LeonhartDansMods-DanPe_Mods icon

DanPe Mods

Rune Magic add-ons: elemental sentinel turrets, a two-way Waygate portal, stone fortresses and ramps, triple waystones, square foundations, sky/sun/wisp/fishing/stamina runes. Plus enemy health numbers, higher star levels and more.

Last updated a month ago
Total downloads 95
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Categories Modpacks Tweaks AI Generated Server-side Client-side
Dependency string LeonhartDansMods-DanPe_Mods-1.0.0
Dependants 0 other packages depend on this package

This mod requires the following mods to function

hyleanlegend-Rune_Magic-1.5.1 icon
hyleanlegend-Rune_Magic

Hold back the rain, command the earth, and calm the seas! This mod adds powerful magic runes that can be cast or engraved on standing stones for a variety of unique non-combat effects.

Preferred version: 1.5.1
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

README

DanPe's Mods

A collection of Valheim mods, most of them add-ons for Rune Magic. They add Stonecaller runes that raise fortresses, ramps and waystone walls, elemental sentinel turrets, a portal you can conjure anywhere, engraving runes for fair weather, daylight, mist clearing, stamina and fish, and bigger Rune Foci. A few standalone mods are included too.

Each mod is its own plugin with its own config file in BepInEx/config, so you can tune each one separately. All but the Haste Spell, Give Levels and More Stars also have an Enabled switch.

Mod What it does Needs
Sentinel Stones Five elemental turrets that shoot hostile creatures Rune Magic
Waygate Conjures a portal and a workbench, linked back home Rune Magic (XPortal optional)
Stone Fortress Raises a walled hall of natural rock Rune Magic
Stone Ramp Raises a walkable rock ramp, 10 to 20 m high Rune Magic
Three Waystones Raises three Waystones at once in an arc, row or triangle Rune Magic
Square Foundation Rune The Foundation Rune, but square Rune Magic
Clear Sky Rune Fair weather around the rune Rune Magic
Sun Rune Daylight around the rune Rune Magic
Wisp Rune Clears Mistlands mist within 50 m Rune Magic
Stamina Rune Much faster stamina regeneration nearby Rune Magic
Fishing Runes Keeps nearby water stocked with fish Rune Magic
Rune Focus Capacity Rune Foci hold more energy Rune Magic
Runic Eitr Regen Spare eitr regeneration recharges your Rune Foci Rune Magic
Haste Spell A Magic Revamp scroll that speeds up you and your allies Magic Revamp
Give Levels Host commands to grant Path of Valheiman levels, XP and points Path of Valheiman
Enemy Health Numbers Health numbers on creature, boss and player bars nothing
More Stars Creatures can spawn with more than two stars nothing

Requirements

  • BepInExPack Valheim and Rune Magic 1.5.x are installed automatically as dependencies.
  • Magic Revamp is only needed for the Haste Spell and Path of Valheiman only for Give Levels. They are not installed automatically. Without one of them, that one plugin is skipped: BepInEx logs a red "missing dependencies" error for it at startup, which is harmless.
  • XPortal is optional. Without it the Waygate still works and pairs portals by name.
  • Manual or dedicated-server install: install BepInExPack Valheim and Rune Magic, then extract this zip into BepInEx/plugins/DanPe_Mods.

Multiplayer

  • Everyone should install the pack, the host or dedicated server included, all on the same version. Many of these mods add new pieces to the world, and players without the pack cannot see or use them.
  • Only Sentinel Stones and More Stars send the host's settings to everyone. The other mods use each machine's own config. Most of those settings apply to the player using them (energy costs, radiuses and so on), but some come from the host or from whichever player's game runs that object, such as fishing rates and fortress mining. Keep everyone's configs the same. On a public server these mods cannot stop a player from, say, setting an energy cost to 0.

Keep your placed runes safe

Pieces from these mods are saved in the world as their own kind of object. Vanilla Valheim permanently deletes objects it does not recognise when their area loads, so:

  • Do not remove the pack, or Rune Magic, from a host or dedicated server while the world has fortresses, ramps, engraved runes or sentinels in it. They are deleted as the host loads their area.
  • Do not switch off an add-on's Enabled setting on the host for the same reason. Sentinel Stones is the exception: switched off, placed sentinels stay but stand inert.
  • When Rune Magic updates to a new minor version (1.6 or later), the rune add-ons (all except Rune Focus Capacity and Runic Eitr Regen) switch themselves off until this pack is updated, and a host would then delete their pieces (placed sentinels are kept, but stand inert). Update Rune Magic only when this pack supports it, or set Allow untested Rune Magic version = true in each of those add-ons' configs. A fresh install of this pack always pulls the newest Rune Magic.
  • Engraving runes follow the Canopy Rune. If the Canopy Rune is disabled in Rune Magic's server config, Rune Magic removes every Clear Sky, Sun, Wisp, Stamina and Fishing Rune as well.

Things that stay if the pack is removed: the flattened ground from a Square Foundation Rune, the Waystones from Three Waystones, and Waygate portals and workbenches, which are ordinary vanilla pieces.


Rune Magic add-ons

All of these except Rune Focus Capacity and Runic Eitr Regen are in the Rune Focus menu (equip the Rune Focus and open its build menu). New pieces appear once a world has loaded.

Sentinel Stones

Rune of the Sentinel: Fire, Frost, Lightning, Poison and Spirit. Each raises a small glowing standing stone with an elemental orb that shoots the nearest hostile creature it can see within 30 m.

  • Where: Creation tab, at the end, just before the Waygate. No unlock needed.
  • Cost: 150 runic energy each, refunded when you deconstruct it with the Rune Focus. A sentinel broken by monsters (400 health) refunds nothing.
  • Fire: Surtling fireballs, 50 fire damage over a few seconds plus 15 blunt, every 2 s. Surtlings, serpents, leeches and stone golems ignore the fire.
  • Frost: 2 ice shards per volley, 30 frost plus 10 pierce each, every 2 s. Frost slows. Drakes, wraiths, bats, abominations and stone golems are immune to frost.
  • Lightning: 3 near-instant bolts per volley, 20 lightning each, every 2.5 s. Few creatures resist it.
  • Poison: a bursting venom orb, 60 poison over time plus 10 blunt, every 3 s. The undead, surtlings, abominations, bats, voltures, stone golems and all blobs except lava blobs are immune.
  • Spirit: a spirit skull, 50 spirit over time plus 25 pierce, every 2 s. Most living creatures are immune to spirit and take only the pierce, so this one is for the undead.
  • Never targeted: players, tames, creatures you are partway through taming, friendly summons, training dummies, Dvergers you have not angered, and passive animals such as deer, hares, chickens and seals (both configurable).
  • Shots pass through players, tames, your buildings, ships, carts, other sentinels, raised stones, crops and pickables. They do not drain shield generators and spawn no skeletons, roots or cinders.
  • Terrain, wild rocks and trees block a sentinel's view; your buildings do not. Sentinels lead moving targets, ignore sleeping creatures, and can stand on wooden floors.
  • A sentinel fires while a player is in the area, like the vanilla ballista.
  • The host's settings apply to everyone (range, damage, rate of fire, cost and which sentinels are offered). Clients neither offer nor fire sentinels until a host running the pack answers.
  • Config: danpe.RuneMagicSentinels.cfg. Range (10 to 60 m), wildlife, taming, energy cost, and per element: damage, physical damage, seconds between volleys, projectiles per volley, spread and on/off.

Waygate

Rune of the Wayfarer: Waygate raises a real wooden portal with an ordinary workbench beside it, wherever you stand, linked back home for two-way travel.

  • Where: Creation tab, always the last entry. It appears once you know how to build a portal (config Requires portal recipe).
  • Cost: 200 runic energy, not refunded. No materials and no nearby workbench needed.
  • Aim where the portal should stand. The preview shows the portal facing you and the workbench on your right with a 1 m gap. The scroll wheel turns the pair. Placement is refused if either piece would stand inside something, on a creature, or if the workbench would be in someone else's ward, a no-build area, water or on a steep slope.
  • With XPortal: the Waygate joins XPortal's list as "Waygate" and leads to your XPortal default portal, and that portal is turned to lead back to the Waygate (Aim home at the new Waygate). If your group shares one hub portal, each new Waygate takes the hub over for everyone.
  • Without XPortal: portals pair by name. Build a portal at home with the same name as your Waygates (default "Waygate"). In multiplayer set Portal name to {player} so players don't cross-link. Portal names are cut to 10 characters, so long character names are shortened.
  • Raising a new Waygate makes your previous one crumble, portal and workbench, a few seconds later (the host's Replace previous Waygate setting decides). Portals you built by hand, other players' Waygates and any Waygate you rename are never removed. Without XPortal and without a home portal of that name that you built or named yourself, your first Waygate counts as home and stays; later ones replace each other. A Waygate cannot be raised on top of another Waygate's portal or workbench. Don't build onto a Waygate you plan to replace: anything resting on it falls when it crumbles.
  • The portal and workbench are real pieces: a hammer or monsters can break them, and broken ones give nothing back. With XPortal, portals that led to a broken Waygate lose their target, so re-aim your home portal afterwards.
  • The workbench works without a roof for players with the pack, and conjured pieces give back no materials.
  • Uninstalling is safe: Waygates stay as ordinary portals and workbenches (the workbench needs a roof again).
  • Config: danpe.RuneMagicWaygate.cfg.

Stone Fortress

Rune of the Stonecaller: Fortress raises a fortress of natural rock: 10 m walls around a 12 x 8 m hall, an arched gateway facing you and, by default, a domed rock roof.

  • Where: Creation tab, right after the Capstone. Unlocks with the Capstone (Black Forest runestones).
  • Cost: 200 runic energy. With plain Rune Magic that needs a quality 2 Rune Focus; with Rune Focus Capacity a quality 1 focus is enough.
  • Aim at the middle of the gate threshold; the fortress stretches away from you. It rises over 8 seconds with dust and cracks.
  • Outside size 16 x 12 m, walls 2 m thick, gateway 4 m wide and 5 m high. On slopes the walls settle into the ground but the gateway stays open.
  • It rises straight through anything in its footprint: buildings, trees, players and creatures. Clear the area first.
  • Mine it chunk by chunk with a pickaxe, like a Capstone (2 to 3 stone per chunk). The hammer cannot remove it.
  • Three looks, chosen per player: Megalith rock, grey Capstone rock or dark Ashlands rock.
  • Config: danpe.RuneMagicStoneFortress.cfg. Gateway wall, roof, rock style, rise time, energy cost, chunk health and stone drops. Keep chunk health and drops the same for everyone.

Stone Ramp

Rune of the Stonecaller: Ramp raises a 4 m wide ramp of natural rock that climbs away from you at a walkable 30 degrees to a flat top 10, 15 or 20 m up.

  • Where: Creation tab, right after the Stone Fortress. Unlocks with the Capstone.
  • Cost: 10 runic energy per metre of height: 100, 150 or 200.
  • Pick the height in the config (default 15 m, about 30 m long). Aim at the foot of the ramp.
  • Placement is refused while any player or creature stands in the way. Buildings and trees are not checked, so clear the path.
  • It is a straight block: rising ground buries part of it, and a big dip can leave a gap underneath.
  • Mined chunk by chunk with a pickaxe, like the Fortress. Same three rock looks.
  • Config: danpe.RuneMagicStoneRamp.cfg.

Three Waystones

Rune of the Stonecaller: Three Waystones raises three Waystones at once. By default they stand end to end on a gentle arc, like a short curved wall. A straight row or a triangle is also possible.

  • Where: Creation tab, right after the Waystone. Unlocks with the Waystone (Meadows runestones).
  • Cost: three times the Waystone, 180 runic energy with Rune Magic's defaults.
  • Aim where the middle stone should stand; the formation opens across your view. Each stone follows the ground at its own spot.
  • Afterwards they are ordinary Rune Magic Waystones: mineable, engravable, and they stay even without the pack.
  • Only the player who casts it needs this mod.
  • Config: danpe.RuneMagicWaystoneTrio.cfg. Formation, arc bend, stone turn, spacing, random yaw, follow the ground, energy cost. Note that Energy cost = 0 here means automatic, not free.

Square Foundation Rune

Works exactly like Rune Magic's Foundation Rune, flattening the ground in an expanding wave, but the flat area and the dirt patch are square.

  • Where: right after the Foundation Rune. Available whenever the Foundation Rune is.
  • Cost: the same as a round Foundation Rune of the same size (config Cost multiplier).
  • The square is always aligned north, south, east and west, and grows in whole-metre steps.
  • The round Foundation Rune, the Lowering Rune and the hoe are never changed. The flattened ground is ordinary terrain and stays even without the pack.
  • Config: danpe.RuneMagicSquareFoundation.cfg.

Clear Sky Rune

An engraving that gives you fair weather within 50 m of the rune: no rain, thunderstorms, blizzards, cinder rain or ash storms.

  • Where: Engraving tab, next to the Canopy Rune. Engrave it on a standing stone, waystone or menhir. Unlocks with the Canopy Rune.
  • Cost: 120 runic energy, refunded when you remove it with the Rune Focus.
  • Inside the radius your weather becomes the calmest your biome has. The Swamp gets clear skies. The Mountain and Deep North keep a light snowfall, and the Ashlands keep their everyday ash rain. Set Preferred environment = Clear for a clear sky everywhere.
  • You stay dry and fires stay lit. Boss fights, raids, dungeons and caves are left alone.
  • It only changes your own game's weather. Other players are affected only while they stand inside too. While you are inside, rain wear on buildings and fires in areas your game runs also count as dry.
  • Config: danpe.RuneMagicClearSkyRune.cfg. Radius, a forced weather, energy cost, glow.

Sun Rune

An engraving that makes it daytime for you within 50 m of the rune, even at midnight.

  • Where: Engraving tab, next to the Canopy Rune. Unlocks with the Canopy Rune.
  • Cost: 150 runic energy, refunded on removal.
  • By default only the sky and lighting change (noon, adjustable from mid-morning to mid-afternoon). Night spawns, cold and sleeping still follow the real clock, and the world clock is never changed.
  • Optional Gameplay follows the rune also stops night spawns and night cold, across the whole area your game simulates, and lets you get into a bed inside the radius at any hour. In multiplayer the night is only skipped if the host's game also counts it as afternoon or night, which never happens on a dedicated server between dawn and noon.
  • Config: danpe.RuneMagicSunRune.cfg.

Wisp Rune

An engraving that holds back the Mistlands mist within 50 m, like a giant Wisplight (a Wisplight clears 15 m).

  • Where: Engraving tab, next to the Canopy Rune. Unlocks with the Canopy Rune.
  • Cost: 100 runic energy, refunded on removal.
  • Like a Wisplight, the cleared area also counts as mist-free for gameplay: creatures that cannot see through mist can see you there.
  • The radius (up to 100 m) is each player's own setting. Keep it the same for everyone.
  • Config: danpe.RuneMagicWispRune.cfg.

Stamina Rune

An engraving near which your stamina regenerates 10 times faster, and keeps regenerating while you run, build or reel in a fish.

  • Where: Engraving tab, next to the Canopy Rune. Unlocks with the Canopy Rune.
  • Cost: 120 runic energy, refunded on removal.
  • Works within 30 m, counting height too. A "Stamina Rune" buff icon shows while you are inside. There is still no regeneration while attacking, dodging or swimming out of your depth, and none inside dungeons.
  • Config: danpe.RuneMagicStaminaRune.cfg. Radius, multiplier (up to 50), regenerate while using stamina.

Fishing Runes

Ten engravings that keep the water next to them stocked with fish: a natural Fishing Rune that releases whatever fish live there, and nine biome runes (Meadows, Black Forest, Swamp, Mountain, Plains, Ocean, Mistlands, Ashlands, Deep North) that release that biome's fish wherever they are carved.

  • Where: Engraving tab, next to the Canopy Rune. Engrave one on a standing stone by the water. Unlocks with the Canopy Rune.
  • Cost: 100 runic energy for the Fishing Rune, 150 for a biome rune, refunded on removal.
  • Every 20 seconds, while fewer than 6 of its fish are within 20 m, the rune releases one fish into water deep enough for it. It works inside bases and next to players, where the game itself never spawns fish.
  • Released fish are ordinary fish with normal sizes. Runes only ever add fish.
  • Any rune can use its own fish list, and any of the ten can be hidden from the menu.
  • Config: danpe.RuneMagicFishingRune.cfg. Settings come from whoever's game runs the rune, so keep them the same for everyone.

Rune Focus Capacity

Rune Foci hold more runic energy: 250 / 500 / 750 / 1000 at quality 1 to 4 instead of Rune Magic's 100 / 200 / 300 / 400.

  • Automatic, for every Rune Focus you carry. Rune costs and recharge rates are unchanged, and your current energy is never reduced.
  • Turning it off or removing it puts Rune Magic's amounts back; extra energy is trimmed the next time you cast or recharge.
  • Per player, not server-enforced. Only players who want it need it.
  • Config: danpe.RuneFocusCapacity.cfg.

Runic Eitr Regen

While your eitr is full, the eitr regeneration that would go to waste recharges the Rune Foci in your inventory: 0.25 runic energy per point of eitr, about 30 energy a minute at 2 eitr per second.

  • Automatic while you carry a Rune Focus and your eitr is full. Your eitr itself is never touched.
  • By default every Rune Focus you carry gets the full amount (set Split between foci = true to share it). A fully drained, equipped focus is not recharged, so Rune Magic's exhaustion still works.
  • Per player, not server-enforced. Only players who want it need it.
  • Config: danpe.RunicEitrRegen.cfg.

Other mods

Haste Spell

A Haste Spell scroll for Magic Revamp. Casting it gives you and every player and tamed creature within 10 m +25% movement speed for 5 minutes, and players also regain stamina twice as fast.

  • Crafted at Magic Revamp's Spell Table, level 2: 20 Paper - High Quality (BMR_PaperHigh), 10 feathers and 10 honey make 20 scrolls. It casts, cycles and fits the spell book like Magic Revamp's own spells. 20 eitr per cast.
  • Reaches 10 m around where the spell lands. Works on other players even with PvP off. Never affects enemies, wild animals or neutral NPCs.
  • Every player needs it. A player without it gets no buff and loses any Haste scrolls they carry. There is no on/off switch: removing this file also deletes existing Haste scrolls.
  • Needs Magic Revamp, which is not installed automatically.
  • Config: danpe.MagicRevampHaste.cfg.

Give Levels

Host console commands for Path of Valheiman:

  • pt_give <player|all> [levels] raises a player's level (default 1), with the normal level-up rewards.
  • pt_givexp <player|all> <xp> adds experience. Path of Valheiman's XP multipliers apply; the reply says what landed.
  • pt_givepoints <player|all> [points] grants bonus passive-tree points (default 1).
  • Run them from the host's console with devcommands on (open the console with the -console launch option or Path of Valheiman's console setting). Names tab-complete and partial names work.
  • Only the host can grant, and players only accept grants from the host. A dedicated server has no console to type them into.
  • The host and every receiving player need it. Needs Path of Valheiman, which is not installed automatically. Works with Path of Valheiman 4.8 and 4.9.
  • Config: danpe.PoVGive.cfg. Per-command limits and the on-screen announcement.

Enemy Health Numbers

Shows health as numbers (for example 245/400) on creature health bars, the boss bar, other players' bars and your mount's panel, the way BetterUI used to.

  • Four formats: current and max, current only, percent, or both. Font size, position and colour are adjustable, and each bar type can be switched off.
  • Purely visual and local; only players who want it need it. Made to run alongside My Little UI. With another health-number mod you will see two numbers.
  • Config: danpe.EnemyHealthNumbers.cfg.

More Stars

Creatures can naturally spawn with more than two stars: up to 4 by default, up to 9 if you like.

  • Each extra star is its own roll at the spawn's normal level-up chance, so 3 and 4 star creatures are rare (about 1 in 1,000 and 1 in 10,000 open-world spawns at default settings). Star chance multiplier makes them more common, and also raises the odds of 1 and 2 stars and of bigger fish.
  • 3 star and higher creatures get extra star icons on their health bar and their species' strongest starred look. Health, damage and level-scaled loot scale the vanilla way: loot doubles per star.
  • Set Max loot multiplier if you raise Max stars above 4. Without a ceiling, a 9 star creature drops 512 times the level-scaled loot, which can mean hundreds of items and lag.
  • The host's settings apply to everyone (Max stars, Star chance multiplier, Max loot multiplier). Every player needs the mod, because stars are rolled by whichever player's game runs that area. Existing creatures keep their stars if the mod is removed.
  • No on/off switch: Max stars = 2 and Star chance multiplier = 1 give vanilla spawning.
  • Config: danpe.MoreStars.cfg.

Upgrading from the separate DLLs

If you had these mods before as loose danpe-... folders, remove them after installing this package:

  1. Close the game.
  2. In your mod manager open Settings, then Browse profile folder, then BepInEx/plugins.
  3. Delete every folder whose name starts with danpe- and any danpe-v*.zip files. Do the same on a dedicated server.

Your settings in BepInEx/config/danpe.*.cfg stay and keep working. If you skip this, BepInEx finds each plugin twice, loads the newer copy (or, for equal versions, the one it finds first) and logs a "Skipping" warning for the other.

Credits

Rune Magic is by hyleanlegend, Magic Revamp by blacks7ar, Path of Valheiman by treextr and XPortal by SpikeHimself. These add-ons are unofficial and not affiliated with those mods, so please don't report problems with this pack to their authors.