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EdgeExploxers-InvisibilityPotion-0.3.1 icon

InvisibilityPotion

Three veil meads that hide you from enemies (and, at tier III, from other players). Brew them from hidden plants that only veil goggles reveal. Attacking or using tools reveals you. Requires the mod on server and clients.

Date uploaded 2 weeks ago
Version 0.3.1
Download link EdgeExploxers-InvisibilityPotion-0.3.1.zip
Downloads 30
Dependency string EdgeExploxers-InvisibilityPotion-0.3.1

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2350 icon
denikson-BepInExPack_Valheim

BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.

Preferred version: 5.4.2350
ValheimModding-Jotunn-2.30.0 icon
ValheimModding-Jotunn

Jötunn (/ˈjɔːtʊn/, 'giant'), the Valheim Library was created with the goal of making the lives of mod developers easier. It enables you to create mods for Valheim using an abstracted API so you can focus on the actual content creation.

Preferred version: 2.30.0

README

InvisibilityPotion

Three veil meads for Valheim. Drink one and a fog veil settles over you: enemies notice you less (tier I) or lose you completely (tier II and III), and the strongest mead hides you from other players too. The ingredients grow on plants that nobody can see without veil goggles.

The mod must be installed on the server and on every client (Jötunn refuses mismatched clients). Server and clients also need the same Jötunn version (built against 2.30.0; Jötunn compares its own version down to the patch number).

Install

Mod manager (recommended): install InvisibilityPotion with r2modman or Thunderstore Mod Manager; BepInExPack Valheim and Jötunn are pulled in automatically.

Manual:

  1. Install BepInExPack Valheim (unzip into the Valheim folder so BepInEx/ sits next to valheim.exe / valheim.x86_64).
  2. Put Jotunn.dll from Jötunn 2.30.0 into BepInEx/plugins/Jotunn/.
  3. Put plugins/InvisibilityPotion.dll from this zip into BepInEx/plugins/InvisibilityPotion/.

Result:

Valheim/
└── BepInEx/
    ├── config/saikopsych.InvisibilityPotion.cfg   (created on first start)
    └── plugins/
        ├── Jotunn/Jotunn.dll
        └── InvisibilityPotion/InvisibilityPotion.dll

Dedicated server: same three steps in the server folder (BepInExPack's start_server_bepinex.sh / .bat starts it); the server's config file is the one that counts for all players. Linux users: Steam launch option ./start_game_bepinex.sh %command%.

Use: brew a mead base at the Mead Ketill, ferment it, drink. Find the plants with veil goggles (Forge). BepInEx/LogOutput.log shows Patch health: 24 targets patched, 0 missing when everything loaded.

The meads

Mead Duration Enemies Other players After a reveal Carry weight
Faint Veil Mead (I) 60 s notice you far less (a quarter of the usual visibility and noise), even standing see you the veil ends 75 %
Deep Veil Mead (II) 120 s cannot see or hear you; sleeping monsters stay asleep, raids ignore you see you hidden again after 12 s without attacking 60 %
Shadow Veil Mead (III) 180 s as tier II no nameplate, no map pin, no real position hidden again after 8 s 50 %
  • Brew the mead base at the Mead Ketill (honey, thistle, bloodbag for II/III, Ymir flesh for III, and 2 of the tier's veil ingredient), then ferment it.
  • A chasing enemy gives up after a short while once it loses you.
  • You cannot drink a weaker or equal mead while a stronger veil is active.
  • The meads and their bases can be set on a table with the Serving Tray ("Mead" tab), like vanilla meads.
  • Veil Cooldown: drinking a veil mead starts one shared cooldown (tier I 30 s, II 60 s, III 90 s, counted from drinking) that blocks all three meads until it runs out; it is shorter than the veil itself, so a stronger mead can still replace a running veil once the cooldown has passed. [TierN] Cooldown, 0 = off.

What reveals you

  • Dealing damage, taking damage, blocking or parrying, drawing a bow, casting with a staff.
  • Tool use: swinging an axe or pickaxe (at anything, even air), building with the hammer, using the hoe or the cultivator. Picking plants by hand does not reveal you.
  • A reveal gives the Veil Broken debuff until the veil returns (tier II/III: RehideDelay, tier I: 20 s, restarted on every reveal): stamina regeneration 10 %, eitr regeneration 15 %, health regeneration 35 %, movement 50 % slower (tier I 35 %), and no sprinting. The veil is for sneaking past, not for fighting.
  • Breaking your own veil by acting (hitting, drawing a bow, casting, using a tool) also empties your stamina bar (DrainStaminaOnAttackReveal). Taking damage or blocking does not.

Each trigger can be switched off in the config (RevealOnDamage, RevealOnBlock, RevealOnBowDraw, RevealOnToolUse).

Veil plants and goggles

Tier Plant Where Ingredient per pick
I Huldra's Hair (lichen on the bark) some Black Forest firs and pines 1-2 Huldra's Hair
II Baldr's Tear Mountains 1 Baldr's Tear
III Hel's Ember Fern Ashlands 2-4 Hel's Ember Spore

Veil plants are invisible unless you wear veil goggles (helmet slot) of at least their tier:

Goggles Crafted at Shows
Watchman's Glass (I) Forge Huldra's Hair
Mimir's Glass (II) Forge level 3, needs Watchman's Glass tier I and II plants
Allfather's Eye (III) Black forge level 2, needs Mimir's Glass every veil plant, and players hidden by a Shadow Veil Mead (nameplate, veiled body, real position; never a map pin)

Picked plants grow back about as fast as vanilla thistle (configurable).

Cultivation

With the Cultivator (costs 1 of the ingredient):

  • Huldra's Hair sprout: on the trunk of a fir or pine (aim at the bark).
  • Baldr's Tear sprout: on cultivated ground in the Mountains.
  • Hel's Ember Fern sprout: on cultivated ground in the Ashlands.

Sprouts are veil plants too: you need goggles to see them grow.

Configuration

BepInEx/config/saikopsych.InvisibilityPotion.cfg. Gameplay values are synced from the server and only admins can change them in game.

Highlights:

  • [TierN] Duration, Cooldown, RehideDelay, AggroLossTime, CarryWeightMultiplier, DebuffStaminaRegenMultiplier, DebuffEitrRegenMultiplier, DebuffHealthRegenMultiplier, DebuffSpeedModifier, DebuffDuration, Recipe.
  • [General] the reveal switches above, DrainStaminaOnAttackReveal, AllowPvpInvisibility (server switch for tier III hiding from players).
  • [Goggles] RecipeT1..3, RevealHiddenPlayers.
  • [Plants] lichen chance per tree, zone chances for the ground plants, growth and regrowth times, yields.
  • [Fog.TierN], [Veil] the look of the veil (client side).

With ConfigurationManager installed (F1 by default) you can edit the values in game.

Known limitations

  • Wild Baldr's Tear and Hel's Ember Fern spawn only in newly generated zones. In an existing world, explore new land (or cultivate them). Huldra's Hair on trees works in existing worlds.
  • The server must run the mod: hiding a player's position from other players happens on the server.
  • Features that need two players (tier III hiding from other players, goggles III revealing them, plants picked by another player) have only been tested on a single machine so far.
  • Mead and goggle recipes are read once at startup from the local config file.
  • Veil meads go on the horizontal item stand but not on the wall item stand, and mead bases on neither, like vanilla meads and mead bases.

Source and license

MIT. Built with BepInEx and Jötunn.

CHANGELOG

Changelog

0.4.1 (2026-10-11)

  • Huldra's Hair is less rare: [Plants] LichenTreeChance 0.025 -> 0.1 (1 eligible fir/pine in 10 instead of 1 in 40). The roll is deterministic per tree and world seed, so the new rate applies to every tree at once, old zones included. Migrated once in config files that still hold the old default; a customised value stays.
  • ip_plants and ip_retrofit are now in the Release build for server admins (a local game and the host always pass; on a dedicated server Jötunn's admin status is required). ip_plants lists the hidden plants, lichen trees and sprouts around you; ip_retrofit shows the retrofit counters, ip_retrofit here runs it for your zone.
  • Retrofit log: every 25 evaluated zones the server logs a summary ("N zones evaluated: P got plants, H already had plants, R roll missed or wrong biome, S no valid spot"), so a quiet log still proves the retrofit ran. New [Plants] RetrofitReportOnly (default off, server-side): dry run that logs what would be placed and changes nothing.
  • A grown sprout logs one line on its owner ("cultivation: IP_BaldrSapling grew into IP_BaldrsTear at (x, z) zone (a,b) after N min"), so growth is visible in a server log.
  • [Plants] CultivateMinutes is applied again after the server's config arrives, so the server's value counts for every client (it used to be the client's own file; the default 240 minutes made sprouts look stuck).
  • New [Logging] Verbose (default off, local): the startup dumps (tree colliders and LODs, mesh bounds, bundle asset lists, per-tree lichen placement) go to Debug level unless it is on; the summary lines stay at Info.
  • Two tree names that do not exist in Valheim 1.0.17 are no longer looked up at startup (PineTree_01_dead, Pine_tree_normal_small; they were only inspected, never used).
  • Correction to the 0.4.0 notes: Release builds patch 23 targets (25 in Debug builds, which add two Debug-only hooks). No new patch target in 0.4.1. Built and checked against Valheim 1.0.17.

0.4.0 (2026-10-03)

  • Wild Baldr's Tear and Hel's Ember Fern now also appear in zones that were generated before the mod was installed: when a player comes near such a zone, the server rolls its chance once, with the same seed vanilla uses for new zones, and places the group under the usual rules. Zones that already hold a wild plant are skipped; a zone that misses its roll misses on every load, so nothing accumulates. Switch [Plants] RetrofitExistingZones (default on, server-side). Debug build: ip_retrofit.
  • Wild plant rates raised to the rate of vanilla carrot and turnip seeds: BaldrZoneChance 0.2 -> 0.5, HelFernZoneChance 0.1 -> 0.5 (migrated once in existing config files that still hold an old default; customised values stay).
  • New patch target ZoneSystem.CreateGhostZones (23 targets in Release builds, 25 in Debug builds).

0.3.2 (2026-10-03)

  • Package page: screenshot gallery, install guide with the Thunderstore package name, source and support links. No gameplay change.

0.3.1 (2026-10-03)

  • Wild Baldr's Tear and Hel's Ember Fern left in water or (ferns) on lava by zones generated before 0.3.0's dry-land rules are removed when their zone loads. Cultivated plants are never removed. Config [Plants] RemoveMisplacedWildPlants (default on, server-synced).
  • The veil meads and their mead bases can be placed with the Serving Tray ("Mead" tab) like vanilla meads: drink a placed mead with Use, pick it up with alt-use, or remove it with the tray to get it back.

0.3.0

  • Custom models for the three veil meads, their mead bases, the veil ingredients and three levels of veil goggles.
  • Hidden plants: Huldra's Hair grows on some Black Forest firs and pines, Baldr's Tear in the Mountains, Hel's Ember Fern in the Ashlands. They are invisible without veil goggles of at least their tier.
  • Veil goggles (helmet slot): Watchman's Glass (forge), Mimir's Glass (forge level 3), Allfather's Eye (black forge level 2). Level III also shows players hidden by a Shadow Veil Mead (server switch).
  • Cultivation: plant Huldra's Hair on a fir or pine trunk, Baldr's Tear and Hel's Ember Fern on cultivated ground in their own biome.
  • Mead base recipes now need 2 of the tier's veil ingredient. Unchanged old default recipes in the config are migrated automatically.
  • Fog veil around a hidden player instead of plain transparency; tiered looks, configurable.
  • Carry weight is reduced while a veil is active (tier I 75 %, tier II 60 %, tier III 50 %).
  • Tool use reveals you: axe and pickaxe swings, building with the hammer, hoe and cultivator (config RevealOnToolUse).
  • Veil Cooldown: one shared cooldown after drinking (30/60/90 s by tier, shorter than the veil so a stronger mead can still replace a running one). The reveal debuff is now "Veil Broken": stamina regeneration 25 % for 15 s. Breaking the veil by your own action empties the stamina bar. Unchanged old defaults in the config are migrated automatically.
  • Harsher Veil Broken, lasting until the veil returns (tier II/III; tier I 15 s): stamina regeneration 15 %, eitr 25 %, health 50 %, movement 30 % slower (tier I 20 %); new [TierN] keys DebuffSpeedModifier, DebuffEitrRegenMultiplier, DebuffHealthRegenMultiplier.
  • Veil Broken harsher still (tier I lasts 20 s): stamina regeneration 10 %, eitr 15 %, health 35 %, movement 50 % slower (tier I 35 %), no sprinting. Unchanged old defaults are migrated automatically.
  • The fog veil is lighter (you stay visible to other players; the veil hides you from monsters, the fog is only a hint) and sits low: dense near the ground and near you, thinning with height and distance.
  • Requires Jötunn 2.30.0 and BepInExPack_Valheim 5.4.2350 (was 2.30.2 / 5.4.2351). Jötunn refuses a client whose Jötunn version differs from the server's, down to the patch number: use the same Jötunn version on the server and every client.

0.2.0

  • Gameplay core: three tiers of invisibility.
    • Tier I (Faint Veil): enemies notice you less, even while standing.
    • Tier II (Deep Veil) and III (Shadow Veil): enemies neither see nor hear you, sleeping monsters stay asleep, raid monsters do not pick you.
    • Tier III also hides you from other players: no nameplate, no map pin, no real position sent to them.
  • Reveal rules: dealing damage, taking damage, blocking or parrying, drawing a bow and casting a staff reveal you; tier II and III hide you again after a few seconds without attacking.
  • "Revealed" debuff: slower stamina regeneration after a reveal.
  • A weaker or equal mead cannot be drunk while a stronger veil is active.
  • All values configurable and synced from the server (admin only).

0.1.0

  • Project skeleton: BepInEx + Jötunn plugin, patch health check at startup, build and packaging scripts.