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ValheimServerGuide
Server-authoritative YAML-driven guidance mod for Valheim. Author custom quests, NPC conversations, and triggered popups using only vanilla UI. No custom assets required.
CHANGELOG
Changelog
0.5.2
New Features
vsg_list_player <playerName>— Show the full VSG guidance state of any currently-online player directly from the admin console. Lists fired IDs,max_firescounters, chain progress (step / complete), item-submit progress, and goal-started flags. Works from both listen-server hosts and remote admin clients; results appear asynchronously after the RPC round-trip.vsg_reset_player <playerName> [all | <id>]— Reset a specific online player's guidance state. Mirrorsvsg_resetexactly (clears fired IDs, fire counters, chain state, submit progress, goal state, raven flags) but targets another player's character instead of your own. The admin console receives a confirmation message once the target client executes the reset. Both commands are admin-only (onlyAdmin: true) and re-verified server-side.
0.5.1
Bug Fixes
- Raven re-show after
vsg_resetfixed. Aftervsg_reset(all or single-id), raven entries now correctly re-show when re-triggered. The root cause was that Vanilla'sRaven.AddTempTextsilently no-ops when aRavenTextwith the same key already exists in its static list, andvsg_resetclearing the seen-flag disabled vanilla's own cleanup for that entry. The fix evicts staleRavenTextentries fromRaven.m_tempTextson every reset path and defensively before every re-show. max_firesentries re-fire aftervsg_reset. Entries usingtrigger.max_fires: N(such asplayer_deathtips) were permanently blocked after hitting their cap, even aftervsg_reset all. Fire counts are stored in separateVSG.fc.*keys that the old reset code never cleared.vsg_reset allandvsg_reset <id>now also clear these counters.vsg_listsurfacesmax_firesprogress. Entries usingmax_firesnever appeared as "fired" invsg_list(they don't writeVSG.fired). They are now tagged[fired N/max]in the configured-entries list so you can see their counter and confirm it cleared after a reset.skill_leveltrigger fires on login for skills already above threshold. Previously theskill_leveltrigger only fired when a skill level actively increased during the session. If a player logged in with a skill already above one or more thresholds, those entries were silently skipped. On login the mod now scans every configuredskill_levelthreshold; any threshold the player already meets that has not yet fired is raised in ascending level order. For chains, this means all qualifying steps cascade automatically — step 1 fires first (advancing the chain), then step 2 fires, and so on.location_enteredtrigger now detects mod-added locations reliably. The previous implementation readZoneSystem.m_locationInstancesand requiredm_placed = true, which is only set after the server re-syncs location data to the client. Locations generated after login never received that re-sync, so the trigger was permanently skipped for any zone entered for the first time. Detection now usesLocation.s_allLocations(the scene's live spawned Location components) as the primary source, with the ZoneSystem as a fallback for locations lacking aLocationcomponent. The fallback also now triesm_namewhenm_prefabNameis empty. Both paths emitLogDebuglines (enableLogLevel = DebuginBepInEx.cfg) so you can confirm the exact prefab names being detected and verify your wildcard patterns.
0.5.0
New Features
- Multi-goal
item_acquiredtriggers. Anitem_acquiredentry can now require several different items at once via agoals:list (each with its ownitemandcount). The entry fires only when every goal is met simultaneously. Items may be collected in any order, and crafted items count toward their goals. Replaces the need to chain several single-item collection steps. - Per-item goal progress. Multi-goal entries show a per-item breakdown (
FineWood: 18/30,Coal: 12/25, …) — in the HUD Tracker row tooltip and in the Guide Codex body — so the player always knows exactly what is still needed. The Codex badge showsN / M goalscompleted. - Persistent "started" state. Once the player has collected toward any goal, the entry stays visible in both the HUD Tracker and the Codex even if those items are later removed from the inventory (crafted away, dropped, or lost on death). Visibility is no longer tied to the current inventory once collection has begun.
Improvements
- Plain numeric progress. The HUD progress bar has been removed in favour of a simple
current/goalcount across all collection displays (chain counter steps,npc_item_submit, anditem_acquiredgoals) for a cleaner, consistent look. - Chain counter steps show their count. A chain step with a
progress_goalnow displays itscurrent/goalcount in the HUD Tracker row. - Codex completion is goal-accurate. A multi-goal
item_acquiredentry is only marked complete in the Codex when every goal is currently satisfied, re-checked live against the inventory. vsg_resetclears goal state.vsg_reset allandvsg_reset <id>now also clear the latched goal-started flag.
0.4.0
Improvements
- Raven display queue. Multiple raven entries that fire in quick succession are now shown one at a time instead of all at once. Each raven persists until the player interacts with it (or the raven auto-dismisses). The next queued raven appears only after the current one is acknowledged, so no message is skipped or overwritten.
- Dungeon deferral for raven. Raven entries that fire while the player is inside a dungeon or interior location are held in a deferred queue. The moment the player exits, the deferred ravens drain into the normal queue and show in order.
vsg_resetclears the raven queue.vsg_reset allwipes the entire raven display queue and deferred list.vsg_reset <id>removes any pending instance of that specific entry from both queues and cancels it immediately if it is the currently-active raven.
0.3.2
Improvements
item_acquiredinventory seeding. When anitem_acquired count > 1entry becomes eligible (on player login or config reload), the mod now immediately reads the player's current inventory and seeds the progress counter from it. Items already carried before the guide entry existed count toward the goal — the player is never penalised for having collected materials early. If the inventory total already meets the goal at that moment, the entry fires right away without requiring another pickup.- Chain step inventory seeding. When a chain counter step uses
progress_trigger: { type: item_acquired }, activating the step now seeds the counter from the player's existing inventory instead of starting at zero. If the seeded count already meetsprogress_goal, the step advances immediately. - Wiki updated.
Trigger-Types,Guide-Chains, andYAML-Configurationpages document the new inventory-seeding behaviour and thecountfield for standaloneitem_acquiredentries.
0.3.0
New Features
item_acquiredcount goal. Addtrigger.count: Nto anyitem_acquiredentry to require the player to accumulate N of that item in their inventory before the entry fires. Progress is tracked as the current inventory total (all matching stacks summed), so two stacks of 10 count as 20. Both picking up items and crafting them count toward the goal. Acurrent/goalprogress bar appears in the HUD Tracker while collecting and disappears once the goal is reached.
0.2.0
New Features
- Multi-file YAML loading. The loader now scans the entire
BepInEx/config/ValheimServerGuide/folder for*.yamland*.ymlfiles and merges them into one config. Split your guidance across as many files as you like. Duplicate ids across files: first file (alphabetically) wins. A malformed file is skipped with a log error; other files still load. - Biome trigger. New
trigger.type: biomefires when the local player enters a named biome (e.g.biome: BlackForest). Fires once per session entry; resets on spawn so it also fires on first login. - Distance trigger. New
trigger.type: distancefires when the local player comes withintrigger.radiusmetres (default 50) of a world location whose prefab name matchestrigger.location(trailing*wildcard supported). Fires at most once per location per character. - Codex entry
summary:. Add a top-levelsummary:field to any entry; the Codex shows a "Quest Complete" header + recap once the chain finishes. Falls back to the last step's message if not set. - Codex step
description:. In-progress chain steps now displaydescription:in the Codex body (what the player needs to do), not the completionmessage:text. Entries withoutdescriptionfall back tomessageas before. Generalcategory. AddedGeneralto the list of valid Codex categories.- Display mode rules doc.
wiki/Display-Modes.mdnow includes a full recommended-mode table per trigger type (rune for action events, raven for environmental events, message for NPC/minor tips). - Guide Authoring Reference. New
wiki/Guide-Authoring-Reference.md— comprehensive reference for guide authors covering display mode assignments, chain patterns, and Codex field semantics.
Bug Fixes
- Raven re-fire fix. Raven entries now correctly re-fire when
onceis not set or aftervsg_reset. Previously the vanillaPlayer.m_shownTutorialsgate caused the raven to show only once per character save, ignoring VSG's own repeat controls. - Raven
message:and template support. Raven mode now reads the top-levelmessage:field (same as all other modes). Template tokens ({player_name},{biome}, etc.) are expanded each time the entry fires. - Timed trigger player-scope fix. Player-scope timed entries now run on each client individually. Previously dedicated servers skipped player-scope timers entirely, preventing per-player timed tips from ever firing on dedicated servers.
vsg_resetraven fix.vsg_reset(bothalland single-entry) now clears the vanilla raven seen-flag so raven entries can re-show after a reset.
0.1.0
Initial release.
Features
- YAML-driven guidance system. Server admins write a
guidance.yamlthat is automatically pushed to all connected clients. No client-side file editing required. - 18 trigger types. React to crafting, item pickups, kills, builds, biome entries, location discovery, skill milestones, NPC interactions, boss defeats, player deaths, timed intervals, and more.
- 6 display modes. Raven (Hugin popup), Message toast, Chat line, Rune viewer, Intro cinematic, and NPC conversation panel — all using vanilla Valheim UI.
- Guide chains. Multi-step quests with per-step triggers, progress counters, and HUD tracking.
- HUD Tracker. On-screen objective tracker widget shows active guide chains with live progress bars. Toggle with F10 (configurable).
- Codex panel. In-game guide browser (F3) organised by category with full entry descriptions.
- NPC Conversation system. Hold E near a trader to open a dialogue panel with choice buttons. Choices can fire entries or grant rewards.
- Reward system. Grant items, skill experience, skill levels, and status-effect buffs on entry completion or conversation choices.
- Discord integration. Server-side webhook POSTs when entries fire or chains complete. Webhook URL stays on the server only.
- Player vs Global scope. Player-scoped entries track per-character; global entries fire for all connected players simultaneously and persist with the world save.
- Firing controls.
once,cooldown,requires, andstop_whengive full control over when entries fire. - Admin commands.
vsg_resetandvsg_listfor testing and moderation from the F5 console. - Hot-reload. Edit and save
guidance.yaml— all connected clients receive the update instantly, no server restart needed.