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Hypnogoogic-ImmersiveTrader-1.1.7 icon

ImmersiveTrader

Adds 14 traders and the roaming Legendary Trader, with hunting contracts, cargo deliveries, reputation, skill rewards, new items and 47 story quests.

Date uploaded 3 days ago
Version 1.1.7
Download link Hypnogoogic-ImmersiveTrader-1.1.7.zip
Downloads 766
Dependency string Hypnogoogic-ImmersiveTrader-1.1.7

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2351 icon
denikson-BepInExPack_Valheim

BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.

Preferred version: 5.4.2351
ValheimModding-Jotunn-2.30.2 icon
ValheimModding-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: 2.30.2

README

ImmersiveTrader

Trading as a full progression system for Valheim: 14 traders, contracts, cargo, reputation, scrolls and 47 story quests.

🌐 Website: hypnomods.pages.dev · 💬 Discord HypnoMODS

Works great with Roots & Remedies — the companion mod (food, herbs, potions). Install both and Roots & Remedies items also appear as quest rewards. Each works fine on its own.

BETA: works in multiplayer, but bugs may still occur. Report them on the Discord HypnoMODS server.

ImmersiveTrader trader settlement

At a glance

  • 14 regular traders (two in every biome, Meadows to Ashlands) + the roaming Legendary Mieteg
  • 70 hunting contracts + 9 Legendary contracts, 70 cargo shipments
  • 5 reputation levels per trader, personal boss progression
  • 17 Enhancement Scrolls, 9 Ward Scrolls, 3 navigation shells
  • 47 story quests (Meadows, Black Forest, Swamp, Mountains; the other biomes are in progress, working on it)
  • Contract Boards, Lox Caravans, custom camps; single-player, host/client and dedicated server
  • Works great with Roots & Remedies (optional; food, herbs, potions, and its items appear as quest rewards)
Biome Traders Quests
Meadows Midka & Troldad 5 + 6
Black Forest Grimvald & Rudy Warg 6 + 6
Swamp Mokra Dzika & Encek 6 + 6
Mountains Hrothgar & Ylva Frost 6 + 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 unlock when your character has taken part in defeating the previous boss. Legendary Mieteg is the exception.

Midka in her settlement

Meet all 14 traders — artwork & stock cards

How it works

  • E on a trader — shop; hand in cargo and contracts. Shift+E — the trader's quests.
  • Contracts: the Contract Board of every camp offers 5 hunting contracts. A finished one gives reputation and +2 levels in a skill (at skill 100: a random item from the trader's stock).
  • Cargo: the camp's Lox Caravan sells 5 shipments (10 coins, heavy, no portals). Carry them to another trader for the reward.
  • Reputation: L2 12 · L3 28 · L4 44 · L5 64 points, from contracts and cargo. It unlocks stock, scrolls, shells and a one-time Trusted gift.
  • Quests: the first quest of every trader is open at once; the rest need reputation 2. The sixth quest needs reputation 4 and pays 350 coins. Coins: the first quest of a trader as before, the next ones 50, 100, 175 and 250. Quests send you from one trader to the next. Rewards: coins, upgrade idols and, with Roots & Remedies, its items. The Quest Log button is in the inventory screen.
  • Co-op: a kill counts for a quest owner within 100 m; quest drops are for players who have that quest.
  • Resting in a trader's house gives comfort 2 (Meadows) to 6 (Plains and beyond).

Bjarki Goldtooth and trader interaction

Exact offers, prices, rewards and rules are in control_tableIT.html.

items-all

Requirements

Installation

r2modman: select Valheim, find ImmersiveTrader, Download with dependencies, Start modded.

Manual: install BepInExPack Valheim and Jötunn, put ImmersiveTrader.dll into Valheim/BepInEx/plugins/ (only one copy). If loading fails, check BepInEx/LogOutput.log.

Existing world: after installing, enable devcommands and run it camps force (about 10 minutes), then it camps status. Expect 14/14 camps and at least 10/16 Mieteg sites. Multiplayer: every player and the server use the same version and the same camp, board and blueprint files.

Commands (admin, devcommands; on a server your ID must be in adminlist.txt)

  • it camps status | generate | force — count, add or place camps
  • it camps clear — remove trees and rocks around loaded camps
  • it camps refresh — rebuild the camp layout near you (run it next to the camp)
  • it camps build on|off — let players build and level inside trader camps (saved with the world; then run it camps refresh)
  • it findall, it goto <traderId> — list camps, teleport to one
  • it quest list | open <trader> | step | complete <quest> | reset [quest] | goto <quest>
  • it spawn quest [1-10] — every quest item in front of you
  • it ground [5-60] — level a square of ground; it ground fill [2-30] — fill a hole (stand on its edge)

Configuration

BepInEx/config/p0kahontazz.immersivetrader.cfg: [Quests] MinReputationLevel (default 2); [TraderStock] EnhancementOffers: ScrollsAndWards, ScrollsOnly, WardsOnly or None. In multiplayer the server's setting applies to everyone.

Grelka — boss-gated trader progression

Feedback

Join Discord HypnoMODS. Please include your versions and BepInEx/LogOutput.log.

Plains-art

My other mods

  • Roots & Remedies - smoked and dried food, a herb garden and improved potions.
  • Children of the Ancient Heart (Content_Ancient_Cult, beta) - a cult castle, a 12-floor dungeon, stone creatures, the boss Astronikus and treasure hunting.
  • Advanced Backpack - four backpacks: lighter inventory rows, an extra row, portal and ship slots.
  • Advanced Portal - one buildable portal that leads to any portal in your world.

Credits

Owner / Developer: P0KAHONTAZZ. Built with Jötunn.

Trader buildings and blueprints were created and freely shared by members of the Valheimians community; the designs remain the work of their creators. A sincere thank you to the Valheimians builders: without them the trader settlements would not exist.

Permissions & Usage

ImmersiveTrader code is All Rights Reserved unless stated otherwise. The released mod may be used for personal, private and non-commercial gameplay, alone or with friends. Redistribution, re-uploading, repackaging, modified or derivative releases, reuse of the code, commercial use or monetization require prior written permission from P0KAHONTAZZ. Third-party assets remain subject to their owners' licences.

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 stock lists 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/Y now 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> grant is off by default: its key stayed on the character and kept that trader open in every new world. The new setting [Progression] ManualAccessOverride turns 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 MinReputationLevel setting 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 fill and 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, then it 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 8 on 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 ItemSource allows quests. ImmersiveTrader alone pays coins and upgrade idols only.
  • Quest prefabs and saved data now carry the IT_ / it. prefix. Progress saved under the older rnr. keys moves over automatically.
  • Config: Quests/MinReputationLevel and 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 force in 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-reads ImmersiveTrader-camps.cfg and 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) and TryGetTraderPosition(id) (camp position, known locally or from the server's list).

1.0.10

  • it camps force now 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 findall only lists camps in the console; it no longer adds map pins.
  • All it commands work for dedicated-server admins: adminlist.txt IDs are accepted with or without the Steam_ prefix.
  • it mieteg sites and it mieteg next can be used by admins from a client.
  • Fixed a repeating Procreation error caused by the companion wolf Jackie.