#mods-issues
1 messages · Page 22 of 1
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?
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.
Thank you kindly I will try! 💕✨🙏🏻
yes but turning off what ????
i had to create a blueprint folder it didnt exist, cant find it anywhere
If you're using r2modman, you can look in it's profile folder. Use the setttings button.
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
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Are you able to open up the PlanBuild rune's blueprint window and it's empty?
I suppose you may be looking at the 'shared' blueprints window instead.
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
Are you using the remodman mod manager from thunderstore.io?
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
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.
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
When you download other .blueprint files, they also need to go in that same Blueprint folder as the .blueprints you create.
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
Assuming that you're using Windows, make sure your File Explorer settings will not hide file extentions.
How do I ensure that?
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
What mod is it
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
Congrats, you probably just caused yourself 10 new problems
PlanBuild is stupid and looks for the blueprint files relative to the game directory and not the BepInEx directory so you will not file them under the r2modman profile. If you are using Steam you can browse to the game directory from the games properties in your library.
okay thank you willl try that today
DUDE I LOVE YOU THANK YOU I FINALLY FOUND IT
THANK YOU SO MUCH

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
The valheim_server.x86_64 executable file should end up in the same folder as the startup .sh script file, right?
the x86_64 is in .local/share/Steam/steamapps/common/Valheim dedicated server
the bepinex is in a different folder
Yep, that's the problem all right. Where is the BepInEx folder pack now?
this is linux
.config/r2modmanPlus-local/Valheim/cache/denikson-BepInExPack_Valheim/5.4.2333
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.
No, I did mean the Browse data folder, as you thought.
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?
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.
do all mods need to go there? or just bepinex?
Let r2modman install the mods in it's individual profile's BepInEx folders.
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
I don't know if you could get your lost items back after removing the inventory slots they were in. But you could see if you have a character backup copy saved that you could go back to. Check the Manage Saves option at game start.
Ok so in future just make sure I have everything in the first four rows of inventory or my chests?
As I said, I don't know for sure but that sounds like a good idea.
/home/[User]/.steam/steam/steamapps/common/Valheim
/home/$USER/.steam/steam/steamapps/common/Valheim
HI i added moreworldlocations and because it already existed i added upgradeworld. but now my game lags all the time. What can i do=
See if you have a backup world file to restore from before you did that.
So, im still not sure of the issue, but the way I got this to work was copying my entire r2mod folder over to my steam folders (bepinex and all mods) then just running the bepinex_server as executable from the steam folder.
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
This sounds correct. The start_server_bepinex.sh script isn't written to work with mod managers like r2modman the same way the start_game_bepinex.sh script is. I thought about rewriting it but it's a complex situation.
So how should have I set this up? I’m still confused on Why this works or how I should have fixed this
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.
It should be how you did it. With BepInEx and all mods in the dedicated server directory.
-
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. -
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
- 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.
^^
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
I did revise it more in the upstream UnityDoorstop and BepInEx repos so it's a little less strange with the pattern matching.
circular push/popping is just another way of looking into the void, looking into you , looking into the void ;)
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 $PWD
sorry, should have said 'rotation'
from your edit
if [ "$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
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.
What's going on there
are you on mac or linux?
No Wintos 10
In steam right click Valheim -> Properties -> General tab -> Selected Launch Option drop down menu -> Play Valheim not Play Valheim using Vulkan
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
ok, so it looks like this warning just spams the log even when the mod works. i'm going to try and redo the pathing i just had done and see if it'll work
It's not an error but a warning.
I only play Valheim, not the other one.
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.
Use InfinityHammer instead 🙂
Does that work with saved blueprint files?
Yes 🙂
Seemingly just adding the Infinity Hammer mod resolved it for me
I take it back, it started happening again
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.
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.
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?
Probably. It's hard to tell what you're talking about.
render mod, and a mod to change the model cosmetics
What did you mean by "achievements"?
In the new blog post adding more achievements.
The game doesn't have any currently. We don't know how they will implement it.
just name the mods already
how do you expect help when all you give us is vaguery?
Probably, I doubt they will add any checks for that.
It's just achievements...
And if they do, then there will be a mod for it.
https://thunderstore.io/c/valheim/p/JereKuusela/Render_Limits/
https://thunderstore.io/c/valheim/p/Mayu/ValheimVRM/
Correct me if I'm wrong but I thought 'achievements' were in your Steam GUI and not actually in the Valheim game.
Yeah, but they might ALSO show them in-game like in some games.
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
I haven't noticed anything off in the Bepinex log
well thats literally the only thing anybody else is going to want to see :}
i just tested it, it seems to work with chests made with planbuild... but not normal chests. is there a known compatibility issue with those two mods?
nope, same thing
Azumatt has a discord server where you may get a quicker response . There's a link to his discord on the mod's web page.
@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.
just noticed that i don't need to restart the game, switching worlds also resets the settings
Are you changing the settings in the in-game config manager mod or by editing the .cfg file outside the game?
In game config manager
unable to reproduce this issue, they persist when i change them. when you say "client only" do you mean you are playing single player ? Have you tried running the mod in isolation to verify it's not some odd mod conflict ? Do you have any errors in your LogOutput.log ? Which configuration manager are you using ? Are all your mods up to date ?
The answer was they had “No Creator” on in Infinity Hammer.
Thanks for the response and that info!
🍻
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.
arcana intensifies