Valheim
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Date Uploaded
3 years ago
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11MB
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Marshyman69-Marshymans_ModPack-2.0.20
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Description

In short, this modpack adds a ton of enemies, weapons, armor, locations, finishes the last 2 biomes, and adds QoL things, as well as new quests. It is designed to also give incentive for people to re-fight the bosses. The game really opens up after Yagluth, as yes the last two biomes have content now, but there are awesome new enemies, events, drops, and quests that start to happen once you finish the "traditional" vanilla game.

The intention for this server was to make it much harder than vanilla. I’ve spent so much time making it, and testing its compatibility, I’m not sure how hard it actually is. Use at your own risk! Furthermore, I intended this mod to be for a NO PORTAL PLAYTHROUGH. It's meant to be a sail-centric playthrough. The last thing I highyly suggest is the use of Mofo's Random Player Spawn Locations. Since this is meant to be a no-portal playthrough, I thought that with 10 people spawning in 10 different locations, and also with the use of the Server-Side Map mod, you'd have people make 10 little settlements, as they would be forced to before they got the materials to craft a ship and sail away. Thus, by the time you all were ready to fight the Elder, everyone would have made a little settlement, and you all could have met up at the middle of the map to start work on a village. I did add ValheimRaft as a dependency, and since the raft requires no bronze to craft, you could theoretically start sailing right at the beginning of the game, but I'll leave that up to you guys to decide if you would prefer to "pretend" it wasn't an option. The only reason I didn't add Mofo's Random Player Spawn Locations in this pack, is because my wife is playing with me, and I know if she had to do all the work on her own she'd lose interest quite quickly, she prefers to forage and kill things haha.

Yes the game is hard to start, but as soon as you get a lucky drop from the Epic Loot mod, it gets a lot easier. Without the really hard beginning, it would be too easy. My wife and I were stuck running around non-stop trying to pick up sticks and stones in the early games as so many things are trying to kill you. And yes, you will have a really tough time collecting wood, as RTD biomes makes the wood very scarce. However, we found, that upon finally making just a little shack, it felt so satisfying and made us vikings feel quite accomplished. There are many different types of trees that say "too hard" when you try to cut them. As you get more technologies, and once you get a cultivator and can plant seeds, this will get a lot easier, but until then you gotta work for it. I have already released patch 1.0.4, which made the game much easier, and I haven't played it myself too much since. However, I still feel that this modpack still creates a huge challenge. On top of it all there is insentive for you to actually get a couple of your skills to 100 (contact me on discord if you want me to spoil that for you), and so its even harder when you want to NOT DIE.... considering my wife and I have probably both died 15 times each in our first 6-8 hours of playing.

I keep adding to this READme as my wife and I play through this. Some survivability tips here: A decent armor set that doesn't require too much risk would be the horse set. Eikthyrs retibution set is also quite strong. So far, my wife and I have found the game is quite hard without a valheim legends class, and almost too easy with one. Almost... I cannot stress this enough, if you want any chance of surviving the early game, go and get yourself a class! Read the mod page for valheim legends

Please, please don't just try this modpack and decide it's too hard/too easy. I'm desperately trying to balance it but I'm IN DESPERATE NEED OF FEEDBACK. Right now it's just my wife helping me with it, but I really need a larger sample size. I EMPLORE you to visit the discord link at the top of this page and let me know what changes I should make.

In order to make forsakenmod work, you'll have to visit the mod page and follow the instructions there. If you can't be bothered, thats fine, the red text wont hurt the game, themod just won't load. However I must say, you'd be missing out on some really cool weapons.

I am quite proud of this. It was a TON of trial and error. Many, many hours went into this. I have made a couple of my own config files for Spawn that, Drop that, and Custom raids and they are included as well.

Note, Magical Mounts is almost completely disabled. The only part enabled is the summon part. Summons drop from Moder and Yagluth. I set it up so the cosmic versions are slightly faster, have a 2% drop chance, and only drop from Yagluth. All other versions have a 5% chance. The non-flying mounts drop from Moder, amd the flying ones drop from Yagluth.

After extensive testing I can confirm this all works on a server!
In order to make this work, here is a list of plugins that DO need to be installed server-side (as for configs it might be easiest to just copy your whole config folder, except for the KeyManager folder, Bepinex.cfg, and org.bepinex.valheim.displayinfo.cfg):

CustomRaids

DropThat

SpawnThat

AzuContainerSizes

Mjolnir

WhereYouAt

MissingPieces

RenegadeVikings

ChebsMythicalWeapons

Birds

MagicalMounts

Wagon

BetterNetworking

Bounties

Forsaken

Valharvest

NoAFKEvents

DedsArmy

DoDMonsters

FancyFoods

FantasyArmoury

FantasyCreatures

FarmyardAnimals

FeeFiFoFum

FruitTrees

Minotaurs

SkitteringMadness

SupplyCrates

Wildlife

EpicValheimAdditions

ServerDevCommands

OdinShip

ValheimArmory

MonsterLabz

ItemHopper

MultiUserChest

ServerSideMap

BeeQueen

GoodestBoy

OdinArchitect

OdknBear

OdinHorse

HoneyPlus

EpicLoot

RtDBiomes

BoneAppetit

BuildItCastle

CreaturelevelAndLootControl

Resurrection

EikthyrsRetribution

Raft

JtvBiomes

Armory

Monstrum (all of them)

Warfare

WarfareFireAndIce

Outsiders

ValheimModding-Jotunn

XrayVision

Herbalist

TameableNeck

If you and your friends had fun playing this, I'd really love to hear about it via my discord link. If I can't get my friends to stick with it, and I get busy with life or whatever, and then a Valheim patch breaks this creating an insane amount of work again, I may never get the chance to have enjoyed it and only have done the work to make it. I'd really like feedback on balancing as well.

CHANGELOG

1.0.0

  • Initial Release

1.0.1

  • Updated READme

1.0.2

  • Updated READme

1.0.3

  • Deleted Anticheat mod, as it was stopping my friends from connecting to the server.

1.0.4

  • Fixed excessive bear spawning. Bears now spawn in the mountains (at least mainly?) Also changed minimum star level to 0, decided that drops were too plentiful. Overall made playing a bit easier.

1.0.5

  • Updated READme

1.1.0

  • First big Fix. Also updated READme

  • MOVE ITEMS OUT OF THE LAST TWO ROWS OF YOUR INVENTORY AND UNEQUIP YOUR ARMOR BEFORE INSTALLING THIS UPDATE!!!!!

  • Deleted More Slots as it was preventing losing anything on death.

  • Added AzuExtendedPlayerInventory and RandyKnapp's EquipmentAndQuickSlots to do the job MoreSlots did better. NOW YOU ACTUALLY LOSE YOUR STUFF WHEN YOU DIE (you just get a gravestone like vanilla) These two mods already come with configs to work in tandem with one another.

  • Fixed an issue where a certain mob's prefab was written wrong and this not spawning

  • Added auto zoom to bows before hoes

  • Increased area that crafting benches will look for materials in chests from 15 to 25

  • Added extra raids to custom Raids

  • Re-added vanilla raids, didn't realize they were disabled

  • Increased level up chance of all creatures(this was on in version 1.0.0-1.0.4, however a setting for all mobs to be a minimum level of 1 star was on as well. This time it's not)

  • Increased creature size per star from 10% to 13% because cool

  • Lowered chance for additional loot per star for all creatures (not bosses) from 50% to 25% (will be considering lowering all drops in general by 20% in the future if this still feels too plentiful)

  • Changed days needed to level up world (creature level and loot control) to reflect the time it will take players to get through all the extra content. This will give more time before each level up, but not too much more than the vanilla settings for this mod.

  • Still having issues with bears.. bears (at least from the OdinBear mod) will only spawn in the day now.

  • Black bear (monstrum mod) will now only spawn in the mountains, and after bonemass is killed.

  • Grizzly bear (monstrum mod) will now only spawn in mountains, and after bonemass has been killed

  • Greatly increased crafting cost of Rune of Fehu and Rune of Hagalez

  • Enabled more Raids

  • Added custom container sizes mod by azumatt (seems there is just so many damned drops that you are filling up your little shack with chests like crazy, wood is already so scarce in this modpack, and the chests everywhere is rather messy. The amount of drops are plenty and the storage in the game should reflect that. This config will just change the first chest, to help get you up and running.

1.1.1

  • Updated Readme

1.1.2

  • Updated Readme

1.1.3

  • Updated Readme (Im new to this okay)

1.1.4

  • Updated Readme (Still)

1.1.5

  • Updated Readme (Spelling/Punctuation)

2.0.0

  • Complete redo of the modpack after Hilder's Update. START A NEW R2MM PROFILE.

2.0.1

  • Just some mod updates

2.0.2

  • Some more mod updates

2.0.3

  • Lowered spawn chances of all renegade vikings and now they will only show up after the boss of that biome has been defeated

2.0.4

  • Removed Renegade Vikings mod due to unlimited ammo and no wind up time when using the bow and arrow. Intention to add it back in when it is patched.

2.0.5

  • Added NoDropsFromMonsterKill. We decided that the mobs were dropping too much loot. Also added SeedTotem, as it has been patched. Significantly increased the chance of enemies spawning with higher stars.

2.0.6

  • Changes to Creature level and Loot Control to actually enable changes made from last patch.

2.0.7

  • Removed SeedTotem as a dependency as it was causing an insane amount of in-game issues. You will have to MANUALLY UNINSTALL it if you aren't making an R2MM Profile. General Mod Updates

2.0.8

  • Nerfed chance to retrieve arrows from 50% to 20%. Nerfed parts of the Endurance and Agility mods to make your character a lot less athletic (was starting to get way too fast and have an atack speed that was way too fast. I still fear this will have to be further nerfed.

2.0.9

  • Mod Updates

2.0.10

  • Mod Updates, Removed Herbalist from Modpack, as it created issues for trying to select some classes in Valheim Legends. At least the Dandilion. If this is not a problem for you, feel free to keep Herbalist installed/install it yourself.

2.0.11

  • Removed SnowDay mod as its build pieces had no cost.

2.0.12

  • Removed Wildlife as a dependency as some of my friends are reporting issues with fps drops and game freezing. Trying to reduce the load bu removing unecessary mods. Feel free to keep it, however, if you want it gone, you will have to manually uninstall it AFTER updating this modpack. Nerfed Agility mod again as people were just too damn athletic. On our current playtrhrough, we havent even defeated Eikthyr and yet with these skills at lvl 35 we are just way way too fast. This is the second nerf to the Agility mod, and it should hit much harder. Also fixed an issue where a couple of the Magical Mounts items were still craftable at a workbench. Now, as intended, the only way you can get the drops from the mod is by killing Moder/Yagluth.

2.0.13

  • Drastically increased Raid chances and Frequency.

2.0.14

  • Put Raid Check Frequency back to 46 (from 23), and left Raid Chances at 40% (from 20%)

2.0.15

  • Mod Updates

2.0.16

  • Deleted some Raids that were empty, as well as fixed recipes for MagicalMounts. DELETE YOUR SUPPLEMENTAL RAIDS FOLDER (inside Bepinex/config) FIRST, THEN DOWNLOAD THIS UPDATE

2.0.17

  • Fixed recipes for MagicalMounts that were meant to be rolled out in 2.0.16

2.0.18

  • Fixed issue with super strong Warefare items meant to cost 10000 coins showing up in the trader store for 1 coin. Now they should show up as 9999 coins. Thanks again to Einfitter for finding this issue.

2.0.19

  • Changed chance for bosses to spawn with mending affect to 0

2.0.20

  • Nerfs to Agility, Endurance, and Speedy Paths. Reduced Epic Loot drop rates for items from Judes Equipment, MagicPlugin, and Hugos Armory. Loot in dungeons now resets every 100 in game days. Not 1. Creatures in dungeons/camps respawn every 10 in game days. Reduced spawn chance of bees in meadows from 50% to 20%

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