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Updating the readme is not a top priority and as such might not always be fully up to date with the modpack.
Just check what version it was updated for (this header) and then check the updates and see if any of the
functions are still there, and/or if more functions have been added.
I usually make modpacks for different games I like to play, but end up modding and running servers for.
Games like Minecraft, ARK and so on and since I'm playing a lot of Valheim I just felt it was about time
to do something about it.
I love modding. It's really fun to add things that expand the gameplay and to fix things I find could be handled better.
Mods that help me sort things make me happy, as an example. I also dislike cheating. I never really been
much for the "creative mode" part of any game. If you get everything handed to you, then where's the fun?
So I try to keep my modpacks as balanced as possible between making some parts easier while not taking away
the work needed to advance in the game. Like the portals, perfect example.
I would never just allow everything through the portals, it would make ships useless and make everything to easy.
But... Allowing better portals to be built to let you take some extra thrue for each advance you make in the game? Perfect!
I really isn't very good at explaining so I let AI go through the mods list and, following some guidlines, write
a better description of the pack. (I might have giving it the promt that it should "sell" the description. :P)
Lazy AI Description
(the time I put down on all this AI-crap really didn't make it as lazy as it sounds, but still, AI)
A larger, harder, more RPG-driven Valheim experience built around danger, progression, loot, building, magic, survival depth, and quality-of-life — without turning the game into a shortcut simulator.
This pack keeps the core Valheim loop intact: explore, gather, build, craft, fight, die, recover, improve, push deeper. But almost every layer has been expanded. The world is more hostile, the loot chase is deeper, characters grow further, bases become more expressive, and multiplayer servers get more long-term structure.
The enemy roster is massively expanded across the full game.
The Meadows, Black Forest, Swamp, Mountains, Plains, Mistlands, Ashlands-style progression and Deep North all gain new threats: beasts, undead, magical enemies, corrupted casters, cultists, golems, spiders, bears, wolves, mammoths, storm creatures, fire enemies, frost enemies, Deep North warbands and boss-like encounters.
Creatures can also become more dangerous through expanded scaling, with more stars, special effects, elemental infusions, stronger loot rules and multiplayer scaling.
The result: exploration stays dangerous long after vanilla Valheim would start feeling predictable.
Base attacks are expanded with new raid pools tied to the added creature ecosystem.
You can be attacked by fox packs, razorbacks, bears, crawlers, rotting elk, prowlers, ancient shamans, Deep North beasts, storm enemies, Jotarr raiders, mammoths and hostile mage groups.
The result: base defense becomes more varied, more threatening and less repetitive.
The pack adds more wildlife and creature interaction, not just more enemies.
You can encounter creatures such as bears, foxes, razorbacks, prowlers, dire wolves, pridetusks, ursa, darkhorn sheep and other biome-specific animals or beastlike creatures.
The tameable list includes both added creatures and expanded vanilla creature options. Tameables include black bear, fox, grizzly bear, prowler, razorback, dire wolf, pridetusk, ursa, darkhorn, helling, conjured root, tar golem and several vanilla creatures that normally are not part of standard taming.
Mounting is expanded too. More creatures can be ridden, including unusual choices such as deer, necks, blobs, serpents, seekers and other configured creatures. Saddles are tiered, and mounts can attack while mounted where supported.
The result: a stronger capture, tame, ride, protect and travel loop.
Combat gets a major expansion through new weapon lines across many material tiers.
The pack adds more weapon options for early, mid and late progression, including bone, flint, bronze, iron, silver, blackmetal, chitin, crystal, dwarven, flametal, Deep North, fire, frost, lightning and boss-material equipment.
Weapon variety is much broader than vanilla:
Ranged combat also gets more ammunition, including arrows, bolts, explosive options and elemental variants.
The result: weapon choice becomes character identity, not just a damage upgrade.
Magic becomes a proper progression path.
You get offensive magic, utility magic, summoning, healing, elemental casting, poison effects, fire, frost, lightning, root magic, dark magic and magical support gear.
The pack includes staffs, wands, tomes, spell books, scrolls, runes, magical crafting materials, eitr food, eitr potions, mage gear and magical enemies. Casters are not only something players become; the world gets hostile mages too.
Possible playstyles include fire mage, frost caster, storm mage, healer, summoner, poison caster, root/nature caster, battlemage or hybrid fighter.
The result: magic becomes a real build path from utility to destruction.
Armor progression is expanded with more combat roles and visual identity.
There are new armor sets for warriors, hunters, raiders, assassins, mages, scholars, elemental casters, frost fighters, fire-themed builds, Deep North progression and other role-based playstyles.
Gear progression supports more distinct character builds, from heavy frontline fighters to ranged hunters, assassins, battlemages and dedicated casters.
The result: equipment says more about what kind of character you are building.
Equipment progression goes beyond simply crafting the next weapon.
The pack adds gems, socketing, rings, necklaces and jewel-based upgrades. Gems come in multiple quality tiers, and different gem types support different effects and build directions.
The result: a deeper loot chase where you improve, socket and refine your build past normal vanilla limits.
Food progression is expanded with new meals, soups, salted foods, spicy foods, egg dishes, fish dishes, meat dishes, vegetable dishes, magical foods and biome-relevant ingredients.
The pack adds wild tomatoes, wild chili peppers and salt deposits, giving the world more useful ingredients to discover and gather.
Cooking support includes active food recipes, salt processing, a crusher and a drying rack.
Farming and planting are smoother too. You can plant in grids, snap placements, bulk harvest nearby crops and place many plantable resources more cleanly.
The result: food, farming and gathering feel broader, smoother and more rewarding without losing the survival loop.
Building is expanded in a curated way.
The pack adds more usable build pieces, furniture, storage props, decorative items, display options, black marble pieces, Dvergr-style pieces, goblin-style pieces, signs, banners, rugs, armor stands, selected rocks, selected plants, selected roots, selected ruins, treasure containers and other world objects.
Building tools are improved with:
The result: stronger creative building without losing the survival-build structure.
Lighting is expanded through colored crystal illumination and decorative light sources.
The pack includes:
Color options include black, blue, green, orange, purple, red, white and yellow.
The result: stronger atmosphere for mage towers, guild halls, treasure rooms, crypts, taverns, temples, portal rooms and biome-themed bases.
The pack removes a lot of Valheim’s repetitive inventory friction.
You can craft and build using materials from nearby containers. You can search recipes, track recipes, craft in chosen amounts, search the build menu and manage inventory faster.
Storage and item handling are improved with:
Inventory is expanded with:
The result: less menu work, less chest juggling and more actual gameplay.
Travel is expanded without removing all restrictions.
There are generated waypoint locations, teleporting to discovered locations, teleporting to beds, teleporting tames that follow the player and a charge-based waypoint travel system.
Portal behavior is more flexible through transport rules. Depending on configuration, more things can pass through portals than in vanilla, while some restrictions still remain.
Roads and paths become more meaningful through movement effects. Map and pin handling is improved with better discovery and pin systems.
Water gameplay is improved too. Swimming is expanded, equipment can be used in water, and water travel is less awkward than vanilla.
The result: travel becomes smoother and more useful while still keeping progression meaningful.
Combat becomes less clumsy.
Slope combat is improved, making fights on uneven terrain less frustrating. Dual wielding adds more combat variety. Loot drops faster. Stamina regeneration can be shaped by food. Mounted combat is supported where the creature and setup allow it.
The result: the game still feels like Valheim, but with fewer moments where the interface or terrain fights you harder than the enemies do.
The pack adds a full character progression layer.
Players gain XP, level up, assign points and build toward different stat identities. Strength, dexterity, intelligence, endurance, vigour and specialization all affect how your character develops.
Progression can affect:
Death can cost XP, group XP sharing is configured, and tames can contribute XP when they kill enemies.
The result: long-term progression beyond vanilla skill grinding.
Multiplayer gets more structure.
Players can form groups, create guilds, use guild chat, use group chat, show guild colors, ping for guild or group members and build more persistent identities on a server.
Guild creation is enabled, guild size is capped, friendly fire within guilds and groups is off, and guild achievements are active.
The result: better support for long-running servers instead of only short co-op playthroughs.
The pack adds several server-style progression hooks:
The result: more reasons to keep playing after the next boss kill.
The pack includes systems for server control, consistency and base protection.
There is server-side character control, anti-cheat/file verification behavior, network tuning, smoother saving, localization caching, startup fixes and config locking.
Ward protection adds another layer of base safety, with configured ward range, notifications, portal-use restrictions, offline raid protection, weather damage prevention and passive ward health/stamina regeneration.
The result: a stronger foundation for servers, groups and long-running shared worlds.
The pack also improves presentation and usability:
The result: a more curated, server-ready RPG survival pack instead of just a folder full of random additions.
Sketaful’s Adventurepack turns Valheim into a bigger, tougher and more persistent survival RPG.
You get a harsher world full of new enemies, expanded raids, deeper creature scaling, more tameables, more mounts, a huge weapon sandbox, proper magic progression, new armor identities, socketed gear, expanded food, richer farming, curated building freedom, colored crystal lighting, better storage, smarter crafting, more travel systems, stronger multiplayer structure, guilds, achievements, bounties, treasure hunting, server protection and far less repetitive inventory friction.
It does not remove the grind by turning everything into cheats. It makes the grind broader, more rewarding and more worth surviving.
End of lazy AI description :)
Most mods that need it have had their configs fixed to work together as good as I've manage and I'm still doing some changes here and there, mostly for balance.
I have an idea of how some things should spawn, what some recipies should be like and if and how some stuff should be made available. I'm also trying to keep the changes documented (for myself atm) and also trying to get a better guide for the mods made than the poorly written ones (if any) some of these have. It will pop up on its own webpage as soon as I get the energy to actually finish one (maybe as a wiki).