
BeastTribes CompatShim
Makes BeastTribes (2025.11.1 and 1.2.0) load and work on Valheim 1.0.12+ by repairing its outdated game-API calls in memory at startup. BeastTribes.dll is not modified.BeastTribes Compat Shim
Makes BeastTribes work again on Valheim 1.0.12 and later. Install it next to BeastTribes and
you're done. Nothing in BeastTribes.dll is modified.
Works with BeastTribes 2025.11.1 (BeastTribes-Originals.dll, Thunderstore and Nexus builds) and
1.2.0 (BeastTribes.dll). The species menu and body swapping work on both. Tail and ear physics
only work with the 2025.11.1 version; the 1.2.0 build does not have working physics, and that is
a BeastTribes matter, not something this shim can add.
The problem it fixes
Valheim 1.0.12 added optional parameters to two game methods that BeastTribes calls. BeastTribes was
compiled before that, so three of its methods now throw MissingMethodException the first time they
run. One of them runs while your character loads, which is why the game sits on the loading screen
forever with BeastTribes installed. Your log shows:
MissingMethodException: Method not found: void .MessageHud.ShowMessage(MessageHud/MessageType,string,int,UnityEngine.Sprite,bool)
Install
Mod manager (recommended): install this package like any other. It goes into its own folder
under BepInEx/plugins.
Manual: copy BTShim.dll into BepInEx/plugins/BeastTribes_CompatShim/.
BeastTribes and Jötunn must be installed as usual. Load order is handled automatically.
Check that it worked
BepInEx/LogOutput.log should contain a line like:
[Info :BeastTribes Compat Shim] BeastTribes_Originals 2025.11.1 (BeastTribes-Originals.dll): 3 broken method(s), 3 stale call(s) rewritten, 3 call site(s) redirected, 0 Harmony patch(es) re-registered.
If it says all game method references resolve; nothing to repair, your BeastTribes build doesn't
have the problem and the shim does nothing.
How it works (short version)
Those three methods can't be patched the usual way: Harmony needs to compile the original method first, and compiling it is exactly what fails. Instead, at startup the shim reads the BeastTribes assembly with Mono.Cecil, finds every method that calls a game method that no longer exists, copies that method's own code with the call corrected to the new overload, compiles the copy in memory, and redirects the callers to it. No BeastTribes code is reimplemented and nothing is written to disk.
Because nothing is hard-coded to BeastTribes' method names, one DLL covers both BeastTribes versions and would also cover the same kind of change in future game patches.
Also fixed: A-pose flicker with animation mods (BeastTribes 1.2.0)
If your character snapped into an A-pose several times a second with BeastTribes 1.2.0 and a mod that adds player animations (Better Archery 2.0 for example), that was the two mods fighting over the animation controller. The shim stops BeastTribes 1.2.0 from replacing the other mod's controller with its own default one. This is automatic, needs no configuration, and does nothing for players who don't run such a mod.
The dragon's flight animation is the one case where BeastTribes has to win. With Better Archery installed the shim handles that too: its crouch-bow-draw overlay is held back while the flight controller is active, so flying dragons don't flicker either. Known limitation: other animation-overriding mods are not covered for the flight case yet; a flying dragon can still flicker next to them.
Also fixed: the Beast menu after deaths and in multiplayer
BeastTribes bound its menu (B) to whichever player object appeared last. In multiplayer that could be
another player, so clicking a species did nothing; and once that player, or your own dead character,
was destroyed the menu opened on a dead controller: no button worked, it could not be closed and your
input stayed blocked until you relogged. The shim keeps the menu bound to your character, ignores
the hotkey while you are dead, cleans up menus orphaned by a death and stops the
NullReferenceException flood BeastTribes logged during the respawn screen.
Also fixed: species lost on login and respawn
A species chosen in the Beast menu was never written to your save, so every time you entered the world (or respawned after dying) you were a Viking again and had to pick it once more, even though the character-selection screen showed the beast correctly. The shim now re-equips the remembered species right after you spawn. Choose "none" in the Beast menu to stay human.
Configuration
BepInEx/config/community.beasttribes.compatshim.cfg
| Setting | Default | Meaning |
|---|---|---|
TargetPluginGuids |
both known BeastTribes GUIDs | Plugins to scan and repair. Add a GUID if a future BeastTribes changes its. |
VerboseLog |
false |
Log every rewritten instruction. Turn on when reporting a problem. |
AnimatorCompat.Enabled |
true |
The A-pose flicker fix above. Only turn off to rule it out when troubleshooting. |
MenuTargetFix.Enabled |
true |
The Beast menu fix above. Off = BeastTribes' original behaviour. |
RespawnRestore.Enabled |
true |
Re-equip your species after a spawn when BeastTribes did not. Off = BeastTribes' original behaviour. |
Troubleshooting
No target plugin found— BeastTribes isn't installed or failed to load, or it uses a GUID not inTargetPluginGuids.... NOT fixable (see errors above)— a broken call had no compatible replacement. Please report the error lines withVerboseLog = true.- Beast menu opens but no button works / cannot be closed — the shim prevents this from 0.3.0
on (look for
MenuTargetFix: activein the log). A menu that was already stuck disappears on the next respawn or relog.
Notes
This mod contains no BeastTribes code. It only copies three method bodies out of the BeastTribes assembly already installed on your machine, corrects two instructions, and keeps the result in memory.