Valheim
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1.0.1
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Description

Loot Window turns configured trigger items into rewards in a compact eight-slot window alongside Valheim's native inventory and crafting menus. Define reward quantities, chances and item levels through YAML. In multiplayer, the server controls loot tables, rolls and trigger pickup settings; interface preferences stay local.

Overview

Feature Description
Loot tables Connect a trigger item to fixed or random rewards.
Automatic pickup dblw_ items go to the closest eligible player within 3 metres by default.
Hidden trigger slot Holds one pending token even with a full inventory or while encumbered.
Native inventory Drag rewards, collect individual stacks, loot all or drop items on the ground.
Optional Auto Loot Collect one reward stack at a time with configurable delays.
Saved rewards Pending loot survives normal character saves and reconnects without rerolling.

Configuration and values

Edit BepInEx/config/dannanboi.lootwindow.cfg. Loot tables are in BepInEx/config/LootWindow/loottables.yaml. Solo play uses local settings; multiplayer uses the server's gameplay settings and tables.

Section / option Default Meaning
[Settings] Enable Mod true Server-controlled switch for new triggers; pending loot remains collectable.
[Settings] Trigger pickup radius 3 Server-controlled horizontal metres for dblw_ items; range 1–6, with a 2-metre height allowance.
[Keybindings] Loot All F Collect rewards that fit.
[Keybindings] Discard Loot O Confirm before destroying remaining loot.
[Keybindings] Input-block interval 0.25 Seconds to reserve loot keys after release; range 0–2.
[UI] Auto Loot false Automatically collect one stack at a time.
[UI] Auto Loot interval 1 Seconds between pickups; range 0.5–2.
[UI] Sleep before auto-loot 0.5 Additional delay before the first pickup interval; range 0–60 seconds.
[UI] Auto Loot Autoclose true Close inventory when loot ends with Auto Loot enabled.
[UI] Autoclose true Close inventory when loot ends with Auto Loot disabled.
[UI] Window scale 1 Loot window size; range 0.7–2.
[UI] Window X / Window Y 0.35 / 0.62 Screen position; dragging the title bar saves it.
[UI] Loot All text / Discard Loot text Loot All / Discard Loot Button labels.

All keybindings and UI options are local. Shortcuts accept modifiers such as LeftShift + F; None disables a shortcut.

Usage

Award a configured triggerItem through another reward mod, or test with the console command spawn dblw_Test2 1. Missing trigger prefabs are generated from Wisp. Items starting with dblw_ are automatically picked up by the closest living, non-teleporting player in range, even with a full inventory or while encumbered. One token is processed at a time; collecting rewards still requires normal inventory space.

Drag rewards into your inventory or outside the windows to drop them. Ctrl-click or right-click collects a stack; F collects all that fit. O, ESC or TAB asks “Discard loot?” while rewards remain. Cancelling keeps them. Drag the title bar to move the window.

Loot table YAML

Use a flat list with two-space indentation. Prefab names are case-sensitive. Add multiple entries to the same file; [] disables all tables.

- triggerItem: dblw_Test2
  itemDisplayTitle: ""
  triggerCall:
  alwaysLoot: false
  emptyLootText: "Nothing was found."
  lootTableName: "Boss reward"
  lootTable: Coins[50-100],Ruby[1-2:5],Amber[2]
Field Meaning Missing/empty value
triggerItem Exact trigger prefab name. Required.
itemDisplayTitle Trigger item display name. Empty; omitting it preserves existing non-dblw_ item names.
triggerCall Reserved identifier for future function calls; currently inactive. Empty.
alwaysLoot Guarantee at least one successful reward. false.
emptyLootText Message when no reward succeeds. No loot.
lootTableName Loot window title. Loot.
lootTable Comma-separated reward entries. Required.

Reward syntax

Entry Meaning
Coins[20] Always 20 coins.
Coins[50-100] Random quantity from 50 through 100.
Ruby[1-2:5] One or two rubies at a 5% chance.
Ruby[2:0.5] Two rubies at a 0.5% chance.
BronzeSword(2)[1:0.1] One level-2 Bronze Sword at a 0.1% chance.

A range is optional: [1:0.1] and [1-1:0.1] mean the same thing. Chances are percentages; 0.1 or 0,1 means 0.1%, and omitting :chance means 100%. (level) is optional and defaults to level 1; the item must support the requested level.

With alwaysLoot: false, each entry rolls independently. With true, the table is guaranteed nonempty, so the final chances change. An empty roll consumes its trigger and shows emptyLootText without opening a window.

Reward prefabs must exist. Use at most eight distinct item/level entries, amounts 1–10000 and chances above 0 through 100%. Every possible result must fit eight native stacks. Mapped trigger items cannot be rewards. Quote text containing : or #. Earlier displayTitle, name and loot fields remain accepted; use one spelling per field.

Live updates

Valid config and YAML edits apply automatically; server changes synchronize to clients. Invalid YAML keeps the last valid tables. Prepared loot keeps its original roll. Existing installed files are preserved when upgrading.

Manual Installation

  1. Install BepInEx/plugins/LootWindow/dannanboi_LootWindow.dll on clients and servers. Remove older or duplicate DLL copies before upgrading.
  2. Start the game or server once to generate BepInEx/config/dannanboi.lootwindow.cfg and BepInEx/config/LootWindow/loottables.yaml.
  3. Edit the YAML and award its trigger items. For multiplayer, edit the server/host's files. Examples in Examples/loottables.yaml can be copied into the active file.

Compatibility

Requires BepInEx 5 for Valheim and matching Loot Window versions on clients and server. Solo Start games are supported. No Jötunn or additional YAML-parser dependency is required. Mods replacing inventory, pickup or input behavior may conflict. Keep BepInEx/config/LootWindow/state/server/ when moving or restoring a server; it preserves completed roll receipts. Remaining rewards save with the character through normal Valheim saves.

dannanboi Mod Philosophy

My mods aim to be small and modular, stay close to Valheim's vanilla experience, and work well together or independently. Enable all features to make bigger changes, or choose the ones that suit your playstyle. Your run should be yours to customize. Features described as "an added bonus" or "nice to have" should always be optional. In multiplayer, the server controls gameplay settings, while visual settings stay local to each player.

Credits

You, the player. Thanks for using my mod!

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