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ElPopeAdventures
Mage and Rogue classes, dual swords and greatswords, new enemies, mini-bosses and revivable companions, masterwork gear that glows, inventory QoL (stacks, sorting, search, quick stack, crafting from chests) and a free build camera.
By ElPope
| Last updated | 2 weeks ago |
| Total downloads | 264 |
| Total rating | 1 |
| Categories | Mods Tweaks Gear Crafting |
| Dependency string | ElPope-ElPopeAdventures-1.5.0 |
| Dependants | 0 other packages depend on this package |
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: 5.4.2351README
ElPopeAdventures
Several things in one mod, each of which can be switched off on its own:
- The Mage class. Play a mage from day one in the Meadows. You get a mana pool, and a new staff in every biome: frost first, then fire, then arcane. Mage armour covers the biomes before vanilla's Eitr-weave. Mana cocktails are brewed from each biome's fruit.
- The Rogue class. Sneak and stab from day one: stealth and dagger bonuses, and dual daggers for every biome up to the Plains, with a Shadowstep special attack.
- Twinblades and greatswords. Dual swords that cross on your back when put away, and greatswords from the Black Forest on, for anyone.
- New enemies and mini-bosses. Tougher, faster-fighting creatures and roaming mini-bosses in the Meadows, Black Forest and Plains, with combos and moves vanilla creatures never use.
- Companions. Rare wandering companions in every biome from the Meadows to the Plains. Befriend one with an offering (one companion at a time), and if it falls, raise it again at a Companion Cairn.
- Masterwork gear. Anything upgraded to its maximum level glows and gets a bonus.
- Inventory quality of life. Bigger stacks, a sort key, quick stack to nearby chests, crafting/building from nearby chests, and a search that finds items by name in your inventory and nearby chests.
- Free build camera. Detach the camera while building and fly it around, so you can place pieces from any angle.
Everything is crafted in game. No cheats or console commands are needed.
Installation
Use r2modman or the Thunderstore Mod Manager, search for ElPopeAdventures, and click install. BepInExPack_Valheim is installed with it automatically. Then start the game from the mod manager (Start modded).
For a manual install, install BepInExPack_Valheim first, then copy ElPopeAdventures.dll into Valheim/BepInEx/plugins/ElPopeAdventures/.
Multiplayer: every player needs the mod with the same config. Installing it on the dedicated server too is recommended.
The Mage class
- Craft a Mage Tome at the workbench and read it (eat it). Your character becomes a Mage and gains 50 mana, plus 20 more for every boss defeated. Mana is the game's eitr (the purple bar), so eitr food adds to it as well. This choice is saved on your character.
- Craft a staff. Staff recipes only appear once you're a Mage, and only a Mage can cast with them. Staffs cast the vanilla staff spells, scaled to their biome. They train Elemental Magic and upgrade like vanilla weapons.
- Wear mage armour for faster mana regeneration and Elemental Magic.
- Drink cocktails to refill mana instantly.
Staffs
| Biome | Staff | School | Where | Ingredients |
|---|---|---|---|---|
| Meadows | Frost Staff | Frost | Workbench | 10 Wood, 4 Deer hide, 1 Deer trophy |
| Black Forest | Glacial Staff | Frost | Forge | 10 Core wood, 6 Bronze, 10 Greydwarf eye, 1 Greydwarf shaman trophy |
| Swamp | Ember Staff | Fire | Forge lvl 2 | 10 Ancient bark, 8 Iron, 4 Surtling core, 1 Draugr trophy |
| Mountain | Blaze Staff | Fire | Forge lvl 3 | 10 Ancient bark, 10 Silver, 6 Obsidian, 6 Surtling core, 1 Cultist trophy |
| Plains | Arcane Staff | Arcane (lightning + spirit) | Forge lvl 4 | 10 Fine wood, 10 Black metal, 6 Linen thread, 1 Fuling shaman trophy |
| Mistlands | Rime / Inferno / Mistrune Staff | Frost / Fire / Arcane | Galdr table | 20 Yggdrasil wood, 16 Refined eitr, plus 4 Freeze gland / 4 Surtling core / 2 Black core |
| Ashlands | Hoarfrost / Surtr's / Stormcaller Staff | Frost / Fire / Arcane | Galdr table lvl 2 | 10 Ashwood, 4 Flametal, 3 Celestial feather, plus 6 Freeze gland / 2 Molten core / 1 Charred warlock trophy |
| Deep North | Jotun Frost / Muspel / Norn Staff | Frost / Fire / Arcane | Galdr table lvl 3 | 10 Frostwood, 10 Gold, 5 Norn thread, plus 10 Ice / 4 Molten core / 1 Jotun witch trophy |
From the Mistlands on, each staff matches the damage and mana cost of the vanilla staffs.
Secondary spells
Every mage staff also casts a spell with the secondary attack button: middle mouse on keyboard, or RB on a controller with the default layout. Sneak first (Left Ctrl, or click the left stick) to cast Mana Shield with a frost staff.
| Spell | Staffs | Effect | Mana |
|---|---|---|---|
| Frost Nova | Frost staffs | A burst of ice around you. Hits every enemy within 6 m for 4x the staff's damage and slows them. Never hits you, tame animals or buildings. | 8x the staff's normal cast (about 14 with the Frost Staff) |
| Mana Shield | Fire and arcane staffs, and any mage staff while sneaking (so from the Meadows on) | For 60 seconds, damage drains your mana instead of your health. Each point of mana absorbs 2 damage with a Meadows staff, rising to 6 with a Deep North staff. The shield breaks when your mana runs out. | 10 (Meadows) to 30 (Mistlands and later) |
Both use vanilla cast animations and effects: Frost Nova uses the vanilla frost orb staff's cast, and Mana Shield uses the Staff of Protection cast and bubble. The exact numbers for each staff are written to the BepInEx log, and everything can be tuned in [Mage - Secondary spells].
Mage armour
Vanilla mage armour (Eitr-weave) only arrives in the Mistlands, so the mod adds a hood, robe and trousers for each earlier biome. All are made at the workbench (level 2) and upgrade like vanilla armour. Like Eitr-weave, they trade armour for mana regeneration: each piece has about half the armour of that biome's heavy armour. Wearing all three pieces of a set raises your Elemental Magic skill. Only a Mage can see the recipes, but anyone can wear the armour. Each set is the Eitr-weave design in its own colours, in the world and in the inventory: Apprentice in undyed tan, Mossweave in moss green, Mirewitch in plum, Frostbound in ice blue and Sunweave in gold, before vanilla Eitr-weave's red.
| Biome | Set | Armour per piece | Mana regen (hood / robe / trousers) | Full set | Hood | Robe | Trousers |
|---|---|---|---|---|---|---|---|
| Meadows | Apprentice | 2 | +5% / +10% / +10% | +5 Elemental Magic | 4 Deer hide, 3 Dandelion | 6 Deer hide, 4 Leather scraps, 5 Resin | 5 Deer hide, 4 Leather scraps |
| Black Forest | Mossweave | 4 | +8% / +16% / +16% | +5 Elemental Magic | 3 Troll hide, 6 Greydwarf eye | 5 Troll hide, 10 Greydwarf eye, 2 Bronze | 4 Troll hide, 8 Greydwarf eye |
| Swamp | Mirewitch | 7 | +11% / +22% / +22% | +10 Elemental Magic | 8 Guck, 4 Root, 4 Leather scraps (poison resistant) | 10 Guck, 6 Bloodbag, 4 Iron | 8 Guck, 4 Bloodbag, 2 Iron |
| Mountain | Frostbound | 10 | +14% / +28% / +28% | +10 Elemental Magic | 3 Wolf pelt, 3 Freeze gland, 2 Silver | 5 Wolf pelt, 10 Wolf hair bundle, 6 Silver, 4 Freeze gland (frost resistant) | 4 Wolf pelt, 8 Wolf hair bundle, 4 Silver |
| Plains | Sunweave | 13 | +17% / +34% / +34% | +15 Elemental Magic | 12 Linen thread, 4 Feathers, 2 Black metal | 20 Linen thread, 3 Lox pelt, 4 Black metal | 16 Linen thread, 2 Lox pelt, 3 Black metal |
For comparison, vanilla Eitr-weave has 16 armour per piece and +20% / +40% / +40% regeneration. The Frostbound robe's frost resistance keeps you from freezing on the mountain, like the wolf armour chest.
Cocktails and the tome
| Item | Where | Ingredients | Effect |
|---|---|---|---|
| Mage Tome | Workbench | 2 Deer hide, 5 Resin, 3 Dandelion | Become a Mage |
| Meadow Berry Cocktail | Workbench | 6 Raspberries, 2 Dandelion | +40 mana |
| Blueberry Cocktail | Cauldron | 6 Blueberries, 2 Thistle | +70 mana |
| Cloudberry Cocktail | Cauldron | 6 Cloudberries, 2 Barley | +110 mana |
A recipe appears once you have picked up each of its ingredients, like vanilla recipes. For example, the Mage Tome shows up at the workbench after you've picked up a dandelion (the small yellow Meadows flower). Every recipe can be changed in the config.
The Rogue class
- Craft a Rogue's Shadowstone at the workbench (4 Leather scraps, 6 Flint, 3 Mushrooms) and use it from your inventory. Your character becomes a Rogue. This is saved on your character, and you can be a Rogue and a Mage at the same time.
- Rogues always have the Rogue effect (shown with your status effects):
- +10% damage with every knife and dagger, vanilla knives included.
- Sneak attacks with knives deal +50% on top of the knife's own sneak attack bonus.
- Sneaking costs half the stamina.
- You are 25% quieter and 25% harder to spot.
- Craft dual daggers. Their recipes only appear once you're a Rogue, and only a Rogue can fight with them. They use the Knives skill, the vanilla Skoll and Hati dual-knife moves, and upgrade like vanilla weapons.
| Biome | Daggers | Where | Ingredients | Damage (slash + pierce) | Colours |
|---|---|---|---|---|---|
| Meadows | Flint Fangs | Workbench lvl 2 | 4 Wood, 10 Flint, 4 Leather scraps | 7 + 7 | Grey flint, brown leather |
| Black Forest | Bronze Fangs | Forge | 4 Wood, 8 Bronze, 4 Deer hide | 14 + 14 | Bronze |
| Swamp | Iron Fangs | Forge lvl 2 | 4 Ancient bark, 10 Iron, 6 Leather scraps | 20 + 20 | Steel, blood-red leather |
| Mountain | Silver Fangs | Forge lvl 3 | 4 Ancient bark, 12 Silver, 2 Wolf pelt | 26 + 26, +10 spirit | Silver, ice blue |
| Plains | Blackmetal Fangs | Forge lvl 4 | 4 Fine wood, 12 Black metal, 6 Linen thread | 34 + 34 | Dark metal, gold |
From the Mistlands on, vanilla Skoll and Hati (45 + 45) takes over.
Shadowstep
The dual daggers' secondary attack (middle mouse, or RB on a controller) is Shadowstep. You vanish in a puff of smoke, reappear behind the enemy closest to where you're looking (up to 10 m away), and strike it from behind for 2.5x the daggers' damage. It costs stamina: 12 with Flint Fangs, rising to 36 with Blackmetal Fangs.
Shadowstep needs a clear line to the enemy and room to stand behind it. If there's no enemy in reach, you get a message and no stamina is spent. Range and damage are set in [Rogue - Shadowstep].
Twinblades and greatswords
Anyone can craft these at the forge; no class is needed. Both use the Swords skill, take both hands (no shield), and upgrade like vanilla weapons.
Twinblades are a pair of swords, one in each hand, using the Berserkir axes' dual-weapon moves and their secondary attack. Each pair is two of the vanilla swords of its metal, so they look like the swords you know. When you put them away, they cross in an X on your back.
| Biome | Twinblades | Where | Ingredients | Damage |
|---|---|---|---|---|
| Black Forest | Bronze Twinblades | Forge | 4 Wood, 14 Bronze, 4 Leather scraps | 38 slash |
| Swamp | Iron Twinblades | Forge lvl 2 | 4 Wood, 34 Iron, 5 Leather scraps | 60 slash |
| Mountain | Silver Twinblades | Forge lvl 3 | 4 Wood, 65 Silver, 8 Iron, 5 Leather scraps | 82 slash, +30 spirit |
| Plains | Blackmetal Twinblades | Forge lvl 4 | 4 Fine wood, 32 Black metal, 8 Linen thread | 104 slash |
Greatswords use vanilla Krom's moves and model, in the colours of their metal. Vanilla only has greatswords from the Mistlands on (Krom, then Slayer), so these lead up to Krom.
| Biome | Greatsword | Where | Ingredients | Damage | Colours |
|---|---|---|---|---|---|
| Black Forest | Bronze Greatsword | Forge | 6 Wood, 16 Bronze, 4 Deer hide | 52 slash | Bronze |
| Swamp | Iron Greatsword | Forge lvl 2 | 6 Ancient bark, 36 Iron, 6 Leather scraps | 82 slash | Steel, dark leather fittings |
| Mountain | Silver Greatsword | Forge lvl 3 | 6 Ancient bark, 70 Silver, 6 Iron, 4 Wolf pelt | 112 slash, +30 spirit | Silver, ice blue |
| Plains | Blackmetal Greatsword | Forge lvl 4 | 6 Fine wood, 36 Black metal, 8 Linen thread | 142 slash | Dark metal, gold |
New enemies and mini-bosses
Each biome from the Meadows to the Plains gets a new enemy and a roaming mini-boss. They are bigger, recoloured versions of vanilla creatures with their own stats and loot, and they fight differently: their attacks are faster, they chain attacks into combos, and some use moves their kind never does in vanilla. Mini-bosses have a boss health bar, and at half health they call for help, once.
| Biome | Creature | Health | How it fights | Loot |
|---|---|---|---|---|
| Meadows | Razorback | 80 | A large, dark boar that charges in with fast flurries of up to three bites | Raw meat, leather scraps, boar trophy (20%) |
| Meadows | Neck Matriarch (mini-boss, near water) | 400 | A huge Neck with double bites that spits poison clouds (necks have an unused throwing move). Calls 3 Necks at half health | Neck tails, Neck trophy, 30 to 60 coins, amber (50%) |
| Black Forest | Grave Captain (night only) | 160 | A pale skeleton that follows sword slashes with a mace blow and bursts into flame up close, moves Black Forest skeletons never use | Bone fragments, coins, Surtling core (25%), skeleton trophy (25%) |
| Black Forest | Troll Chieftain (mini-boss, after Eikthyr) | 1600 | A dark troll that switches between fists and a log, unlike vanilla trolls, and chains punches into ground slams and log swings into overhead smashes. Calls 2 Greydwarf brutes at half health | Troll hides, 80 to 140 coins, troll trophy, rubies |
| Plains | Fuling Skirmisher | 260 | Throws spears from range, then closes in with sword combos (vanilla Fulings carry one weapon) | Coins, black metal scraps, Fuling trophy (15%) |
| Plains | Fuling Warchief (mini-boss, after Bonemass) | 2600 | A huge Berserker that chains two club swings into its rage attack. At half health it taunts and calls 3 Fulings | Black metal scraps, 150 to 250 coins, Berserker trophy, Fuling totems |
The ordinary enemies can spawn with stars, like vanilla creatures. Mini-bosses are rare: each new area of their biome you enter has a small chance to hold one, and there's never more than one close by. Type elpope_creatures in the console (F5) to list them. To meet one straight away, enable devcommands and use the spawn name it shows, for example spawn ElPopeCreatures_TrollChieftain.
Companions
Somewhere in each biome from the Meadows to the Plains, a companion wanders on its own. They are rare: each new area you enter has a small chance to hold one. They are friendly from the start and fight the monsters around them, but they won't follow anyone until they're given what they want. Look at one to see its offering, then press E with the offering in your inventory. From then on it's your companion and works like a tamed animal: press E to make it follow you or stay, and Shift+E to rename it.
| Biome | Companion | Health | How it fights | Offering |
|---|---|---|---|---|
| Meadows | Meadow Hound | 200 | A brown hound with quick double bites and a lunge | 2 Cooked boar meat |
| Black Forest | Mossback | 350 | A mossy Greydwarf brute with heavy two-hit swings | 10 Resin, 1 Ancient seed |
| Swamp | Barrow Guard | 400 | A skeleton warrior that follows sword slashes with a mace blow | 1 Withered bone, 10 Bone fragments |
| Mountains | Cragling | 900 | A small stone golem with spike stabs and sweeps | 3 Crystal, 20 Stone |
| Plains | Fuling Outcast | 600 | Throws spears, then closes in with sword combos | 30 Coins |
Some are found with stars and are stronger. Companions don't damage your buildings and drop no loot.
When a companion falls, it isn't lost. It is remembered by your character, in every world you play. Build a Companion Cairn with the hammer (Misc tab, needs a workbench: 20 Stone, 5 Wood, 5 Resin). Look at it to see your fallen companions, press Shift+E to pick one and E to lay the offering. It rises beside the cairn with its name, stars and bond, and follows you again.
| Companion | Raising it costs |
|---|---|
| Meadow Hound | 3 Cooked boar meat, 5 Leather scraps |
| Mossback | 15 Resin, 1 Ancient seed |
| Barrow Guard | 1 Withered bone, 15 Bone fragments |
| Cragling | 3 Crystal, 30 Stone |
| Fuling Outcast | 60 Coins, 5 Black metal scraps |
You have one companion at a time. Befriending or raising another while you have one asks first: press E again within a few seconds to confirm. Your current companion then goes to rest at the cairn, keeping its name, stars and bond. It leaves the world the next time you're near it. Resting companions are listed at any Companion Cairn and come back for free (no offering), swapping places with the companion you have then. If you already had several companions from an earlier version, the first one you meet stays with you and the others go to rest. Tamed vanilla animals don't count toward the limit.
Healing. A companion heals on its own at the game's normal creature rate (an hour from nothing to full), but only out of combat: once it has gone 10 seconds without taking damage and has nothing to fight. Unlike vanilla tamed animals, it heals even when hungry. To heal it faster, feed it. Look at it and press the hotbar number of any food (cooked meat, berries, stews…). It eats one, and over the next 10 seconds heals three times that food's health value, even mid-fight. Look at a hurt companion to see its health.
Travelling together
A companion that is following you goes where you go:
- Boats: board a ship and it climbs aboard after you, takes a free spot on the deck and sits still there (the Cragling settles into its dormant pose; the others stand quietly) until you step off, then jumps off beside you. Spots are kept clear of the helm, the benches and the players aboard, and in multiplayer every player's companions get their own spot and are seen in the same place by everyone. Players walk through seated companions instead of bumping into them. If you leave the ship and swim or walk off more than 20 m, your companion waits aboard for you.
- Portals: step through a portal and every companion following you within 30 m comes through with you.
A companion told to stay (press E on it) stays behind. Both can be turned off under Companions - Travel in the config.
Bond
Companions grow with you. Look at one to see its bond and how far it is from the next rank. Bond comes from:
- Fighting: its own kills (a tenth of the victim's health, double for bosses), and a third of that for your kills while it fights within 20 m.
- Time together: 2 for every minute it follows you within 30 m.
- Petting: 15 the first time you press E on it each day.
- Feeding: 10 when it eats while hungry (companions that eat, like the Meadow Hound).
| Rank | Bond | Health | Damage | Size | How it looks |
|---|---|---|---|---|---|
| Companion | 0 | As found | |||
| Trusted | 100 | +15% | +10% | +5% | Richer coat |
| Loyal | 300 | +30% | +20% | +10% | Deeper coat |
| Devoted | 700 | +45% | +30% | +15% | Glows in its own colour, shows its kind's one-star features |
| Fierce | 1400 | +60% | +40% | +20% | Also gives off sparks |
| Legendary | 2500 | +75% | +50% | +25% | Lustrous coat, two-star features, brighter glow and more sparks |
These come on top of its stars. On ranking up it heals fully and you're told what changed. Bond is kept when a fallen companion is raised at a cairn. To try the ranks out, enable devcommands and use elpope_bond 700 near your companion. Rates, bonuses, growth and the glow are in the config under Companions - Bond.
In multiplayer, a companion is remembered by the player who befriended it, as long as that player is in the game when it falls. To meet a companion straight away, enable devcommands and use spawn ElPopeCreatures_MeadowHound (the other names are listed by elpope_creatures).
Masterwork gear
Any weapon, shield or armour piece upgraded to its maximum level (usually level 4) becomes masterwork. This covers vanilla gear and this mod's gear alike. Its tooltip gets a Masterwork line, including when you preview the final upgrade at a crafting station.
| Gear | Bonus | Glow |
|---|---|---|
| Weapons, bows, staffs, dual daggers | +10% damage, and a 10% chance of a critical hit on creatures (2x damage, "Critical!") | Yes |
| Shields | +20% block power | Yes |
| Armour and capes | +10% armour, and +5% health regeneration for each masterwork piece you wear | No |
The glow is the game's own upgrade glow, which vanilla only shows on gear pushed past level 4 with the Upgrader. Here it starts at the maximum level. Other players with the mod see it too, and it shows on your back and on the ground. The game doesn't share armour upgrade levels with other players, so armour doesn't glow. All bonuses can be tuned in [Masterwork].
Inventory quality of life
| Feature | How | Default |
|---|---|---|
| Bigger stacks | Automatic | 4x vanilla (wood stacks to 200) |
| Sort | Press K (controller: hold View/Select and push the right stick down) with the inventory open. This sorts your inventory and the open chest: stacks are merged, then items are grouped by type and name. Your hotbar stays as it is. | K / View + right stick down |
| Store materials | With a chest open, press J (controller: hold View/Select and push the right stick up). Every crafting material in your inventory (wood, stone, ores, hides and so on) goes into that chest, as much as fits. Hotbar items stay with you. | J / View + right stick up |
| Store consumables | With a chest open, press H (controller: hold View/Select and push the right stick left). All food, meads, potions and cocktails in your inventory go into that chest. Whatever is on your hotbar stays with you, so keep the food you want to carry there. | H / View + right stick left |
| Quick stack | Press L anywhere. Items go into chests within 10 m that already hold that item. Hotbar and equipped items stay with you. | L, 10 m |
| Craft from chests | Automatic. Crafting, upgrading and building also use materials from chests within 40 m. Your inventory is used first. | 40 m (up to 100) |
| Search | With the inventory open, click the Search items box to the right of your inventory, or press F (controller: hold View/Select and push the right stick right, which opens the Steam on-screen keyboard). Type part of a name: items that don't match fade out in your inventory and the open chest. Under the box you see which chests within 40 m hold matching items, and how many. Those chests glow gold for 20 s so you can walk to them after closing the inventory. The search clears when you close the inventory. | F / View + right stick right, 40 m |
Only chests you are allowed to open are used: never someone else's private chest, never a chest in a ward that you aren't permitted in, and never a chest another player has open.
Free build camera
With the hammer, hoe or cultivator out, press Y (controller: hold the right stick in for half a second) to detach the camera from your character. Your character stands still while the camera flies, so you can look at a roof from above, reach the far side of a wall, or line up a beam from below.
| Action | Keyboard | Controller |
|---|---|---|
| Fly | Movement keys, towards where you look | Left stick |
| Look around | Mouse | Right stick |
| Up / down | Jump / Crouch (Space / Left Ctrl) | Hold B / hold the left stick in |
| Fly faster | Hold Run (Left Shift) | Hold LB |
| Place, remove, rotate, build menu | As usual | As usual |
| Back to your character | Y | Hold the right stick in |
Pieces are placed where the camera is looking, up to 20 m past the camera's 30 m range from your character. The camera can't go below the ground. It switches off by itself if you put the hammer away, sit, or die. Resources are still used, and building still needs a workbench nearby, as usual. Keys, range and speed are set in [Build camera].
Config
The file is BepInEx/config/ElPope.ElPopeAdventures.cfg. It is created the first time you start the game, and you can also edit it from r2modman's Config editor.
[General]:EnableMage,EnableRogue,EnableBlades,EnableCreatures,EnableMasterwork,EnableInventoryandEnableBuildCameraswitch each part on or off (takes effect after restarting the game).[Mage - Class],[Mage - Spells],[Mage - Secondary spells],[Mage - Cocktails]and[Mage - Recipes]set base mana, mana per boss, damage and mana cost multipliers, Frost Nova and Mana Shield strength, cocktail strength and cooldown, and every recipe.[Rogue - Class],[Rogue - Shadowstep]and[Rogue - Recipes]set whether dual daggers need the Rogue class, the Rogue's bonuses, Shadowstep range and damage, and every recipe.[Blades - Recipes]sets the recipe of every twinblades pair and greatsword.[Creatures - Spawns]switches natural spawning of each new creature on or off, andSpawnChanceMultipliermakes them all (companions included) rarer or more common.[Companions - Spawns]switches each wandering companion on or off, and[Companions - Offerings]sets each companion's offering, its raising cost, and the cairn's recipe.[Companions - Travel]turns riding on ships and following through portals on or off.[Companions - Healing]sets how long a companion must be out of combat before it heals on its own, and how much food heals it (0 turns feeding off).[Companions - Bond]turns bond on or off, and sets how fast it's gained, the health, damage and size each rank adds, and whether high ranks glow.[Masterwork]sets the glow and each masterwork bonus (set a bonus to 0 to turn it off).[Inventory - Stacks],[Inventory - Sort],[Inventory - Store materials],[Inventory - Store consumables],[Inventory - Quick stack],[Inventory - Craft from chests]and[Inventory - Search]set the stack multiplier, keyboard keys and controller buttons (set either toNoneto turn it off), ranges, and hotbar handling.[Build camera]sets the build camera's key and controller button, how far it can fly from you, and its speed.
Removing the mod
Removing the mod is safe for your world. Vanilla items and chests are unaffected. This mod's items (staffs, mage armour, tomes, cocktails, dual daggers, shadowstones, twinblades, greatswords) are deleted by the game if you load a character or open a chest holding them without the mod, so don't play without the mod while carrying them. The new creatures, companions and Companion Cairns disappear from the world without the mod; creature loot is all vanilla and stays, and your fallen companions are still remembered when you add the mod back. If you lower the stack multiplier, stacks that are already bigger than the new limit stay as they are until you split or use them.
Troubleshooting
Messages appear in BepInEx/LogOutput.log, tagged ElPopeAdventures.Mage, ElPopeAdventures.Rogue, ElPopeAdventures.Blades, ElPopeAdventures.Masterwork, ElPopeAdventures.Inventory or ElPopeAdventures.Building. If a game update breaks something the mod relies on, it logs what went missing and switches only that feature off. The rest of the game keeps working.