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Date Uploaded
2 weeks ago
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Description

!!! Mod is a little broken in its current state, soon there will be an fix update. Configs don't currently work. !!!

Official Reidrheimr Faction Pack (Capes & Banners & Shields & Armors)

Credits to RustyNoodles , Catosaurluna for fixing this mod for me and fixing a whole lot of the code mess.

Official Reidrheimr Faction Pack : Complete Spawn and Content Guide

This guide covers all inventory items and build pieces registered by Official ReidrheimrFactionPack Mod, including content recovered from FactionPack.dll and BjornheimArtifacts.dll. They are made for factions in the Reidrheimr server but, feel free to play with them on your own server or in singleplayer!:D Make sure to change the recipe of the sacred forge to be able to build it if u want to craft any new weapons on ur own server or singleplayer.

How to use the commands

  1. Install and load NewFactionGearMod on the client. The server also needs the mod for its gameplay changes and registered network prefabs.
  2. Connect with an account allowed to use ServerDevcommands.
  3. Open the F5 console, enable devcommands, then enter a command in this form:
spawn <prefab_name> <amount>

The commands below spawn one item at its default quality. Enter the prefab name exactly as shown.

Faction Armor

spawn HelmetHounds 1
spawn HelmetHoundsKing 1
spawn ArmorHoundsChest 1
spawn ArmorHoundsLegs 1
spawn BalrogsHelmet 1
spawn DarkHelmet 1
spawn HelmetFreyr 1
spawn HelmetDrage 1
spawn HelmetFenrir 1
spawn HelmetFenrirAlt 1
spawn HelmetFenrirDark 1
spawn BalrogsChest 1
spawn ArmorDrageChest 1
spawn DarkChest 1
spawn ArmorFreyrChest 1
spawn ArmorFenrirChest 1
spawn BalrogsLegs 1
spawn ArmorDrageLegs 1
spawn DarkLegs 1
spawn ArmorFreyrLegs 1
spawn ArmorFenrirLegs 1

Recolored Ashlands mage armor

spawn DrageHelmet 1
spawn DrageChest 1
spawn DrageLegs 1
spawn FenrirHelmet 1
spawn FenrirChest 1
spawn FenrirLegs 1
spawn FreyrHelmet 1
spawn FreyrChest 1
spawn FreyrLegs 1
spawn HoundsHelmet 1
spawn HoundsChest 1
spawn HoundsLegs 1

Faction capes

spawn CapeDeerHideDragemesters 1
spawn CapeDeerHideFenrir 1
spawn CapeDeerHideFreyr 1
spawn CapeDeerHideHounds 1
spawn CapeFeathersFenrir 1
spawn CapeFeathersDragemesters 1
spawn CapeFeathersFreyr 1
spawn CapeFeathersHounds 1
spawn CapeLoxDragemesters 1
spawn CapeLoxFenrir 1
spawn CapeLoxFreyr 1
spawn CapeLoxHounds 1
spawn DrageAsh 1
spawn FenrirAsh 1
spawn FreyrAsh 1
spawn HoundsAsh 1

Faction Weapons

spawn Blidhr_bal 1
spawn Blidhr_base_bal 1
spawn BowRazorStrikes 1
spawn FenrirSword_bal 1
spawn FenrirSword_base_bal 1
spawn Gugnir_bal 1
spawn Gugnir_base_bal 1
spawn HoundsSycle 1
spawn HoundsScythe 1

HoundsSycle is spelled that way in the recovered prefab name; use that spelling for its spawn command.

BjornheimArtifacts materials and potions

spawn AcidSludge_bal 1
spawn Amethyst_bal 1
spawn AmethystSteel 1
spawn BlackTissue 1
spawn Bloodsteel 1
spawn DarkSteel 1
spawn DvergrHeart 1
spawn Electrum 1
spawn Frosteel 1
spawn GjallCore_bal 1
spawn GoldBar 1
spawn SeedFrost_bal 1
spawn SeekerBruteBlood 1
spawn MeadBaseLightingResistMedium_bal 1
spawn MeadBaseSpiritResistMedium_bal 1
spawn MediumSpiritPotion_bal 1
spawn MediumThunderPotion_bal 1
spawn DraugrInsygnia 1
spawn QueenCore 1

Shield appearances

The faction shield designs are registered as variants on these six existing shield items. Spawn a shield, then use its item variant selector to choose an available faction appearance (Hounds, Freyr, Fenrir, or Dragemesters).

spawn ShieldWood 1
spawn ShieldBanded 1
spawn ShieldBlackmetal 1
spawn ShieldBlackmetalTower 1
spawn ShieldFlametal 1
spawn ShieldFlametalTower 1

Banners and forge structures

These are Hammer build pieces, not inventory items, so they do not have spawn commands. Equip a Hammer, open its build menu, and select the named piece.

Build piece Hammer menu name
Dragemesters banner BannerDragemesters
Fenrir banner BannerFenrir
Freyr banner BannerFreyr
Hounds banner BannerHounds
Server banner BannerServer
Sacred Forge Sacred Forge
Sacred Forge extension I Sacred Forge Extension I
Sacred Forge extension II Sacred Forge Extension II
Sacred Forge extension III Sacred Forge Extension III
Grand Forge Grand Forge

The recovered forge pieces use the original SwordCheat debug item as their build requirement. If needed for placement, try spawn SwordCheat 1 and keep it in your inventory. The three Sacred Forge extensions are separate build pieces.

Automatic gameplay changes and effects

These changes are applied by the plugin when its prefabs are registered. They do not have separate spawn commands. Drop chances below are the configured chance per eligible creature drop roll; each added drop is one item, with no level-based amount multiplier.

Spirit damage on existing attacks

The mod changes the listed attack prefabs' spirit damage to the given value. For imp_fireball_attack, it also adds the same value to blunt damage when replacing its existing spirit damage.

Attack prefab Spirit damage set to Additional change
draugr_sword 25 —
draugr_bow 15 —
draugr_axe 15 —
skeleton_bow 10 —
skeleton_mace 20 —
skeleton_sword 10 —
skeleton_sword2 20 —
skeleton_bow2 20 —
imp_fireball_attack 10 Adds 10 blunt damage if the previous spirit value differed from 10
Ghost_attack 10 —
gd_king_shoot 20 —
Greydwarf_shaman_attack 20 —
GoblinKing_Beam 20 —
GoblinShaman_attack_fireball 20 —

Bow of Razor Strikes damage

The BowRazorStrikes prefab receives these damage values:

Damage type Base damage Added per quality level
Pierce 94 4
Frost 10 4
Lightning 10 4
Spirit 10 4
Fire 0 0
Poison 0 0

The rune effects on both Blidhr axes are colored blue. The axes' particle systems are also recolored blue. Wave_Ground and vfx_spiritbolt_explosion particle systems receive the same blue tint while preserving their start-color alpha.

Spirit resistance

The mod sets spirit damage modifiers for humanoid prefabs based on their Valheim faction enum value. It also explicitly sets the player to modifier value 0 (normal). The faction mapping in the recovered implementation is:

Humanoid faction enum value Spirit modifier enum value set
0 0
1 1
2 2
3 2
4 5
5 5
6 1
8 5

Other faction enum values are left unchanged. These are the numeric enum values used by the implementation; the mod does not translate them into text labels.

Additional creature drops

Creature prefab Added drop Chance Amount
Tick BlackTissue 25% 1
Seeker AcidSludge_bal 50% 1
SeekerBrute SeekerBruteBlood 50% 1
DvergerMage DvergrHeart 25% 1
SeekerQueen QueenCore 15% 1
DvergerMageIce DvergrHeart 25% 1
DvergerMageIce SeedFrost_bal 75% 1
DvergerMageSupport DvergrHeart 25% 1
DvergerMageSupport Amethyst_bal 50% 1
DvergerMageFire DvergrHeart 25% 1
DvergerMageFire Amethyst_bal 25% 1
Dverger GoldBar 25% 1
Gjall GjallCore_bal 100% 1
Draugr DraugrInsygnia 20% 1
Draugr_Ranged DraugrInsygnia 20% 1
Draugr_Elite DraugrInsygnia 50% 1

The plugin skips adding one of these drops if that creature already has a drop entry for the same prefab.

Portal building cost

Both portal_wood and portal_stone receive one additional build requirement: 1 QueenCore. The core is marked recoverable when the portal is dismantled. The plugin avoids adding a duplicate QueenCore requirement.

Fermenter recipes and potion effects

The mod adds these fermenter conversions, each producing 6 output items per conversion:

Fermenter input Output Output count
MeadBaseLightingResistMedium_bal MediumThunderPotion_bal 6
MeadBaseSpiritResistMedium_bal MediumSpiritPotion_bal 6

The potion prefabs' own consume status effects are registered in ObjectDB so the potions can apply their bundled effects. The implementation does not rewrite the potion effect values. It also replaces the icon for the vanilla Spirit status effect with the recovered spiritburn1.png icon.

Processing station settings

Station prefab Setting changed
smelter 6 seconds per product; 3 fuel per product
blastfurnace 3 seconds per product; 2 fuel per product; also receives any smelter conversion missing from its own conversion list
charcoal_kiln 10 seconds per product
piece_spinningwheel 10 seconds per product
eitrrefinery 10 seconds per product
windmill 8 seconds per product
piece_sapcollector 15 seconds per unit; m_maxLevel set to 60

Fireplace fuel behavior

Before Fireplace.UpdateFireplace runs, the patch sets that fireplace's networked fuel value to its m_maxFuel, provided its network view is valid. This repeatedly fills the fireplace fuel value to its configured maximum.

Registered visual effect prefabs

The mod loads these 12 effect prefabs from the Bjornheim bundle and registers them with Jötunn's prefab manager. These are effects/projectiles for the weapons and forge; they are not inventory items and do not have spawn commands.

  • SacredForgeAltar
  • GrandForge
  • Wave_Ground (blue particle tint)
  • projectile_runeAxe
  • fx_eikthyr_forwardshockwave1
  • fx_Lightning1
  • vfx_iceblocker_destroyed1
  • vfx_scythExplosion
  • vfx_scythe_ground
  • vfx_scytheSpikeAoe
  • fx_eikthyr_forwardshockwave2
  • vfx_spiritbolt_explosion (blue particle tint)

The bundle also contains other item and build-piece visuals. They load as part of their weapon, resource, armor, cape, banner, shield, or forge prefab rather than as separately spawnable objects.

Item totals

  • 49 faction armor and cape inventory items.
  • 9 Bjornheim weapons.
  • 19 Bjornheim materials and potions.
  • 6 vanilla shield prefabs with added faction appearance variants.
  • 10 Hammer build pieces: 5 faction banners and 5 forge structures.

PS: The config is very configurable, for example if you wish to change the color of the capes, it is possible from the config.

Manual Install

Download the latest copy of Bepinex per author's instructions.

Place the ReidrheimrFactionPack.dll inside of the "Bepinex\plugins" folder. Aswell as Jotunn.dll

For Questions or Comments contact me in the Discord:

Reidrheimr Server Discord

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