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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 | 1.0.2 |
| Download link | Hypnogoogic-ImmersiveTrader-1.0.2.zip |
| Downloads | 23 |
| Dependency string | Hypnogoogic-ImmersiveTrader-1.0.2 |
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
ImmersiveTrader turns trading into a full progression system for Valheim.
BETA: ImmersiveTrader works in multiplayer, but bugs and unexpected behaviour may still occur. Please report issues directly to
p0kahotnazon Discord.

Instead of relying on a single merchant, the world contains 14 regular traders — two in every biome from Meadows to Ashlands — plus the roaming Legendary Mieteg. Trade coins for useful resources, hunt creatures through contracts, transport physical cargo, build reputation, unlock new stock and use custom scrolls and navigation items.
The goal is to make coins, trading and exploration useful throughout an entire playthrough while reducing repetitive resource grinding without turning Valheim into a creative-mode item shop.
At a glance
- 14 regular traders + Legendary Mieteg
- 70 regular hunting contracts + 9 Legendary contracts
- 70 cargo shipments
- 5 reputation levels per regular trader
- 17 Enhancement Scrolls + 9 Ward Scrolls
- 3 magical navigation shells
- Personal boss progression, reputation, contracts, cargo and cooldowns
- Contract Boards, Lox Caravans, custom camps and trader inventories
- Single-player, host/client and dedicated-server gameplay
Traders & progression
| Biome | Traders |
|---|---|
| Meadows | Midka & Troldad |
| Black Forest | Grimvald & Rudy Warg |
| Swamp | Mokra Dzika & Encek |
| Mountains | Hrothgar & Ylva Frost |
| Plains | Bjarki Goldtooth & Ragnar Turnipson |
| Mistlands | Tyrron & Grelka |
| Ashlands | Spalony Zenek & Skjold Cinderborn |
Later-biome traders are locked until your character has participated in defeating the previous biome boss. Progression is personal, so joining an advanced multiplayer world does not automatically unlock every trader. Legendary Mieteg is the exception: if you find him, you can trade with him.

Every trader has a distinct role, appearance, equipment, stock, contracts, cargo routes and reputation progression. Their locations use custom camps and buildings intended to feel like part of the world rather than simple shop markers.
Meet all 14 traders — artwork & stock cards
Meadows
Black Forest
Swamp
Mountains
Plains
Mistlands
Ashlands
Contracts
Every regular camp has a Contract Board. Press E to open a radial menu with that trader's five hunting contracts — 70 regular contracts in total.
Carry the physical contract while hunting. Completing a regular contract grants reputation and +2 levels to its associated Valheim skill. In multiplayer, nearby players with matching active contracts can progress their own contracts from the same kill.
Cargo & Lox Caravans
Every regular trader also has a Lox Caravan. The Lox is a functional caravan, not a normal tameable creature: interacting with it opens a radial cargo menu.
Each trader offers 5 shipments, for 70 cargo routes in total. Cargo costs 10 coins, is heavy and cannot pass through portals. You must physically move it to the destination trader to receive the reward and reputation.
Contracts and cargo are personal in multiplayer and are protected from other players taking over your active task.

Reputation
Each regular trader has an independent five-level relationship:
| Level | Reputation | Main unlocks |
|---|---|---|
| L1 | 0 | Basic stock |
| L2 | 12 | New stock + biome upgrade idol |
| L3 | 28 | New stock + Reef-Crusted Shell |
| L4 | 44 | New stock + Ward Scroll + Deep Sea Shell |
| L5 — Trusted | 64 | High-tier stock + Enhancement Scroll + Pearl-Bearing Shell + one-time Trusted reward |
Reputation comes mainly from contracts and cargo deliveries. Each trader has their own Trusted reward, giving a reason to build relationships with more than one NPC.
Scrolls & navigation
ImmersiveTrader adds 17 Enhancement Scrolls for temporary bonuses such as elemental damage, health, stamina, Eitr, carry weight, mining, woodcutting, tools, running, jumping and bow use. Using the same Enhancement Scroll again refreshes its duration rather than stacking it.
There are also 9 Ward Scrolls providing temporary protection against Slash, Pierce, Blunt, Fire, Frost, Lightning, Poison, Spirit or Fall damage.
Three reputation-locked shells help track something unusual in the world:
- Reef-Crusted Shell — direction
- Deep Sea Shell — direction + biome
- Pearl-Bearing Shell — direction + biome + approximate distance

Legendary Mieteg
Legendary Mieteg has no permanent home. He rotates between 16 possible locations, remaining at one for roughly 2 Valheim days before moving again.
Mieteg has no normal Board or Lox Caravan. His shop carries special content, including scrolls and 9 Legendary contracts. These contracts can involve multiple objectives and rare enemies, with treasure rewards worth far more than ordinary jobs.
Finding him is intentionally part of the experience.

Multiplayer
ImmersiveTrader supports single-player and multiplayer. Purchases, contracts, cargo, reputation, cooldowns and progression are designed around personal player state and server validation.
For multiplayer:
- Every player should use the same ImmersiveTrader version.
- Dedicated servers need ImmersiveTrader and its dependencies installed server-side.
- Clients/server should use matching camp, board and blueprint configuration files.
Full documentation
This README is intentionally a quick overview. Exact offers, prices,
limits, cooldowns, contracts, cargo rewards, scroll effects, progression
rules, items, prefabs and assets are documented in
control_table.html, included with the mod and also available
separately.

Requirements
Installation
r2modman
Install r2modman, select Valheim, find ImmersiveTrader, choose Download with dependencies, then launch with Start modded.
Manual
- Install BepInExPack Valheim and Jötunn.
- Extract ImmersiveTrader according to the package folder structure so
the plugin is available under
Valheim/BepInEx/plugins/. - Do not install multiple copies of
ImmersiveTrader.dll. - If loading fails, check
BepInEx/LogOutput.log.
Feedback & Bug Reports
BETA: Bugs may occur, especially in multiplayer.
Report bugs, balance feedback and suggestions directly to p0kahotnaz
on Discord. If possible, include your ImmersiveTrader/Valheim versions
and BepInEx/LogOutput.log.
Credits
Owner / Author / Developer: P0KAHONTAZZ
ImmersiveTrader started as a project for playing Valheim with friends and grew into a larger gameplay expansion. Development has been heavily AI-assisted in programming, debugging and prototyping.
ImmersiveTrader is built with Jötunn. Huge thanks to its developers and contributors.
Building credits — Valheimians
Trader buildings and blueprints were created and freely shared by members of the Valheimians community. The original designs remain the work and property of their respective creators.
A sincere and generous thank you to the Valheimians builders who share their work for free. Without them, the trader settlements in ImmersiveTrader would not exist.
Permissions & Usage
ImmersiveTrader code is All Rights Reserved unless explicitly stated otherwise.
The released mod may be used for personal, private and non-commercial gameplay, including playing alone or with friends. Redistribution, re-uploading, repackaging, distributing modified versions, reuse of the source code/systems, derivative releases, commercial use or monetization requires prior written permission from P0KAHONTAZZ.
Third-party assets remain subject to the rights and licences of their respective owners.
Upcoming project — Children of the Ancient Heart
A separate upcoming project built around a huge castle/dungeon and an ancient power worshipped by a cult. The current concept includes 7 types of stone creatures, 3 Cultist mini-bosses, the Ancient Heart, a final boss encounter, treasure systems, new rewards and environmental storytelling.
The project is still in development and its final scope may change.
CHANGELOG
Changelog
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.