About This Game
Modding discussion for the survival game developed and published by Iron Gate Studios.
Nexus Mods
- What's new in this game
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I love this Land Animals mod, as it livens up the game! When I kill these new animals they all drop their own types of meats and skins. The meat is cookable, so that's cool! But, what can we craft with their skins? I have not found any new recipes yet. Can we make armor? Can we scrap them down into regular leather scraps? What are the skins used for?
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gcomerfo joined the club
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Markyrian joined the club
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Did you figure this out? I can't get Bepinex to install properly.
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Kruntcho0O joined the club
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Davidmenk3 joined the club
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MFMEECHY joined the club
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After a couple of years away from the game I thought I'd knock the dust off. Unfortunately, I've ran into the following problem. Researching online reveals multiple posts over the past several months with this complaint, but no resolution. Newly generated world or previously generated world. Vanilla game (no BepInEx items in ...common/Valheim root folder) via Steam starts fine and console commands work. Any modded game via r2modman or Thunderstore or manual with only Bepinex 5.4.2202 (Valheim fork) installed, console commands don't work. Any modded game with only BepInEx and/or JVL and/or BepInEx Configuration Manager installed, console commands don't work. Any modded game with only BepInEx and/or Server_devcommands installed, console commands don't work. Error generated: --------------------------------- [Error : Unity Log] TypeLoadException: Failure has occurred while loading a type. Stack trace: (wrapper dynamic-method) Terminal.DMD<Terminal::InputText>(Terminal) Terminal.SendInput () (at <889b2bc1e1224b249a4784da9ef107e2>:0) UnityEngine.Events.InvokableCall.Invoke () (at <be2cce08ca774b9684099a81093ecac0>:0) UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <be2cce08ca774b9684099a81093ecac0>:0) GUIFramework.GuiInputField.onInputSubmit (System.String text) (at <42b715d4f7074688ae4aa40cd55c7e50>:0) UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) (at <be2cce08ca774b9684099a81093ecac0>:0) UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <be2cce08ca774b9684099a81093ecac0>:0) TMPro.TMP_InputField.SendOnSubmit () (at <02877122efc04a3daec2c884ec70309e>:0) TMPro.TMP_InputField.OnUpdateSelected (UnityEngine.EventSystems.BaseEventData eventData) (at <02877122efc04a3daec2c884ec70309e>:0) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IUpdateSelectedHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <727fd5405ffb4795abf6c3e1107e7369>:0) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <727fd5405ffb4795abf6c3e1107e7369>:0) UnityEngine.EventSystems.EventSystem:Update()
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TheMalazan joined the club
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Currently having the same issue. Even find a solution?
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FunBuffy joined the club
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SloppyMcToppy69 joined the club
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RecklessBoon joined the club
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roexavier joined the club
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I am in DESPERATE need of a mod that adds a way to populate your built villages with NPC's that go about daily tasks and defend their village from enemies, or help you with farming/crafting what-not. I see there have been multiple attempts, but none that have stuck with the latest update that also does the things above. Anyone out there working on anything? I'm almost tempted to try and learn how to make mods myself, but don't think I'm clever enough for it.
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- mod request
- npc
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(and 1 more)
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chillspice joined the club
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atlasroar joined the club
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neogeo1 joined the club
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My mods don't seem to be working. I'm using the latest version the game and BepInEx. However it seems like my mods aren't working. This is the error text that appears [Fatal : BepInEx] Could not run preloader! [Fatal : BepInEx] System.IO.DirectoryNotFoundException: Could not find a part of the path 'D:\Program Files (86)\Steam\steamapps\common\Valheim\unstripped_corlib'. at System.IO.Enumeration.FileSystemEnumerator`1[TResult].CreateDirectoryHandle (System.String path, System.Boolean ignoreNotFound) [0x0004d] in <31687ccd371e4dc6b0c23a1317cf9474>:0 at System.IO.Enumeration.FileSystemEnumerator`1[TResult]..ctor (System.String directory, System.IO.EnumerationOptions options) [0x00050] in <31687ccd371e4dc6b0c23a1317cf9474>:0 at System.IO.Enumeration.FileSystemEnumerable`1+DelegateEnumerator[TResult]..ctor (System.IO.Enumeration.FileSystemEnumerable`1[TResult] enumerable) [0x00000] in <31687ccd371e4dc6b0c23a1317cf9474>:0 at System.IO.Enumeration.FileSystemEnumerable`1[TResult]..ctor (System.String directory, System.IO.Enumeration.FileSystemEnumerable`1+FindTransform[TResult] transform, System.IO.EnumerationOptions options) [0x00042] in <31687ccd371e4dc6b0c23a1317cf9474>:0 at System.IO.Enumeration.FileSystemEnumerableFactory.UserFiles (System.String directory, System.String expression, System.IO.EnumerationOptions options) [0x00014] in <31687ccd371e4dc6b0c23a1317cf9474>:0 at System.IO.Directory.InternalEnumeratePaths (System.String path, System.String searchPattern, System.IO.SearchTarget searchTarget, System.IO.EnumerationOptions options) [0x0003c] in <31687ccd371e4dc6b0c23a1317cf9474>:0 at System.IO.Directory.GetFiles (System.String path, System.String searchPattern, System.IO.EnumerationOptions enumerationOptions) [0x00000] in <31687ccd371e4dc6b0c23a1317cf9474>:0 at System.IO.Directory.GetFiles (System.String path, System.String searchPattern) [0x00007] in <31687ccd371e4dc6b0c23a1317cf9474>:0 at BepInEx.Utility.GetUniqueFilesInDirectories (System.Collections.Generic.IEnumerable`1[T] directories, System.String pattern) [0x0001a] in <5e471ddbeb974684bff43bc61f1b58cb>:0 at BepInEx.Preloader.Patching.AssemblyPatcher.PatchAndLoad (System.String[] directories) [0x00011] in <a7e3be82e3634ca29e921a65272c4875>:0 at BepInEx.Preloader.Preloader.Run () [0x00216] in <a7e3be82e3634ca29e921a65272c4875>:0 Anyone know what the issue might be?
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I think the bog witch update broke the mod. Normally the grid appears after placing the first crop. I think the bog witch update broke a lot of mods, because other mods I downloaded aren't working.
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Valgis joined the club
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foxhound666 joined the club
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After activating the mod, I get an error message in Vortex that the order of the mods can lead to problems. Clicking on it shows the following dialog:
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Easy30 joined the club
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sibo001 joined the club
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Did anyone figured out, how to zoom further in on the minimap with a mod ? Even with max zoom in it's way to small
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MarcoPolo1990 joined the club
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UselessAffro joined the club
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I've downlaoded and installed Farmgrid (https://www.nexusmods.com/valheim/mods/449) in Vortex. How to use it ingame?
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Individuum296 joined the club
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EdwardTank joined the club
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verify your files. right click game on side bar> properties> installed files. last option on page. old post i know
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i only have one mod enabled that works fine but once jotunn loads i get these errors in the beplinex console. does anyone else have this issue or am i installing my mods wrong i have the codes below: [Error : Unity Log] NullReferenceException Stack trace: UnityEngine.Object.get_name () (at <ab14d35a27c043688812ae199c64b5aa>:0) Jotunn.Managers.AssetManager.AddAssetToBundleLoader (SoftReferenceableAssets.AssetBundleLoader assetBundleLoader, SoftReferenceableAssets.AssetID assetID, Jotunn.Managers.AssetManager+AssetRef assetRef) (at D:/Projects/Jotunn/JotunnLib/Managers/AssetManager.cs:113) Jotunn.Managers.AssetManager+Patches.AssetBundleLoader_Load (SoftReferenceableAssets.AssetBundleLoader __instance) (at D:/Projects/Jotunn/JotunnLib/Managers/AssetManager.cs:56) (wrapper dynamic-method) SoftReferenceableAssets.AssetBundleLoader.DMD<SoftReferenceableAssets.AssetBundleLoader::OnInitCompleted>(SoftReferenceableAssets.AssetBundleLoader) SoftReferenceableAssets.AssetBundleLoader.WaitForInitializationToComplete () (at <c63adb3914604620b2f935c5b2d4f66f>:0) SoftReferenceableAssets.AssetBundleLoader.LoadScene (SoftReferenceableAssets.AssetID assetID, SoftReferenceableAssets.SceneManagement.LoadSceneMode mode) (at <c63adb3914604620b2f935c5b2d4f66f>:0) SoftReferenceableAssets.SceneManagement.SceneManager.LoadScene (SoftReferenceableAssets.SceneManagement.SceneReference sceneReference, SoftReferenceableAssets.SceneManagement.LoadSceneMode mode) (at <c63adb3914604620b2f935c5b2d4f66f>:0) EntryPointSceneLoader.LoadScene () (at <79989041713a40fba2973f1624473248>:0) EntryPointSceneLoader.Start () (at <79989041713a40fba2973f1624473248>:0) [Error : Unity Log] NullReferenceException Stack trace: UnityEngine.Object.get_name () (at <ab14d35a27c043688812ae199c64b5aa>:0) Jotunn.Managers.AssetManager.AddAssetToBundleLoader (SoftReferenceableAssets.AssetBundleLoader assetBundleLoader, SoftReferenceableAssets.AssetID assetID, Jotunn.Managers.AssetManager+AssetRef assetRef) (at D:/Projects/Jotunn/JotunnLib/Managers/AssetManager.cs:113) Jotunn.Managers.AssetManager+Patches.AssetBundleLoader_Load (SoftReferenceableAssets.AssetBundleLoader __instance) (at D:/Projects/Jotunn/JotunnLib/Managers/AssetManager.cs:56) (wrapper dynamic-method) SoftReferenceableAssets.AssetBundleLoader.DMD<SoftReferenceableAssets.AssetBundleLoader::OnInitCompleted>(SoftReferenceableAssets.AssetBundleLoader) SoftReferenceableAssets.AssetBundleLoader+<>c__DisplayClass23_0.<InitializeAsync>b__1 (System.Object sender, System.ComponentModel.RunWorkerCompletedEventArgs e) (at <c63adb3914604620b2f935c5b2d4f66f>:0) System.ComponentModel.BackgroundWorker.OnRunWorkerCompleted (System.ComponentModel.RunWorkerCompletedEventArgs e) (at <0176c56e11184037ab8bba48ad8e5607>:0) System.ComponentModel.BackgroundWorker.AsyncOperationCompleted (System.Object arg) (at <0176c56e11184037ab8bba48ad8e5607>:0) UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () (at <ab14d35a27c043688812ae199c64b5aa>:0) UnityEngine.UnitySynchronizationContext.Exec () (at <ab14d35a27c043688812ae199c64b5aa>:0) UnityEngine.UnitySynchronizationContext.ExecuteTasks () (at <ab14d35a27c043688812ae199c64b5aa>:0)
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lilwags joined the club
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8:11 PM 7/22/2024 Other mods I have installed by CookieMilk are running okay. Magical Mounts if you open it up BepInEx Manager F1 while in the loading screen of Valheim running in the background grinds loading screen animation to an almost stop. Something was lagging my game badly now I suspect it might be MagicalMounts so pulling it. Idk what is causing extreme lag with this mod.
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BlackForestHering joined the club
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Hello I've been playing this game with a friend on the server for 2 days again and this time we decided to play with Mods. I've installed a dozen or so mods, exactly 22 Mods, and everything is fine, it works perfectly, but one thing annoys us. It's about the rain in the game. I was looking for a Mod to completely remove the rain and when I found some, they didn't work, so I wanted to change the weather through the console in the game with the command "env clear" but I get an error every time and I don't know how to fix it. From what I've managed to read, I don't know if the "BepInExPack" Mod doesn't cause these errors in the console. If anyone had this problem and managed to solve it, please help. Error picture below : https://screenrec.com/share/dtCpeNG3TU
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VIRGET098 joined the club
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I dont have know how to do it myself but a mod that you can filter food by tier in the cauldron crafting menu would be greatly useful as QoL improvement , there is a mod that can filter forge crafting menu so I guess it would be possible So sorting it by biomes is the general idea and should work and bait getting its own category just to get rid of clutter in the menu, I dont know if anything like this exists , at least I did not find it . Thanks and have a nice day.
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ArinBane joined the club
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A cycle in this case is something like "A must come after B, B must come after C, C must come after A". Since you mention deployment, I'm guessing you're using Vortex; please correct me if I've guessed wrong. I forget exactly how to resolve those in Vortex (since I've never used Vortex). But if I remember right, there's a graph or diagram of these rules that you can untangle manually somewhere in Vortex's options.
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countryghost joined the club
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Guagamiel joined the club
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Wondering if anyone knows of a mod that extends mead timers for example - Fire resist mead from 10 minutes to like 20 or 30 minutes like food. Or requesting mod if someone knows how to extend them.
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draco1122 joined the club
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burstfadehc joined the club
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ZoldFrog joined the club
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My goal is to make any bow equipped (let's say the crude bow) have its original stats but look like a different bow (let's say the finewood bow). The same goes for swords, axes, etc. Can any of you talented folks make a mod for this? Or maybe provide model assets in png? Any help would be greatly appreciated, THANX P.S. If anyone can provide the textures for the Trousers of Ask in png, that would be wonderful
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UrbanVampyre joined the club
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Does anyone know a mod to mark a stolen item, like a silkroad style?
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rcamacho joined the club
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what has happened Willybach? your page for HD Valheim is hidden and a disturbing orange colour now. Please update your loyal downloaders with some good news. If you have already updated the situation somewhere else and i didn't see it, my bad
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mrmcehnus joined the club
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suternun joined the club
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vonnboyd joined the club
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For some reason, I can't seem to see the new Ashlands visual indicator for the boiling water. The change in color at the outer edge of the screen is there, I just find it hard to notice until it's far too late. I'd love to have a simple thermometer displayed somewhere, near the health bar perhaps, that shows up when you've entered the boiling water.
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bstowers joined the club
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Mod request. Build cam that doesn't break destroy.
Ansury replied to remystemple7days's topic in Valheim's Discussion
What does "breaks destroy" mean? I'm able to remove things just fine using something called "Build Camera". Although now I'm not sure if I had to patch it myself to get it working. There appears to be two Build Camera mods now, do either of those work? If there's really a need for this I suppose I should stop being lazy and release a mod of my own.
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