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ImmersiveTrader
Adds 14 traders and the roaming Legendary Trader, with hunting contracts, cargo deliveries, reputation, skill rewards, new items and 47 story quests.
By Hypnogoogic
| Date uploaded | a week ago |
| Version | 1.1.4 |
| Download link | Hypnogoogic-ImmersiveTrader-1.1.4.zip |
| Downloads | 526 |
| Dependency string | Hypnogoogic-ImmersiveTrader-1.1.4 |
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 on ** Discord** Discord HypnoMODS server.

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
- 47 story quests from eight traders (Meadows, Black Forest, Swamp, Mountains), more on the way
- Optional companion mod Roots & Remedies: food, herbs, potions and farming
Traders & progression
| Biome | Traders | Story quests |
|---|---|---|
| Meadows | Midka & Troldad | Midka 5, Troldad 6 |
| Black Forest | Grimvald & Rudy Warg | Grimvald 6, Rudy Warg 6 |
| Swamp | Mokra Dzika & Encek | Mokra Dzika 6, Encek 6 |
| Mountains | Hrothgar & Ylva Frost | Hrothgar 6, Ylva Frost 6 |
| Plains | Bjarki Goldtooth & Ragnar Turnipson | in progress, working on it |
| Mistlands | Tyrron & Grelka | in progress, working on it |
| Ashlands | Spalony Zenek & Skjold Cinderborn | in progress, working on it |
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. The ground under each camp is levelled and cleared of trees, bushes and rocks (the three camps that stand at the water's edge keep their natural ground). A big camp now levels and clears only the ground it really needs, and its no-monster area and no-fighting zone cover exactly the same ground.
Resting in a trader's house gives a comfort level that grows with the biome: Meadows 2, Black Forest 3, Swamp 4, Mountains 5, and 6 from the Plains to the Ashlands.
Meet all 14 traders — artwork & stock cards
Meadows
Black Forest
Swamp
Mountains
Plains
Mistlands
Ashlands
Camps on the map
A trader's camp gets a small merchant's scales marker on the map as soon as somebody comes within a few hundred metres of it, the way Hildir's camp shows up. Every player on the server sees it, and it stays. (Older versions put a named dot on the map from 35 m; those dots are removed.)
The notice board, the Lox caravan and the wagon stand on level ground at the height of the camp, also beside a shore or on a slope.
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.

Talking to traders
- E — the trader's shop. You can also hand in cargo and physical contracts the same way.
- Shift+E — the quest window: the story quests of that trader (see below). Also used to hand in quest items.
The quest window shows your reputation with the trader (points and a bar), every quest with its state (open, running, done, locked), the trader's story, the step the quest is at, and the reward. Before you take a quest it lists what the quest asks for and marks what you already carry. Abort is red, a quest ready to hand in has a green Complete.
Quest Log
The inventory screen has a new button beside Texts, Skills and Trophies: the Quest Log. It lists every trader with your standing (stars), the quests done, the contracts finished and the cargo delivered. A trader behind a boss you have not beaten shows a padlock, one you have not found yet a hooded stranger. Pick a trader to see their quests: the ones you took or finished by name, the rest only as "Locked...", and under the list the running quest with its current step and reward.
Contracts and cargo are counted from version 1.1.3 on.
Quests can be handed in to a trader even while their shop is still locked by boss progression.
Story quests
Eight traders (Meadows, Black Forest, Swamp and Mountains) tell their own stories through 47 quests, in chains of five or six. Each quest has its own objectives, places in the world, people, and a few surprises: searches, trails, hunts, dungeons, a sea monster, stone creatures and a good deal of gossip. The quests are part of ImmersiveTrader, no companion mod is needed.
- The first quest of every trader is offered at once. The following ones need reputation level 2 with the trader; each quest of a chain starts when the previous one is done. The sixth quest of a trader (Troldad, Grimvald, Rudy Warg, Encek, Mokra Dzika, Hrothgar, Ylva Frost) needs reputation level 4: until then the trader tells you why they do not trust you with it yet. Every sixth quest pays 999 coins on top of its other rewards.
- The sixth quests are the roads between the biomes: they send you to a trader of the next one. Meadows → Black Forest (Troldad's recipe for Grimvald), Black Forest → Swamp (Grimvald's rations for Encek, a salve from Mokra Dzika for Rudy Warg), Swamp → Mountains (Encek's order for Hrothgar, a shard of obsidian from Ylva Frost for Mokra Dzika) and Mountains → Plains (Ragnar's moonshine for Hrothgar, Bjarki's calming herbs for Ylva Frost).
- When the first step of a quest is a long journey, the red search circle is on the map at once, however far away it is.
- Rewards are coins, biome upgrade idols and, when Roots & Remedies is installed, items of that mod (seeds, clay, herbs and more).
- Quest progress is saved on the character, per world. Several quests can run at the same time; track the ones you like with the Track button.
| Trader | Quests |
|---|---|
| Midka | For a Darker Day · Ninety to One · Someone Who Can Still Use Them · Midka's Yerba · Medicine for the Dead |
| Troldad | Jackie's Supper · The Dog Knows · What Remains of the Clan · Jackie's Lost Toy · Where Troldad Once Lived · A Dish Worth Carrying |
| Grimvald | A Recipe Worth Stealing · Barrels of the Deep · The Ink-Stained Shoal · A Tale Come True · A Smaller Favor · Rations for the Swamp |
| Rudy Warg | Cutting the Nests · The Broken Trail · The Bait · No Arrow Wasted · The Hunter Becomes the Hunted · A Salve From the Swamp |
| Encek | The Man Who Came Back · The Stolen Standard · Arm the Living · The Name on the Stone · Proof of Worth · Arrows for the Siege |
| Mokra Dzika | Something That Stinks · A Very Juicy Rumor · Who Was Sleeping With Whom? · The Beautiful Smell · The Gossip of the Dead · Mountain Glass |
| Hrothgar | Eyes in the Walls · Paper Cuts Deeper · The Egg Goes Home · Firewood for a Coward · A Thief Dresses Warm · One for the Road |
| Ylva Frost | The Fire That Should Not Burn · What the Scent Wakes · The Words for Calm · Roots for the Rite · What the Mountain Answered · To Mend What I Woke |
| Bjarki, Ragnar, Tyrron, Grelka, Spalony Zenek, Skjold Cinderborn | in progress, working on it |
The Mountains. Hrothgar is sure somebody watches his fortress through the stone, and he is not entirely wrong: Fenrings at night, a cultists' library in a frost cave, a drake egg that has to go back to its nest, a cabin he would rather not visit himself, and a bottle of moonshine that belongs to somebody else. Ylva Frost has woken something on the mountain and wants to put it back to sleep: a Fuling signal fire in the snow, rite herbs that have to cross the sea (the sea notices), an old parchment in a ruined tower, and an answer from the summit that comes with wings, teeth and a great many bats.
Quests with friends
- A quest belongs to the player who took it, and that player's game brings its creatures into the world. Two players on the same quest get two sets of creatures, each at their own place on the map.
- Anyone may do the killing. A kill counts for the quest's owner while they stand within 100 m; they do not have to land a hit. A creature that dies while the owner is further away does not count and comes back. A boss is the exception: the owner must have damaged it.
- What quest creatures drop for the quest (the Serpent Trophy, the ghosts' Ectoplasm) can be picked up only by a player who has that quest.
- Birds and nests of the hunting quests count for every player with that objective within 100 m.
The quests are still being tested, so expect rough edges and tell us what you find.
Roots & Remedies and the items of the quests
Roots & Remedies has its own setting Items/ItemSource:
- Auto (default): with ImmersiveTrader installed the items of Roots & Remedies come from the quests; without it they come from the world.
- Quests, World, Both to choose it yourself. With the world as a source, rare seeds also grow in the open world and the items turn up in the chests of houses and ruins.
- ImmersiveTrader alone never gives items of Roots & Remedies: the quests simply pay their other rewards.
- Installed Roots & Remedies after you had already finished quests? Talk to the trader: the Roots & Remedies rewards of the quests you finished there are handed over then.
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_tableIT.html, included with the mod and also available
separately.

Requirements
Optional companion: Roots & Remedies — smoked and dried food, herbs, farming and improved potions; its items also appear as rewards of the story quests.
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.
Installation on existing world
- 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. - Use devcommands > it camps force (it will take about 10 minutes to check whole map) > it camps status
- What we expect is 14/14 camps, Mieteg sites at least 10/16. Report it on Discord HypnoMODS if somehow it doesnt work for you.
- Trees or grass inside a camp's building? Updated mods clear them automatically when the camp loads. To do it on the spot, stand near the camp and use
it camps clear(vegetation only) orit camps refresh(vegetation, buildings, trader position and terrain under the houses). Both need admin rights on a dedicated server.
Camp commands (admin)
Open the console with devcommands enabled; on a dedicated server you need to be an admin (adminlist.txt).
it camps status— how many camps and Mieteg sites this world hasit camps generate— add the missing camps in unexplored zonesit camps force— place every remaining camp, levelling rough groundit camps clear— remove trees, bushes and rocks around every loaded campit camps refresh— clear, reload the camp layout and blueprints, put the trader, board and caravan back and reapply the ground under the houses (run it near the camp)it findall,it goto <traderId>— list camps / teleport to one
Quest commands (admin)
it quest list | open <trader> | step | complete <quest> | reset [quest] | goto <quest>— look at, advance, finish or restart quests (it questshows all options)it spawn quest [1-10]— puts every quest item in front of youit ground [5-60]— levels a square of ground around you, paints it dirt and clears trees and rocksit ground fill [2-30]— stand on the edge of a hole: raises the ground inside the radius up to your height, never lowers it
Quest configuration
In BepInEx/config/p0kahontazz.immersivetrader.cfg, section [Quests]:
MinReputationLevel(default 2) — trader reputation level (1–5) from which a trader offers quests.- The Brinewyrm encounter has its own section
[Quests: Brinewyrm](size, health, poison interval, fish in the shoal).
Ward and Scroll configuration
- Close Valheim or stop the server.
- Open BepInEx/config/p0kahontazz.immersivetrader.cfg in the local Valheim folder or dedicated server folder.
the plugin is available under
Valheim/BepInEx/plugins/. - Under [TraderStock], set EnhancementOffers to:
- ScrollsAndWards — both.
- ScrollsOnly — scrolls only.
- WardsOnly — wards only.
- None — neither.
- Save and restart the game/server.
- In multiplayer, the host/server setting applies to everyone.
Feedback & Bug Reports
BETA: Bugs may occur, especially in multiplayer.
Join Discord HypnoMODS to report bugs,
share balance feedback and suggestions, or reach p0kahotnaz directly.
If possible, include your ImmersiveTrader/Valheim versions
and BepInEx/LogOutput.log.
Credits
Owner / Developer: P0KAHONTAZZ Author Me and everysingle Valheimians User sharing thier work on a page
ImmersiveTrader started as a project for playing Valheim with friends and grew into a larger gameplay expansion.
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.
CHANGELOG
Changelog
1.1.18
- Traders never float
- New command: traders reset
- Server layout reaches players
- Camp rebuilt first
1.1.17
- Dummy spots set for every trader
1.1.16
- SeneaL UI Quest Log tab
- Training dummy at traders
- Safe training near dummies
- Board stays on ground
- Tyrron cellar cut fixed
- Dummy placed on floor
1.1.15
- Boards find their trader
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. - Built-in compatibility with ValheimProfessions (no separate bridge plugin): with
[Compatibility] BlockPlayersWithProfession = truea player who has a profession is turned away by traders, boards and caravans. Off by default. - 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.