you may have applied to the token.
Note on Custom Filters: To keep the user interface fast and clean, Visage deliberately hooks into Token Magic FX's preset system. It does not provide a native UI to build complex custom filters from scratch (e.g., configuring custom oscillation curves or colour matrices) inside the Visage Editor.
If you want to use a bespoke filter, simply configure it and save it as a custom preset within the Token Magic FX module first. It will then automatically appear in the Visage Editor's preset dropdown for you to use.
Visage accepts Tokeniser filenames (which use cache busters after the file type).
- Home
-
Getting Started
- Tutorial 1: Creating a Local Identity
- Tutorial 2: Creating a Global Overlay
- Tutorial 3: Lighting & Sequencer Audio
- Tutorial 4: Sequencer Visuals
- Tutorial 5: Using Wildcards
- Tutorial 6: Attribute Conditions
- Tutorial 7: Status / Active Effect Conditions
- Tutorial 8: Event Conditions
- Tutorial 9: Library Actions
- Tutorial 10: Automation Strategy
- Game Settings
- The Visage Selector HUD
- The Visage Library
- The Visage Editor
- System & Module Compatibility Notes
- Advanced Features
- Example Macros