Customize raid events, override existing, extend with your own raids.
| Last updated | 2 days ago |
| Total downloads | 103 |
| Total rating | 0 |
| Dependency string | ASharpPen-Custom_Raids-1.0.1 |
| Dependants | 0 other mods depend on this mod |
BepInEx pack for Valheim. Preconfigured and includes unstripped Unity DLLs.
Preferred version: 5.4.602This mod allows for customizing raids to your liking.
Want to have armies besieging your fortress? A bit of extra environmental effects along your way? Or just disable trolls?
This mod can help you do all of that!
Comes preconfigured with two additional end-game raids (disabled by default), to show how and what can be done.
Enable those raids at own risk.
All configurations are placed in the default BepInEx configuration folder, and generated upon starting the game.
General configuration includes general mod controls, overall event system changes, and debugging options.
Main file for adding raid configuration.
To add a raid you must:
[YourRaidName]
Enabled=true
Name=MyRaid
... additional configuration
[YourRaidName.Index]
Enabled=true
Name=Draugr Party Time
PrefabName=Draugr
MaxSpawned=500
... additional configuration
Repeat step 2, for additional spawns in the same raid event. Just make sure to increase the index every time.
For multiple raids, repeat from step 1.
Exactly as for the main raid file. This is simply to allow for easy splitting into multiple files, and for others to easily add new raids to Custom Raids.
Just add the below to "custom_raids.raids.cfg". OverrideExisting is on by default.
[foresttrolls]
Name=foresttrolls
Enabled=false
Raid events are generally a bit "janky" to configure, so I suggest making use of the "RemoveAllExistingRaids" and "LoadRaidConfigsOnWorldStart"option from the general config.
Enabling only your own change, and use console commands "randomevent" and "stopevent" to test things out.
Spawning during also seems to be very inconsistent, meaning with the same interval setting, you will sometimes have a bunch of wave triggers inside a short span, and sometimes it takes ages.
Biomes were a big annoyance to me during testing. To just "make it work", ensure that biome is set to 0 (everything).
ForcedEnvironment also seems to be taken more as a hint, than something forced. It should trigger most of the time though.
| Setting | Type | Example Value | Description |
|---|---|---|---|
| Name | String | DeerArmy | Name of event. Can be used to override existing configurations with same name (I am looking at you, foresttrolls...) |
| Enabled | bool | true | |
| Duration | float | 90 | |
| StartMessage | String | Raid started | Message shown on raid start |
| EndMessage | String | Raid ended | Message shown on raid end |
| NearBaseOnly | bool | true | Spawn raid near base only. Looks like this one might need to always be true due to the games valid spawn logic. |
| RequiredGlobalKeys | string | defeated_bonemass, defeated_dragon | Array (separate by \",\" of required global keys. Leave empty for no requirement. |
| NotRequiredGlobalKeys | string | defeated_bonemass, defeated_dragon | Array (separate by \",\" of required global keys. Leave empty for no requirement. Not sure what it is used for. |
| PauseIfNoPlayerInArea | bool | true | |
| ForceEnvironment | string | Misty | Name of environment to set for raid |
| ForceMusic | string | CombatEventL1 | Name of music to set for raid |
| Random | bool | true | Include raid in random raid spawning. |
| Biome | int | 9 | Biome flag for allowed biomes. See biome documentation. |
| Setting | Type | Example | Description |
|---|---|---|---|
| Name | string | Draugr Party Time | Name of spawn group. Seemingly not used for anything. |
| Enabled | bool | true | |
| PrefabName | string | Draugr | Name of prefab to spawn. |
| MaxSpawned | int | 5 | Maximum alive at a time. |
| SpawnInterval | float | 1 | Interval (seconds) between wave checks. |
| SpawnChancePerInterval | 100 | Chance (0 to 100) to spawn new wave per interval. | |
| SpawnDistance | float | 0 | |
| SpawnRadiusMin | float | 0 | |
| SpawnRadiusMax | float | 1 | |
| GroupSizeMin | int | 5 | Minimum number of spawns per wave |
| GroupSizeMax | int | 5 | Maxium number of spawns per wave |
| SpawnAtNight | bool | true | |
| SpawnAtDay | bool | true | |
| HuntPlayer | bool | true | Does what it says. Will not work for all mobs, Deer will ignore it. |
| GroundOffset | float | 0.5 | Distance to ground on spawn |
| MinLevel | int | 1 | Min level to spawn. Range 1 to 3. |
| MaxLevel | int | 3 | Max level to spawn. Range 1 to 3. |
| Biome | int | 513 | Spawn biome. Unknown if this has any effect on raids. Binary flag for enums. See Biome flags |
| BiomeArea | int 7 | Spawn location in biome. Binary flag for enum. See Biome areas | |
| RequiredGlobalKey | string | defeated_bonemass | Global key required for spawning. Leave empty for no requirement. |
| RequiredEnvironments | string | Array (separate by \",\" of required environments. Leave empty for no requirement. | |
| GroupRadius | float | 1 | |
| AltitudeMin | float | -1000 | |
| AltitudeMax | float | 1000 | |
| TerrainTiltMin | float | 0 | |
| TerrainTiltMax | float | 35 | |
| InForest | bool | true | |
| OutsideForest | bool | true | |
| OceanDepthMin | float | 0 | |
| OceanDepthMax | float | 0 |
Biomes are registered as binary flags in valheim, meaning they each have a specific bit of a number, which is checked for true or false.
This means to allow for both Meadows (value 1, position 1) and Blackforest (value 8, position 4), the biome flag should be 9 (binary value 1001);
Just use 0 (biomes none) if you are uncertain. That enables all biomes.
As with biome flags. Use 3 for all.
Please note that the install buttons only work if you have compatible client software installed. Otherwise use the zip download links instead.
| Upload date | Version number | Downloads | Download link | |
|---|---|---|---|---|
| 2021-2-28 | 1.0.1 | 82 | ASharpPen-Custom_Raids-1.0.1.zip | Install |
| 2021-2-27 | 1.0.0 | 21 | ASharpPen-Custom_Raids-1.0.0.zip | Install |