balrond IdleActors
A predefined npc generator you can put them on with just 1 clickBalrond Idle Actors
Balrond Idle Actors brings life to Valheim settlements with placeable, stationary NPCs. Build villagers, workers, guards, priests, merchants and other characters that look alive, use randomized appearances and equipment, speak to nearby players, and—in Trader variants—sell themed items.
Idle Actors are designed for settlements, roleplay servers and world-building. They are intentionally stationary NPCs: they do not pathfind, follow players or act as combat companions.
Features
- Place NPCs with the special Balrond Hammer (
Npcmancer_bal). - Talker NPCs provide ambient dialogue and reactions.
- Trader NPCs provide configurable themed shops.
- Human and Dverger variants with randomized names, appearance and equipment.
- NPCs react to nearby players and world events while remaining stationary.
- Shared configurable building cost for all NPCs.
- Optional Trader building restriction for servers that want shops to remain admin-controlled.
- Fully configurable Trader inventories, prices, purchase amounts and progression requirements.
- Multiplayer configuration synchronization: the server/host can control the gameplay settings used by connected players.
Installing
- Install BepInExPack for Valheim.
- Install
BalrondIdleActors.dllin your ValheimBepInEx/pluginsfolder. - Start the game once to generate the configuration file.
Important: remove the old IdleActorsShaderFix 0.2.0 patch if you installed it previously. It is no longer needed and is incompatible with the rebuilt Idle Actors version.
No separate LitJson or ServerSync installation is required for the released mod.
Using the mod
Craft the Balrond Hammer (Npcmancer_bal) at a level 1 Forge:
- 4 Fine Wood
- 4 Bloodbag
- 4 Iron
Equip the hammer, open its build menu and place an available Talker or Trader like a normal build piece.
Talkers
Talkers are passive settlement NPCs. They use ambient dialogue and randomized visual presets but do not open a shop.
Traders
Traders use the same NPC concept but open a shop when interacted with. Their stock, prices, purchase amounts and progression requirements can be configured by the server/host.
Available archetypes include Farmer, Villager, Hunter, Guard, Defender, Priest, Blacksmith, Beggar, Merchant, Lumberjack, Miner, Forager, Fisherman, Butcher, Innkeeper/Bartender and Patron. Availability varies between Human/Dverger and male/female variants.
Configuration
The configuration file is generated at:
BepInEx/config/balrond.astafaraios.BalrondIdleActors.cfg
On multiplayer servers, edit the server/host configuration when Lock Configuration = true. Synchronized settings from the server take priority over client values. Restarting the server after manual file edits is recommended so every player receives the same configuration.
Lock Configuration
Default: true
When enabled, synchronized Idle Actors settings are controlled by the server/host. This is recommended for multiplayer servers.
Restrict Traders
Default: true
true— Trader NPCs use the normal NPC building cost plusSwordCheat:1. Regular players therefore cannot normally build Trader pieces, while admins using debug/free-build can still place them.false— Trader and Talker versions use exactly the same building cost.
This setting does not change what a Trader sells. It only controls whether normal players can build Trader NPCs.
NPC Build Cost
Default:
TrophySkeleton:1,LeatherScraps:1,BoneFragments:1,Entrails:1
This is the shared base building cost for all Talkers and Traders.
Format:
Prefab:Amount,Prefab:Amount,Prefab:Amount
Example:
Wood:10,Stone:5,Coins:25
Use exact prefab IDs, not translated/display names. Each amount must be greater than zero. If Restrict Traders = true, SwordCheat:1 is added automatically only to Trader pieces; do not add it manually to the shared build cost unless you want to restrict Talkers as well.
Configuring Trader inventories
Each archetype has its own entry under 3 - Trader Inventories. All NPCs using the same archetype share that inventory.
The format is:
Prefab:Price:Stack[:RequiredGlobalKey];Prefab:Price:Stack[:RequiredGlobalKey]
Where:
Prefab— exact item prefab ID.Price— price in Valheim Coins.Stack— how many items the player receives per purchase.RequiredGlobalKey— optional world progression key. If the key is absent, the item is always available.;separates shop entries.
Examples:
Wood:25:1
ArrowWood:200:20
FineWood:100:1:defeated_bonemass
Wood:25:1;FineWood:100:1:defeated_bonemass
The third example means: 1 Fine Wood for 100 Coins, available only after Bonemass has been defeated in that world.
The default inventories currently use these progression keys:
| Global key | Meaning |
|---|---|
defeated_gdking |
The Elder defeated |
defeated_bonemass |
Bonemass defeated |
defeated_dragon |
Moder defeated |
You may also use another valid Valheim global key. Use none, -, or simply omit the fourth field when no progression requirement is wanted.
To remove an item from a Trader, remove that complete entry from the archetype's inventory string. To disable the whole shop inventory for an archetype, leave its value empty.
If an item prefab does not exist in the current mod setup, that item entry is skipped rather than breaking the whole Trader inventory.
Default Trader inventories
Lumberjack
| Item prefab | Price | Amount per purchase | Available |
|---|---|---|---|
Wood |
25 | 1 | Always |
WoodNails_bal |
25 | 25 | Always |
Club |
100 | 1 | Always |
AxeFlint |
250 | 1 | Always |
Roundlog |
50 | 1 | Always |
FineWood |
100 | 1 | After Bonemass (defeated_bonemass) |
Miner
| Item prefab | Price | Amount per purchase | Available |
|---|---|---|---|
PickaxeStone |
200 | 1 | Always |
Coal |
25 | 1 | Always |
Stone |
10 | 1 | Always |
Flint |
25 | 1 | Always |
CopperOre |
300 | 1 | After The Elder (defeated_gdking) |
Torch |
100 | 1 | Always |
Forager
| Item prefab | Price | Amount per purchase | Available |
|---|---|---|---|
Dandelion |
30 | 1 | Always |
Straw |
20 | 1 | Always |
Thistle |
10 | 1 | After The Elder (defeated_gdking) |
CarrotSeeds |
35 | 1 | Always |
Fisherman
| Item prefab | Price | Amount per purchase | Available |
|---|---|---|---|
FishingBait |
10 | 1 | Always |
NeckTail |
250 | 1 | Always |
RedKelp_bal |
400 | 1 | After Bonemass (defeated_bonemass) |
FishRaw |
50 | 1 | Always |
Fish2 |
150 | 1 | After The Elder (defeated_gdking) |
Torch |
100 | 1 | Always |
Butcher
| Item prefab | Price | Amount per purchase | Available |
|---|---|---|---|
KnifeButcher |
400 | 1 | After The Elder (defeated_gdking) |
KnifeCopper |
250 | 1 | Always |
KnifeFlint |
100 | 1 | Always |
Flint |
25 | 1 | Always |
DeerMeat |
125 | 1 | After The Elder (defeated_gdking) |
RawMeat |
55 | 1 | Always |
Innkeeper
| Item prefab | Price | Amount per purchase | Available |
|---|---|---|---|
MeadTasty |
75 | 1 | Always |
BarleyWine |
425 | 1 | After Moder (defeated_dragon) |
MeadHealthMinor |
150 | 1 | After The Elder (defeated_gdking) |
MeadStaminaMinor |
150 | 1 | After The Elder (defeated_gdking) |
Tankard |
50 | 1 | Always |
Tankard_dvergr |
100 | 1 | After The Elder (defeated_gdking) |
Patron
| Item prefab | Price | Amount per purchase | Available |
|---|---|---|---|
Tankard |
75 | 1 | Always |
MeadTasty |
100 | 1 | Always |
Tankard_dvergr |
150 | 1 | Always |
Blacksmith
| Item prefab | Price | Amount per purchase | Available |
|---|---|---|---|
Hammer |
50 | 1 | Always |
CopperScrap |
300 | 1 | After The Elder (defeated_gdking) |
KnifeCopper |
300 | 1 | Always |
Coal |
40 | 1 | Always |
BronzeNails |
50 | 1 | After The Elder (defeated_gdking) |
Farmer
| Item prefab | Price | Amount per purchase | Available |
|---|---|---|---|
Straw_bal |
25 | 1 | Always |
Apple_bal |
200 | 1 | After The Elder (defeated_gdking) |
WaterJug_bal |
100 | 1 | Always |
BirdFeed_bal |
200 | 1 | After The Elder (defeated_gdking) |
RottenVegetable_bal |
100 | 1 | Always |
Carrot |
100 | 1 | Always |
Onion |
300 | 1 | After Bonemass (defeated_bonemass) |
Guard
| Item prefab | Price | Amount per purchase | Available |
|---|---|---|---|
ShieldWood |
250 | 1 | Always |
Club |
100 | 1 | Always |
KnifeFlint |
300 | 1 | Always |
Torch |
200 | 1 | Always |
Defender
| Item prefab | Price | Amount per purchase | Available |
|---|---|---|---|
ShieldWood |
250 | 1 | Always |
Club |
100 | 1 | Always |
KnifeFlint |
300 | 1 | Always |
Torch |
200 | 1 | Always |
Priest
| Item prefab | Price | Amount per purchase | Available |
|---|---|---|---|
SilverNecklace |
45 | 1 | Always |
Pukeberries |
50 | 1 | Always |
Acorn |
50 | 1 | Always |
BoneFragments |
50 | 1 | Always |
MeadHealthMinor |
500 | 1 | After The Elder (defeated_gdking) |
MeadStaminaMinor |
500 | 1 | After The Elder (defeated_gdking) |
BarleyWine |
800 | 1 | After Moder (defeated_dragon) |
Beggar
| Item prefab | Price | Amount per purchase | Available |
|---|---|---|---|
Straw_bal |
50 | 1 | Always |
BoneFragments |
100 | 1 | Always |
PoisonApple_bal |
100 | 1 | Always |
RottenMeat |
300 | 1 | After The Elder (defeated_gdking) |
RottenVegetable_bal |
200 | 1 | After The Elder (defeated_gdking) |
Stone |
50 | 1 | Always |
Wood |
25 | 1 | Always |
Larva_bal |
75 | 1 | After Bonemass (defeated_bonemass) |
Villager
| Item prefab | Price | Amount per purchase | Available |
|---|---|---|---|
Feathers |
150 | 1 | After The Elder (defeated_gdking) |
StrawThread_bal |
100 | 1 | Always |
WaterJug_bal |
100 | 1 | Always |
LeatherScraps |
50 | 1 | Always |
WoodBucket_bal |
50 | 1 | After The Elder (defeated_gdking) |
OilBase_bal |
500 | 1 | After The Elder (defeated_gdking) |
Hunter
| Item prefab | Price | Amount per purchase | Available |
|---|---|---|---|
Feathers |
25 | 1 | After The Elder (defeated_gdking) |
BoneFragments |
50 | 1 | Always |
DeerHide |
500 | 1 | After The Elder (defeated_gdking) |
LeatherScraps |
50 | 1 | Always |
ArrowWood |
200 | 20 | Always |
Bow |
200 | 1 | Always |
KnifeFlint |
200 | 1 | Always |
Merchant
| Item prefab | Price | Amount per purchase | Available |
|---|---|---|---|
StrawThread_bal |
100 | 1 | Always |
CookedMeat |
100 | 1 | Always |
Ruby |
100 | 1 | Always |
LinenThread |
400 | 1 | After Moder (defeated_dragon) |
PaintBucket_bal |
150 | 1 | After The Elder (defeated_gdking) |
ChickenEgg |
300 | 1 | After Moder (defeated_dragon) |
SilverNecklace |
50 | 1 | After The Elder (defeated_gdking) |
KnifeButcher |
500 | 1 | Always |
What Idle Actors are not
- They are not followers or companions.
- They do not use pathfinding.
- They do not patrol settlements.
- They do not fight like normal creature AI.
- They do not provide quests or a separate progression system.
The mod is focused on decorative, immersive and roleplay-friendly settlement NPCs.
Recommended uses
- Roleplay servers
- Villages and towns
- Markets and merchant districts
- Taverns and inns
- Temples and shrines
- Farms and workshops
- Guard posts
- Story locations and custom settlements
Video preview
Watch the Balrond Idle Actors preview on YouTube
Community & support
- Discord — Balrond's Den: https://discord.gg/Jfp8T5N7Pv
- Ko-fi: https://ko-fi.com/balrond1020
Bug reports, feedback and compatibility reports are welcome on Discord. When reporting a problem, include the Idle Actors version and your BepInEx log if possible.
Bring your towns to life with Balrond Idle Actors.



