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VHModpackFix
Lightweight compatibility fixes for inventories, invalid loot, BossAdd projectiles, log spam, network cleanup, and modded assets.
By DragonMotion
| Date uploaded | 4 days ago |
| Version | 1.1.20 |
| Download link | DragonMotion-VHModpackFix-1.1.20.zip |
| Downloads | 81 |
| Dependency string | DragonMotion-VHModpackFix-1.1.20 |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.
Preferred version: 5.4.2333README
VHModpackFix
A small, lightweight collection of fixes made for the VH Valheim modpack. It helps several installed mods work together and repairs Epic Loot windows, AdventureBackpacks container UI, AAABuildMenu world re-entry, automatic storage, invalid chest loot, BossAdd projectiles and temporary network effects, and broken More World Locations prefab references.
VHModpackFix does not add new items, recipes, creatures, or locations to your world. If a supported mod is not installed, its related fix simply stays inactive.
What does this mod fix?
| Fix | What players will notice | World and save impact | Where to install |
|---|---|---|---|
| Epic Loot windows | Enchanting and rune results once again show the item name, icon, and description. The replace-effect window displays the item and every available choice without overlaps or large empty areas. Buttons use the familiar Epic Loot appearance and work normally. | Interface only. An item changes only after the player confirms the normal Epic Loot action. Your world and save format are not changed. | Install on the player's game. |
| Enchanting resource amounts | Every required material shows a clear available / required amount, such as 192/1. When AzuCraftyBoxes is installed, permitted nearby chests are included in the available amount. |
Display only. This fix does not create or spend resources by itself. | Install on the player's game. AzuCraftyBoxes is optional. |
| AzuCraftyBoxes destroyed-container safety | Skips a cached chest wrapper if its Unity container was destroyed during zone unloading, and removes the exact dead reference from AzuCraftyBoxes' registry. | Prevents recipe availability checks from throwing. It does not change chest contents, crafting rules, networking, or the save format. | Install on the player's game. AzuCraftyBoxes is optional. |
| Vanilla Sunken Crypt Room4 hierarchy | Repairs the misplaced Connection (2) in sunkencrypt_new_Room4 before Valheim caches the room's dungeon connections. |
Preserves the connection's exact world transform and prevents repeated hierarchy warnings during crypt generation. Existing generated crypts and the world save are untouched. | Install wherever dungeon generation runs. No other mod is required. |
| Bow aiming | Manual aim can be activated while drawing a bow, no longer turns the shot into a block, and remains active after firing while the aim button is held. Walking, running, jumping, and other keys no longer cancel the zoom. | Changes bow controls only while playing. It does not alter the character, equipment, world, or save format. | Install on the player's game. |
| Arrow flight | Arrow speed, drop, accuracy, and a small aiming correction can be configured. Epic Loot projectile bonuses continue to work. | Affects arrows fired by the player while the mod is enabled. Existing worlds and saved objects are not changed. | Install on the player's game. |
| AAABuildMenu after re-entering a world | Search, filters, the expanded grid, key hints, and the pinned-recipe tracker are created again after leaving a world and joining another one. Stale references to the destroyed HUD are cleared during the normal HUD lifecycle, with a second check when the new HUD awakens. | UI lifecycle only. Favorites, pinned recipes, usage data, settings, worlds, and save formats are preserved. No update loop or repeating check is added. | Install on the player's game with AAABuildMenu 1.0.1. The mod is optional. |
| AdventureBackpacks + AzuAutoStore | The automatic-store key reliably moves suitable items from the equipped backpack as well as the normal inventory. It no longer reports a move that did not happen, leaves items stuck in the first cells, creates empty 0/100 stacks, or sends normal-inventory items back into the equipped backpack. The combined message counts only items that really moved. |
Items move only when the player uses the automatic-store key. Existing backpack and chest inventories are used normally; the world and save format are not changed. | Install on the player's game. This fix activates when both related mods are present. |
| Backpack beside an opened chest | When AdventureBackpacks' own Open with Inventory setting is enabled, the equipped backpack remains visible as a third panel beside the opened chest or other container. Drag, split, use, and drop actions work normally; the quick-move modifier sends an item from the backpack to the opened container. The panel can be disabled or repositioned with separate X/Y offsets. |
UI and normal inventory transfers only. It does not create items, alter networking, or change the save format. | Install on the player's game with AdventureBackpacks 1.9.13. |
| AzuAutoStore debug logging | Repeated Debug messages from nearby-item and container scans no longer fill Player.log. Warnings, errors, information messages, and storage behavior remain visible and unchanged. |
Logging only. Items, containers, multiplayer rules, and saves are not changed. | Install wherever AzuAutoStore runs. AzuAutoStore is optional. |
| Backpack favorite items | Favorites now work inside the equipped backpack too. Hold AzuAutoStore's favorite key and left-click a stack (Z + left click by default). The familiar yellow border appears without picking the item up. Only the stack you clicked is protected; an identical item elsewhere remains independent. |
The favorite follows that stack and does not change its name, stats, amount, or value. The world and save format are not changed. | Install on the player's game with AdventureBackpacks and AzuAutoStore. |
| Experimental matching-item backpack pickup | An optional setting sends a complete stack into the equipped backpack when that backpack already contains the same item type and has room. It works with automatic pickup, manual world pickup, quick-transfer from a chest, and InventorySlots' safe Take All action. Epic Loot crafting materials and other mutually stackable Epic Loot drops are supported. If the whole stack cannot fit—or the item carries unknown special data—the normal inventory behavior is used. | Affects only where newly collected items are placed. It never creates resources and does not change the world/save format. The option is disabled by default. | Install on the player's game. AdventureBackpacks is required; AzuAutoStore is not. InventorySlots, Epic Loot, and Build Camera are supported when present. |
| Optional inventory auto-sort | Two separate options can tidy the player inventory and the opened chest or backpack when the inventory window opens. Matching partial stacks are combined at the same time. Favorite cells, equipment, quick slots, and unsafe special items keep InventorySlots' normal protection. | Reorders and combines existing stacks only when the corresponding option is enabled and the window is opened. Item totals and the save format do not change. Both options are disabled by default. | Install on the player's game with InventorySlots. |
| Balrond Arsenal armor | Long stretched strips disappear from affected chest and leg armor while all original materials and decorative parts remain visible. | Visual only. Armor stats, the items themselves, and saved data are not changed. | Install on the player's game. |
| Container default loot | Immediately before a newly spawned container rolls its initial contents, unusable entries without a prefab, ItemDrop, item data, or shared item data are removed. This covers room-local and late-modified tables that do not exist in a shared chest prefab during startup. The warning names the affected container and broken entry. |
Valid vanilla and modded loot remains unchanged. Existing chest contents, world objects, and save formats are not modified. There is no world scan or update loop. | Install on the host/server and clients. Validation runs only when the normal owner generates a new container's default contents. |
| BossAdd temporary effects | Boss summon, Yagluth skeleton/death-zone, meteor-fire, and Queen poison effects disappear normally without leaving an invalid network object behind. This prevents a repeating ZNetScene.RemoveObjects error and the associated log spam or stutter when a zone is unloaded after teleporting. No additional polling, per-frame search, or network-registry scan is added; cleanup runs only when BossAdd already expires an effect. |
Boss fights, network visibility, effect damage, and visuals remain the same. Only future cleanup changes; existing world objects and the save format are not modified. | Install wherever BossAdd runs the boss logic, normally the host/server and every player using the same modpack. BossAdd is optional. Fully restart Valheim once after installing or updating. |
| BossAdd MiniBonemass projectiles | MiniBonemass projectiles are initialized with their owner and then removed through Valheim's network scene before their first update. BossAdd's intended projectile block remains, while SpawnAbility no longer receives a null owner and floods the log with exceptions. |
No new projectile attack is enabled. Existing bosses, drops, world objects, and saves are unchanged. | Install on the host/server and clients using BossAdd. A full restart is required. |
| More World Locations prefab references | Repairs one truncated stone-pillar mock and 55 double-prefixed network-piece mocks in the Mountain Cult Shrine and Forest Skull assets before Jotunn resolves or activates them. The missing pieces can load as their real vanilla prefabs instead of producing invalid ZDOs and a later ZNetScene.RemoveObjects flood. |
Startup asset repair only. It does not edit the MWL bundle, generated zones, or the world/save format. Already missing objects in previously generated locations are not regenerated. | Install on the host/server and clients with More World Locations and Jotunn. Both mods are optional. A full Valheim restart is required. |
| ZNetScene registry safety | If any mod still destroys a live network object with Unity cleanup instead of Valheim's network lifecycle, the exact matching stale registry entry is removed before it can repeat forever. Normal cleanup is ignored. There is no healthy-play registry scan; a complete scan is used only after vanilla has already thrown a null-reference exception, and that first error remains in the log for diagnosis. | Never takes network ownership. Persistent or currently relevant ZDOs are preserved for safe recreation, while vanilla's owner-only cleanup rule is retained for non-persistent objects outside the active area. No save or network format changes. | Install on the host/server and clients. Enabled by default and independently configurable. |
Installation
Install the package through Thunderstore Mod Manager or r2modman like any other Valheim mod.
Only BepInExPack Valheim is required. Epic Loot, AAABuildMenu, AzuCraftyBoxes, AzuAutoStore, AdventureBackpacks, InventorySlots, BuildCameraCHE, Balrond Arsenal, Balrond Amazing Nature, BossAdd, Jotunn, and More World Locations are optional. VHModpackFix enables only the fixes whose related mods are present. BuildCameraCHE needs no special setup; if it is installed, the experimental backpack pickup also works while its build camera is active.
For single-player and most interface features, a client installation is enough. In multiplayer, install the same version on the host/server and clients when using the network, BossAdd, or More World Locations fixes.
Fully restart Valheim after installing or updating this fix. The More World Locations repair must run before its affected assets are loaded. If ZNetScene.RemoveObjects is already repeating in the current process, restart first to return the network scene to a known clean state.
Can I add it to an existing world?
Yes. VHModpackFix does not change world generation and does not add its own objects to the world.
It can also be removed later. Interface and control behavior will return to their unfixed state, while items previously moved by automatic storage remain inside the containers chosen by the player.
As with any modded setup, keeping a backup of important characters and worlds is still recommended.
Configuration
Each major group of fixes can be enabled or disabled separately:
- Epic Loot;
- bows and arrows;
- AAABuildMenu world re-entry lifecycle;
- AdventureBackpacks and AzuAutoStore;
- AdventureBackpacks side panel beside opened containers, including X/Y position offsets;
- AzuAutoStore Debug-level logging;
- experimental AdventureBackpacks matching-item pickup (disabled by default);
- player-inventory and opened-container auto-sort (separate options, disabled by default);
- Balrond Arsenal;
- default container loot validation;
- BossAdd temporary network effects;
- BossAdd MiniBonemass projectile blocking;
- More World Locations mock references;
- stale ZNetScene registry recovery.
Valheim Configuration Manager is the easiest way to change these options. The default values are already selected for the VH modpack.
Optional performance checks for large VH worlds
VHModpackFix does not add a repeating world scan. Its fixes run only when their related action, window, item pickup, or cleanup event happens. The current version also removes unnecessary bow work while you are simply moving around and removes an unused AdventureBackpacks diagnostic step from backpack saves.
If you still notice an occasional pause while running through a busy base, try these independent settings one at a time:
| Mod and setting | Suggested test | What changes |
|---|---|---|
InventorySlots: Container Preview Close Delay |
Set it to 0. |
Disables only the look-at-container preview. Normal inventory slots and container windows still work. |
AzuAutoStore: Chests Pickup From Ground / IntervalSeconds |
Turn ground pickup off, or raise the interval from 10 to 30–60. |
Reduces how often AzuAutoStore searches loose world items and nearby containers. These settings are controlled by the host/server in multiplayer. |
Balrond Nature Optimizer: Aggressive Opaque Material Restore |
Set it to false and fully restart Valheim for a comparison. |
Reduces first-time material work while travelling. Some problem materials may then rely only on the conservative repair option. |
These settings belong to their respective mods; VHModpackFix does not change them automatically.
Tested versions
- Valheim
0.221.12; - Epic Loot
0.12.15; - AAABuildMenu
1.0.1; - AzuCraftyBoxes
1.8.14; - AzuAutoStore
3.0.14; - AdventureBackpacks
1.9.13; - InventorySlots
1.1.9; - BuildCameraCHE
1.2.10; - Balrond Arsenal Reborn
0.1.6; - Balrond Amazing Nature
1.3.8; - BossAdd
1.0.2; - Jotunn
2.29.2; - More World Locations AIO
5.0.6.
The old Balrond well workaround is not included because Amazing Nature already handles that issue.
CHANGELOG
1.1.24
- Rebuilt the default-enabled Wisplight optimization around Valheim's two vanilla Mistlands particle systems. The vanilla FPS-dependent update rate is corrected, terrain-height checks are rolled across frames, and particle preparation uses one shared time-based budget instead of a large 0.1-second burst.
- Mist volumes and Demister positions are read once per mist pass, so candidate checks no longer repeatedly cross Unity's component boundary. At high frame rates the amount processed by each frame becomes smaller; both mist systems share a hard ceiling of 64 candidates in any one frame.
- Enlarged Wisplight radii still keep their real clearing area, force, and movement response while their boundary workload stays near the vanilla radius. Particle limits, transparency sorting, materials, Mistwalker, torches, creatures, and world devices are not reduced or replaced.
- Unfinished preparation older than 0.25 seconds is refreshed instead of becoming a delayed catch-up burst. It is also cleared when a mist system is disabled, misses updates, is destroyed, or is intentionally suppressed by ServerDevcommands.
- The optimization adds no standalone update loop, timer, world scan, save change, item change, or network-format change. Radius and dispersal-speed multipliers remain
1by default.
1.1.23
- Added a default-enabled Wisplight optimization that prevents mist work from increasing with uncapped FPS.
- Enlarged Wisplight fields keep their full clearing radius, force, and movement response without multiplying their visual particle workload by the enlarged area. Mistwalker, torches, creatures, and world devices are not changed.
- Reorganized settings into clear alphabetical sections for shudnal ConfigurationManager and the generated CFG. Existing values migrate automatically, main switches stay above detailed settings, and retired sections such as
Fixes,Experimental,Global Fix Switches, andHuginn Mapare removed. - Wisplight radius and dispersal-speed multipliers both remain
1by default. The optimization is enabled by default and does not change worlds, saves, items, or network formats.
1.1.22
- Added optional expanded generation for newly created procedural
Dungeonlayouts. Every interior generator receives at least 256 metres of vertical space while retaining its original X/Z footprint; the common 64-metre footprint therefore becomes64x256x64, so layouts can use additional floors without crossing horizontal network zones. - Replaced vanilla's attempt-count interpretation for regular procedural dungeons with configurable minimum/maximum targets for successfully placed main rooms. Generation is bounded by the configured maximum rooms, an attempt multiplier, the open-connection set, and a consecutive-failure limit; end caps retain Valheim's normal behavior.
- Added tuned defaults for vanilla, Hildir, and More World Locations dungeon generators. The two audited authored layouts,
DG_DvergrBossandDG_Hildir_PlainsFortress, keep Valheim's original room algorithm so their 256/512 attempt budgets are never misread as desired room counts. - Added soft GUID-based Balrond Amazing Nature 1.3.8 integration. The final startup pass runs after Amazing Nature, clamps required-room counts to real required-name lists, clears unused camp-radius fields from
Dungeon, restores Meadows/Goblin camp minimums, and keeps the five edited outdoor camp radii within their 64-metre zones. Amazing Nature and More World Locations remain optional. - Added one compact startup capability line containing the final algorithm, room range, required count, radius, and zone size for every adjusted generator. Existing saved
roomDataand world/save formats are unchanged; a layout changes only when Valheim first generates or explicitly regenerates it.
1.1.21
- Added separate Wisplight Demister radius and dispersal-speed multipliers. They preserve vanilla behavior at
1, stack multiplicatively with Epic Loot's Wisp Range effect, and leave Mistwalker, wisp torches, creatures, and world devices unchanged. - The radius is safely limited to
3x; both settings are applied once when the Wisplight field is created, without a new update loop, repeating scan, world change, or save-format change. - Fixed manual aiming and block suppression for drawn secondary bow attacks. This was verified against Magic Supremacy
3.0.7and its Crystaldraw secondary attack without depending on Magic Supremacy's private state.
1.1.20
- Changed the default AdventureBackpacks side-panel X offset from
550to the tested650. The default Y offset remains0. - Existing user configuration values are preserved by BepInEx; the new default applies to fresh configuration files or after resetting that setting.
1.1.19
- Added an optional third AdventureBackpacks panel while a real chest or other container is open. It activates only when AdventureBackpacks' own
Open with Inventorysetting is enabled and leaves the real container as Valheim's activem_currentContainer. - The backpack grid supports normal drag, split, right-click use, drop, and quick-move actions; quick-moving from the backpack sends the item to the currently opened container. AdventureBackpacks' normal inventory-change save path remains responsible for persistence.
- Added independent
Backpack panel offset XandBackpack panel offset Ysettings, relative to the opened-container panel. The default X offset places the backpack to the right of the chest, and the whole feature can be disabled separately. - The panel is created and destroyed with
InventoryGui, refreshes only inside Valheim's existing visible-inventory container update, and is hidden on close, teleport, world exit, unequip, or ownership loss. No world scan, network RPC, save-format change, or new standalone update loop was added.
1.1.18
- Repaired Iron Gate's malformed vanilla SoftRef prefab
sunkencrypt_new_Room4:Connection (2)was nested under the decorativeRoomtransform instead of being a direct child of the room root. - The connection is reparented before
Room.GetConnectionsbuilds its cache, with its world position, rotation, and scale preserved. This removes the repeated dungeon-generation warning without changing room selection, connection type, door flags, generated saves, or existing crypts. - The repair targets only the exact vanilla prefab and hierarchy path and adds no polling, update loop, asset rewrite, or world scan.
1.1.17
- Prevented AzuCraftyBoxes 1.8.14 from calling
VanillaContainer.GetPrefabNameafter Unity has destroyed the wrapped chest during zone unloading. - A dead wrapper now returns an empty prefab name so the current recipe check skips it, while the exact destroyed
Containerreference is removed from AzuCraftyBoxes' registry. The active cached list is left untouched during itsforeachand expires through AzuCraftyBoxes' normal 0.25-second cache path. - The repair runs only on AzuCraftyBoxes prefab-name requests and adds no polling, update loop, world scan, save change, or multiplayer behavior.
1.1.16
- Fixed matching-stack pickup for Epic Loot crafting materials, runestones, powders, and other stackable drops carrying Epic Loot custom item data. Their own stack-compatibility checks now decide whether two stacks may merge.
- Unknown third-party custom data remains excluded, whole-stack capacity checks remain in place, and no update loop, polling, save-format change, or multiplayer RPC behavior was added.
1.1.15
- Replaced the startup-only
TreasureChest_sunkencryptsanitizer after runtime evidence showed that the broken entry lives in a room-local or late-modified container table. The old narrow code and dependency were removed completely. - Added validation directly before vanilla
Container.AddDefaultItemsrolls a new container's default loot. Only entries missing a prefab,ItemDrop, item data, or shared item data are removed; valid loot is untouched and the warning identifies the exact container and invalid entry. - The validation runs only on normal default-loot generation by the container owner. It adds no world scan, update loop, polling, or save-format change.
1.1.14
- Fixed AAABuildMenu 1.0.1 reverting to a vanilla-looking build menu after leaving and re-entering a world. HUD-bound static references and caches are cleared on
Hud.OnDestroy, with a fallback check before the nextHud.Awake, so search, filters, the expanded grid, key hints, and the pin tracker are rebuilt for the new HUD. - Preserved AAABuildMenu favorites, pinned-recipe data, usage history, configuration subscriptions, and saved settings. The repair uses lifecycle hooks only and adds no update loop or repeating scan.
1.1.13
- Replaced BossAdd 1.0.2's unsafe MiniBonemass
Projectile.Setupcancellation. The projectile now receives a valid owner and is removed throughZNetScenebefore its first update, preserving the intended projectile block withoutSpawnAbilitynull-reference errors. - Added one-time validation for Balrond Amazing Nature 1.3.8's
TreasureChest_sunkencryptdrop table. Only entries missing a usable prefab,ItemDrop, item data, or shared data are removed; valid loot and existing chest contents remain unchanged. - Suppressed only AzuAutoStore 3.0.14 Debug-level messages, including repeated nearby-item scan lines. Warnings, errors, information messages, and all storage behavior remain active.
1.1.12
- Repaired the invalid Jotunn mock names in
MWL_MountainCultShrine1andMWL_ForestSkull1before More World Locations activates those assets. This covers one truncated stone-pillar name and all 55 audited double-prefixed network pieces, preventing invalid prefab ZDOs and the laterZNetScene.RemoveObjectsflood without editing the asset bundle or save format. - Added a conservative ZNetScene registry safety net for any remaining mod that destroys a live
ZNetViewoutside Valheim's network lifecycle. It removes only the exact matching stale entry, never takes ownership, preserves persistent/current ZDOs, and scans the registry only after vanilla has already thrown a null-reference exception. The first exception remains visible for diagnosis instead of being hidden.
1.1.11
- Expanded the Balrond Arsenal bone-binding repair to all eight audited chest and leg armor prefabs affected by the invalid
Hips 1remap. The fix now restores only bindings that actually contain a missing bone, runs only when armor changes, and leaves every mesh, material, renderer state, item, and save untouched.
1.1.10
- Removed an obsolete optional integration completely, including its patches, settings, dependency declaration, documentation, and historical package references.
1.1.9
- Rebuilt AdventureBackpacks favorite handling around the clicked stack.
Z + left clicknow marks the backpack item without placing it on the cursor, draws the normal yellow border, and no longer protects every identical item in the player inventory or backpack. - Prevented AdventureBackpacks' hidden player-side container from entering AzuAutoStore's nearby-storage list, with a second transfer-time guard for an already registered wrapper. Normal-inventory items can no longer be sent back into the equipped backpack when no chest accepts them.
- Reduced backpack pickup overhead without adding a timer or update loop: the equipped backpack lookup is reused only within the current frame, invalid stacks are handled in the existing item pass, and AdventureBackpacks' unused
StackTraceallocation is removed while its normal synchronous save remains intact. - Removed the bow/Epic Loot per-frame allocation chain during ordinary movement and long aim sessions. Bow work now exits early while inactive, and skill-based zoom timing is calculated once when an aim session starts.
- Added plain-English performance checks for InventorySlots container preview, AzuAutoStore ground pickup, and aggressive Balrond material repair.
1.1.8
- Rebuilt the AdventureBackpacks/AzuAutoStore transfer path around the real source stack and excluded AdventureBackpacks' player-side helper container from nearby storage. This fixes false success messages, items getting stuck in their first backpack cells, and visible zero-sized stacks without adding polling or a world scan.
- Added AzuAutoStore item favorites to the equipped AdventureBackpacks grid. Use AzuAutoStore's normal favorite modifier plus left click (Z + left click by default); the same yellow border is shown and the item type is protected from automatic storage.
- Expanded the optional matching-item backpack routing to manual world pickup, container quick-transfer, and InventorySlots' safe Take All action. Only a complete ordinary stack is redirected; special-data items and tombstones keep their normal behavior.
- Added separate, disabled-by-default options to sort the player inventory and the opened container when the inventory window opens. InventorySlots' own safe sorter is reused, including partial-stack merging and favorite/protected-slot handling.
- Restored the missing description in Epic Loot's replace-effect dialog by keeping the description scroll view above the frame background and repairing its viewport/content links.
1.1.7
- Fixed partial AdventureBackpacks stacks being saved in an invalid backpack cell while AzuAutoStore was moving only part of a stack. The real backpack item now keeps its original slot throughout the transfer, and previously affected invalid slots are recovered into a free backpack cell when possible as the backpack loads.
- Made the combined automatic-store total use the amount actually removed from the backpack while retaining AzuAutoStore's normal container rules and highlight feedback.
- Added an experimental, disabled-by-default option that routes a complete automatically picked-up stack into the equipped backpack when it already contains the same item and the whole pickup fits there. Otherwise vanilla inventory pickup is left unchanged. It uses the existing pickup event, adds no update loop or world scan, and supports both normal play and BuildCameraCHE.
1.1.6
- Fixed BossAdd temporary network effects being destroyed outside Valheim's
ZNetScenelifecycle. Special summons and Yagluth's skeleton/death-zone effects now clean up their registered network objects safely instead of leaving a deadZNetViewthat could trigger repeatingZNetScene.RemoveObjectserrors after teleporting. - Routed BossAdd's retained Yagluth meteor-fire and Queen poison-zone cleanup through
ZNetSceneonly when their existing expiry, eviction, or boss-death branches run. Network visibility, effect components, and zone gameplay remain unchanged; no additional polling or registry scan was added. - Added a live
Safe temporary VFX cleanupcompatibility switch covering nine audited cleanup paths. It affects future cleanup immediately; an already-corrupted current session still requires a full Valheim restart.
1.1.5
- Replaced the Thunderstore page with a clear English guide for regular players, including a table of every fix, save impact, and installation requirement. Gameplay is unchanged from 1.1.4.
1.1.4
- Restored the complete Epic Loot replace-effect window: item name, icon, scrolling description, and clearly separated effect choices are visible again.
- Rewrote the Thunderstore description in plain language with a table explaining every fix, save impact, and installation requirements.
1.1.3
- Kept manual bow aim latched while movement, jump, or any unrelated input is held. Bow shortcuts now test only their configured main key and modifiers instead of BepInEx's exclusive-combination check.
- Made the dedicated draw-cancel shortcut work while the player is moving for the same reason.
1.1.2
- Rebuilt the Epic Loot success-dialog close control from the active enchanting-panel action button. It now keeps Epic Loot's current sprites and font, closes reliably, and no longer exposes the inherited shield/variant control.
- Changed manual bow aim to a weapon-bound latch: press the aim shortcut during a draw, release the attack normally, and keep zoom until the aim shortcut is released or the weapon changes. Block remains suppressed through the shot-release frame; the dedicated cancel shortcut is unchanged.
- Replaced the ineffective
Torso.019material workaround with a late, targeted bone-binding repair. This restores Valheim's body skeleton after AdventureBackpacks/Jotunn-style bone reordering maps the asset'sHips 1source bone tonull; the renderer, mesh, and original material remain intact.
1.1.1
- Prevented the bow zoom/aim hotkey from being interpreted as block while a bow attack is held. The explicit draw-cancel shortcut remains functional, and melee blocking is unaffected.
1.1.0
- Added
available/requiredresource counts to Epic Loot enchanting cost rows. Optional AzuCraftyBoxes support includes permitted nearby containers without duplicating its consumption logic. - Reworked the Epic Loot result dialog repair to preserve the native button style while restoring missing item content, scrolling, and close behavior.
- Made bow patches local and conflict-aware, with explicit Epic Loot and FirstPersonMode ordering and guaranteed restoration of temporary shot values.
- Combined AdventureBackpacks and player-inventory transfers into AzuAutoStore's single success message while suppressing only compatibility-pass rejection spam.
- Replaced the
Torso.019renderer-disable workaround with a targeted compatible-material replacement, preserving the Darksteel Chest armor detail. - Split integrations into lightweight event-driven modules and declared all target mods as BepInEx soft dependencies. Thunderstore now requires only BepInEx.
1.0.60
- Added the original Balrond Arsenal Reborn
ArmorMercChest_balworkaround for the stretchedTorso.019mesh.
1.0.59
- Suppressed AzuAutoStore center-screen rejection messages while processing equipped AdventureBackpacks contents through the compatibility pass. Successful store feedback is unchanged.
1.0.58
- Reworked AdventureBackpacks/AzuAutoStore compatibility to use AzuAutoStore's own nearby-container and store pipeline, including cart containers and container highlight/ping feedback.
1.0.46
- Restored Epic Loot augment/replacement choice buttons to the bottom of the replacement dialog.
1.0.45
- Fixed the Epic Loot enchant/rune result close button label.
- Fixed Harmony warnings from localization lookup on newer Valheim builds.
1.0.38
- Fixed AdventureBackpacks/AzuAutoStore compatibility on newer Valheim builds.
1.0.37
- Improved AdventureBackpacks/AzuAutoStore compatibility so the store hotkey can process the equipped backpack inventory.
- Removed the pickup stacking hook to avoid pickup freezes.
1.0.29
- Fixed the Epic Loot enchant/rune result dialog scrollbar and close button visibility.
1.0.25
- Removed the Balrond water well material fix because Amazing Nature now fixes it upstream.