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ImmersiveTrader
Adds 14 biome traders and the roaming Legendary Mieteg, with hunting contracts, cargo deliveries, reputation, skill rewards, and new items.
By Hypnogoogic
| Date uploaded | 2 weeks ago |
| Version | 1.0.0 |
| Download link | Hypnogoogic-ImmersiveTrader-1.0.0.zip |
| Downloads | 42 |
| Dependency string | Hypnogoogic-ImmersiveTrader-1.0.0 |
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: 5.4.2351ValheimModding-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: 2.30.2README
ImmersiveTrader
A Valheim mod (BepInEx, Jotunn) with 14 regular traders living in camps and houses, a rotating Legendary Mieteg, hunting contracts, courier shipments, reputation and enhancement scrolls. Version 0.7.0, built for multiplayer (dedicated server or host + clients).
Traders and camps
- Two traders in each biome from Meadows through Ashlands; Legendary Mieteg appears for two in-game days at one of 16 sites, then moves.
- Nine traders live in houses built from blueprints (Midka, Troldad, Grimvald, Rudy Warg's village, Encek's tower, Hrothgar's fortress, Ylva Frost, Bjarki Goldtooth, Ragnar Turnipson); the others keep an open camp. The buildings are local visuals: they cannot be damaged, looted or built on.
- Camps stand on levelled ground; dirt only under the buildings and the board, the biome's own ground everywhere else. Rudy Warg's village has paved streets with dwarven lanterns and a square.
- Some traders sit: Ragnar bathes in his (lit) hot tub, Bjarki sits at his table and stands up while you trade. Every trader turns to face a player who comes close, and has their own lines (Hrothgar about the drake whose eggs he stole, Grimvald about trolls and fish...).
- Every camp has a contract board (E: Valheim's radial wheel with the trader's contracts and their full descriptions) and a caravan, a saddled Lox (E: a wheel with the trader's goods, 10 coins each). Board and caravan are locked, like the trader, until the previous biome's boss is defeated. The trader's shop sells the rest: items unlocked by reputation, idols and scrolls.
- A trader may also have a parked wagon: purely decorative (a covered wagon with barrels and
crates, no fire pit or tools), placed once with
it camp wagon; absent until then. - Legendary Mieteg has no board or caravan: his shop holds his whole offer (every enhancement and ward scroll, and his nine paired legendary contracts, paid in valuables: Hildir's dungeon bosses with their followers - available while the world still has them - Dwarficide and other legendary hunts).
Contracts, shipments and reputation
- Each regular trader offers five shipments and five hunting contracts. Cargo is physical, heavy and cannot pass through portals.
- Carry up to two shipments and two contracts from each issuing trader. Each shipment or contract has its own seven-day purchase cooldown.
- Contract scrolls track progress in item metadata. Completing one grants two levels in its skill (Mieteg's contracts pay valuables worth 1500-5000 coins). Contracts are taken at the board and handed in to the trader, who answers with a "Task completed", their voice and a remark (for shipments also about the distance and the goods).
- Shipments and contracts award reputation with the issuing trader (levels at 0, 12, 28, 44, 64 points).
- Each trader unlocks one new vanilla shop item at reputation 2, 3, 4 and 5; from level 2 also the biome's upgrade idol, from level 4 a ward scroll (150 coins above the biome's attack scroll), at level 5 an enhancement scroll and a one-time gift. Midka also sells Minor Healing Mead for 70 coins.
Enhancement scrolls
- 17 scrolls (attack elements, tools, stamina, health, eitr, Rested, "It ain't funny") and 9 ward scrolls (-10% slash / pierce / blunt / fire / frost / lightning / poison / spirit / fall damage), each for 30 minutes; reading again refreshes the time, effects do not stack.
Configuration (BepInEx/config)
ImmersiveTrader-camps.cfg- camp layout: buildings, trader spots (also seated ones), boards, caravans, wagons, decor. Rewritten with backup when a new version changes its format.ImmersiveTrader-boards.cfg- the board model per biome.ImmersiveTrader/blueprints/- blueprint files (.blueprint from PlanBuild, .vbuild); not included in this repository (licences of valheimians.com / the blueprint's own creator).trader-wagon.blueprint(wagon, barrels and crates only) is the parked wagon's model.ImmersiveTrader/outfits/<trader>.json- Helmet, Chest, Legs, RightHand, LeftHand, Cape, Hair, Beard.- In game (F5):
it camp trader|board|caravan|wagonputs the nearest camp's trader, board, caravan or wagon where you stand, facing where you look;it camp drop|undo|restoreleaves buildings out or brings them back;it goto <trader>,it findall,it scroll wards,it ground,it lox. For a trader without a building, the new spot takes effect immediately for anyone already in that camp, but only after a full restart for a newly generated or freshly loaded one (its location is baked once, at start-up); a trader with a building applies it right away everywhere.
Multiplayer
- Everyone needs the same ImmersiveTrader version (0.7.x is enforced) and the same camps.cfg, boards.cfg and blueprint files - a dedicated server too, because it places the camps. Every peer builds the camps (terrain, buildings, boards) from its own files; a client whose layout differs from the host's gets a warning after joining.
- Purchases, contracts, deliveries, reputation, cooldowns and boss progression are decided by the server. Camp visuals, seating and look-at are local on every peer.
- A client asks the server for all trader camps after joining, so
it gotoandit findallwork before the camps' zones have been visited. - Changes made with
it camp ...stay in your own camps.cfg: copy it to the others (and the server).
CHANGELOG
Changelog
1.1.14
Sorry for the bugs of the last days: the first change uncovered a whole avalanche of other shortcomings. Everything is fixed here, in one package.
New
- 12 new quests in the Plains: Bjarki Goldtooth (the mosquito crusade) and Ragnar Turnipson (the tub, the tar pit and a love letter). 59 quests in all.
- New quest tasks: counting kills of one creature, stoking furnaces with fine wood, digging a tar pit open to find a book, sea monsters that rise when you lift a barrel.
- Hunting contracts have 7 Valheim days from the moment you take them; the time left (days and hours) is on the scroll. An unfinished one disappears from your backpack. A finished one can be kept past its time: it is handed in and paid automatically when you open a contract board, a caravan or the trader, before you take a new one (all finished ones at once).
- You cannot hold the same contract twice. Legendary Mieteg's contracts have no time limit: finish one to take the same again.
- Your own trader stock: a file in BepInEx/config (ImmersiveTrader.CustomStock.txt) adds items to any trader at the reputation level you choose. On a server only the server's file counts and it is sent to the players;
it stocklists it. - The Quest Log shows the quests you can take and lets you accept them; the Quest Log button in the inventory sits in the right place.
- A locked trader gives no quests, but still takes and hands over quest items.
Fixed
- Quest creatures spawning again and again when another mod swaps them; Rudy Warg's "The Bait" getting stuck when its pack vanished; blood on Rudy's trail piling up endlessly (it could crash the game); Rudy's trail scenery breaking when another mod interferes with the prefab lookup.
- Contract kills not counting after logging in again on a dedicated server; quest creatures counted as lost or killed right after logging in.
- Kill quests: creatures that vanish when you log out or walk away are made again instead of counting as killed; a creature another monster kills is replaced; tamed animals no longer count for contracts.
- Waiting times of contracts and shipments are shown on the board and no longer get stuck in a long session.
- Quest map circle: not centred on the item, normal size within 400 m and larger beyond (so it shows on a zoomed-out map); the metres count to the item or the dungeon door itself.
- Camps: no trees, bushes or boulders in a trader's house; the wagon, board and Lox wait for the real ground before they are built (no floating wagon, no earth mound beside it) and stand at the house's level (a hill above it is cut down to it).
- Rudy Warg's "The Broken Trail" keeps away from every camp; Ylva's Fuling tent stands on the ground; Troldad's "What Remains of the Clan" has 8 Greydwarfs (4 plain, 4 one-star); Grimvald's and Bjarki's barrels lie 200-300 m apart in 30 % smaller circles; the Trollfish swim head first and the water boils higher; Hrothgar's "Paper Cuts Deeper" has a glowing wardrobe; Mokra's quest plant is "Mokra's Fly-Eater" with its own model and icon; Ragnar's book in the tar follows the dug-out ground and glows.
1.1.10
- Dungeon quests now know their dungeon exactly: the game hangs every interior above the centre of the zone (64 x 64 m) its entrance stands in, and the quest uses the same rule. Nothing of a quest is ever placed in a neighbouring cave or crypt, and kills and waiting only count in the quest's own dungeon.
- The tracker's metres and the red map circle sit on the dungeon's door (a cave's origin can lie dozens of metres from it). The circle stays until the thing is found, also inside the dungeon and through every objective there. If you leave too early the objective reads "Go back to the dungeon: ...".
- Coming back in checks what an earlier visit placed: a spot that is not a real floor is thrown away and laid out again from the real rooms. Midka's "Ninety to One": the quest troll waits at the door, and after 30 s inside without the letter, Miki's remains and the letter appear a few metres ahead of you.
- Fixed quest creatures (the troll at Midka's cave, Greydwarfs, ghosts) spawning again and again: a kill is now noticed directly, and a creature that keeps disappearing is replaced at most three times.
- The quest tracker hangs under the minimap wherever it is (resolution, interface scale, other interface mods).
HudOffsetX/Ynow adjust that place; the defaults mean no adjustment.
1.1.9
- Quest Log key (
J,[Quests] QuestLogKey) opens the log from anywhere, and with SeneaL UI the log is also its seventh tab. - Fixed traders giving quests while their land is still closed: a trader whose previous biome boss is not defeated now offers no quests and no teasers (Shift+E says he has nothing for you yet). Quests already taken and deliveries (for example Midka's crate to Rudy Warg) still work.
- Fixed traders opening in a new world: a trader now opens only when the boss before his land is defeated in the current world. Personal boss keys that a character carries from other worlds no longer open traders by themselves.
- The console command
it access <trader> grantis off by default: its key stayed on the character and kept that trader open in every new world. The new setting[Progression] ManualAccessOverrideturns it back on for testing.
1.1.8
- Quests: the first three of a trader need reputation 1, the fourth 2, the fifth 3, the sixth 4 (the
MinReputationLevelsetting is no longer used). - The quest window falls back to another font when the game's own cannot draw letters (text was invisible with some font packs).
1.1.7
- Midka and Troldad now give hunting contracts for Meadows animals (Boar, Neck, Greyling, Deer).
- A contract whose skill is already at 100 now gives a random item from the trader's stock.
1.1.6
- Fixed
it ground/it ground filland the camp pit repair not being saved on servers (the change showed, then came back after saving and rejoining). - New admin command
it camps build on|off: players may build, level with the hoe and take down pieces inside trader camps (saved with the world, also on a server). Level the spot, thenit camps refresh.
1.1.5
- Quest coin rewards changed: the first quest of every trader pays what it paid, the next four 50, 100, 175 and 250 coins, the sixth 350 (was 999).
- Preparation for the introduction of a new mod, Children of the Ancient Heart.
1.1.4
- Fixed deep pits dug by the board, Lox caravan and wagon on mountain slopes (Ylva Frost's camp). Old pits are filled when the camp loads; on a dedicated server use
it ground fill 8on the edge. Back up your world first. - New admin command
it ground fill [radius].
1.1.3
- Added a new quest window at traders.
- Added a character Quest Log with its own UI.
- Added a new map marker for trader camps.
- The first quest of every trader is available at once.
- Fixed boss kills not counting for quests.
- Fixed quests stuck on "(locating...)".
- Fixed quest items alignment.
- Fixed quest rewards not showing in the quest window.
- Changed dialogue lines and requirements in several quests.
- Small fixes to trader behaviour and quest commands.
1.1.2
- Fixed an error flood and missing board text when another mod leaves a broken font copy in memory.
1.1.1
- 12 new Mountains quests: Hrothgar (6) and Ylva Frost (6). 47 quests in all.
- New sixth quests join the biomes: Swamp → Mountains and Mountains → Plains.
- Every sixth quest pays 999 coins on top of its other rewards.
- Trader camps show on the map as a white scroll, like Hildir's camp.
- Co-op: kills count for the quest owner within 100 m; quest loot is theirs only.
- Missed Roots & Remedies quest rewards are handed over when you talk to the trader.
- Level ground under the notice board, Lox caravan, wagon and water-facing houses.
- The red search circle of a far-away trader shows on the map at once.
- Quest scenery fixes for Hrothgar's, Ragnar's and Ylva's quests.
- Fixed board notices covered by the credit sign and the flickering board header.
1.1.0
Story quests are now part of ImmersiveTrader.
- 33 story quests from six traders: Midka (5), Troldad (6), Grimvald (6), Rudy Warg (6), Encek (5) and Mokra Dzika (5). They no longer need Roots & Remedies. Quests start at reputation level 2 with no upper limit; the sixth quest of Troldad, Grimvald and Rudy Warg needs level 4 (the trader says why they do not trust you yet). Traders of the other biomes (Mountains, Plains, Mistlands, Ashlands) have their quests in progress, working on it.
- New: Shift+E quest panel with a tracker, a red search circle on the map, readable letters and notes, quest scenery, a Brinewyrm sea encounter and stone creatures.
- New: quests that send you from one trader to the next (a fish recipe from Troldad to Grimvald, rations from Grimvald to Encek, a jar of salve from Mokra Dzika to Rudy Warg).
- Quest rewards from Roots & Remedies are given only when that mod is installed and its
ItemSourceallows quests. ImmersiveTrader alone pays coins and upgrade idols only. - Quest prefabs and saved data now carry the
IT_/it.prefix. Progress saved under the olderrnr.keys moves over automatically. - Config:
Quests/MinReputationLeveland a[Quests: Brinewyrm]section. New admin commands:it quest …,it spawn quest,it spawn wyrm|stag|greyling,it ground. - Comfort in a trader's house now grows with the biome: Meadows 2, Black Forest 3, Swamp 4, Mountains 5, Plains/Mistlands/Ashlands 6 (it was 5 everywhere).
- Fixed Jackie and Troldad getting stuck on camp objects: they turn round and carry on. Troldad now strolls round his camp instead of walking on the spot, and no longer holds his big log in one moment and not in the next.
- Fixed Encek's fortress levelling a huge flat area and clearing far more than its own ground. The no-fighting zone and the no-monster area could also sit apart, so monsters that could not hit back could be attacked from outside the zone; both now cover the same ground, fitted to the buildings. Guck sacks no longer hang in the air where their trees were cleared.
- Quest objects are never placed under water.
1.0.12
- Fixed trees, bushes, rocks and plants standing inside trader camps and blocking doors. The game only clears vegetation in the zone where a camp is created, and only while that zone is first generated, so camps placed by
it camps forcein already-explored zones, or reaching into a neighbouring zone, kept their trees. The server now removes natural vegetation (and tree stumps and logs) inside every loaded camp area, in new and existing worlds. Player buildings, containers, creatures, items and other mods' objects are never touched. - New admin command
it camps clear: removes the vegetation around every camp that is loaded right now (it also happens automatically while a camp is loaded). Works from a client for dedicated-server admins. - New command
it camps refresh(run it near the camp): clears the vegetation, re-readsImmersiveTrader-camps.cfgand the saved blueprints, rebuilds the camp buildings, puts the trader, board and caravan back on their spots and repaints the terrain so the levelling and dirt under the houses are applied again. The rebuild is local: other players get it with the same command or after a restart. - Fixed the Notice Board's hover area being far larger than the board itself (at Mokra Dzika the whole house read "Board").
- Preparation for the Roots & Remedies companion mod: ImmersiveTrader now offers a small public quest API (
TraderQuestApi) so other plugins can attach quests to traders. ImmersiveTrader only raises the event; quest data, panel, progress and rewards belong to the companion mod. - Shift+E on a trader no longer buys the first item in stock (the old quick-buy is removed; normal E still opens the shop). Shift+E is now reserved for quests. With no companion mod installed there is no "Shift+E" hint on the trader and nothing opens: pressing it only shows "I have no quests for you right now."
- Quests from a companion mod can be handed in to a trader whose shop is still locked by boss progression. The shop itself stays locked until the previous biome boss is defeated.
- Developer API for companion mods:
TraderQuestApi.GetTraders(),TryGetTrader(id)andTryGetTraderPosition(id)(camp position, known locally or from the server's list).
1.0.10
it camps forcenow always places all 14 trader camps on an existing world, and at least 10 Legendary Mieteg sites.- Camps forced onto rough ground get their terrain levelled.
it findallonly lists camps in the console; it no longer adds map pins.- All
itcommands work for dedicated-server admins:adminlist.txtIDs are accepted with or without theSteam_prefix. it mieteg sitesandit mieteg nextcan be used by admins from a client.- Fixed a repeating
Procreationerror caused by the companion wolf Jackie.