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Vikings for Hire

Due to popular demand, here is a link to support the project.

❤ Support the mod on Boosty ❤

One-time tip or monthly support — Visa/Mastercard and Russian cards accepted.

Hire Viking companions and workers. Build settlements. Pay your debts... or else.

Wandering Vikings now roam every biome. Talk to them, hire them for coin (or on a promise), take them into battle, or settle them at your base as lumberjacks, miners, farmers, cooks and more. Every Viking has a name, traits, loyalty, friendships and grudges. They level up and wear the gear you give them. And they really remember who didn't pay them.

Also on: Nexus Mods (images and full version history) · Thunderstore · Hexium — screenshots: Wiki → Screenshots — same files everywhere.

Languages: English, Latin American Spanish, Russian and Chinese (Simplified and Traditional) (follows the game language).

Discord: Vikings for Hire server - bug reports, questions and news in English, Russian, Spanish and Chinese.

Status: actively developed. Please report bugs with your BepInEx/LogOutput.log (Thunderstore Mod Manager / r2modman: Settings → Browse profile folder → BepInEx).

Support the mod: if you enjoy it, you can buy me a mead on Boosty (Visa/Mastercard accepted). Thank you!

Update 1.6.2

Fix: the sorter no longer shuffles items that are already in the right chests (items split over several fitting chests stay where they are; a move happens only if the whole stack fits).

Update 1.6.1

  • Bandages: a new item (workbench: honey, thistle, leather scraps). Medics take them from settlement chests and stop bleeding, cure illness and heal faster; you can bandage a wounded villager yourself.
  • Night medics: a medic awake at night (night shift or woken by an emergency) now really treats patients.
  • Quest board: a hard task with no time limit (6x reward and a gem), "Make and bring" and "Destroy" (nests, bone piles, totems).
  • Construction box: "Move the house" before building starts; the ground under the house is levelled first (SchematicsLevelGround).
  • Doors: Shift+E - "Close for villagers": vikings treat the door as a wall, players use it as usual.
  • Traders: TraderProgressGate - sell a biome's goods only after its boss, only items you have made or held, or either.
  • Low-end PCs: SettlementViewDistance and FarNpcThrottleDistance.

Fixes: the sorter no longer moves an item back and forth; stokers refuel candles, lamps and ovens; hunters shoot deer with a bow; villagers don't catch fire from their own hearths; bleeding and poison kills count for quests; armed wanderers fight weak enemies and run to a player when in danger; vikings walk through tamed animals; workers put weapons away at home.

Update 1.6.0 - new mechanics

  • Schematic hammer: craft it at the workbench. Its build menu holds every house from the schematics folder, each with a picture. Pick one: the whole house shows as a ghost, the side facing you sticks to your aim, the wheel turns it.
  • Building by schematic: place the house and a construction box appears: put resources in it and the house builds itself from the bottom up. A workbench in the schematic is built first and works at once. Settlement repairers bring resources from chests. When the house is done, the box disappears.
  • Schematic files: the Architect stone saves houses as .vfhs files into BepInEx\config\VikingsForHire\schematics - share a house by sending the file. PlanBuild (.blueprint) and BuildShare (.vbuild) files work too. No-cost mode builds the house at once. Placing needs a workbench in range (setting SchematicsNeedWorkbench).
  • Steward: a new job: pays everyone's wages from the Treasury, brings coins into it, settles newcomers into free beds, reconciles quarrels, holds feasts every 3 days and reports at the banner who is hungry, on strike or without a bed.
  • Armor look: the Look window has an Armor look page: show any armor of the game and mods on each part and color it - protection stays from what the viking really wears.
  • Shop room: a new room sign type: beds and seats in it are for traders only.
  • Chest sign: a new sign with a worker on it - set who uses chests (everyone, nobody, jobs or Treasury) and pick the chests with it, like a room sign. Its rule shows as icons on the sign.

Fixes: houses from schematics and in villages no longer sink into the ground; vikings drop targets they may no longer attack; debt collectors stop after collecting; hungry residents eat as soon as they can; vikings hold the weapons you give them; 15 more raven tips; a broken patch of another mod (FarmGrid) no longer disables Vikings for Hire.

Update 1.5.7

Balance presets (Easy, Normal, Hard, Classic) - Normal is stricter: weaker companion growth, quest boards give 70% and at most 4 tasks a day. Traders pay less when you sell a lot of one item (recovers in 3 days). Wages: hired vikings take 2 coins a day from a chest tagged Treasury - unpaid workers go on strike. Vikings walk through each other (no more jams). Epic Loot enchantments work on vikings. Armor colors in the Look window. Multiplayer safety fixes.

Update 1.5.6

New "Zones" window at the banner: draw no-tree areas and crop beds of any shape on a top-down view. "In combat" status icon; in combat only medics revive. All medics wake up for bleeding, downed residents or enemies in the settlement. Fixes: endless bleeding, vikings and traders in the wrong beds (plus "Choose a sleeping spot"), relog while downed, mod trees, glowing notice board, radius ring, "Live without you" switching. J shows all jobs, shared kill XP, cook takes everything at once, workers flee home, doors closed behind, windows are not doorways. In progress: supply routes between settlements.

Update 1.5.5

New "Creatures to ignore" window (banner Order page or console vnpc_ignore): all creatures of the game and mods with previews and search - vikings leave the chosen ones alone. Summoning staffs (green roots) have a pause and no longer lag the game. Fixes: settlements kept loaded no longer sink underground or lose fences when you walk up, architect houses stand on the ground in villages, AutoReviveSeconds = 0 is respected. Traders: ore and metal +25%, ordered armor +15% more.

Update 1.5.4

New banner window: a home page with level, stats and feast, and pages for Work, Order and World. Guards: pick the day or night shift yourself. New "Field marker": farmers sow only inside its circle. New banner option "What woodcutters plant". Fixes: the patrol torch no longer stays in hand, HideHelmets works, farmers respect the seed list after harvest and no longer sow under water or in walls, gatherers collect hives near their bed, quieter console.

Update 1.5.3

New: Dining table - residents eat only from it, not from chests or animal feeders in pens (MealsAtTablesOnly). Guard post and route markers in unlit and lit kinds; lit ones cost what the matching lamp costs. Fix: a stoker who is also a storekeeper no longer carries wood back and forth.

Update 1.5.2

Fix: guards on a guard post stand still at the lamp instead of running around it and opening and closing nearby doors (they now pick a free spot with a floor next to the lamp, away from doors).

Update 1.5.1

New: Chest tag - put it on a chest and choose who uses it (everyone, "do not touch" or professions); workers of a profession use only their own chests. Archers use crossbows (Valheim Armory too), and the Equipment window has a Weapon row. Room signs: Barracks (beds for guards) and Living house (beds for workers). Medics work in shifts and wake up for bleeding villagers. Fixes: no black metal in the bark chest, Valharvest food crate respected without message spam, Path of Valheiman wild sowing respected, coal limit respected by stokers of other settlements. Own hammer icons for the mod pieces.

Update 1.5.0

New: build a house and save it with the Architect stone - NPC villages will build it too. Quest board with daily tasks for coins and elite jobs. Traders and wanderers no longer burn to death in the Ashlands; vikings stuck in lava look for ground farther away. The frost staff stream of mage vikings no longer goes on forever. Downed vikings show a pillar of light and a map marker. New banner option "Raid defense" (everyone / only guards). Medics revive downed players, cured patients get up sooner, guards don't spend the whole patrol at the dummy, a meal replaces the evening honey. Other mods no longer resize vikings (SizeFromOtherMods). Companions use ship seats (Balrond Shipyard too). Squad panel works with a 3D resolution limit. Fixed MountUp log spam on dedicated servers.

Update 1.4.10

Limits count bags, open chests and food on fires; the cook respects limits. Farmers store their harvest. Strict chest sorting. Fixed the player freezing in settlements. Guards on posts and routes stay there. Compatible with Valheim Performance Overhaul. New: what hunters hunt (banner), townsfolk who walk around and chat, downed summon range.

Update 1.4.9

Guard posts and patrol routes: build a "Guard post" lamp or numbered "Guard route markers" with the hammer (Misc) and pick "Post" when talking to a guard. He stands at the post or walks the route, leaves it only up to 12 m in a fight (GuardLeash) and comes back. Better performance in settlements (no repeated path searches to unreachable places, guards no longer teleport every few seconds). New debug button "Combat log (60 s)" to find out why enemies take little damage.

Update 1.4.8

Fixes: stokers respect resource limits (coal on the floor and in the kiln now counts), wounded workers no longer stay in bed for hours, hunters pick up meat and hides where the animal fell, and woodcutters cut up the logs they fell instead of leaving them.

Update 1.4.7

Resource limits now include food (onions, carrots, honey, berries). New banner option "What farmers plant": switch off any seed (for example Path of Valheiman branches) and farmers stop planting it. Vikings now walk through the middle of doorways instead of getting stuck at the wall beside doors whose pivot is at the hinge.

Update 1.4.6

"Lives without you" can now keep your settlement loaded only while someone is within 300 m, 500 m or 1 km of the banner: workers out to 200–300 m keep working while you're around, and when you travel far or quit, the settlement is released and costs nothing. The banner window also warns when workers go farther than the keep-loaded radius.

Update 1.4.5

Following companions now rest on their own at your base (a player settlement banner's circle or near their bed): they take a free bench or chair and recover, and follow you again when you leave. An enemy near them or near you makes them jump up and attack at once. Their fatigue no longer grows overnight without a free bed, so no more "we need rest" every morning. Workers get their honey at the evening supper instead of grumbling next to full chests. Resource limits now work for vanilla items (the menu showed 0 and limits never applied). Archers on a ship shoot at their target instead of backwards, and stokers finally load the charcoal kiln and the eitr refinery (they used to stand at the wall looking at it). New banner option to spare trees inside the settlement, new FollowDistance setting, and the config file is in English unless the game is in Russian.

New in 1.4.4

Heads-up: I'm still sick and couldn't test everything in this update properly, so expect some rough edges. If something breaks, please report it with your BepInEx/LogOutput.log.

Ships no longer fly off the map with Path of Valheiman's sailing skill, and Vikings walking on deck no longer damage the ship. A betrayed creditor's blow kills instead of knocking you down, then he leaves the world and your trust drops. Hired Vikings fall wounded even if another mod zeroes their health; a Viking who does die leaves a grave with his bag and a grave marker on your map. The trainer teaches companions sent home, workers without a job and guards anywhere in the settlement. New equipment window next to a Viking's bag: your armor from the bag is worn instead of his own, even if weaker; his own gear can't be taken. Medics can use Eitr staffs, and the Staff of Protection shields your Vikings.

Chinese: the mod speaks Simplified and Traditional Chinese (follows the game language), and its windows switch to a system font with Chinese characters. Foreign settlements appear more often: they are searched all around you at 50–110 m and may stand 300 m from your own settlement; the new setting NpcVillagesEarly gives large villages from the start. Outlaw strength is adjustable (OutlawHealthPercent, OutlawDamagePercent), and Star Level System stars no longer make outlaws regenerate faster than you can hit them (StarsFromOtherMods brings them back). UiScale enlarges every mod window and panel for 4K screens. The new Binds window (Ctrl+B, or Y+A+D-pad up on a gamepad, triangle+cross+up on PlayStation) sets keys and gamepad combos for the order wheel, roster and Call everyone, so gamepad players can give orders. The lookout now says where a serpent is, calls out land with its biome and talks about weather, wind and deep water.

Hotfix 1.4.3

Settlement route searches and long-path smoothing are spread across frames; expensive failed routes are retried less often to reduce performance spikes.

Hotfix 1.4.2

Companions are immune to bleeding, rain sickness and fake illness. Any existing medical effects and infirmary-bed claims are cleared while they are companions.

Hotfix 1.4.1

Room furniture links now persist across world reloads. Existing links are recovered when the matching room is unambiguous. The settlement resource-limit menu has search. Guards train without running back and forth; archers use the front of the target, and NPC target scores no longer appear on the player's screen. Injured Vikings use available infirmary beds, and feast participants reach their gathering spots.

New in 1.4.0: settlement life, care and resource limits

Optional medical system: workers can get sick in the rain or bleed after combat. Medics treat and carry downed Vikings to infirmary beds; if no infirmary is available, ordinary beds provide only very slow recovery. Place a room sign and choose infirmary or kitchen. Press E on furniture to link it and Shift+E to unlink it. Beds can be linked only to the infirmary, never the kitchen. Colored dots above furniture show link status; the infirmary sign counts medical beds separately. Disable the complete care system with MedicalSystem = false.

Configure resource caps from the settlement banner. Each cap counts total stock across all settlement chests; resources with no configured cap remain unlimited. Workers stop gathering capped resources and stokers stop producing them. Chest signs still control preferred storage, not the cap.

A trader stationed at your base can buy directly from accessible settlement chests within 100 m of the banner. The trade window keeps your bag and chest contents in separate tabs, with chest items grouped by container.

Freeholder settlements can now forgive attacks. The first unordered companion strike warns you and deals no damage. Minor feuds end after two in-game days if you and your companions stay over 100 m away. Killing a resident or destroying a building requires compensation through a resident's dialogue; the global reputation penalty for kills still applies.

Open the J roster while inside your own settlement's banner radius to call one of its workers. The worker walks to you, pauses their job briefly, and then returns to work without joining the squad. Sleeping, injured and unloaded workers cannot be called.

Guards can train on player-placed dummies and targets, and mentors now train Vikings below level 10. Outlaw camps wait until Eikthyr is defeated and scale with boss progress. The Y wheel can disable automatic ship rescue while the player swims to shore. The description explains how to find and hire the first companion and where Configuration Manager opens (F1 by default; the author's key is ').

New in 1.3.9: settlement raids, safer companions and readable speech

Foreign settlements no longer appear on the world's first day or anywhere in the Ashlands. At valid locations their chance now accumulates every 2 minutes until one appears, so an established world cannot stay empty simply because attempts were wasted near a base or lost to bad luck. The configured minimum distance from every settlement is still respected.

All non-hostile Vikings, including wanderers, avoid walking into Ashlands lava. Their final movement is checked after the game's turn smoothing, so they stop at the edge instead of stepping in while turning. If one still falls in, they return to safe ground. Bridges, rocks and basalt platforms remain usable.

Companions no longer disappear when entering a dungeon. They now transfer only after the destination floor is loaded. Existing Vikings with an old non-persistent world record are repaired automatically, and Y recall can recover an unloaded companion that the server still considered loaded by another peer.

NPC auto-looting and harvesting no longer play pickup sounds from a settlement simulated far away.

Friendly freeholder settlements can now be attacked, including their buildings. The whole settlement fights back; every friendly resident you or your companions kill lowers your global reputation.

Each hired trader can have a personal trading place. Choose Assign trading place in that trader's dialogue, then use any chair, stool, bench or throne inside the settlement. Different traders can use different furniture.

Nearby NPC dialogue now uses one shared queue, so Vikings do not speak over each other, and every line stays visible long enough to read.

The Y wheel now opens even if every nearby companion is knocked out. At Ease makes companions stop following and rest near the order point; they use free seats, tire and grumble during long service, and fatigue lowers mood. When you sleep, companions with free beds sleep too and wake fully rested with at least 80 mood.

Use the Y wheel's Don't pull me from water order while swimming to a dock. Outlaw camps and bandit strength scale with boss progression; hostile camps wait until Eikthyr is defeated.

Break orders now prioritize the exact object under the crosshair, so ore and rocks make Vikings use pickaxes instead of tools for nearby objects. Compatibility with Valheim Level System armor evaluation is fixed. If an NPC who gave you an active errand dies, the errand is cancelled without a failure or reputation penalty, even if you were offline.

Resident food needs are optional and disabled by default. Set FoodNeeds = true to make workers eat once per day from settlement chests not marked private. Hungry residents lose mood and grumble. FoodGluttony (1–10, default 1) controls portions per resident per day and increases feast food requirements by the same amount. Honey remains a separate need and is never counted as ordinary food.

New in 1.3.8: world spawn, localization and fixes

Foreign settlements can no longer appear within 200 m of the Sacrificial Stones. The exclusion check covers the complete terrain-shaping radius, including the outer slope, so a settlement cannot bury or block the central altar in a new world.

The mod is now fully localized into Latin American Spanish: interface, tutorials, jobs, dialogue and Viking speech. Select Spanish in Valheim to use it.

Workers and feasts now use ordinary Honey from settlement chests. Ranged NPC combat, PvP companion mortality and repeated pickup sounds from NPC auto-looting are fixed.

New in 1.3.0: settlement navigation rewritten from scratch

Most of this update went into one thing. The old navigation used the game's own navmesh, which is built for monsters walking over open terrain, not for player houses: it does not connect stairs through a floor opening or steep stepladders (no second floor), treats doors as solid walls (Vikings got stuck in rooms), cuts corners into sharp turns (they spun in place) and is not reliably rebuilt when you build or remove something (they climbed stairs that were already gone). Inside a settlement the mod now scans everything into its own map (ground, every floor, stairs, doorways) and Vikings walk smooth paths over it, between floors too. Where you walk is remembered as a trail and Vikings prefer it.

Also: farmers sow tilled ground over the whole base; work status names what is missing ("nothing to load: flax"); Vikings step off the bed after waking; a Viking stuck sitting stands up before walking. Full list in the changelog.

New in 1.2.0: modules

The mod is now a core plus optional modules, all in one archive:

  • ValheimNpc.dll is the core and is always needed: the Vikings themselves, hiring, traits, mood, levels, the roster, the windows.
  • ValheimNpc.Companions.dll: companions follow you and fight beside you, orders and the Y wheel, squad HUD, ships and portals.
  • ValheimNpc.Settlement.dll: your settlements, the banner, jobs and work, homes, "lives without you".
  • ValheimNpc.Factions.dll: foreign settlements. Freeholder villages are friendly, outlaw camps are hostile, and bandits roam the roads.
  • ValheimNpc.Traders.dll: traders, orders, debts.
  • ValheimNpc.World.dll: world events such as bounty hunters, errands, the hermit, duels, refugees, the wandering smith and the aurora.

Delete the modules you don't want; they work in any combination. With no modules at all, everything is enabled, just like before. In multiplayer, the server and all players need the same set.

Performance: the "PerformanceMode" setting (High / Balanced / Low) and a "Measure load" button in "8 - Debug" that writes a timing table to LogOutput.log.

Features

Wandering Vikings

  • Peaceful travellers appear in every biome, with random looks, Norse names and biome-appropriate gear (from flint axes in the Meadows to Deep North gold). Some of them are archers or mages.
  • Press E to talk: hire for coin, promise to pay later, pay them to vouch for you, or ask for an errand (fetch items, hunt creatures, bring a trophy). Complete it and they will join you at half price.
  • Trust (-100..100) is stored on your character. Keep your promises: break one and the Viking turns on you with +200% damage and armor. Sink low enough and bounty hunters come for you.

Companions

  • Getting your first companion: defeat Eikthyr to unlock your first squad slot, then find a peaceful wandering Viking and press E to talk and hire them. Wanderers appear as you explore; installation does not spawn one automatically. The core DLL and Companions DLL are enough. Hire with coins or promise to pay later.
  • One squad slot for each boss defeated in the world (Eikthyr gives 1, The Elder gives 2, and so on).
  • Squad orders with the game's own radial menu (Y): follow, formation, wait, guard, patrol, attack (a target or a spot), passive/aggressive, retreat, collect loot, chop trees, break rocks, ore, stumps and foreign buildings (never yours), and "Do as I do": whatever you hit, they help you hit.
  • Combat roles: melee, tank (taunts, takes less damage), archer, healer (heals, revives fallen allies and keeps her distance; a coloured glow lets you spot her), mage (carries a real Wisplight that clears Mistlands fog), berserker.
  • They level up (up to 20), carry a 200-weight bag, and wear the best gear you put in it. (Parrying and dodging were tried, but checking every nearby swing and arrow for every viking several times a second cost too much performance, so they are switched off in 1.2.0.)
  • Downed instead of killed: revive them with E, or they get up by themselves.
  • They follow you through portals (same rules as you), into dungeons, onto ships and on horseback. They catch up if left behind, and you can summon the whole squad from anywhere.
  • They never push you or block corridors: players walk through them.

Settlements and workers

  • Place a Settlement Banner (Hammer, Misc tab) anywhere. Give a Viking up to three jobs and he becomes a worker at that settlement: lumberjack, miner, gatherer (incl. honey), farmer, stoker, repairer, cook, brewer, sorter, hunter, animal keeper, guard.
  • Workers use real tools and tool tiers, fell trees away from your buildings, sort their haul into your chests (like goes with like), sleep at night in their own beds, and grumble when they lack a bed, warmth or honey.
  • During a raid, everyone in the area defends the base.
  • Roster (J): every Viking you own, anywhere in the world, even in unloaded areas. See where they are, what they are doing and their health. Click a row to show them on the map, dismiss them remotely (their bag comes back to you), and cancel your current errand.
  • Map pins, a squad HUD and small status icons above heads (sleeping, injured, cold, no honey, idle...).

Traders

  • About one in ten wanderers is an unarmed trader with a proper trade window: his biome's goods (and the earlier biomes') on the left, what he'll buy from your bag on the right.
  • Invite him to your settlement: he runs his stall by your banner and needs a bed. His daily fee is 1 coin in the Meadows, 2 in the Black Forest, 3 in the Swamp, and so on, and it goes on your tab.
  • Let the tab reach 30 days and he comes to collect. He follows you everywhere, and if you still don't pay... he kills you. Then he waits a day and does it again. Paying even part of it sends him back to his stall.

Personality

  • Traits: Sturdy, Strong, Sharpshooter, Berserk, Coward, Swift, Hard-worker, Lazy, Sweet tooth, Sleepyhead, Greedy, Modest, Cheerful, Grumpy, Lucky.
  • Loyalty (devoted Vikings hit harder) and friendships and rivalries between your Vikings, with banter and the occasional shouting match.
  • They react to your emotes, and raise a toast with you at a feast.

Controls

  • E: talk / hire / trade / revive
  • Y: squad orders (radial menu); with nobody nearby it summons your squad. Use Don't pull me from water while swimming to a dock
  • J: roster of all your Vikings
  • F1: settings (BepInEx Configuration Manager default key; on my setup it opens with '); section "8 - Debug" has test buttons (spawn a Viking or trader, etc.) for single player, hosts and admins

Requirements

Installed automatically by Thunderstore Mod Manager / r2modman:

  • BepInExPack for Valheim
  • Jotunn, the Valheim Library
  • YamlDotNet (ValheimModding)

Recommended: BepInEx Configuration Manager (for changing settings in game). ValheimNpc appears in its list after the core DLL loads; if it is missing, check the BepInEx log for startup errors.

Installation

  • Mod manager: click Install with Mod Manager (Thunderstore Mod Manager or r2modman).
  • Manually: install BepInEx, Jotunn and YamlDotNet, then copy the contents of the plugins folder from this package into Valheim/BepInEx/plugins/ValheimNpc/. Updating: copy over the old version.
  • Hired Vikings are saved in the world; back up your world before the first run. No new world is needed: wandering Vikings, traders, freeholder villages and outlaw camps all appear around you while you play.

Multiplayer: every player and the server need the mod (the version is checked on connect). Settings are server-synced and only admins can change them.

Uninstalling: hired Vikings live in the world save and will not appear without the mod. Your trust value stays on your character.

Compatibility

Played together with TradersExtended, BetterArchery, CameraMod, FarmGrid, UnrestrictedPortals, EasySpawner and Configuration Manager. The trade window is the mod's own, so trade-overhaul mods don't interfere. Mods that change the vanilla radial menu may conflict with the Y menu.

Русский

Наёмные викинги. По всем биомам бродят викинги. С ними можно поговорить (E) и нанять за монеты или под обещание заплатить позже. Можно взять у них поручение. Их можно взять в бой или поселить на базе рабочими.

  • Отряд: одно место за каждого побеждённого босса.
  • Приказы через колесо (Y): за мной, строем, жди, охраняй, патруль, в атаку, не нападать, отступаем, собирать добычу, рубить, разломать и «Повторяй за мной».
  • Роли в бою: танк, лучник, лекарь (лечит и поднимает раненых), маг (с настоящим туманоразгонником), берсерк.
  • Спутники растут в уровнях и носят снаряжение из сумки (парирование и уворот пробовали сделать, но проверка каждого замаха и каждой стрелы у каждого викинга несколько раз в секунду давала слишком большую нагрузку — в 1.2.0 они выключены). Ходят с тобой через порталы, в подземелья, на корабли и верхом.
  • Поселения: знамя (молот → «Прочее»). У рабочего может быть до трёх профессий: лесоруб, шахтёр, собиратель, фермер, истопник, ремонтник, повар, пивовар, кладовщик, охотник, животновод, стражник.
  • Рабочие раскладывают добытое по сундукам, спят в своих кроватях и ворчат без тепла и мёда. В набег базу защищают все.
  • Реестр (J): все твои викинги по всему миру. Отсюда можно показать викинга на карте, уволить его издалека и отменить поручение.
  • Торговцы: своё окно торговли. Торговца можно позвать в поселение за плату в день по его биому (Луга — 1 монета, Тёмный лес — 2…). Плата идёт в долг. Долг в 30 дней — торговец приходит за деньгами, а если не заплатить, убивает, и так каждые сутки.
  • Характер: черты, верность, дружба и вражда между викингами, реакция на эмоции.
  • Доверие: нарушил обещание — кредитор мстит (+200% к урону и броне). При плохой славе приходят охотники за головами.

Модули (1.2.0): ядро ValheimNpc.dll нужно всегда. Модули (спутники, своё поселение, чужие поселения, торговцы, события мира) ставь только нужные, они работают в любом наборе. Если модулей нет совсем, работает всё. В мультиплеере набор модулей у сервера и всех игроков должен совпадать. Подробно — в README.txt в архиве.

Нужны: BepInExPack for Valheim, Jotunn и YamlDotNet (его требует Jotunn). В мультиплеере мод нужен всем игрокам и серверу.

Настройки: клавиша ' (на русской раскладке — Э). Язык мода — как у игры (английский, латиноамериканский испанский, русский или китайский — упрощённый и традиционный).

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