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Lur
Sound a horn in one of Hildir's dungeons and its mini-boss wakes again.
| Date uploaded | a day ago |
| Version | 1.1.0 |
| Download link | Ezomic-Lur-1.1.0.zip |
| Downloads | 138 |
| Dependency string | Ezomic-Lur-1.1.0 |
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
Lur
Hildir sells you a horn. Sound it inside one of her three dungeons and the mini-boss you already killed there wakes up again, so you can fight it again.
Her three tombs are the only content in Valheim whose whole point is a single fight, and once it is won they are finished forever. That is the right default for a story and a poor one for a server people keep playing on, because the fight is the part worth doing twice and the cosmetic reward is the part that is not. Lur separates them.
It wakes the boss and nothing else. Not the draugr on the way in, not the chests, not the pots. Looted chests stay looted, smashed props stay smashed, mined veins stay mined - so a repeat run buys the fight, its drops and its trophy, and nothing you already took.
That is a choice and not a limit, and this readme used to claim otherwise. It said most of what a dungeon loses is deleted rather than changed, so only regenerating a whole room could put it back. That is wrong. A looted chest, a picked bush, a part-mined vein and a spent spawner all still exist, each carrying a flag or a value recording what happened to it, and writing those back restores them without destroying anything. So an emptied crypt filling up again is perfectly possible - it is simply a different mod with a different argument, and Dvala is that mod. Lur still does none of it, on purpose: the horn is sold as the fight again, not the crypt again.
Hildir will not accept a second chest. Her turn-in is recorded on the world, and her own code refuses an offering whose key the world already holds - before the item is even taken. So the cosmetic reward happens once per world however many times you fight for it. Sold as "fight it again", never as "farm Hildir".
Mechanically it is smaller than it sounds, and deliberately so. A spent one-shot spawner has not lost anything: the record of its firing is a field on an object that is still there. Lur clears that field and vanilla's own spawner code does the rest a second later. It never destroys a saved object, never regenerates a dungeon, never touches terrain and never edits the world's global keys. The horn is taken from you only if something actually wakes.
Installing
Needs BepInEx. Nothing else. Through a mod manager it is one install. By hand, put
Lur.dll in BepInEx/plugins/Lur/.
Then start the game once and quit. That first run writes the config file. It does not exist before the mod has loaded, which is the usual reason people think it is broken.
Settings
The file is BepInEx/config/ezomic.valheim.lur.cfg. Open it in any text editor. Every
setting has a comment above it, so the file explains itself.
Note that changing a default in a new version does nothing on a machine that has already run the mod. BepInEx writes every entry on first run and the saved value wins.
Multiplayer
Everyone needs it. The server refuses a client that does not have it, at the same build. That is not caution: Lur registers an item prefab, and a client that cannot resolve the prefab does not fail loudly - the game discards the saved object as junk, and a horn sitting in somebody's chest is simply gone.
Untested in multiplayer at the time of writing. Everything it does has been proven in singleplayer, where you are also the server; the reasoning for why it holds with several people connected is written down, but reasoning is not a test.
If Core is installed, this mod registers with its version gate and the host's settings apply to everyone connected to it, in memory only - your own config file is never written to and comes back the moment you disconnect. Keybinds stay yours. Without Core the mod still runs; what is lost is the enforcement.
Licence
MIT. See LICENSE.
CHANGELOG
Changelog
Notable changes to Lur. Format follows Keep a Changelog, and the mod uses semantic versioning.
[1.1.0] - 2026-09-10
Rebuilt for Valheim 1.0. This version does not run on pre-1.0 Valheim, and the previous one does not run on 1.0.
Fixed
- Hildir offered the horn at 12345 coins, and would not sell it. Valheim 1.0 grew
Trader.TradeItem from four fields to eleven, and the store reads one of the new ones without
a guard -
if (tradeItem.m_tooltip.Length > 0). A row built in code leaves unset strings null where Unity's own rows come from an asset and hold "", so drawing this row threw. The price label is written below the throw, so it kept the list template's placeholder text; the click listener is added lower still, so the row could not be bought at all. Every string on the row is now set explicitly, including the ones this mod has no use for, so the next release that adds a field does not repeat it.
[1.0.1] - 2026-09-09
Fixed
-
The readme explained itself with something untrue. It said most of what a dungeon loses is deleted rather than changed, so only regenerating a whole room could put it back, and that Lur therefore could not restock a crypt even in principle. Reading the game says otherwise: a looted chest, a picked bush, a part-mined vein and a spent spawner all still exist, each carrying a flag or a value recording what happened to it, and writing those back restores them without destroying anything.
Nothing in the mod changes. Lur still wakes the boss and nothing else, and that is a choice rather than a limit - the horn is sold as the fight again, not the crypt again. But the reason given for it was wrong, and somebody reading it to decide whether a restocking mod was even possible would have been told no. It points at Dvala now, which is that mod.
[1.0.0] - 2026-09-08
First release.
Hildir sells a horn. Sound it inside one of her three dungeons and the mini-boss you already killed there wakes up again, so you can fight it again.
What it does
- The boss, and nothing else. Not the draugr on the way in, not the chests, not the pots. Looted chests stay looted, smashed props stay smashed, mined veins stay mined. A repeat run buys the fight, its drops and its trophy, and nothing you already took.
- Proven in all three - the Sealed Tower, the Howling Cavern and the Smouldering Tomb - and in none of them does anything come back except the fight.
- The horn is only spent if something actually wakes. If the boss is still alive, or somebody has built inside the dungeon, it refuses and you keep it.
- Hildir will not accept a second quest chest. Her turn-in is recorded on the world and her own code refuses an offering whose key the world already holds, before the item is even taken. So the cosmetic reward happens once per world however many times you fight for it. Sold as "fight it again", never as "farm Hildir".
Known limits
- Untested with more than one player. Everything it does has been proven in singleplayer, where you are also the server. The reasoning for why it holds with several people connected is written down in the README; reasoning is not a test.
- The horn's model and icon have never been seen in a running game. They were changed on the day of release - the horn was a single curved blowing horn until 2026-09-07 and is now a coiled one - and the mechanic they hang off is unchanged and tested, but how a dropped horn rests on the ground is not something the build can check.
Note for anyone reading the source
The six horns this one was chosen against are kept in assets/variants/, each with the
reasoning for its shape - and for its rejection - in tools/lur_designs.py. The one that
ships is scroll.