#mods-issues

1 messages · Page 22 of 1

runic isle
#

PlanBuild lets you override and set it's blueprint storage folder where you want. Check it's .cfg options and see where it's set for currently.

little dome
#

Hey, thank you so much for responding. I’m literally negative iq is there any way you could explain this to me in voice chat?

runic isle
# little dome Hey, thank you so much for responding. I’m literally negative iq is there any wa...

Can't VC at work. Sorry. Locate your BepInEx folder and go to it's config sub-folder. Look through the config folder and find the .cfg file for PlanBuild. You can edit it with NotePad as it's just a regular text file. You should see the option in there showing the current blueprint location.

The default setting is

"Search directory = ./BepInEx/config/PlanBuild/blueprints".

Which means the .blueprint file are stored there.

little dome
#

Thank you kindly I will try! 💕✨🙏🏻

zealous niche
#

yes but turning off what ????

little dome
runic isle
little dome
#

This did not work. The folders are all correct the files are correct the download and files are new yet they’re not showing up

#

://

runic isle
little dome
#

I’m able to place and copy my own builds, but not add any in that I’ve downloaded

#

And it can’t be the files not being compatible as they are from earlier this week and are .blueprint files so it should be fine

#

It’s in bepInEx, config, planbuild, blueprint, then I even tried putting it in local

runic isle
little dome
#

I had to create the planbuild and blueprint folder though. I also changed the note like you said, from search dictionary = . To search dictionary = BepInEx/planbuid/blueprints

#

Im using r2modman to run the mods if that’s what you’re asking

#

I’m so new to modding sorry

#

I’ve tried like 5 different fixes I’m just lost atp about to rip my hair out to be honest

runic isle
#

Run the r2modman app and click on it's Settings button. Then choose Browse Profile Folder. That brings up the location of the BepInEx folder that's active when you've started the game with your r2modman profile.

little dome
#

Done that

#

Browse profile folder, BepInEx, config, planbuild, blueprints

#

They don’t show up

#

Only the builds I copy that I build show up in the blueprints tab

runic isle
#

When you download other .blueprint files, they also need to go in that same Blueprint folder as the .blueprints you create.

little dome
#

I can’t find that folder, I can’t find that stored on my pc anywhere

#

How can I find that? If I search .blueprint on my pc I don’t find my builds

runic isle
#

Assuming that you're using Windows, make sure your File Explorer settings will not hide file extentions.

little dome
#

How do I ensure that?

plain reef
#

does anyone know how i can change a mods language off of japanese to english?? i got a big huge box covering 1/4th of my screen with no way to close it and i cant understand the language

#

oh hey it switched to english

#

THE BOX WONT GO AWAY

plain reef
#

idk it doesnt say, on the box it has 3 buttons at the top saying local server and clipboard though

#

i installed like 30 mods at once so its hard to know which mod it is😭

#

oh i closed it

#

i just spammed every button on my keyboard

unique spade
#

Congrats, you probably just caused yourself 10 new problems

coral ember
little dome
little dome
#

THANK YOU SO MUCH

iron granite
glad root
#

I have tried searching but am still unclear on installing Bepinex on linux. I cannot get it to install properly. Is steam supposed to have this as the launch option?

#

I am running into this when i launch start_server_bepinex.sh from the directory

xec: ./valheim_server.x86_64: not found

runic isle
#

The valheim_server.x86_64 executable file should end up in the same folder as the startup .sh script file, right?

glad root
#

the x86_64 is in .local/share/Steam/steamapps/common/Valheim dedicated server

#

the bepinex is in a different folder

runic isle
#

Yep, that's the problem all right. Where is the BepInEx folder pack now?

glad root
#

this is linux

#

.config/r2modmanPlus-local/Valheim/cache/denikson-BepInExPack_Valheim/5.4.2333

runic isle
#

So, go into the r2modman app, select Settings, choose Browse profile folder and BepInex pack should be in there, as I reacall. Along with the rest of the stuff that's already installed for the game in there. Including valheim_server.x86_64.

Lemme see, If I can check that. Gimme a mni...

No, I was wrong. Only the BepInEx pack goes there. Apparently, the r2modman app finds the right location of the valheim_server.x86_64 file from the Steam launch options.

glad root
#

this ?

#

or the config editor?

runic isle
#

No, I did mean the Browse data folder, as you thought.

glad root
#

so these should all be located in the steam/steamapps directory, not the .config/r2modmanPlus-local/Valheim/cache/denikson-BepInExPack_Valheim/5.4.2333

is that correct?

runic isle
#

Right. Here: /home/[User]/.steam/steam/steamapps/common/Valheim
You should be able to get there from your Steam GUI by right clicking on the game and finding the installed location in there.

Sorry for the confusion. My memory isn't as good right now as it should be. Stuff has gotten a little hectic in RL. And now my break is over and I've gotta get back to work.

#

So, BepInEx goes in the profile folder and the game files go in the .../steam/steamapps/common/valhem folder.

glad root
#

do all mods need to go there? or just bepinex?

runic isle
vestal fjord
#

I have been using just the azu extended player inventory on my own vanilla game just to make it more convenient, but sometimes I run it without the mod because my son on Xbox wants to join my server but I notice that my armor I was wearing has dissapeared and also I can’t find any of my coins. Can someone help me please. New to valheim

runic isle
vestal fjord
#

Ok so in future just make sure I have everything in the first four rows of inventory or my chests?

runic isle
unkempt cradle
#

/home/[User]/.steam/steam/steamapps/common/Valheim
/home/$USER/.steam/steam/steamapps/common/Valheim

frozen raven
#

HI i added moreworldlocations and because it already existed i added upgradeworld. but now my game lags all the time. What can i do=

runic isle
glad root
glad root
#

I dumped the entire r2 folder into steam/Valheimdedicatedserver. I didn’t expect it to work but running server_belinex started. Everything else wouldn’t load anything

coral ember
glad root
unkempt cradle
# vestal fjord I have been using just the azu extended player inventory on my own vanilla game ...

Inventory mods are typically entirely client-side, so I'd have thought it wont attempt to enforce the mod on other players anyway. Does it kick him for not having the mod? or are you just making assumptions that it will?
Technically you are the server when you are locally hosting, so its very possible it is enforcing the mod on other players. idk.
But if it does; you might find that setting where the EPI config says something about locking to false... it might stop kicking for not having the mod. Azumatt would know but you can find out for yourself too.
And yes, any mod that alters the contents of somehting, like inventory mods, will lose stuff thats in non-vanilla places if you remove th mod and enter a game. Good mods will automatically recover if you start the game modded again before doing stuff inworld unmodded. Otherwise just remove your entire inv to unmodded chests before removing the mod - is the 100% safe way, but also usually overkill.

coral ember
unkempt cradle
#
  1. start_game_bepinex.sh wasnt written to be very robust in the face of changes to the way steam passes parameters, so when they updated a steam runtime it broke that script. Arrowmaster rewrote it and its now in the current TS bepinex release. But even if you understand sh and bash its not much fun to look at the contortions required to rectify the problem in a hopefully furture-proof way.
    Conversely; the required bep server sh changes were so trivial they are also easily overlooked, so as soon as it becamse obvious the problem was actually simple most of us rewrote stuff ourselves for our own servers and forgot about it.

  2. bepinex being revised around this time also changed some of the bepinex syntax

iirc the bep script changes include: (but youd need to compare the old bep sh with the new one to know)
OLD export DOORSTOP_ENABLE=TRUE
NEW export DOORSTOP_ENABLED=1
OLD export DOORSTOP_INVOKE_DLL_PATH=......
NEW export DOORSTOP_TARGET_ASSEMBLY=..........

and the different OS libraries code has been revised a bit, but without checking i dont think any pertinent variable names changed

  1. minor (and therefore not loudly announced) game patches alternately added and then removed uppercase leading characters to the executable and a directory... so scripts broke and it was easy to miss the cause.
    I Symlinked them so the upper and lowercase variants of both exist. But later i scripted a case insensitive find of the binary and now use that. But i dont think they will be silently changing that again after the last time.
coral ember
#

The bigger problem is that start_server_bepinex.sh is just a modification of IGs original start script which has hard coded values and instructions to make a copy of it and use that to avoid it changing on an update. So I don't want to touch start_server_bepinex.sh without a complete rewrite so a user never has to edit it. And that takes lots of planning out a robust solution.

#

So right now it's difficult to use it with mod managers

coral ember
unkempt cradle
#

circular push/popping is just another way of looking into the void, looking into you , looking into the void ;)

coral ember
#

None of that mess. I never understood the uses of push/pop when I can just do everything in a subshell. But I now do weird shit with comparing $*args to $PWD

unkempt cradle
#

sorry, should have said 'rotation'
from your edit

    if [ "$a" = "SteamLaunch" ]; then
        rotated=0; max=$#
        while [ $rotated -lt $max ]; do
            if steam_arg_helper "$1"; then
                to_rotate=$(($# - rotated))
                set -- "$@" "$0"
                while [ $((to_rotate-=1)) -ge 0 ]; do
                    set -- "$@" "$1"
                    shift
                done
                exec "$@"
            else
                set -- "$@" "$1"
                shift
                rotated=$((rotated+1))
            fi
        done
        exit 1
    fi
done
coral ember
# unkempt cradle sorry, should have said 'rotation' from your edit ```for a in "$@"; do if [...

If I remember right that was partially implemented by someone else in the upstream repos but hadn't made it to the Valheim pack. But the implementation there was still flawed and would break on changes by valve. In fact it had already broken when I found it. But the "weird rotation" was part of a large fix of the script breaking if there were any spaces in the arguments passed to it. Like if you had a 2nd drive with a dir named "Games Library" and told steam to install games there.

heavy dune
#

What's going on there

coral ember
heavy dune
#

No Wintos 10

unique spade
# heavy dune No Wintos 10

In steam right click Valheim -> Properties -> General tab -> Selected Launch Option drop down menu -> Play Valheim not Play Valheim using Vulkan

turbid oar
#

started getting an error today out of no where for CinematicPath. When i attempt to use the flyby camera, my bepin log window spits out "setting linear velocity of kinematic body is not supported"
Anyone know anything about this? i've used this mod almost everyday for weeks

turbid oar
atomic dawn
#

It's not an error but a warning.

heavy dune
warm bough
#

Does anyone have much experience with the PlanBuild mod? I found some blueprints I wanted to try out. I tested them first in a private world, but ended up causing a bug in the world where it slid me to a location like I was stuck in a bowl and wouldn't let me out. Even closing out the game and restarting it wouldn't fix it. It basically corrupted the world file I tried to place it in using direct build with the mod.

atomic dawn
#

Use InfinityHammer instead 🙂

warm bough
#

Does that work with saved blueprint files?

atomic dawn
#

Yes 🙂

warm bough
#

Seemingly just adding the Infinity Hammer mod resolved it for me

#

I take it back, it started happening again

runic isle
#

Things like that don't usually happen with either PlanBuild or InfinityHammer. Could one or another of your other mods be interfering with the placement of the .blueprint?

Try disabling the other mods as a test.

Check your game log file to see what errors appear there, if any.

Have you tried placing a different .blueprint file?

Can you create a new test world and try it there?

Is your game acting normally in all other ways? No severe lag or dsync issues?

Are you on a server? If so, try the same thing in your solo game.

warm bough
#

I'm testing on my private solo games before I risk it on my friends server so I don't break it. This time once I restarted the game it stopped causing the issue at least.

mild shore
#

so we use a cosmetic and graphics mod with r2modman but does not affect gameplay, will we still be able to get the achievements with a modded client?

runic isle
mild shore
runic isle
mild shore
#

In the new blog post adding more achievements.

coral ember
#

The game doesn't have any currently. We don't know how they will implement it.

unkempt cradle
atomic dawn
#

And if they do, then there will be a mod for it.

mild shore
runic isle
#

Correct me if I'm wrong but I thought 'achievements' were in your Steam GUI and not actually in the Valheim game.

atomic dawn
#

Yeah, but they might ALSO show them in-game like in some games.

golden notch
#

azucrafty boxes isn't pulling... I have uninstalled and reinstalled twice, restarted my computer several times, closed and reopened the game, and nothing. The UI of the mod works, everything is fine except for the pulling from containers, which doesn't work... Any help? I haven't noticed anything off in the Bepinex log

unkempt cradle
golden notch
unkempt cradle
#

nope, same thing

runic isle
molten forge
#

@magic spruce fyi, These options don't remember their settings in your UI mod.
Redecorate does the same with the Max Grip Range. These reset after restarting the game and i run them client only so there is no forced server setting.

molten forge
#

just noticed that i don't need to restart the game, switching worlds also resets the settings

runic isle
molten forge
#

In game config manager

magic spruce
autumn stratus
runic isle
autumn stratus
#

My pleasure. The reason this is an issue is because not having a creator when building something makes it no different than a world chest other than prefab name. My mod skips containers not built by a player.

unkempt cradle
#

arcana intensifies