#mods-discussion
1 messages Β· Page 8 of 1
Personally, I agree with Oriana. Enough of watching the shit slinging back and forth. It was entertaining for a while. But enough is enough.
The only question remaining now is what are we going to do with those ivory towers we used to have these mod authors on? Not much use for them now... π€·ββοΈ
Mod authors are just people. No need for ivory towers to begin with.
and people can have disagreements, drama, and everything else the average person can.
Pretty much. He said/she said type stuff.
Hi! Are there any mods for ease of building other than the PlanBuild mod?
Plenty,
InfinityHammer, PerfectPlacement, Comfy Gizmo, etc.
i need help, im tryna fly my dragon its on phase 4 and its happy and tamed and it wont fly i keep jumping and pressing f but nothing will happen!
Ooh I see, I'll take note of this thanks!
You might want to go with Gizmo Reloaded rather than Comfy Gizmo. π
IIRC, the ygg4 dragon isn't ready for flight yet. It'll be another mod update or two before he gets to use those wings of his.
Ygg3 is flyable and I can't remember if ygg2 is or not. Why? 'cause ive got a lousy memory.
Oh, you mean why not ygg4... Hmm... Dunno, he might be afraid of heights. You'll have to ask the mod author. Pretty sure he's still got his discord on line. You can get a link to that in the mod's info pages someplace. Also, don't remember exactly where I read that either. Sorry.
Are you sure they deleted my meme? I'm tired of being censored π
People spend the day talking, I post a meme and my meme is deleted along with everything... damn
well. follow the #rules-and-info and be nice to people
- Be polite, don't hate on anyone, don't flame, don't troll, and have fun!
in fact I was being criticized, I just posted a meme asking them to leave me alone π
Don't worry, I'm used to it π
the thing is. if you hit people back. they will hit you back
and it becomes a back and forth fight that eventually someone needs to stop
b-but...comfy: last update 3months... reloaded last update 3 years ago
Comfy gizmo should be fine
Reloaded works too if you have this one https://thunderstore.io/c/valheim/p/Tyrenheim/M3TO_Gizmo_Reloaded/
comfy IS fine, i just blindly replaced it with m3to before i noticed that its basically identical, but also out of date by 3 years. So I'm guessing the reccommendation to use reloaded is also out of date. Unless theres something im missing.
2 months is not 3 years.
The reloaded version I shared was updated several months ago
ooooh, theres the bit im missing
I personally use the reloaded one, they just have slight differences with the available settings
this is what my search of what you said got: https://thunderstore.io/c/valheim/p/M3TO/Gizmo_Reloaded/
can you comment on what yolu prefer?
At a guess, not the hideously out of date one but the one they linked. But that's just me.
@hearty sphinx no, i mean :) @thorny arrow can you comment on what aspects of the reloaded one you prefer?
The difference in settings, plus I have a config I reuse
Try them both out, should take a few minutes
intend to - thanks for suggest
yes, you are partly right... but the correct thing would be to punish the person who started or provoked the argument, when you punish everyone, even those who are victims are punished together, I believe that everyone has the right to defend themselves... But the discord is yours, your discord, your rules.
It appears that Comfy Gizmo and the M3TO Gizmo both have problems. Although, it looks like it may also be possible to work around them both as well.
ComfyGizmo depends on Jotunn to work properly but doesn't incluse that as a dependency in it's listing.
M3TO Gizmo interferes with Plant Easily's crop alignment process.
Comfy gizmo is standalone, shouldn't need Jotunn π€
Yes, I know. Give it a try without Jotunn and get back to me.
I think I know what's ahppening. They did a tweak to fix shader graphics not compiling for Vulkan on windows for version 1.10.0, and the latest version cannot find that asset anymore so spams errors. Version 1.9.2 works though. I'll poke the comfy team about it
Awesome! I just assume folks get in and out of here now and then and pick up on this stuff. But a good poke now and then works too, I guess. π
I personally don't read everything in this channel anymore, best way to give authors information will always reaching out on whatever links they include in their mods, or their githubs
They let those in this channel? (rip if the moderators notice lol)
Well, it'd be pretty dull around here if all they had to do was clean up the usual messes.
Character transferring to new world should be safe yeah?
Like if it has mods in the character
And im keeping the same mods on the new world
The mods stay with your game. Not with your character. Although, he may depend on one or another of the mods on your game. Like, if he's used to extended inventory mods and you start the game without them, he loses the stuff that was in the extended space.
Anyway, your character in a new world. but with the same game, should be fine there. You can back up your character, if you like to have a spare copy of him. His file is along side the files for the saved worlds.
And you can restore him from the same screen you'd use to restore a world. Just select Characters instead of Worlds.
Hope that helps. π
he loses the stuff that was in the extended space
afaik generally those spaces are simply not visible without the mod, but the items should still be there when you run the game with the mod again. So you dont really lose things, but it may feel like it initially.
That's happened to my character, too. As you say. But there have been other times when stuff actually was lost forever.
I don't know what the difference is. Maybe some inventory slots don't disappear forever while others do. I don't know.
Yep, theres no guarantees in a ecosystem like val mods. Recycle mod destroyed my entire inv becasue of a conflict with a basic patcher/other mod, comfyslots just adds new slots that are there again when you come back to the mod.
Well, thank Odin for the backups, anyway. As long as you store them locally instead of in the cloud, everything should work out eventually. Hopefully.
its the error we dont discover for several days that is a real concern
ive considered scripting an incremental backup tar.gz of my char/world eery time the game exits. I probably should do that. its not like the data is large or anyhting
A good idea.
how do mac users start thier bepinex augmented game? do they just use the linux script (start_game_bepinex.sh) ?
anyone know if epic loot mod works? i want to add it mid game is it possible?
Go ahead.
anyone know any mods that makes bows/archery better?
BowsBeforeHoes, BowPlugin, BetterArchery.
Also Searica's ProjectileTweaks
hm?
are the default values enough?
i changed them, and tbf i don't remember what default felt like
btw bowplugin already does that for arrows
i thought BA didnt work with BBH?
it does, but we opted not to use BP
gotchaaa
Never said they worked together. Simply responded to your initial question. Which was "any mods that makes bows/archery better" so I gave a list of mods.
how to item duplication items, i now on single player, how to change on multiplayer server, its my server btw
what are some new boats yall can suggest?
I like this one https://thunderstore.io/c/valheim/p/blacks7ar/BoatAdditions/
Hi, for PlandBuild mod users out there I am having an error when copy pasting the structure on my friends local server what part of the config are we missing?
The error: "Cutout not allowed"
I've never seen that before. Are you trying to paste something into an area that you don't have access to? Such as the starting stones?
It's unclear whether the copying or the pasting is causing the error. Can you clarify that?
i was trying to relocate a build that I made to another location but that error pops out
Its so troublesome to destroy the building and fetch the materials to my desired location so I just wanted to copy and paste everything as is
I asked you two questions 20 minutes ago. You haven't answered either one.
Now it's late and I've got to go. Maybe someone else can help you.
Dang aight thanks tho
A little PSA because I've seen tons of scammers lately.
If someone sends you a reply or DM about a possible commission then please be careful.
If they have no presence and want you to pay first then don't reply and just block, report.
If they have small presence and have like 1-2 mods then at minimum do 50/50 or pay after.
If they have bigger presence and have a lot of mods then its most likely not a scam but do a gut check.
Also check with several authors as some asks for outrageous amounts.
for the Armory mod, is there any way to make the crafting table smaller? this thing is massive
You can use the mod StructureTweaks and then hold Shift + scrollwheel to resize.
shift scrollwheel isn't working for me, I don't see any options to change hotkey in the config
just got infinity hammer, i'm getting "select object doens't support scaling" on everything
Yeah, that's why you need StructureTweaks so maybe you need both.
woot, that worked. Thank you so much for your help!
No graphics mod in the market at the monent?
What do you mean exactly when you say "graphics mod" ? You mean texture paks? Or your game is too dark? Or you don't like the UI? π€·ββοΈ
Like the old HD version
Don't know what that is. Sorry.
like a retexture
You can search for "texture" over at thunderstore.io and see what comes up. You can check the date they were last updated there.
hey regarding projectiletweaks is ur values meant to feel more closer to irl
or just cracked up for fun gameplay?
i prefer immersion
but, not at the expense of fun, if that makes sense
sounds like something i would also agree on
can u share ur settings?
dm'd ya
I download vanilla BepInEx 5 for x86_64 macOS instead of the Valheim "pack". I don't know if the pack's scripts work or not on the new mac builds
Here are my steps for getting vanilla BepInEx to work: #mac-bugs-discussion message
If you just want Steam to always launch the BepInEx version, there's a later link in that convo for easier setup.
Note the newer signed app isn't moddable in its current state. I think they will fix it soon, but there's a workaround in the meantime if you are brave and knowledgable: #mac-bugs-discussion message
@ebon vault thanks. That looks a lot like a few of the other explanations I saw online. I'm asking for a friend who doesnt know he is asking yet. But at some point I'm probably going to want to convince him to be mod-capable, assuming we continue playing regualrly, so I'm pre-investigating.
Of note, if he has a newer Apple Silicon Mac, there will be more steps involved as there is not an arm64 BepInEx yet
@tired crescent re: Queue_Me_Maybe; is hide weapon queued? I'm noticing that when i select shield,mace,hide in rapid succession the mace or the hide often doesnt happen.
Does seasonality mod still work? Anyone know pls
works fine
Do the mist root plants from your mistroot mod not have any hover stats?
Like I cannot see their health or anything when looking at them.
Since both mods are yours id assume they work together lol.
The information is there. Yes. AzuHoverStats doesnβt have access to the custom component though
lookig for a mod adding more stuff under water - ores, i've seen it somewhere but cant find it
Does anyone who's used MagicPlugin know what the Dvergr Necklace actually does?
Can't find a Wiki or any other information on MagicPlugin to reference lol.
OCDHeim <> planBuild
are these compatible?
https://thunderstore.io/c/valheim/p/Vapok/OCDheim/
Hi does someone know if there is a mod which allows me to dig deeper?
There is.
okay what its name?
https://thunderstore.io/c/valheim/p/Digitalroot/Heightmap_Unlimited_Remake/
https://thunderstore.io/c/valheim/p/Crystal/DigDeeper/
Thanks mate
No problem. Simply searched "Dig Deeper" on thunderstore.
i download my mods manually
Okay?
Makes no difference. Search the site to find what you want. Filter etc.
Manual download.
I see project Auga is marked as depreciated... i see no update though, so whats the deal of i want some juicy GUIdness? https://thunderstore.io/c/valheim/p/RandyKnapp/Auga/
Azumatt's MinimalUI mod lets you change the ui, and it's got an Auga-ish theme built in
oh, nice
@rough thistle Are you using a magic mod like wizardy or magic revamp? I am currently trying out both and I am unsure what to get. With wizardry you still have to wait until basically iron age to get spells, with revamp you can get them asap. So, I am leaning towards revamp. Though, the spells as arrows system is kinda jank. Theres no good early game mods for spells. π¦
I ask because it looks like you were in your screnshot.
https://www.nexusmods.com/valheim/mods/2203 im using this π
Ah that one, yeah Ive considered using that one again aswell. Lol
You get a magic staff from the first boss.
Only issue I had with that is the fist two staves make pickaxes and axes obsolete lol
If there was a way to prevent the staves from breaking rocks and trees
i dont realy know when you get staff , i install that mods i was already finish with the game
you get eikthyrs staff from eikthy, it does lighting and breaks rocks
which i guess isnt the worst because you get pickaxe from eikthyr
but the surtling staff breaks trees and only takes a surtling core, and the issue with that is every fight results in hudnreds of wood laying everywhere lol
they also let you break any wood or ore early
i like the staff for the wood .. clean my massif tree farm pretty fast π
give me some wood for the kiln
xD
hi friends ! sorry i have a small question, im looking for a mod that allows you to manipulate the size of the tree you're planting, is there such a thing to spawn in a massive tree?
or maybe in a way trough devcommands?
I believe you can do that with InfinityHammer and possibly may need StructureTweaks along with it. You'll need devcommand access with your F5 Console. π
oh perfect ill look into it thank you !
You may have to wait until the tree is fully grown to scale it up. The seedling and sapling are probably technically different 'objects'.
good tip !
ah , im currently using thunderstore and i guess that doesnt have structure tweaks unfortunately π¦
Yes, it does. Here you go:
https://thunderstore.io/c/valheim/p/JereKuusela/Structure_Tweaks/
No problem. You may not even need it. It depends on how the game categorizes the tree object as either scaleable or not. If not, then Structure Tweaks over rides that so that you can 'scale' it anyway.
it worked !
anyone know any good balance mod that introduces more potions to the game aswell as maybe adding some early stages potions?
There's several over at thunderstore.io. Just pick **a current one **that suits your personal preferences. π
which one do u use?
Howdy, does anyone know if this mod https://github.com/ddormer/valheim-serverside is updated anywhere? Or if there's any mod with a similar function? Because right now, we play with a group of 4 once a week, but some players have weaker PCs or spotty internet connection, so when a player with those issues is the first in an area it then lags for everyone else who enters that area. The way I understand it, Valheim hands off simulation/processing to whichever player is the first one in an area (maybe it hands the processing responsibility to the last player in an areawhen everyone leaves?) and that seems like a great way to do things, if all players have sorta similar ish setup, but in our group, I have a ridiculously overpowered PC and they have more reasonable ones. This is why I am usually the host, but that's not really helping too much here π
PC power has little to do with it. fps is one thing and latency another.
Latency depends on the networking hardware, software, internet provider etc.
If the router has bad WiFi that drops out often due to radio interference can cause issues even if max measured speed is good.
The most common reason for big latency is distance from player-server-player2 because the server acts as a relay and the latency adds up very quickly.
In some cases nothing can solve the problem of distance.
But here are some mods that improve valheim networking.
Smoothbrain-Network
ComfyMods-ReturnToSender
Smoothbrain-CombatOwner
I played on a server with 6th generation i5 CPU I had bad graphics and low FPS about 20-25. But never had latency issues.
BUT it's possible that lag can be caused by someone who has really old cpu like core2duo or very old and slow one???
Thank you very much, I will look into those. Yeah latency seems to be the bigger problem, but it really sucks that one player having high latency is causing the entire world (when they were the first in the area, seemingly) for the rest of the players to have high latency, so it improves their experience while degrading everyone elses...
hey does anyone have a good mod helping especially early game
cuz i was trying out r2modman and idk what i should install
thats vague, what do you want to do?
You should probably play through without mods before trying mods
Hey, was thinking of a mod that would let you place those lore runestones and write what you want for them to display when interacted with. Does that exists ? I searched a bit but couldn't find that anywhere
re: HeightmapUnlimited - if i install it, dig a hole deeper than the default heightmap, and then remove the plugin.... does the hole revert back to default maximum? (i assume it does), but if i later install the mod again do i get my prior unlimited terrain hole back? or is it fairly onerous to ever remove the mod after digging?
I tested it just to see and never used it again but what I found :
- If you remove the mod and load the save again, terrain is reverted to where the vanilla would stop going up/down
- I tested loading the same save after deleting and reinstalling the mod, the changes were as I left it. But I have not tried with a save made after deleteing the mod, then reinstalling it and reload.
i have a feeling it will just remain at default, but thats really what i wan tto know. it feels a lot like if I ever remove the mod its going destroy something fairly significant. Which isnt really an issue except if i want to play a game with someone who has no mods. Becasue heightmapunlimited kicks any players without that mod... so if they only have vanilla val thats a problem - and if i cant remove the mod temporarily, that rules out that server to them
Try digging a simple hole in a location without your builds or anything you care about, and see how it comes out ! Hell even on a new seed if you like, that way you don't take any risks.
And as I said if you reinstall the mod and load back your main save (dating prior to the mod removal) , nothing will change
yeah, thanks
Try Therzie's Monstrum with also Warfare and Armory. Adds mobs and gear with a vanilla-like feel to it. Adds quite a bit, but it's a smooth transition from vanilla to modding.
In what way does that "help especially in early game"?
Says early game, not new to game.
It's implied to be the case
I don't read it to be that way.
Hello, does someone know why recipes pop up even i have disabled them, is it bc i am admin? And how i can reset the worlds materials, dungeons example?
I just did a quick search and about a year ago someone said the infinity hammer mod lets you place them and the structure tweaks mod let's you edit the message, don't know if that's applicable today
Wizardry also, it adds a little difficulty bump as well (mages are tough)
well it IS the case that im new to the game, thanks for asking
You can get the details on how to do that here in this Youtube video at time 13:06 in the video. https://www.youtube.com/watch?v=OaGO9Vis6uE
Don't know about the recipe thing but you can reset stuff with this mod https://thunderstore.io/c/valheim/p/VentureValheim/Venture_Location_Reset/
found the rigth channel lul: does anyone know if there exsists a mod for how terrain generates and i mean like mostly in heigth and scale so you can build large hills that arent just mountian biome
generate large hills*
Pick a channel here and we can discuss it there. Posting the exact same thing in multiple channels just confuses things.
bro i posted it because i didnt see this channel first chill man
Dude, settle down and just delete your duplicate post in the other channel.
Possibly this is what you're loooking for https://thunderstore.io/c/valheim/p/Digitalroot/Heightmap_Unlimited_Remake/
thanks but i mean mods that change world generation to work differently on how it generates hills and terrain. kinda to make it more "hill-y" and dynamic like minecrafts world generation
basicly i think valheim world is a little too flat except the mountians
Look into the expand world mods or better continents, those are the two mods that can change terrain generation
i think its not flat enough lol
and i always edit minecraft biomes to be like 90% less hilly lol
so...PlanBuild
Has it been abandoned or is there any kind of progress on getting it useable again? All I see on the git is the same issues being reported over and over. The 17 update didnt seem to fix anything for people who build, maybe it did if all you want to do is assemble a blueprint, but surely thats not most of its userbase?
Is there any news on this snafu?
Thanks !!! Will try that
Anyone know any mods for Ships / Boats that work well
My ones from Thunderstore sink to the bottom or float in the air
Using OdinShips and ValheimRaft
Anyone ?
https://thunderstore.io/c/valheim/p/blacks7ar/BoatAdditions/
https://thunderstore.io/c/valheim/p/Balrond/balrond_shipyard/
https://thunderstore.io/c/valheim/p/MSchmoecker/CustomShips/
lol, i keep - repetitively - experiencing a BAMP moment as my mental hand strikes my forehead... every single time i see 'jotunn' or 'mmhook' as i - yet again - realise that what you were saying is that jotunn generates MMHOOK, and is the same thing... when i kept thinking you were talking versions/manifestations...or something.
So I'm pinging you simply to say that, and hopefully exorcise this facepalming demon I keep re-experiencing.
Do your vanilla boats sink too?
Anyone know of a mod I can use to enable debug mode in multiplayer?
Iβm using g portal to host if that matters
You will need to ensure your user is in the admin list then server dev command swill allow that https://thunderstore.io/c/valheim/p/JereKuusela/Server_devcommands/
@prime barn Well it seems its pretty safe to remove the plugin, go and view the terrain having reverted to vanilla herightmap, then restart the serer/clinet with HeightMapUnlimited active and even construction that was underground during the vanilla viewing is now back where it should be with the lower heightmap....and nothing exploded from being underground. Maybe my structure wasnt complicated/fragile enough, or maybe it just survives becasue the burying/unburying is instantaneous and therefore not evaluated structurally. #building-screenshots message
also lets pretend those are hammerhead sharks
@tame night No vanilla ones float
@kind pumice Boat Additons only give me a large raft, nothing else, no boat yard or anything
@kind pumice The Balond Shipyard give me only a rope bridge, no Scribes table as the notes suggest
@kind pumice Custom Ships only give me 6 Sails
You probably haven't discovered all of the required resources or crafting stations for the recipes
Yeah thought as much. Also if any build piece buried too deep is attached to another that is or has part of it above ground it shouldn't break
ah, yeah i had a feeling that was the case.
I also like https://thunderstore.io/c/valheim/p/blacks7ar/BoatAdditions/ as mentioned above.
@tired crescent i just installed the BowsBeforeHoes mod, which requires that BackPack mod. So, will players now be able to craft a backpack becaus of this mod? Is there a way to disable that functionality without disabling the quiver functionality?
sorry. also, how do i remove arrows from the quiver?
-
Yes
-
Yes, you can disable the recipe through the mod (pretty sure) or disable using WackysDatabase
-
Same way you put them in.
MOD: BoatAdditons, dont see all the boats, is it a progression thing or is it just not working for me. I am on Crafting Table 3 have NOT discovered Bronze yet. Can only see the Large Raft, can someone PM me in detail and help with this. Thanks team
im so sorry to be the difficult one (or a complete idiot), but no matter what i do, i cannot get the arrows back out of the quiver. now, i did discover that if i hit esc and pull up the "pause menu", i can move the arrows around in the quiver. if i try to split the stack from the esc menu, then when i leave the esc menu and then open up the inventory, the panel to split the stack appears. but otherwise, i cannot remove the arrows from the quiver π
Sounds like you have errors not related to the mod
But you literally put them in and out the same way. Just like a chest
Since you got them in, itβs self explanatory how to get them out. Just hover the quiver in inventory and interact to open.
ok. well, i don't know how to fix it. ive disabled all mods except for the backpack mod, bowsbeforehoes mod, and bepinex.
ill just unintall r2modman and start over i think
oh. if i hover over the quiver and push my "use"/"interact" key, then, yeah, a panel pops up that looks like a chest
i was trying to click and drag from the toolbar, etc
Right. Which is the same way you got them in. So, very confused why you didnβt attempt that to get them out.
Hello all. The marketplace mod. what would cause it to not see the config files? I do not see error on the console.
Solo or server game? If server, maybe the server configs over ride the player configs?
dedicated server. I restarted and they applied. I thought you did not have to reload for them to apply. just save them
Glad you got it sorted out. Good job. π
@visual harness im liking these so far...theres some "trying it" among them, and .DISABLED curreently is becasue im in a game with a friend who doesnt even have bepinex... im finding they either conflict so are disabled, or work for me but not him (like targetportal), or work for me but are weird somehow (planteasily)
BetterCartographyTable
AdventureBackpacks
ReliableBlock
TransparentSails
DualWield
ImprovedBuildHud
ImprovedDvergerCirclet
EquipmentAndQuickSlots
NoWeaponsGlow
MultiUserChest.DISABLED
AzuClock
RemoveAttackFreezeFrame
Queue_Me_Maybe
NoBuildDust
HeightmapUnlimited.DISABLED
CameraTweaks
ExtraSnapPointsMadeEasy
TerrainTools
Advize_PlantEasily
HoldMySpear
TargetPortal
SimpleElevators.DISABLED
TripleBronzeJVL
PetPantry
ConfigurationManager
Build Camera
ComfyGizmo
hi, is there anything to flatten the ground with bigger area ?
Hey there, wondering if anyone know of dwarves, mages, or anything friendly that can be spawned in to add life to a build from dev commands or is this only a mod? If mod, is there any good one you can recommend for a dedi server?
InfinityHammer.
You'd need a mod to do that. And there aren't any good current mods to do that, either. Plus, any mods you decided to try would almost certainly need to be on the player's games, too.
I think you'd need something like the CreatureLevelLootControl (CLLC) mod or maybe the WackysDatabase mod, or even the SpawnThat mod. And none of those mods are particularly easy to configure to get friendly creatures spawning around your base. Possible, maybe. Easy? Not so much.
There are a couple of probably out-of-date mods you could also try on a test world with your other mods to see if they cause problems. Those would be ImmersiveNPCs and PopVillages.
The RenegadeVikings mod can bring in 'tamed' Vikings for you as well. But it brings in a lot of new enemy mobs and bosses that you probably wouldn't want. And, so far, I've found the tamed Vikings to be pretty useless, actually.
If you just wanted to 'place' a few 'tamed' mages, dvergrs, etc., InfinityHammer would let you place them. But, if you didn't place a spawn point for them, which InfinityHammer can also do, they wouldn't respawn and there's quite a learning curve with that mod, too. It wouldn't be simple and easy. Although with that method, you wouldn't need the mod on player's games.
π
LOL Walls of text to answer simple questions are my specialty. That and sharing my opinions whether asked or not are my two best things! π
A good choice. There's at least one good Youtube video about that mod you'll find interesting.
The InfinityHammer mod that gives your hammer extra menu options and new console commands also gives your hoe extra items on the hoe menu, too. Good luck with it. (Be patient) π
Hello, someone knows the mod to change the spawn rate and can send me a link to it?
ashlands has way to many mobs for our playstyle
Don't forget world modifiers can probably help here too.
Also take a look at the CreatureLevelLootControl (CLLC) mod and WackysDatabase mod. Either might work for that, if you can figure out how to customize their config files.
So how many mods is too many assuming server hardware is not a concern? I am playing around with about 100 right now, but 90 of them just add extra things to the game to build or make.
As long as they are performant or overall not impacting your FPS/network. Youβre fine.
Where the Scribe Table in Balronds Shipyard Mod, build the Shipyard no Scribe Table ????
Anyone help please, looking form Scribe Table
thank you ill test some of these out
Looking to mod valheim any suggestions for a mod pack that adds a lot of content
https://thunderstore.io/c/valheim/p/JewelHeim/JewelHeim/
This person does pretty good modpacks
That Shipyard mod adds a lot of build pieces. Has your build menu window filled up and got some stuff it can't display? If so, use the SearsCatalog mod to extend the items on the build menu.
Does Bepinex configuration manager works on server? If i do any changes trough it
Yes it works on servers. Some mods you can't change there other ones you might be able to. Servers often only allow changes by Admins.
No, don't put it it on a server.
@keen hull just FYI, there's a mod for your spear idea https://thunderstore.io/c/valheim/p/Goldenrevolver/Proper_Spears_Forward_Facing_With_Thrust_Attacks/, switching out the attack animations, increasing the range to 3.2 and adjusting the hitbox
Thanks for information, I have always played vanilla tho so I have no experience in modding.
If you ever decide to try some mods, go over to thunderstore.io website, join their Valheim community and d/l and use their r2modman mod manager. It makes using mods much easier. And make sure you only select mods that are updated for the current game version. Right now, that's "Ashlands" version.
any ideas why VALKEA mod isn't working, opening build menu there is no build pieces or anything that mod contains
Did you make the hammer?
Make the BjΓΆrknΓ€s hammer, pick up wood and it should unlock recipes.
the what hammer ? π there is no such hammer in my game
That's why you don't see any new pieces as the mod requires you to make the new build hammer.
Anyone know off hand, a mod that lets you config the distance you can scroll back the view point while on a ship? Having the mast in your face is hella annoying.
Searica CameraTweaks
Is there a proper mod for the cooking and crafting menus?
Been using "Sorted Menus Cooking Crafting and Skills Menu" by Goldenrevolver, but its still messed up orderwise..
AAA crafting has a search function which if you know what you want is quite useful.
This craft filter might be a little closer to what you want https://thunderstore.io/c/valheim/p/cjayride/CraftingFilter/
Thats a pretty awesome mod, thank you!
But still, I dont get why its not even remotely sorted after tiers or anything
I feel the same way, I might try to make my own mod to categorize per biome.
But I have another idea, I can use WackysDB to clone the crafting stations and move items to the new stations or to the less used ones like Stonecutter and Artisan.
Hello, anybody knows how to make seed with big Ocean and Small Continents like on this screen. I use Gozzzy method from Reddit but it dosnt work π€·ββοΈ#valheim-help message
Partially because βtiersβ arenβt a thing in the base game code. Highly not compatible and tech debt causing if you attempt manual filtering or using one ingredient from a biome to dictate biome specific recipes.
Additionally, itβs already filtered based on what you can actually craft and the favorites. Instead of needing to scroll to something you can make.
Additionally, most people use a Sort Craft mod or other. Can only filter the list so many ways or times.
question is there a way to config creature control mod to make that after defeating boss specific biome enemies become weaker?
question: is Valheim Plus broke?
ValheimPlus's official upload is broken, but the actual temporary one by Grantapher is getting people by as he maintains it enough to be just outside of a broken state.
Personally, I do not recommend using V+ and using modular alternatives that do most of the functions it does, just better/more compatible. You do you though.
is biomegate mod can be configured directly from in game server to be working for all players or i need to directly from server files?
@tired crescent thanks for the update. I just noticed that it was marked as dfective, so I had to ask. I generally play straight Vanilla but have touched on servers that weren't.
No problem.
Is there any mod that gives more inventory slots and more carry weight?
which of the networking and mod-loading mods works best these days?
Networking is usually better without mods clogging up your system.
Hello all. For Planbuild, on a dedicated server, do the blueprints go onto the server, or my local client? I have placed these blueprints everywhere but some reason they dont show up when I use the rune.
does it scan constently or only on boot
Which mod is best for autodraw from chest when building?
Or, how do I get mods that do that to work on a solo server?
https://thunderstore.io/c/valheim/p/Azumatt/AzuCraftyBoxes/
And almost all mods are client sided, so if it's just you, you could avoid installing mods on the server.
If anyone else joins you, they should use the same mods though. Ideally with the same configuration, which if the server has the mod installed most will sync configs to ensure everyone has the same configuration.
if im using biomegate mod
Do i need to turn off biome restriction manually or is there a way to access biome later?
Thanks! I'm also wondering if there's a mod that gives more carry weight? The 300 default is too low for me. I'd like 1000 default or something like that
There are a handful of mods which change carry weight in various ways. I'd suggest taking a look at the thunderstore. Just make sure to pick one that is labeled for the Ashlands update otherwise it might be too old to work
Idk how to change the settings on mods to make it the amount I want though. I know there are some mods there, but I haven't found any that's got a higher default weight without the need to configurate
By going to their respective configuration files, using a mod manager editor for configs, or using the BepInEx Configuration Manager in-game.
Okay, I'm gonna copy that message and try to figure it out. I'm a 37 year old mechanic, this shit is greek to me xD Thanks mate
To help you more...
It would be found directly in your BepInEx/config folder or in your config editor if you're using r2modman/Thunderstore Mod Manager (and not wanting to manually access). Though, I highly recommend you just install one of these so you can change it in game (pressing F1 to display the menu)
Official one
https://valheim.thunderstore.io/package/Azumatt/Official_BepInEx_ConfigurationManager/
Unofficial version: This version includes two additional buttonsβone to reload the configuration file and one for a mass resetting the configurations. It also features color configuration options for the manager interface.
https://valheim.thunderstore.io/package/Azumatt/Azus_UnOfficial_ConfigManager/
or you can manually get there from Thunderstore/r2modman profile
Settings -> Browse Profile Folder -> BepInEx/config/YourConfigFileName
Keep in mind that the configuration managers are limited to BepInEx generated configuration files. If they are custom types, you'll need to handle that by going directly to it.
can any one help trough season mod. i want to make one in game day last 2:30 hours. it says one season last 10 days ( cant find on config mod to change how many days season last ) so one day should be at 9000 seconds for to be 2 hours and 30 minutes
but when i change to it it says spring day 8 and 6 hours left to summer if im correct one season should last arround 23 real hours so 8 days has passed wich is 18 hours and 40mins so it should be only arround 5 hours left until next season?
if im wrong here can any one share their season settings with decent day cycle lenght ?
Thanks, I'll try and see how far I get with that! π
hey all, anyone familiar with the Kebabworld server, i found the modpack but i cant seem to find the server?
Using the inifinity hammer and plan build, what would cause the plan I used to be there, but not be there. I can walk through it. when I get close it says add material. Its no in ghost form like its a plan. I am the admin of the server
ok, the default build mode was in planned.
I changed it to direct and it built it.
Are vbuild files compatible with Planbuild?
Hellooo,
I'm having trouble with the AutoFuel Mod.. cant find a specific range setting for kilns and they tend to empty my wood storage.. Also what just happened was, that it didnt take wood from my chest, but when i opened another chest somewhere else, it did take it then.. does someone know how to fix that, or another mod?
there are like 8 remakes or versions of AutoFuel, you'd have to be specific
Amazing π
I'm using AutomaticFuel v1.4.1 by TastyChickenLegs.
I just checked all your mods if theres something, because your stuff ususally works
That is kind to say, but AutoFueling is performance heavy, and there are alternatives to that, that make the same outcome more or less with less work. I don't have a mod that does that.
Though the mod page for that mod doesn't appear to have a range setting for kilns. Might just have to move the chests if you still want to keep that mod.
What alternatives are there?
So, your current workflow is
Stuff in chest/ground goes into the smelter/kiln etc. Which means it's checking chests frequently, sending the things into the smelter, kilns etc. Frequent checks cause the performance issues and you have a higher chance to lose items.
The alternatives are to skip the frequent checks...even skip some running around to each chest etc. And simply eliminate the middle man entirely by using
https://thunderstore.io/c/valheim/p/Smoothbrain/ConversionSizeAndSpeed/
Here, you can use the kilns, smelters, etc as the chests by increasing the capacity and just putting your stuff into it directly. It's not automated...but you're already putting things into the chests to begin your automated process anyways. It just doesn't make sense for the performance impact you get from it. Better to go right to the source and fill them up. Then just automate the sucking up of items after (using AzuAutoStore or ItemHopper) which is more performant in the long run.
less chances for item loss as well.
bonus, can make them smelt even faster to reduce the amount of time you need to be near them
and if you really want more performance...turn off the checks in AzuAutoStore and store directly from your inventory into the chests after picking up what got smelted.
thank you kind sir!
next coffee is on me!
No problem. Let me know if you have questions or issues.
Hello everyone. With the Marketplace mod, how can I specify creatures from other mods in the quests files? For example from the MonsterLabz mod there are spiders I want the players to kill. I can see in the config for monsterlaz the name of the creature, jumping spider, but when i specifiy that in the config for the quest, it doesnt show up
Pickup VNEI mod. Can be used to get prefab names in-game, even modded ones.
One I think is fun adds a carry weight skill trained by having near max weight in your inventory. Each time it levels up you get a little more!
https://www.nexusmods.com/valheim/mods/1067 This is one I'm using! I'm a sucker for diagetic solutions.
That mod appears to be three years old which would make it well out of date. And, the link you posted is from Nexus. Also, risky for Valheim mods. Good luck with it.
So - this isn't specifically mod-related but I had a weird thing happen the other day and modders understand the codebase and the behavior pretty well.
Playing unmodded with normal portal settings - the other day, my friend went through a portal with 17 pieces of silver ore.
The only explanation I've been able to muster is they picked up the silver after the IsTeleportable check ran.
Alas, I've tried to recreate it to no avail.
It's not game-breaking or anything but my nerd/programmer brain are annoyed at my lack of plausible explanation. I've eliminated potential shenigans as a cause - he's not sophisicated enough to cheat and I watched him go through the portal myself.
Not only that but I tried doing the same in reverse and sure enough, I was not able to go through the portal.
Race condition as you suggest.
Only issue I've encountered is the icon in the skills menu is of the shield and not the little weight icon.
I'm surprised it's actually working. That's good info, though. Thanks for that. Hope it keeps working ok.
how exactly does the terrain modifcation tool in planbuild work? i have a structure that is built around a depression in the ground that i made, and i would like to ensure that depression gets replicated, but i'm not sure how to do this with planbuild.
PlanBuild has terrain snap points you can set for that but they've never worked well for me. What I've aleays done that does work is to place the structure on level ground with the below ground part submerged in the leveled terrain. I think it helps if you keep the structure oriented to one of the four primary compass points.
PlanBuiild will put the below ground pieces properly into the ground without harming them. Then, you can easily just go back and dig out the ground around them with them still in place and unharmed. You may have to temporarily remove a floor piece or two to get it done but that's not usually a problem. You just put them back later.
@ancient spire
Thought from your suggestion you might be in this https://thunderstore.io/c/valheim/p/MidnightMods/Mistward/
Does anyone know if there is a mod that makes it so that a windmill will work at 100% no matter how much wind its getting?
Is anyone here a wizard at using planbuild?
me and a friend trying to place a blueprint but its massively off center when trying to place it and we cant figure out why
Maybe you forgot to put in a Center Point Marker when you created the Blueprint file?
Load and use the M3TO Gizmo mod and get the ability to place the building where you want it.
is it easy to use?
Yes
the ghost/shadow blue print is way off in the distance, will this fix it?
That's hard to say considering I have no idea what 'way off' would be in your case. But there's no other way to try and fix it that I know of. So there's that...
i cannot for the life of me figure out how to get the terrain right when creating a blueprint for a house i have with PlanBuild. The house has a basement, and the entry way is 2m lower than the rest of the house with stairs going up to the level of the main house.
i'm placing a bunch of terrain markers, but i must be using them incorrectly, because the terrain is NOT getting modified when i direct build the house
PlanBuild can copy only the pieces and not terrain modifications.
If you use the terrain marker it will level the ground, you may adjust radius, shape, and smoothness.
It's impossible to replicate terrain modifications with any other mod, you may do it manually still.
Well, flattening is what I'm after, rather than having a basement filled with terrain
this is what i'm trying to achieve: https://imgur.com/a/L7YNiGs
this is probably not the easiest pic to demonstrate, but this is how i'm trying to accomplish it:
https://imgur.com/a/latSmxa
each of the dots represents the location of a terrain modification marker that i have placed
so, the red dot represents a terrain marker at level ground (0m) with a square shape and a "radius" of 14m. then down in the basement, i placed TWO (purple) terrain markers, each with a square shape and a "radius" of 6m. lastly, the blue dot represents the terrain marker (-1m depth) for the entry way (which is also square, and has a "radius" of 4m)
and, boy howdy, ill tell ya, it is NOT working
I've never used more than a single terrain marker.
Can you make it so it lowers the ground to the basement floor and then manually reset terrain around the building?
For that to work properly you'd have to align the building with the 4 cardinal directions when placing the blueprint, so when you reset terrain it will look good.
To reset use the terrain tools and hold alt.
Or use another mod like AdvancedTerrainModifiers or MyDirtyHoe
lol. MyDirtyHoe.... ok, ill look into it. thank you!
oh, what does the smoothness attribute do exactly in the PlanBuild terrain marker?
How steep is the edge transition 0.1 is very steep. and default is 0.5
and 0.0 is the steepest?
im assuming its not straight down because i dont think Valheim does that
well, i think i finally got the terrain modifier "tool" to work for me, although the "painting" aspect doesn't work. but at least the ground is carved out the way i need it!
turns out, the order you place the terrain markers matters
Hey guys i havnt play valheim in like a year and i use to have an npc mod, i see there is a lot more now. Which NPC mods would you guys recommend? VikingNPCs by RustyMods looks good but i know i use to have renegade vikings.
Just use InfinityHammer, best and easiest.
I've found it to be not easy actually
InfinityHammer is a powerful mod. It can take some time to get comfortable with all the new hammer capabilities not to mention a bunch of new, additional, and very useful, capabilities for the hoe that also come with the mod.
Does infinity hammer have an equivalent of terrain modifier?
InfinityHammer brings new terrain modification options to the hoe.
As I just got done saying above. Maybe I don't understand your question.
You probably do. I just have never used that part of the mod, and had no idea what "very useful capabilites" for the hoe meant/ implied
Might be worth taking another look at that mod
Take a good long look. The hoe becomes a new very powerful tool when you install InfinityHammer.
How?
You use hoe, select icon and bam, scroll wheel to increase, decrease size etc.
Hello! Is there any modification that allows you to completely turn off stamina?
setKey StaminaRate 0 should do it.
Any mods that removes build gravity?
do yall know any good mods for a weather fix/control?
my eyes suck and the dark rainy weather is too frequent
The command env Clear will do it.
Hi, is there a mod to lower the altitude of a specific biome please?
@hidden barn I used this https://www.nexusmods.com/valheim/mods/48 and manually replaced the textures for https://www.nexusmods.com/valheim/mods/544 it replaces all of my sails but it does look like there are instructions for making it separate!
Is there a setting or command I can use to bring down the snowing/blizzarding affect or the ashlands heat sky affect. That isnβt env clear. Itβs not for me, itβs for my buddy but heβs not in here. His frames and performance suffer from those events
Thanks very much. Yes, it looks like you can have different sails per ship type , if you name them as:
objectrenderer_Karve_sail_full_MainTex.png
objectrenderer_VikingShip_sail_full_MainTex.png
But your character have also custom model, not only textures, right?
Any mod for creature dificulty settings ?
creature level loot control
@smoky ridge
Pick either
- https://thunderstore.io/c/valheim/p/Smoothbrain/Network/
- https://thunderstore.io/c/valheim/p/ComfyMods/ReturnToSender/
OR - https://thunderstore.io/c/valheim/p/CW_Jesse/BetterNetworking_Valheim/
Both sides have issues and address networking in different ways, what works for you will depend on your mods, how many players you have and how busy your network traffic is.
Thanks buddy π
I like how BetterNetworking took some time to write up what it actually does. I'm always skeptical of anything that just increases a queue size or MTU without explaining HOW it changes the processing of messages.
Is there a guide for opening existing Valheim assets in Unity? I wanted to see how they do some of the character animation stuff that's not shown looking purely at the dnspy-generated C# stuff
Looking at the code. It literally does what it says. Increases to the sending and receiving limits of steam.
Changes 153600 to 50000000
Done.
Which most people did by editing the Valheim assembly. It just patches it to do it instead.
Wondering if anyone here knows how to edit the appearance of blood spatter or if someone could direct me to an existing mod that allows you to change the way that it looks. Not sure which patch did this, but ever since I started playing again I've noticed that the blood spatter textures that appear on the ground after getting hit look greyish white now at night, which makes no sense to me, so I wanted to see if I could do something to change them back to the way they looked before.
lashiernexusmodport-Slope_Combat_Fix-1.3.0
Digitalroot-Digitalroots_Slope_Combat_Assistance-2.0.25
Do they even work? Ive been alternating between them, and trying different settings for weeks, but they dont seem to actually do anything. Still cant spear point-blank wolves or necktails unless I get on a flat surface. Setting height or offset doesnt effect the origin point of spears or arrows at all. WTF?
Or a better question is: what DOES work?
@weary island Change your mind?
vortex
manual drop dll in /plugins ... is supposedly client side so i havent done so on server
[Info : BepInEx] Loading [Hitbox Fix 1.3.0]
[Info : BepInEx] Loading [HoldMySpear 1.1.1]
[Warning: Unity Log] The script 'HoldMySpear.Plugin' could not be instantiated!```
looks to be active
If you are installing mods using vortex. You need to update your Bepinex mod loader to be the one from the thunderstore.
Vortex ships an old Bepinex mod loader and many mods will break or just not work (like HoldMySpear apparently) with the old version.
im not using any hand-holders, im copying plugins to the folder
$ sudo cp /media/user/steamdata/TOOLS/valheim/mods/Advize-Spyglass-3.1.0/Advize_Spyglass.dll /home/steam/valheim/BepInEx/plugins/
and similar but in dolphin gui on client
...although holdMySpear is supposedly update 4 months ago... so i wouldnt expect it to fail either... still, my question is re: slope hit mods
You're already checking your logs for loading errors or conflicts, although some conflicts may not show up in the logs. Can you do a test with just the SlopeCombatAssistance mod loaded?
Good. But did it actually fix the problem or just have no effect on it at all?
well i need to make a spear and find a target, so i havent done that
I'll wait here. Sadly, I have nothing better to do... π’
sorry to interrupt with a question, but is there a simple way to get certain starred enemies to drop correct amounts of loot while using CLLC? My friends have come up stumped so far trying to figure that bit out
i wonder which way ill find flint
Are they currently dropping too much, too little, or nothing at all? (And I want points for getting all my commas in the right places there.) π
excellent oxford comma
There are, say, 2 and 3 starred abominations only dropping unstarred amounts of loot
I'm only going by memory but I think there's a config adjustment in the CLLC config file for that. If it's not being over ruled by something from a DropThat mod or something.
lol, its almost impossible to say if it works or not. I suspect it doesnt. Running around naked on a new character makes doing any real testing pretty tedious. plus of course i removed the configmanager plugin, so i couldnt even change the offset (becasue that should be visually apparent at least)....i guess i can try again with that included....In any case, if theres no error i can track, and it conflicts with the other plugins im using, then its pretty much dead to me anyway. I was just hoping somebody here had experience with it working or not working,
Sorry, I have no experience with using a mod for that. All I can do is include you in my evening prayers. So that's something, anyway. π
"so jesus, can you have a chat to Odin to check in with Valheim to see if that short hitbox ting is still a thing. k thx - amen"
You forgot to capitalize 'Jesus' but I'm pretty sure he's got bigger problems than that to worry about these days, anyway.
ok, so config manager and hitbox being only plugins: changed height=3 and origin=1 and it makes no diff to spear particle stream origin, same result after game restart and confirm that values still set... so it looks like it doesnt work
doesnt have an ashlands update, so i guess thats to be expected
Bummer. But there are some other 'combat' mods you could take a look at that aren't advertised for specifically slope adjustment but might help anyway.
ive looked through all 111 pages of thunderstore mods, and the ones i saw were all colossal packages with wide ranging changes i wasnt into... but yeah maybe something exists. i dont use any big franchise mods so I'd prefer a specific minimal mod for just that issue though - thanks for the help though
Good plan. Best of luck with it!! π€
me and my buddies have been smashing our heads against this for days, thank you so much. idk how we all missed that
You're very welcome. Winning one now and then is what keeps me going... π
I'd really like to use seasonality in my mod list, however i keep getting a constant fade-to-black, even with different versions. Is this a config issue or am i just using the wrong version?
Check the mod's web page again to make sure you're following the instructions carefully. This mod is a little bit complicated to install correctly.
If you still can't get it to work properly contact the mod's author, as instructed in the mod's web page, for his assistance with it.
Try Seasons.
is the only fix to ride a 5 star lox to reduce its size when using CLLC ? its like the lox is stuck
As far as I've seen, yes. you can set the lox's size specifically smaller with the advanced yaml
Hi all, is there some tutorial on EpicLoot, how to properly change magic effect values, becouse I've tried to edit magiceffects. json, some values, and adding double jump to other armor parts, after that returning to the game, the mod just wasn't working, and I've lost all the upgrades on the enchant table and had to reinstall the modπ thx in advance π
Editing .json files is a fussy business. They are sensitive to syntax things like spacing, punctuation marks, capitalization, etc. If you still have your .json file with the changes in there that you wanted, you can try going back and 'cleaning it up'.
That's right. And, IIRC, there's even a single option somewhere in the CLLC config file where you can keep creature's their normal no-star size in spite of how many stars they have.
Hey, so with the new witch update coming up, how does updating valheim plus work with the updates?
So as example, our chests and our inventories have bigger slots, how will this stuff be affected and what other stuff could potentially get affected?
This will be my first time transitioning on a server to a brand new update, would appreciate some help π
Hello, is there a mod that can give my friend ability tu use console cheat commands i our local world?
When the game gets updated, that would be a good time to replace the ValheimPlus mod with a few other mods to get the same effects. You can do a search in here for "ValheimPlus" and see if you agree.
Yes. You have to add his SteamID to the server's Adminlist file. And he and the server need to be using the ServerDevcommands mod.
Yeah someone else in one of the other channels said not to use Valheim plus, why is that?
and this applies to the local world?
It's no longer supported by the original authors and was basically a bad idea in the first place. It tries to do too much all by itself and creates lots of problems for other mods.
It applies to servers either dedicated servers or the in-game server. If you didn't have a server, there wouldn't be anything for him to connect to in the first place.
Ahh okay. I do use the grantapher version of it, is that any better? And at the moment, weβre not looking to add any other mods, we just wanted some extra modifiers and stuff really
Yes, the Grantapher version is the only one that even has a chance to work right and not cause any problems.
Okay sweet. Do you reckon we will be okay to keep using it for the foreseeable?
Also is there a process and some preparation youβd recommend when updating the mod/game/server to the new update when it drops?
So I noticed I went to another world with my character, but had a fairly full inventory as I was transferring some stuff, but because I had more slots in my inventory, when I went to the other world, I lost all the stuff in the extra slots for example.
Sorry for the questions, this is new to me in Valheim lol
now since I've reinstalled Epic loot, monster drop only Blue mats, rarely blue items, no matter what biom I'm in, thats weird, becouse before that they used to drop only items, and harder the biome the higher rarity items were droped, but now no matter what biom still blue mats, any ideas how to fix that? in settings everything is as it should be, but somewhy it doesnt work
Well, as my Granny always used to say when I was just a little viking sitting on her knee, "Son, if it ain't broke, don't fix it."
The best preparation for a new game or server version would be to just back everything up. And it wouldn't hurt to pump up your karma as much as possible. Maybe find an old lady to help across the street. Or rescue a stray cat from a tree. (Go with the cat. They're a lot less trouble.)
Whenever you go to another world, get in the habit of emptying out the non-vanilla inventory slots you have..
Did your EpicLoot mod come with a modpak or did you get it manually all by itself?
It's works, thanks
manually, on thunderstorm.
Haha very true!
Okay sweet, I will have to look at how to back up a gportal server I think lol.
Yeah luckily I didnβt care too much as the stuff wasnβt too important haha
One last question (sorry) how long would you say I should wait after the update drops to update the game and would you recommend me backing up the server and shutting the server down until the mod has been updated?
Oh, good. Just gotta fuss with the config file then. You can do a manual d/l of it to your desktop and see if it includes customization files you may want to start with.
Well, if it's really a MAJOR update, then wait as long as two weeks to be sure all the mod authors are done wringing their hands and sobbing quietly in the corner because it broke all their mods. Some are better at recovering from major updates than others.
Also, Iβm assuming when you redownload the mod to update it, it will still keep all the modified setting on the server on gportal?
Okay sweet, thank you π
Probably, but I'm not sure about GPortal. You could put in a ticket with them and ask about that. See what they say.
Okay will do! Thank you so much for help, I appreciate that π
No, thank you! My karma just went up 2.5 points. π
Haha, no worries!! πππ
A bit more explanation would be wonderful π how to do manual d/l, and how can I find those custom files, srry I'm not so good at modding π
NP, go over to thunderstore.io and join their Valheim community (which is just selecting Valheim), and find the EpicLoot mod there. Then just select the manual download button and put it on your desktop.
Then, check out it's .zip file and see if there's a .cfg or .json or .yml or .yaml file in there. Those are all types of config files. If you find some in the .zip file, use those in your BepInEx config folder so that you start with their defaults. It'll be easier to customize them from there.
ok, thx alot, will try πππ
I do, With Valheim VRM. That one is very finicky. You must do it exactly right or you may end up having to delete the directory and download the game.
Also the newest version isn't on the Vortex page but on her Github https://github.com/yoship1639/ValheimVRM/releases/download/ver1.2.1/ValheimVRM_1.2.1.zip
I'm trying to install mods on my dedicated server (on 4NetPlayers)
So I installed the BepInEx addon, and manually downloaded two mods from the Thunderstore.
After restarting the server to generate config files, I uploaded the config files, and restarted the server again.
But now when I come in the game, I don't see the changes I expected?
Might be more subtle, but I am not finding the appropriate changes.
Is there a way, if my account is admin, to figure out if the server has the mods enabled without looking at the logs? because I don't understand what I am supposed to be looking for in the mod logs π
Literally followed this "how to"
https://www.4netplayers.com/en/wiki/valheim/how-install-mods/
I am guessing the issue may be on the client side then? You use R2modman or something to install mods for the client?
Oh they need to be both client-side and server-side??
Generally mods load from the client, the server usually acts as a config for the clients.
I have additional mods client-side as well yes.
My current list of mods [client/server-side]
BepInEx [Client-Side + Server-Side]
Quick_Stack_Store_Sort_Trash_Restock [Client-Side]
TopMining [Client-Side]
ConfigurationManager [Client-Side]
AutoPickupIgnorer [Client-Side]
PlantEasily [Client-Side]
PlantEverything [Client-Side]
AutoRepair [Client-Side]
Jotunn [Client-Side + Server-Side] (dependency)
SkilledCarryWeight [Client-Side + Server-Side]
UnlimitedFuel [Client-Side + Server-Side]
After adding the Server-Side mods to Client-Side as well it does seem to work π thanks
PlantEverything should be on server and all connected clients for all settings to work reliably.
Actually plant everything just works on servers. At least on the ptp servers.
Only exceptions are any plants that don't exist in vanillla like Ancient tree saplings and Ygg saplings. Since these don't exist in game it just deletes the item as its placed.
But like the bushes and such? You can place into a vanilla server.
The mod is needed on the server in order for custom saplings to persist. If they mature before the area is unloaded, their grown counterparts will persist even if not installed on the server. An exception to this is the custom colorable ashvines which are entirely vanilla compatible and will persist on the server (and retain their colour data) even without the mod present. It's basically magic.
But generally the mod should be on the server to remain the authoritative source for config synchronization
hello guys, when i load the betternetworking mod, it states that it is incompatible with WardisLove. Has this been resolved? is there another ward mod that works similar to wardis love? And finally, as an alternative, is the smoothbrain network mod just as good as the better networking?
You can try replacing the BetterNetworking mod with smoothbrain's Network mod and see how it goes. The two mods are similar but different in a few ways. Depending on your exact network situation, the differences may or may not make any difference.
If you want to go with substituting Ward Is Love, that will be a little harder. Simply because Ward Is Love does a lot of things for you and they're all customizable. You can find a different ward that locks your base down by keeping other players from opening doors, chests, picking up stuff, etc. But then you're suseptible to damage from mobs in a raid and such.
You can get around that by using the basic anti-player ward and then giving your structures infinite health with one or another of several mods that let you do that such as InfinityHammer, or GetOffMyLawn, or BuildingProtection, etc.
Either way you need to compare the available options with your current situation and make a decision based on what's best for you.
Where can i find more info about this? #memes-and-clips message
There's no mod like that, it's just a showcase.
While conveyors are an amazing and fun idea it's not something that will ever really work with Valheim.
Valheim has tons of specific things that will make items on a conveyor a problem.
All from lag to it stop working if you move to another zone to whatever else problem.
It was made with Expand World Prefabs mod. Server is directly manipulating object data to move things.
It's not real physics.
:(
One guy in the Jotunn Discord was playing around with conveyors but yeah.
https://www.youtube.com/watch?v=G5iUBfHBgTk
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is there a mod to lower the altitude of a specific biome please?
is there a mod to control mob spawn?
I think there are several mods that do that. The easiest to use is probably CreatureLevelLootControl also know as CLLC.
i didnt mean loot they drop i meant controll if they spawn in or not
I imagine so did they.
SpawnThat.
anyone know any other mods that adds more incentives for staying alive? I found this one recently https://thunderstore.io/c/valheim/p/Searica/FortifySkillsRedux/
anyone know how to make a profile code or make a pack for a friend to download in
Thunderstore
it says my mods have exceeded a 20mb limit
then use "Export Profile as a File" and have them import file when creating a profile.
or create a modpack: https://www.youtube.com/watch?v=I874crIMHKQ
Chapters:
00:00 Creating The Modpack
05:19 How to update A Modpack?
06:10 How to enforce plugins and configurations
Thunderstore: https://valheim.thunderstore.io
r2modman (ModManager): https://valheim.thunderstore.io/package/ebkr/r2modman/
My Discord: https://discord.gg/FcXwed7pZd
Like my videos? Want to donate? Do that here! https://www.buym...
That happened to me once . To solve it, I deleted some of the non-customized config files from that profile to reduce the size of the profile. The mods will recreate them the first time they run anyway.
@weary island What do you mean non-customized config files?
Config files that you haven't changed since they were created by the mod.
Or, you could create a duplicate profile by downloading all of it's mods but never running the profile. Then use that profile to create the code. Without the original config files never created by the mods, the profile will be a lot smaller.
is there like shader mod?
I dont think that word means what you think it means. However, there is an HD Texture mod: https://www.nexusmods.com/valheim/mods/1030
Do you mean ReShade that can alter colors and more for games or do you mean HD textures?
I think its the HD texture mod I meant
Hey fellas, general question!
I forgot after giving hosting a long break, do any mods at all translate to xbox players when hosting a cross-platform server?
Or if they join, is it still vanilla for them
As there are no mods for Xbox, only server-only mods stand a chance of working.
There may be a couple of server only mods that would let them join the server but if those mods did anything that players could see or do, the Xbox players couldn't particate in that. So, basically, vanilla for the Xbox guys.
A lot of mods check to see that the player has the right mod and the right mod version and if not it won't even let them join.
Ah, thanks! Just wanted to make sure I didn't accidentally make a server that half my friends can't even join.
Vanilla is cool with me since most my friends are on xbox
I was wondering if anyone can help me. I have Valheim on gamepass. I am running a dedicated server in my basement. I can get bepinex working on single play games and mods to work. When I do the dedicated server it looks like itβs working but none of the plugins work once into the game. Can anyone help.
That's probably more of an 'issue' than a discussion. You could try asking in #mods-issues channel.
so since the windmills work based on wiund power, is there a mod that makes it so that it is always working to its maximum potential? I dont want to have to put it super far away from my base
lol, ikr. Just yesyterday i went and switched from bonemass to moder power, and then went and stood near my windmill wondering how to dig a hole juuuust biig enough for a boat, and deep enough to hit water... and still be able to plant stuff near it while deathsquitos patrol the fenceline.
also yes, iirc i saw a wind mod when i looked through thunderastores entire val catalog... but i may be mistaken; and just dreampt it.
of course if you have client side only mods then anyone not on xbox can use those, so long as they arent the type that also can be put onto the server to enforce versions.
Some client-side mods may get weird if they expect to be on the server, and the coder hadntt fully exxplored what happens if they arent, but typically they will work for the client they are on and be invisible to others except for stuff like then you harvest a 20m radius of something all at once.
well I dont want the wind to alays be in my favor, I just want the windmill to be going all the time, its based on wind strength right?
hi all. sorry to bother everyone, but im a returning player and trying to set up the mods , but now the devcommands wont work. any advice?
There is wind speed and then cover percentage.
Wind speed is the same regardless of position so is it the cover mechanic you want to eliminate?
gotcha ill keep that in mind, thank you
Im pretty sure you need to boot it through steam with "-console" typed out in the launch options to use the command prompt, but maybe the "EnableConsole by Pineapple" mod will allow you to use it? im not sure but that would be my best guess
or maybe the "Server_devcommands by JereKuusela" mod would work @graceful prairie
yeah ive done the console and also downloaded the server commands but still not working
have you tried both those mods?
let me try it now, thanks
no still not working. i will diable the mods and see if its a mod afffecting it
disable
Hey does anyone recomend some good modpacks
Have you added your SteamID to the server's Adminlist file? It's there along side the server's worlds and worlds_local folders.
It kind of depends on what you might like personally. There's some good ones over at thunderstore.io join their Valheim community which just selects which game you're interested in. Then, you can select the 'modpak' search filter and get a selection of their modpaks in order of when they were last updated which is important. You definitely want to get one that's currently updated and therefore well supported by it's author.
strength yes. It's just that i had the same need and hoped moder would help me out. Did you ever find a mod to do it? My windmills are all in the plains, thats the most windy place iirc. Generally if I am present and its daytime they are cranking hard. Maybe thats just chance though.
Looking for specific mod. I've had before in my server but can't remember what it was called. It add some content and also it includes serpent scale cape with buff that gives you water proof.
And no it's not More capes mod or something like that
I didnβt, and yeah plains is best but I didnβt want to put it there cause itβs far from my base
are there any mod that makes the grappling gun work the same as in subnautica or palworld? where u can use the momentum of being pulled and get some large distance
what is a good mod that lets me raise large chunks of ground?
InfinityHammer will do that.
oh thaks
You'll find it's terrain functions in the Hoe's menu after loading the mod.
does it allow me to place stuff like rocks?
It does. But it's a bit tricky.
You can target a rock, and use one of the new hammer menu icons to copy it onto your cursor and put it down where ever you want.
You could also do a console command with it that would put the rock prefab on your hammer, too. But you'd have to know the rock's prefab name.
ok, thank you for the help
Also, InfinityHammer would let you scale the rock's size larger or smaller. IIRC, it also has a command you can use to get the prefab name of whatever you're hovering over. Or that might have been the WorldEdit mod. Not sure.
And you may want to use M3TO Gizmo mod with it to make placing things easier exactly where you want them. π
Need mod recommendation for one that removes respawning stuff I.e: Branches, Mushrooms, flint ext
With PlantEverything you can use the cultivator to remove them, much like you would break down a build piece with the hammer.
So now you have two bases. This is what portals are for.
Also; what are you milling if its not barley, which only grows in the plains anyway?
I just want all the stuff in one spot to look cool
lol, yeah. Unfortunately thats fairly impractical, becasue you run out of space, and some things are better separated because they have different requirements/inputs/etc
i mill barley and hunt lox/fuling in plains, and then portal my flour/linen to my first, largest base for cooking/crafting
Well I just expand my base as I build more stuff, like a town
i think everybody does that to some degree, but at some point its impractical or impossible to do everything in one place...like growing and milling barley somewhere other than plains. Doesnt stop you from building aesthetic-only windmills in your display village though
If you set up your windmill with a load of barley to grind, and the wind seems strong and steady. Then, you leave the area.
Does the windmill keep grinding while you're away or does everything freeze until you reenter the area?
im pretty sure it does the simulation, but without bothering to 'render' the area
if you leavee the server and nobody else is in it though, time freezes
i almost always leave my barley/flax field and windmills to do other stuff and come back a few days later, its all as it should be
currently doing exactly that... plains: kill lox/fuling, check fields/mills... go back to main, check lumber, stash stuff, cook etc
basically im just waiting for flax to ripen, and checking on it far too often :)
I'm guessing that the computer 'process' that is the windmill activity is actually running in your game's program and not the server's. And that the windmill process doesn't need you to be in the area. But it might need you to be in the game, though.
most likely the long portal scene is so when you arrive the game can quick-simulate all of the stuff that should have happened after you left, and over the next few seconds actually render/instantiate it... like you often see with crops ripening before your eyes after you portal in
If you leave the area it stops processing until you get back, and compares time stamps to fill in how much needs to be produced.
So then it wouldn't matter if the wind was blowing or not when you were gone because there is no wind when you go. It just calculates how much grinding would have been done in x amt of minutes and gives you that much flour.
Probably. Iβve not looked closely at the windmill, so Iβll have to verify at some point, but the smelters, kiln, oven, etc all behave that way.
Thereβs a few ways they could go, approximating the wind speed over time
So having a mod that made the wind blow on your windmill wouldn't matter, if there was no actual wind when you left. You game would just do it's approximating calulation of the wind regardless whether there's a wind mod there or not?
You know there is a "wind" console command that lets you control the direction and strength of the wind at your location. At least there is on my console, anyway. It might come in with ServerDevcommands or not, I dunno.
But, if you used that command to get good wind going for the windmill, then it would probably use that wind while you were gone? Or maybe just put in some ramdom vanilla amount of wind for it? I guess we'll never know.
Iβd have to look to say for sure, either way is plausible
I'm not going to lose any sleep over it. But, if you get it figured out, lemme know. π
i'd imagine it also does the math for each wind magnitude period over the player-not-there period - unlike ovens etc which are static output/time... oh, like jaga said
given how low the cpu load of a dedicated server is with one to two players in it i'd say it does very liitle processing aside from being arbiter of timestamps/quantities etc, even the animal ai is done on the client
When you portal back, it uses the current wind value from the pre-portal biome. Multiplied by cover. Multiplied by time.
does anyone know a mod, which makes it possible to hold shift&e to add a full stack to a smelter for example?
it must be available for thunderstore
See if this mod is what you want. You can configure it as you wish.
https://thunderstore.io/c/valheim/p/TastyChickenLegs/AutomaticFuel/
Thank you
Also check this mod. It may be a better choice. I'm not seeing any that would be a perfect fit for your request.
https://thunderstore.io/c/valheim/p/blacks7ar/LazyVikings/
hi all. which mod do i need to add extra lines to my equipment. thanks
Extra inventory rows? Azuextendedplayerinventory
ok thanks
Is there a mod we can dig caves?
There used to be one called Mineshafts, but it isn't maintained, and people had notoriously bad performance with it.
Thank you
Are there any must have mod packs?
https://thunderstore.io/c/valheim/p/Meldurson/AllTameableTamingOverhaul/ CAN SOMEONE PLEASE EXPLAIN THIS MOD????? this shit is the most confusing thing ever
like not 1 word of this mod makes sense, im using r2modman and the bepinex config manager and the settings it allows me to choose from are confusing asf
cause so far this mod is useless
hello. i am still struggling with the crafting recipe thing. example magicrevamp mod i have disabled spell dig 1-6 but it still pops up. i just dont get it right and this is frustrating and blocks my server opening. can someone please help me with this?
i log into the game and when i try to make a torch its telling me i need 25 iron bars, i remember this being an issue with some mods, but cant remember which. any advice which it could be? thanks
it would probably help if you posted a list of what mods you actually have installed; the more information you provide the easier it is to narrow down
i would put a SS but cant seem to be able to do that either. im such a technophobe now
You can post screenshots in #mods-issues or #mods-screenshots or simply post an imgur link.
A log would be more helpful though.
seems the extendedinventory is broken
Hello Guys,
Is there any mod that makes forge and black forge glow permanently not only when you are using it?
Thank you
I'm starting an RtD server and this showed up in the plugins folder,
Valheim.DisplayBepInExInfo.dll
Does anyone know where it came from? I don't know whether to put it in the AntiCheat Whiteliist, Greylist or neither. There's 60 mods there so I'm hoping to not have to troubleshoot through them all to find out where it came from.
greylist
it's the one that shows info in the top left corner in the main menu.
So not needed but if some of the clients have it it's good to put it in the greylist.
That makes sense. I was gonna do that but then later I was still wondering whether to put it in the profile code for players or not. I guess I'll probably put it there. There's no down side I can think of.
Comes with BepinEx.
Oh, good. I just never noticed it before. Setting up this server brought it to my attention. Getting all 60 mods plus ServerCharacters and AzuAntiCheat all working together gets you wandering around in the weeds a bit. Thanks. π
if you have any questions in how to update or maintain ect lmk.
I will. Thanks for that. π
anyone on right now?
i seek a mod, where me and 2 friends can easily share our map icons via pressing a button or whatever
anyone's mods not working
Anyone on the PTB I'd imagine.
they probably have their game set to the test branch
Update works fine with all of the following mods, Noticed no new alerts in the console or anything.
https://cdn.discordapp.com/attachments/271619955378618368/1295853058974285884/image.png?ex=671028b5&is=670ed735&hm=6763386ac1dc3b3817224e51df539ab633ccbc2f737d7f378802161b5ba0042f&
Ohhh so just wait a few days
For me it was that I couldnβt load into a world and a character loot wouldnβt load
I made a backup- fully expected to crash... but its smooth
I especially thought VRM mod would break something since it actually asks you to modifey the Valheim_Data folder
Lol.
Craft from containers seemingly not working. No crash tho.
ohhh You know what I should test: If plant everything gives ||farming|| exp
It DOES!
are there any mod that adds follow me command to all tamed animals?
My mod MajesticChickens has an item that lets you call all tamed animals to follow you.
CraftFromContainers is most certainly broken
They changed the requirements patchβ¦it should immediately break that mod
Hey everyone, question
Is anyone having problems with mods on thundermanager on public test version ?
Or is it only me
The only mod right now that work without problem are seasonality and itemstacks
Mods needs to be updated.
Please tell me, I canβt find a mod to increase the radius of the Shield Generator anywhere, maybe someone has seen it or can write!!!?
Literally only you
lol, I think just about every test release people need reminded not to use mods with their test.
it defeats the whole point of even downloading the test release xD
in most cases we do need to update mods after, or replace mods that do not get updated, but thankfully thunderstore makes that easier to sort with their update tags.
bruh
Thanks, I checked it out, but I will need to try it out in clean, controlled offline Valheim, not on server.
I just saw your posts, that your server is running smoothly even with vrm. What's your cpu/ram usage?
I entered the ptb with mods and surprise surprise, character broke.
Restarting at vanilla fixed it easily so problem solved. Good thing it's a very light mod list
is there a mod that lets you save and reload exact camera position and angles for before & after screenshots?
like if you take a screenshot at a spot and later teleport back, itβs a pain to match the same angle perfectly
itβd be cool if there was a way to save the camera position and view so you can just load it up and take matching shots without the hassle
does something like that exist?
doesnt work
something like the "freefly" command along with teleport, with more added arguements like the angle its facing and field of view
I have a mod that lets you spectate other players so maybe this type of functionality can be added to it.
that would be awesome! please add that feature!
but that means the characters will be in view?
with freefly you can move the camera around freely without your character being in the shot
No the character isn't moved, it stays where you initiate the spectate.
Does anyone know a mod that brings cars into the gameπ
Haha, there used to be one very early when Valheim released.
lol... Now I kinda wanna add vehicle mounts π€£
You can tame Thomas the Dank Engine in memeheim and drive him around
ill give that a try thanksπ
oh that looks good
idk if he made it drivable, i know he was working on that
It will be added but can't say exactly when.
Does anyone know if a wagon mod exists for lox ?
My Wagon mod lets you connect carts to any creature.
@tired crescent sorry to @ you, what is the limit on skill multiplication on azuskilltweaks, i have swim set to + 1E+10, will that work?
i set it to the 64 bit signed interger limit, and it seems i cant gain more than one level at a time but every jump gains a level
also skill capper isnt seeming to work
This mod looks amazing lol.
https://www.youtube.com/watch?v=QefpEtjPwPk
Randomly makes a bird the Biggest Bird between a 1-100 chance. This is cranked up to 100.
https://valheim.thunderstore.io/package/Moddy/Biggest_Bird/
https://www.nexusmods.com/valheim/mods/2257/
"IM THE BIGGEST BIIIRD" lolol π€£
idk if this is bc im playing on the new beta version but the "My Dirty Hoe" mod isn't adding the Dirty Hoe into my crafting menu
Don use mods with PTB because they need to be updated for it.
The thing with testing whilst using MUDs is what are you testing, the new patch or your mods? It would be impossible to know the difference.
i just wanted to know if it was the PTB that was causing the mod not to work :(
When you played on the PTB, did you use a new and different world and character or did you have it mess up your regular ones?
new world and character
it's fine, it just wasn't adding the item to the craft menu, i'll wait for it to be updated
i just wanted to find out if that was what was causing it
Why did you go to the PTB to play? Instead of waiting for them to get the bugs out of it?
i wanted to check out the new content, i was just having some issues with flattening terrain and MDH is my go-to mod for that
bugs don't bother me
Then, you've been lucky with bugs, so far. π
have their been big issues with the PTB? i havent had anything
just my mods not working which i've never had to deal with before which is why i asked here if that was what was causing it
The biggest issue with the PTB is people go there with their mods and when stuff doesn't work they don't know if it's the mods or the PTB that causes it. And also when they try to go back to their old world, sometimes it no longer works either. Kind of a big issue.
i don't have another world atm so i havent had any issues with it, like i said i just wanted to know if the PTB was conflicting with my mod but it's fine I can just flatten terrain the old fashioned way
Try InfinityHammer if you want to flatten and you will become athena.png
You will ascend from jpeg to png.
So, if you start using mods on the PTB server, and it messes up your world, does that mean that it also messes up the world for the other guys on there with you?
i did but the commands dont seem to be working and the InfinityTools stuff that got merged into it don't work either
is oki tho, it'll get updated eventually
If you want PBT versions of mods you need to join specific modding Discord.
i can wait, there's no rush
it's not like the mods were drastic things that change how i experience the game, it was just some QoL stuff for terraining
hi all. i remember a mod i used to have where i could hold i think e and it would automatically put the items in there. any idea what mod this is pls? thanks
That one is named "Valheim"
Auto Store most likely? There's https://thunderstore.io/c/valheim/p/Azumatt/AzuAutoStore/ or https://thunderstore.io/c/valheim/p/Goldenrevolver/Quick_Stack_Store_Sort_Trash_Restock/ that should be working
https://thunderstore.io/c/valheim/p/MathiasDecrock/PlanBuild/v/0.1.3/ I want to try this mod out. Iβm using r2 modman but I canβt figure out how to add the downloaded file for building to the mod. All the videos show how to add them if I was modding valhiem in files. Any help would be greatly appreciated
does a mod exist that lets you extinguish torches and such?
Is there a mod to increanse the limit when mining down?
Is FarmGrid still being maintained? Looks like a method signature change in 219.10 broke some things. If no one is working on it anymore I think I can get it updated.
Signature change and it appears the name of it changed
This mod lets you automatically turn torches, etc. off during the day and on again at night. https://thunderstore.io/c/valheim/p/TastyChickenLegs/NoSmokeStayLit/
not what im looking for but thanks
i like to use unlit torches and hanging braziers for decor, for example you can make a birdhouse with a hanging brazier but youβd have to wait for the flames to go out, which sucks. plus i have fire hazard on
I think that mod will allow you to do that in it's config file. If you don't find another mod that's better, check that mod's config options.
funny i sent in a suggestion for this before but a dev rejected it saying their not keen on "micromanaging" light sources lol
π cant wrap my head around that cus adding an extinguish option seems really simple but then again im no dev
Not really sure, though Iβd simply give them some time or reach out to them before doing anything. It breaks in PTB, probably just giving them time and youβll see it fixed or someone (I guess you) will.
Hey! Sorry for the repost from Building Discussion, New here, wondering if anyone has tips on how to handle Planbuilds snapping points. they work fine on some Blueprints but on others they seem to do nothing (tried adding them and creating the BP again but no luck).
does anyone have any recommendations for client sided only mods?
can you connect a wagon to a wagon and make a train of wagons
If the wagon is defined as a creature.
I would love to see someone attaching a cart to Moder, she is a creature as well, no?
Is there a mod that adds world buildings to the hammer? E.g. Ashlands ruins, fuling buildings, dvergr ruins
Try adding the blueprint snap points only to the same places as the building pieces would have regular snap points.
Is there a mod that adds βstyle variantsβ to the vanilla armors, like you can do with shields?
Have a look at either InfinityHammer or PlanBuild mods for that.
Yeah, will show you when on comp.
With Wagon, carts can be used with literally any creature.
Tried almost everything but it wont snap, concern it is because the structure is to complex
Opinions on valheim raft chat :>
The idea is cool but you're unlikely to make it through a playthrough without running into issues. CustomShips as Azumatt said ^^^ and/or one of several other additional boat mods.
CustomShips is really cool (though tricky to figure out on your first try)
I just wanted to say that your RtD mods and the RtDMMO modpak have been great for my server. No problems at all and easy to maintain. Remarkable additions to the vanilla game extending the game for another year or two in terms of keeping up interest in the adventure.
Except for those damn vampire bats! I had to tune them down a bit in their config settings. (easily done, BTW).
So thanks, again, for all of that content plus your attention to keeping it all updated and your great support along the way. π
Does "sarcen" (author of FarmGrid) hang out here? I decided to take a look @ what it would take to get FarmGrid compatible with bogwitch and I think I have it figured out but 1) didn't want to duplicate efforts 2) didn't want to step on toes and 3) if an effort is already ongoing I'd like to contribute if desired
I know the comfy server was helping maintain a version, I'm not sure who was in charge of it though
Anybody going to be reverting ||feather cape back to current|| for BW?
It's just been reverted back on vanilla.
Thank you, however vampire bats sound like something I made with RRR before I started modding and have abandoned long term. You can safely uninstall RRR if you choose to.
Good info. Thanks for that. π
It was unintended bug
I'm not a fan of mod managers and want to install the crop snapping mod, just for my own ocd. Is there an overall program I need to install to turn on modding? Or what is the primary start for it?
No need to install any mod manager if you do not wish.
Install BepinEx, put mod into the plugins folder and done.
Download this, https://thunderstore.io/c/valheim/p/denikson/BepInExPack_Valheim/
Extract the content of the folder into the root of your Valheim install.
Now download any mod and put its dll inside BepinEx/plugins.
Thank ya much
if you delete the LocationProxy how can i bring it back and yes the world is moded ? and what happens if i dont bring it back ?
If you have Admin and devcommand status, you could load the UpgradeWorld mod and use the command
"start locations_reset StartTemple".
That will replace the start stones and the location proxy there.
Ok let me try it
Oh? why
nothing
"start locations_reset StartTemple
Try running the command first without the 'start' at the beginning of it and then again with the 'start' there. Make sure you're spelling it right.
Dunno why it's not working for you. It works for me. Are you sure your mods are loading ok? And you have devcommands access?
100 π―π―
One sec. let me check something...
Yeah, it's the UpgradeWorld mod that adds the locations_reset command. You do need to have devcommand access to use it. If you put 'devcommands' in the F5 console, that works ok?
yes its working but when i try this locations_reset StartTemplenothing
Some of these commands you have to put in without the 'start' at the beginning and then put it in again using the 'start'. You already tried that?
ill do it again
is there a mod so i can select what skeleton i want from dead raiser?
Why what
like how is it buggy?
Half the time it doesnβt work, other times it compatibility issues, and more issues like losing your rafts, slow loading of them, etc.
Basically, youβll be fighting issues the entire time using the mod. Simply not worth it.
try locations_reset StartTemple force start
let me see
Yep, good idea, Nibel. π
I'm guessing it was a workbench or a campfire that was creating a SafeZone, which prevents resets.. force is equivalent to SafeZone=0
Than you again for all your help πππ
My pleasure. Glad we got it sorted. π
re: Meldurson-MountUpRestored-3.3.10
How do I get a flying animal to come to me? Chasing drakes around, or accidentally telling them to stay when i meant to mount them while i am standing on the point of a spire 100m up in the air.. is getting tedious.
[edit] removed bit where i referred to a different mod i was conflating with this one
Harpoon them :D
not much good unless i also have the mod to reel them in :)
for some strange reason i have resisted that one... maybe becasue i have never really used the harpoon even as vanilla
PlantEverything and PlantEasily have updates prepared for when Bog Witch goes live.
Would anyone like to see them integrate with the new farming skill? If so, I can make Farming skill integration a configurable toggle to allow users/server admins to decide this for themselves. As for which ways the mod(s) should interact with the skill, I'm taking suggestions.
Personally, I'm in favor of including the option and defaulting to vanilla. It's always good to have choices even when you might not use them regularly.
And, thanks for asking for our thoughts on it. π
I always default to vanilla
Hi does anyone know if there is a mod with grass roof prefabs? I've been searching with no luck. Perhaps I have been overlooking, but right now I am fed up of searching, so if anyone could help. That would be awesome.
awesome thank you.
Question:
Are there any mods that let you play as a dvergr?
Like a player model dverger or something like that?
I know I'm asking for a pretty weird one here π€£
π€©
Thank you!
As a server host, I like things optional.
I'm assuming the command for this is just transform (name of entity)
You can also press F4 and select from a list with size slider.
Cool - thank you!
I'll try that π₯³
ok, getting fed up with the private chests being made. Is there a mod that can prevent for that recipe to be unable to craft? I just dont want it in the game.
You could just ask people not to.
Or can I din it in a file, back that up, delte strings within the duplicate or something.
Thanks Derek. I did.
ADHD and amnesia(forgetfulness) are being blamed.
If you run a server then you can use WackysDatabase to disable it.
Thanks UrhighnessCookieMilk. I will try that.
Is there a mod that allows you to configure portals to only travel through them in one way?"
Does anyone know where seasonality moved the color filters for beech/bushes configuration to? I've been searching through all the configs but I can't find it
(or does anyone have a working link to the odin discord so I can ask them? The link in the mod description doesnt work)
Inquiry if any advanced modders know. I'm using Thunderstore lightly modded (32 mods) for my friends and I, however I wanted to add one more light mod on our existing campaign, is this worth the risk? will it break our game/save?
If you fear breaking your save, then copy a backup of char/world from your files, but it's generally safe to do so. If you don't like it, or it is broken, you can generally remove it without consequence also. But, you'll have a backup just in case.
I say generally, as build pieces and gear, when the mod is removed, will disappear. But most qol-type stuff is fine to add/remove.
how does one mod a dedicated server, and what would anyone recommend for server hosting?
also seems to be 2 good mod managers r2modman and thunderstore afaik, what and why should i use either?
ig there's 3 with nexus, and vortex being "bad"?
For this game, yes. Less mods on Nexus, less maintained ones that do "work" there as well. The mod manager from them ships broken and outdated versions of BepInEx...
Thunderstore Mod Manager and r2modman are similar. The first one supports more games and has ads (to support the devs and site)...the other one supports less games but has no ads.
Thunderstore has more mods, and more of them are maintained as well.
it seems like r2modman uses thunderstore, and even on thunderstore its pinned first?
shouldnt the amount of mods be the same then?
Same mods for the games, yes. Both pull from the same place.
Vortex doesn't.
For things with sound cues, is there a known mod that provides a visual indicator on screen? Audio is useless for me. I didn't find anything with a search
Not at this time. I think that vanilla might be getting some support for that in the near future?
Thank you for the answer!
Hello everyone. On a dedicated server running the marketplace mod, what would keep the "Fashion" Menu from displaying something entered? For example, i put a fishing rod into the right hand of an NPC but it does not show up. There are no errors.Also sound, where would the sound files need to be located?
Have you changed the NPC model to accept it? And did you spell the prefab correctly?
Anyone have any idea why my mods keep on making to so that when I die there is just a black screen - will send the thunderstorm mod
Manager code here - 0192874f-b20d-d007-8a3a-1facd6dc306b
Hello everyone! Is there a way to reset a seed but keep the builds? We would like to upgrade a running server when Bogwitch comes out.
There is no easy way to do that. I think your best bet would be to use PlanBuild or InfinityHammer mods to make .blueprint file copies of your buildings, etc. so that you could paste them back into a fresh world later, if you needed to.
Just make sure you're doing regular backups of your world and manually archiving an extra backup now and then for insurance.
Thanks for the reply!
I thought upgrade world could do that, look into that one too
Will do, thank you!
Hello all. Running the PTB without mods has reminded us of the server/networking woes Valheim can have. We have leaned on BetterNetworking Valheim mod by CW_Jesse in the past and will likely use it again.
I do see a mod called just Network that uncaps send/receive which I think is also encompassed in BetterNetworking. Just curious what others are using to mitigate issues on a dedicated server, this is the only mod we use.
Good connections, choose chunk master wisely, no VPN, wired connections and you're all good.
Can you clarify chunk master?
The first person that enters a new chunk becomes chunk master and all activity in that chunk goes through them.
Not exactly. Owner/chunk owner can change.
Got ya. Yea we do all that. Still have issues. Modern PC's and dedicated server. Highest latency is 40ms from clients. PC's are all wired on modern ISP connections.
CombatOwner is a good mod if you group up with people
Thanks, that is a new one. Definitely going to check it out.
We had issues with that mod when mobs, like Eik, would do an AOE and it would only strike the one player.
Quick question for those here. I really want to use the WardisLove Mod, but its not compatible with the Better Networking Mod. Is the Better Networking mod make a big difference?
The BetterNetworking mod is designed to correct a specific problem with your comm traffic. If you don't have that problem, then it does nothing.
You could replace it with either the ReturnToSender mod or Smoothbrain's Networking mod and see if those are compatible with WardIsLove. They do similar things and I haven't tried them with WardIsLove yet.
Thank you, Jaga. I know Smoothbrains Networking works with WardisLove, I didnt know about Return to Sender, I will need to try that one.
Good. But keep in mind that, if you don't actually have a networking problem among the server and the players, you don't really need any of those three. On the other hand they don't usually hurt anything either.
Great insight thanks, we will have to test this.
has anyone here used seasonality and chanced the time duration?
@daring basin carryMeMaster makes my 2star wolves 0star size after i put them down. it hurts my massive fangmonster's feels.
Hi there, I hope this channel is the right place for my question.
With some firends, we're currently imagining a pvp server governed by RP rules, where everyone will have a clan and a role that allows them to use a skill. This aspect of the project will be managed by a bot discord, so no worries there.
In terms of in-game additions, however, I'm looking for mods that allow multiple players to form a group, similar to an MMORPG, where only the health bars of group members are visible. This means a player not in any group won't see any health bars, and a player in the βBananaβ group would see the health bars of each player in the βBananaβ group.
Does anyone know if this type of mod already exists? And if not, is it possible (with little development knowledge) to modify existing mods to achieve this?
Oh no, gotta fix that.
Thanks for letting me know.
i was about to report to your discord, but figured i should try it in isolation first... havent got around to that yet :}
Tho it's outdated
idk, smoothbrain is usually pretty good about fixing anything that is broken, just needs reported to blaxxun in odinplus disc
It has the Ashlands tag, and no issues with it on our server.
Afternoon. Donβt suppose anyone knows of a mod that allows you to pin recipes on screen for things, so when out collecting mats you donβt have to keep equipping your hammer and checking?
hammer pieces and recipes are two different things.
have you tried AzuAAA, VNEI, PlanBuild?
I don't know the details but there seems to be some discussions regarding issues with mods and IOS over in the #mac-bugs-discussion channel. You might get some more specific info there.
On the WardisLove mod, when I enable protect structures, it doesnt seem to protect the structures in the bubble. They get damaged and I have to repair them. I noticed that when you select protect strucrues and turn it on, it lists materials, can you put the word all in here or is there something else going on? I also have weather effect production turned on.
whats even more strange is that even things inside are getting damaged, like tables and such. So its not weather and its not players, cause no one is on the server at the moment
Since the release of the Ashlands, this mod is very unstable. That's why I refused it on my server.
Basically, I am wanting to make NPC towns where the players can destroy the land or structures, and also not interact with items stands (decorations) is this the right way to do that? Should i use another mod?
Thank you for that info @steep narwhal . Would the Territories in the merchanges mod work better for what I am wanting to do?
You can use the MarketPlace. It has the ability to register admin areas. You can make various prohibitions in these zones. For example, players will be able to dig and build, but will not be able to take anything from the stand.
are you using another mod for wards or just the territories portion of the merchants mod?
I have my own QOL mod, in which I have embedded small mods from other authors with my own changes. And I just made a reduction in damage within the radius of vanilla charms, a ban on lifting objects from the ground (crops or just objects). Of course there are no charging charms and the dome is not as beautiful as in Word is Love, but I don't need much) And the players on the server have enough functionality for their eyes)
I am not worried about the dome, in fact I disable that. I just want to create NPC towns, hubs, etc and protect them. What do your players use to protect there own places
The MarketPlace will suit you perfectly, if only you need NPCs for cities.
ok, I will look at that function. I use it for NPC, quests, etc, probably like 98% of other people. How about for players. Do you think thr ProtectiveWards mod by Shudnal would work better than the vanilla manner.
When I last looked at the description of the mod, there was a lot of functionality. I don't know how well it works, but it's not a problem to contact the author if something happens and he will quickly fix the joint.
Looking at the options of the territories, it will do nicely for what I am wanting to do. I can even use this to create "quest" areas.
Hello vikings!
I thought that me and my viking crew would make a new server and I thought to ask here about some tips when it comes to mods that doing have an impact damage wise to monsters in the game but mods that are usefull.. like..
Raft, inventory slots, clock etc etc. π
Not epicloot etc, it made the game abit too easy for us even when we changed difficulty to hard.
well, if playing with others you dont want to use Raft, that is more of a non-server mod and can impact performance quite a bit.
Though EL is fun because it makes the game easy and cuts a worlds playtime in half, it can be very hard to balance and requires other mods to balance it.
I would use Azu's extended player inventory, probably a lot of smoothbrain mods like Ranching or Blacksmithing.
I will look em up, thanks! ^^
hi there, is someone here using Longship Upgrades mod, by shudnal?
This is mainly just to pin anything I need to gather matts for. Be that food items, or building materials. Iβm running on a dedicated server so dev commands canβt be used.
I don't think anyone has made a mod to do that. Yet. There hasn't been any demand for it until now.
VNEI might do what I need for the time being. Will try it out
yo is there a sex mod for valheim
Asking the real questions π
is tehr
I don't know
lol nah, dont think there is any sex mod, probably nude skins or VRM that you can find nude models to replace the original
Made a mod for what? Pinning things?
recipes
Like pinning what you need to make x item in the crafting menu?
yeah probably something like that.
Yeah, then AAA Crafting has that.
If you need more than one, increment (by scrolling over the input) or type how many you want, then pin the recipe.
there you go, try out AAA crafting
and when you're done, you can remove it from the list by pressing escape and clicking on the icon.
please note, it doesn't pin recipes for buildable items.
Awesome. Donβt suppose you have a link handy?
only the crafting menu
Handy? No, but I can google it just like you would to get it.
because I already did the work.
https://thunderstore.io/c/valheim/p/Azumatt/AAA_Crafting/
Thanks guys. I realise that was lazy of me, apologies. But a link here is good for others too π
@willow sorrel You can check your players inventory with this.
https://thunderstore.io/c/valheim/p/CookieMilk/YouAreBeingWatched/
This may be a weird question, but what does the game call the circle of 5 invulnerable stones in the meadows? is it possible to spawn those?
Yes: valheim
Devcommands > setkey skillreductionrate 0
The key should affect the whole (normal) server.
But idk how to set those in dedicated ones
Permanent. But if you change the modifiers in the main menu, any that were set in-world would be reset and you'd need to set them again.
But that's true for a solo world, MP servers and especially dedicated ones might be weird
If you have access on your server, you can set the commandline to launch with the setkeys of your choosing.
is there any way to preserve a specific area of terrain generation across updates? the ashlands update also changed the deep north, and my 1500 hr playtime base sunk in to the sea.
Right now I'm using the raft mod SOLELY for the purely vertical ladder. Does anyone know of something... less? for that one item.
my bf likes to build super small but multiple floors so the rope ladder has been a huge help, but with the rafts as an option his brother keeps breaking our game trying to make the biggest boat house he can- I need to find a middle ground ;-;
i accidentally spawned some once playing with it, i don't remember what the item name was but they landed individually if that helps
odinskingdom has a couple ladders and trapdoors
My BuildPieces mod offers 6 ladders from 1m to 6m
Sorry if this is redundant, but is there any estimate on when Valheim Plus might be updated for the Bog Witch patch?
this one seems to be a compilation of a ton of building mods, would you be able to tell me how that is in game? are they under a bunch of different hammers,or does it show what pack they came from maybe?
Edit: I was looking at the wrong one! I've found yours, thank you so much!
You'd have to ask Grantopher.
I was like huh :p
If you need anything specific just let me know.
Hey everyone, I use the r2modman for my mods. It seems with the new update that the better creative and inifinity hammer are broken, Any quick fix available?
thanks!
infinity hammer was just updated, make sure you download the latest
it kinda seems like infinity hammer can do all the things better creative can though requires more knowledge/research of it's use.
true i am just now learning that the hammer has blueprints and spawns, ect. I just updated everything and still not working.
You might want to wait for a few days
yeah, the better option is playing Default_PreBW for now, though I did just install infinity hammer along with OdinPlus mods I have updated and it seems fine so perhaps you have other mods that still require updates?
the worst responce ever!!! lol i might have to as there wont be a patch yet.
i am 100% updated. Maybe conflicting mods
Worst response? Realistic more like it
Not sure if you expect all us mod devs to have an update out the instance a patch goes live
π€·π»ββοΈ idk, try loading with a profile of just infinity hammer and it may help to see if that is the case
"how dare you have to work a real job!"
bruh i'm at work right now and i'm spending my time in between meetings updating mods
lol.. same
New fix coming bit later today.
getting paid while I update refs
i'm just putting off writing design docs cause i hate writing them
It was a joke that fell flat. Sorry for the miss interpretation. I don't expect that a day one patch.
I started using chatgpt for most of that now, I just give it some basics
"write me a mod page, it needs to be in markdown and include these details"
I'm only a little irritated, because I did spend some time on PTB pushing out live and PTB compatible mod updates. Those take extra time to create btw since I have to write a bunch of code to handle the patch differences.
Anyways it's cool, back to meetings
Guys are there any craft from containers or equipment quickslots mods available for new update
what benefits do building mods give over vanilla?
Hi, after the update the mods broke and the server does not start, should I just wait until the mods are updated or something can be done?
I think your only options would be to wait for the mods to update or to roll back the server, and players games, and play on the previous game version until then.
aight chumps, how can i make it so that i can use serverside mods on my dedicated server?
"Chumps"? Really? You're off to a great start, aren't you.
dont take it seriously lol
in all seriousness tho,would you happen to know a solution?
just looking to have seasons on our dedicated server
is there a good seasons mod
You can do a search for one over at thunderstore.io and see what comes up. Look them over and choose one that's been updated for today's game update.
https://www.nexusmods.com/valheim/mods/2654 This one seems to support dedicated servers, although unclear how it syncs to clients
That's Nexus mods not thunderstore.io
Does that not work? I used Nexus Mods just fine before in the past.
It doesn't work well with Valheim. Too many errors and problems.
Literally the same mod, I'm not really focused on answering "which mod database should I use"
Ok.
This mod seems more popular, and both are server-side - https://thunderstore.io/c/valheim/p/RustyMods/Seasonality/
How long does it usually take for r2modman to update after a new patch? It broke and I cant start the game with my mods on currently.
It all depends on which mods you've got on your r2modman. It can be later today or next week. No way to predict.
me and my friends are tying to do modded valheim from the new update and everything is glitched out but why? like our character are bugged and idk and we are using thunderstore for the mods
Your un-updated mods are causing that. You have to wait until they're updated.
I've always done file patches on ServerSide mods.
Jaga, I think you should mention that people can just rollback???
That's a good idea.
Unless they're on a server that won't roll back.
Or unless some of their mods have updated and others haven't and they don't know which. That could be a mess...
So, maybe just waiting a day or so is starting to sound a little better. It's only a video game, right? Maybe give it another try tomorrow?
I've got a headache now. I'm gonna go have a little lie down...
I mean, most of us control our own servers. If some mods updated and some didn't, they probably all still work on the old version.
If someone is coming here to ask, maybe they have their games night with friends tonight, and not tomorrow. Maybe it's worth a shot....
I need equipment and quickslots/crafty boxes u guys know when its gonna work
for ne wupdate
Always worth a shot to be helpful...
Does bepinex need to be updated or no
was gonna say, was there an update to the game that broke all the mods? went in and saw all my characters getting glitched to the default naked model when trying to run mods
@past silo screen shaking too right
Why is it necessary for mods to update every time there's been an update to the game?
I mean, small changes shouldn't require mod updates surely?
It all depends on if they change their game code. I noticed some mods are having problems today because certain methods no longer exist, or the method's signature has changed.
not for me, i just cant enter any worlds/servers or make characters
@past silo do u use Rmodman cuz i got them manually on
There's a $ sign in the menus, can't login to the game with certain mods on
these mods mainly
i use modman, yeah
disable the mods that arent updated today
@shell shadow i cant play without those mods so im just waiting
i only play HC Hard mode and i havent passed swamp yet LUL
ill try new mods when i finish the game
I need to figure out how I extend range on workbench. And chests on craftyboxes
Yeah a lot of QoL mods are throwing exceptions with the patch. I went turning on/off each of them to find the culprits, so far AzuCraftyBoxes, Build_Camera_Custom_Hammers, Quick_Stack_Store, ComfortTweaks, TransparentSail, ToggleMovementMod, and any mod that adds items to the game isn't working for me.
The other mods I use seem to be working fine.
EquipmentAndQuickSlots by RandyKnapp not working, AzuCraftyBoxes not working
damn, have some that add items, so thats probably why
The mods that add items throw an exception for me when starting the world, you can see it on the BepInEx console.
btw, is the ValheimPlus_Grantapher_Temporary v9.14.0 not working anymore? Is there another mod in its place?
guess im waiting until things are updated lmao
@past silo same here
honestly Grantapher should break v+ into parts, not sure if it uses blaxxun's server sync, but build it with that and then make a modpack of valheimplus mods. I feel it would probably be easier on him then working with a million patches in one project.
Phew... Always feels so nice when you've updated all your mods and can go back to bed.
speak for yourself. Mine arent working yet
I'm sure they were.
Means updating the mods made, not the ones used
Hello good evening, could anyone help me, my Valheim has updated and now when I try to use mods, errors appear on the console and the home menu is unconfigured
Good evening all. I have been using some mods for building and I have been working on something for a few months. Today I tried to log in and my screen is messed up with random textures. I read that there was a recent patch and that might be the issue but I turned to the previous patch and my modded offline server where I built says bad version. Any suggestions?
Some of your mods haven't been updated yet.
Will I have to wait for the 25 mods I use to update?
You could probably roll back the server/game to the last release before this and play there while the mods finish updating.
Mods Borked? Using Steam? Right Click Valheim Game -> Properties -> Betas. Drop down should let you pick "default_old" or something of the sort which represents the last stable.
Works for the Dedicated Server for Windows, on Steam too.
Tanks π
Is that you CookieMilk? If so, big fan of your mods, thanks a lot for all the hard work!
stupid question; why doesn't the development team coordinate with mod makers to close the gap from game update to mod update?
I'm not on that team by any means, but I'm guessing there's too many mod authors coming and going to keep track of.
And anyway the game code probably isn't 'finalized' until just before the update is released so any announcement to the modders wouldn't be that much earlier than the actual release. Probably...
Just don't update your client-side mods to the latest Bog Witch disaster before doing this else you'll be out of sync with some! (asking for a friend...)
anyone know - off the top of their head - how to revert to default_prebw using steamcmd?
Personally, I just stay on the older game and server versions with my mods for a few days until they have time to get most of them updated. It just seems easier.
#mods-issues message π
And then remove the 'update' part of the steamcmd command.
smartest approach indeed - trying to undo the updates on some of the mods/rollback as a result
using steamcmd ... like, as in, on a server, where therre is no steam client gui
oh, sarcasm, right :)
Then remove the 'update' part of the steamcmd command. No sarcasm. That should work.
a bit late now...
You should be able to do a 'manual' roll back of the server to the earlier version with your Steam Client. Then without the 'update' part of the steamcmd it shouldn't get updated.
yeah, thats the part i was hoping somebody could just give me the syntax for so i dont have to spend time researching it all
Oh. Can't help you there. Sorry.
Can you just start the server manually after rolling it back? That's probably more complicated than it sounds, I guess.
looks like-beta <betaname> is what i needed... testing
that said, rolling back just my game client seems to be broken at the first few menus if i leave bepinex/mods attached on start, so thats not promising
That sounds like you're on the right track.
client is strange though, seems ot work until i try to connect to a server/localgame... pressing the button just does nothing
Try reverifing your game files.