Valheim
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10 months ago
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Marshyman69-Marshymans_ModPack-4.3.4
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Description

*There is now an official server for this mudpack. Anyone can join, and play at their own pace. Even if you were going to play single player, do it on the server, so you can at least chat with others who are playing the same pack! I make no promise of seasons or community, just come! Bring your friends! Info can be found in the Discord.*

*FOR NOW RUN DEFAULT_PRECTA IN THE BETAS MENU*

This modpack is meant to be hard. There are items, and allies that you can find to make this playthrough easier. But if it feels like you're dying a lot.. its just part of the experience LOL. If you find it too easy, especially at the beginning, please let me know via Discord. I am still testing it, and to be honest I think it might be too easy? I'm only an hour in lol. Finding allies, like the fairies I did, make the early game super easy.

This modpack has tons of extra weapons, locations, dungeons, bosses, and methods of travel. It's meant to be a slow paced playthrough. This way, you're never really waiting for your friends to do the next Vanilla boss. There is literally tons you can do/be working on. Because of the increase in content, some other things have been tuned up. Obviously, you will have access to new stronger items, as well as the loot system from Epicloot, but also your skills will increase in a more meaningful way, your inventory is bigger, the inventory of early game chests is bigger, and the ways you move around are better. You'll have access to horses, a fleet of different types of boats, upgradable boats, and eventually dragons, amongst other mounts.

Because of all these factors, I feel as though it might be fun to use this modpack in a No Portal play through. This will encourage you to use all the ways of increased movement to get around the map, by late game my assumption is it wont feel very long to travel anywhere. Imagine the use of roads to connect biomes and important points of interest over long swaths of land. It is my hope that this will encourage large scale mega projects. Highways, bridges, forts, lighthouses, etc.

The inclusion of the Buoys mod and Better Cartography Table were added with this kind of playthrough in mind.

KEYBOARD SHORTCUTS

Press G to throw your shield

Press G to change your bow stance

Press Y when in inventory screen to bring up the transmog menu

Press T to throw Frostner

Press J to see toggle extra info about something on and off (useful when you cant figure out what to sacrifice to a certain altar for example, as you can google the prefab name which will likely bring you to the mod page)

Please direct all question or recommendations to the Discord at the top of the page. I eagerly look forward to your feedback!

*IF YOU ARE HAVING PROBLEMS, SPECIFICALLY WITH WORLDS GENERATING WITH NO VEGETATION, TRY REMOVING RENEGADEVIKINGS*

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%

2.0.21

  • Made changes to Epic Loot, including changing the ratio of Epic Loot crafting item drops to crafting material drops from 1:0 to 0.8:0.2. Changed the way the Bounties work so now you only get bounties from the biome after the last killed boss. Added new Raid to the Ocean that is harmless but makes bouts of bad weather that last 9999 seconds.

2.0.22

  • Nerfs to Speedypaths, has no affect on dirt. Increased speed by 20% on wood and 40% on stone paths (includes marble). Decreased stamina cost by 10% on wood and 20% on stone paths (includes marble). These weren't far off the default or maybe even are the default settings. I changed them a couple times but alas it should feel like a net-nerf. Big changes to loot as it continues to be too plentiful. Changed loot system from Creature Level and Loot Control from Caclulate Chance to Linear and set it so we have a 4% for extra loot per star. This should hopefully drastically reduce drops. Again with the continued nerfs. I am being told that it is too hard to start, and too easy once you get going so expect more changes in the very near future.

2.0.23

  • Changed Ocean Raid to only last 1000 seconds, but will pause when you leave it. This will create areas with choppy seas as you play the game. Removed Eikthyrs Retribution as a dependency as its been reported to me that using/consuming some parts of the mod completely crash the game. YOU WILL HAVE TO MANUALLY UNINSTALL. Future updates I'm looking into will be a reduction to the frequency of epic loot drops, and the spawn rates of all creatures in the game. Epic Loot changes are more likely, creature spawn rates will be based on feedback. You would still have the same variety of enemies, just less of them. I have yet to play the game passed the black forest, but I worry that after more progression is made, the amount of enemies currently spawning around you will just become more of a nuicance, like the greylings in the vanilla game x1000. To the point where playing the game is offputting because you just wanna get wood for your build but youre sick of enemies. Of course, there would be ways around that, like making an enclosed tree farm, but you get the idea. Once again this will be based on feedback, so I'd definitely appreciate some messages!

2.0.24

  • Added Shawesome Divine Armaments and Legendary Weapons (late game stuff). Nerfed run speed on both wood and stone from SpeedyPaths.

2.0.25

  • Cleaned up the config files a bit, you wouldnt notice this unless you started a new modpack, and yes, you would still have to do the valheimraft and forsaken mod fixes. This will mainly affect future downloaders, having them not download broken config files.

2.0.26

  • Just general mod updates.

2.0.27

  • Reduced spawn rates of bears. Massive changes to Creature Level and Loot Control, including more mobs needed to be killed before a sector level up, sector levels only lasting an in game day, star chances now scale based on age of world and not boss progression anymore (Progress fast ! ;) just kidding there is still ample time before stuff starts getting harder). You should see the difficulty more forgiving to start with, and it should scale better as you play now. Again, the more feedback the better. Huge shoutout to those who have already been giving me feedback, and my awesome wife for helping me with parabolic math and charts :P That Epic Loot update should be coming soon, as it stands right now, it will contain a nerf to total amount of Epic Loot items dropped, but a buff to the percentage of those drops being Epic or Legendary.

2.0.30

  • Made it easier to progress through sector levels, Also fixed an error that had thunderstorm raids crashing games.

2.0.31

  • Updated all mods, added Legendary Weapons to the list of mods that need to be installed on your server.

2.0.32

  • Removed Starvation as a dependency. It was brought to my attention how silly it is that the modpack has a mod that prevents afk raids, but then you starve to death when you go afk. Also edited some raid duration times, notably the Deathsquito Season, which someone pointed out to me lasted an hour.

2.0.33

  • updated to work with Valheim Patch 217.22

2.1.0

  • Actually Updated and Working again as of patch 217.25. Also changed spawn rate of Minotaur in Meadows from "1" to 0.20. I am not sure if the 1 meant 1% or 100% in the config but I have been told it spawns too much. So I am cutting it down here to see if it makes a difference. Thank you to Discord user Backlash for pointing this out.

2.1.1

  • FINALLY confirmed to be working on server and client as of patch 217.25. Added Boat Additions to list of mods that need to be installed on the server.

3.0.1

  • Made it so Wendigo raid only occurs after beating Elder. Updated to finally work with most recent patch (0.217.38). I don't have access to a server, so can't test connectivity. Working at least in single player.

3.0.2

  • Removed ItemDrawers, ItemDrawers Epicloot Visual Patch, and VNEI as dependencies. You will have to manually uninstall

3.0.4

  • Moved a raid that was happening before killing first boss to now only start after you kill Elder. Will move it back further if the raid is still too difficult.

3.0.5

  • Removed OdinShip as a dependency as it was not allowing us to boot up our server. Added RTDItems and RTDMonsters to the modpack and to the list of mods required installed on the server. You will have to manually uninstall Odinship. A reminder to all new installers that you will have to do the Forsaken mod bit of work found on the mod page for forsaken mod. The Valheimraft work is obosolete.

3.0.6

  • fixed some issues, updated all the mods. Added WeaponAdditions CustomShips, and GlassPieces to the modpack and list of mods that need to be installed on the server.

3.0.8

  • Edited recpies for Outsiders items to be less accessible. Added mods: ChebsMercenaries, ColoredCrystalGlass, BrewBeer, Bell, MonkArmor, Christianity, and More_Ore_Deposits. All these mods have been added to the list of mods that need to be installed server-side as well.

3.0.9

  • Added Expand_World_Rivers mod. Also added to list of mods that need to be installed on the server.

3.0.10

  • I changed the distance between two bodies of water that a river can connect them from 2000 to 3500.

3.1.0

  • Small fix to Seasonality mod, seasons weren't changing by themselves, now its every 6 irl hours of playtime.

3.1.1

  • Big changes here. Added a new BeeQueen raid, tons of balancing fixes, recpie edits, changes to the Readme, etc. etc. I have been working on this update so long, between work and playing with the little on I lost track of what mods I changed exactly. Here are some I remember. Changed recipes for ChebsMercenaries. Moved "A dangerous storm has come to life" (stormling raid) to happen after killing the Elder. Changed Voidlings to be unable to spawn with stars. Removed Magical Mounts recipes.. they are now only drops that come from Moder and Yagluth. Edited costs of some items at trader. Drastically increased amount of kills to advance sector levels, now its 100,200,350. New Mod Icon, special thanks to Dreadnaught for randomly making me one (so cool!?!?!?!?). Changed costs of Rune of Fehu and whatever the name of the other rune is (give me a break okay :P ). Added Valheim Legends info to modpage, as well as Chebs Mercenaries recipes, and keybinds for throwing shields and Frostner.

3.2.0

  • Big update here, added a ton of new mods. This includes: MarketStall, Lumberyard, DigDeeper, VikingsDoSwim, NoStamCosts, FirstPersonMode, WieldEquipmentWhileSwimming, AAA_Crafting, AutoRepair, AzuClock, Ranching, Tenacity, LostScrolls, ValheimFortress, BedMobile, RenegadeVikings, DragonRiders, BeastsOfBurdenEV, ItemStacks, SagesVault, RRRCore, RRRNPCS,RRRMonsters, PopVillages, and TheFisher. Updated Readme to include mods that should be installed serverside from this list.

3.2.1

  • Hotfix to madly nerf Renegade Vikings

3.2.2

  • Removed BedMobile as dependency, Was having us spawn at stones over and over. Remember you will manually need to Uninstall BedMobile!

3.2.3

  • Changed it so GoodestBoy now spawns in the BlackForest during the day, since they were always dying to Voidlings at night.

3.2.4

  • Big changes here. Renegade Vikings: Neautral Vikings now spawn in forest, renegade vikings will now only spawn after killing Elder, wandering trader only spawns after killing Eikthyr. Resurrection: cost to revive people is free, you have 10 seconds to click on their ragdoll. Chebs Mercenaries: Fixed Recipes. Creature Level and Loot Control: Increased brightness of elemental infusions, changed respawn time of creatures in dungeons from 10 in game days to 3, changed time it takes for sector levels to reset from 1 in game day to 2, changed kills required to advance sector levels from 300/500/900 to 250/400/700. Valheim Armory (Courtesy of FitzRobert on Discord, he completely rebalanced these cool looking items so they are more viable, as no one was building them): 1H weapons: Changed attack stamina to 8 Changed secondary attack stamina to 24 Added 6 to base damage and to damage per level 2H weapons: Changed stamina to 12 and 36 for secondary attack Added 12 to base damage and to damage per level Reduced all movement speed penalties by 10% (in some case resulting in a speed buff) Shields: They already had really good blocking. Upgraded the parry bonus to 2.0 Removed the run speed penalty entirely. Recipes: Base recipes are unchanged. Upgrades now require iron, gold, and/or forest tokens. Updated NoDropsFromMonsterKill, and its toggled so that kills from neutral factions (Renegade vikings for example) will now drop loot, so they can no longer steal your kills. ADDED: Autofuel, Building, WackysDatabase, DiscordSkillTracker. Autofuel is set so it only works with torches/sconces(other resin light sources) and fires.

3.2.5

  • Added AzumatWearNTearPatches, and increased build integrity by 25%

3.2.6

  • Changes to the way seasons work. More edits to come to this one in the future.

3.2.7

  • Changes to Item stack sizes, big thanks once again to my man Fitz! Changed kills needed to progress sector levels to 50/150/300. Sector level resets in 1 in game day, not 2. Changed size increase per star of creatures from 13% to 8%, due to issues with mobs having too much range, making melee combat quite redundant. Also added Epic Loot configs for the wands added by MagicPlugin.. again, big thanks to Fitz!!!! Removed DiscordSkillTracker as it was broken. Hopfully ACTUALLY disabled stars on anything Void related and all Bears. Lets see if it works this time.

3.2.8

  • Formatting to CreatureConfig.YML to include changes to Void creatures and bears from last patch.

3.2.9

  • Just mod updates!

3.2.10

  • Added AdvancedTerrainModifiers

3.2.11

  • Updated Shawesome Divine Armaments to fix issue with items not showing up in Hammer

3.2.12

  • Support for this mod Discontinued. See Marshyman's Modpack Four Point OH.

3.2.13

  • Updated Readme and fixed CreatureConfig YAML formatting. This modpack should be playable, it is just harder.

  • 4.0.1 COMPLETE REWRITE. Compatibility testing

  • 4.0.2 Configuration creation

  • 4.1.0 First working version. Basic configuration. Now further testing to see mod conflicts, and the dreaded balancing. Estimating it might start off feeling very hard but then start to feel too easy. I've been wrong before.

  • 4.1.1 Edited hotkey to open Transmog menu to LeftAlt+F1, since the original hot key for this was T, which is also how you throw Frostner. Side note, Press G to throw a shield.

  • 4.1.2 Changed spawn chances of all elves from ElvenNPC from 50% to 20%

  • 4.1.3 Edited NoSmokeStayLit so torches are lit all the time, removed all timers for light sources.

  • 4.1.4 Removed RTDOcean and RTDCustomRaids from the modpack. The custom raids that aren't associated with the ocean, but instead with the other RTD mods are still included.

  • 4.1.5 Added description

  • 4.1.6 Added BossDirections(and BossDirectionsTherzie), LimitWorkstationDiscovery, and Waypoints. Have yet to configure Waypoints, just managed to toss it into the mudpack before taking the kid out to the movies.

  • 4.1.7 Configuration to Waypoints. Still more to do, but changed settings to make them uncraftable. I will be looking into changing the amount of waypoints spawned into the world next to see if there are too many or too few to feel balanced. Lastly, changed the way the map works for waypoints for NoMap playthroughs. Now when you interact with a waypoint, your map will be blank, but you will still see the other waypoints available and thats it. This works well with Better Cartopgraphy Table, as when you interact with it even in a no map playthrough the current explored map still appears. If you don't like this setting or are not planning to play a NoMap playthrough, you'll have to change "Hide Map Data" in the Waypoints config from "On" to "Off".

  • 4.1.8 Changed Waypoints config to spawn a max of 15 across the map. I feel this is balanced.

  • 4.1.9 Removed ElvenNPC, they seem just too OP in the early game, taking care of almost all the threats for you.

  • 4.1.10 After dying in my nomap playthrough and not being able to find my body whatsoever, I considered a compass mod, but then just decided to forget the NoMap stuff. Still going to do no portals though. Edited Waypoints mod to go back to default setting in terms of showing just your regular map when you interact with one.

  • 4.1.11 Mod Updates. Recommended to delete configs for ValheimRaft, and all mods by Dreanegade before downloading new update.

  • 4.1.12 Updated Magic Supremacy mod.

  • 4.1.13 Mod updates.

  • 4.1.14 Removed Fantasy Creatures due to multiplayer conflicts. If you're playing single player feel free to add it yourself.

  • 4.1.15 Deleted Both Boss Directions mods. If you're playing a no map playthrough, feel free to add these on your own.

  • 4.1.16 Removed Plague Doctor. Added Historical Arsenals. These are not compatible, so you will have to remove Plague Doctor before updating.'

  • 4.1.17 Removed Samurai, Daowei, Gunjang, and Bushrad from the dependencies as they also are not compatible with Historical Arsenals. You will need to Uninstall these manually.

  • 4.1.18 Mod Updates. Delete configs for Magic Supremacy and Shawesomes Divine Armaments before launching your game.

  • 4.1.19 Mod Updates. Updated some RTD mods and BepInEx itself.

  • 4.1.20 Mod Updates.

  • 4.1.21 Added Warpiilicious' More World Locations AIO and RTDDungeon.

  • 4.1.22 Added BossNBows, OdinBeaver, and AbsentBreed. Updates to DragonRiders and RTDDungeons (bug fixes).

  • 4.1.23 Removed Where You At, and AbsentBreed. Issues with maps, and trying to find a memory leak. Removed a ton of the Warp pack mods as they are now included in his More World Locations AIO mod. MAKE A NEW PROFILE IN R2MM to save yourself the headache of deleting mods manually.

  • 4.1.24 Changed config for Fruit Trees, as the Oasis pools were leaking memory. In order to remove them for existing worlds: 1.Install Upgrade World both on your client and your server (if running on a dedicated server). 2. Run the modpack and load up your world. 3. Run the commands: locations_remove loc_lakeplains_ft AND locations_remove loc_lakemeadows_ft

  • 4.1.25 Removed Sneaker, FeatherCollector, Speedy Paths, and ValheimRaft.

  • 4.1.26 Removed InfinityTools, as there is already the mod NoStamCosts, and they basically do the same thing.

  • 4.2.0 Added BetterNetworking, XrayVision, ZenBossStones, and PlayerActivity. Mod updates.

  • 4.3.0 Added WildWeapons.

  • 4.3.2 ReUpload to fix mod versions.

  • 4.3.3 Removed overlord from Renegade Vikings, for some reason they were spawning in excessive amounts. Added Venture Multiplayer Tweaks.

  • 4.3.4 Removed OdinBeaver, as it was leading to micro-freezing. You will of course have to manually uninstall.

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