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EliteCreaturesReborn
Creatures spawn with mutations that change how they fight - fast, armoured, exploding, splitting, devouring. Rebuilt from scratch; tunable per biome.
| Last updated | 5 hours ago |
| Total downloads | 1251 |
| Total rating | 2 |
| Categories | Mods Enemies Server-side Client-side AI Generated |
| Dependency string | MilkyTeam-EliteCreaturesReborn-3.2.0 |
| Dependants | 0 other packages depend on this package |
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: 5.4.2350README
Elite Creatures Reborn
Creatures spawn with mutations — named, visible traits that change how a fight goes. A Mad greydwarf comes at you twice as fast on half the health. A Bloated draugr takes twice the killing and then explodes in your face. A Devouring wolf eats the boars around it and grows on what it eats until it comes looking for you.
Rebuilt from scratch. This release covers mutations and stars; the rest returns over the next releases.
Mutations
Ten, one per creature by default, each with its own colour and its own name on the nameplate.
| Mutation | What it does |
|---|---|
| Mad | Far faster, half health |
| Bloated | Double health, explodes a second after it dies |
| Cloaked | Invisible beyond 6 metres |
| Splintering | Splits into two weaker copies when killed, which can split again |
| Leeching | Regenerates, and heals from the damage it deals |
| Warding | Reflects damage and knocks you back |
| Plated | Armoured while healthy, hits harder as that armour goes |
| Miasmic | Trails poison clouds; poisons players, never creatures |
| Devouring | Kills creatures in one bite and keeps their health and damage, until it is big enough to hunt you |
| Thieving | Steals an item on its first landed hit and carries it on its nameplate; kill it to get everything back |
Mutation power fields
mutation power in the rule file sets how strong each mutation is, in named fields rather than positional
numbers. A field marked (enhanced) is multiplied by large star power on a large star; a cost field never is.
Any mutation can also be switched off entirely with mutations enabled, regardless of its chance curves.
- Mad -
move/attack speedmultipliers (enhanced);healthmultiplier, its cost - Bloated -
healthmultiplier (enhanced);delayseconds from death to the blast, which goes off at the corpse's resting place;damage(enhanced) andradius(enhanced) of the blast;blast effect/warning effectvanilla prefabs for the explosion and the pre-blast warning - Cloaked -
reveal distancemetres to become visible (enhanced);fade timeseconds to phase, 0 snaps;fade marginextra metres before fading back out, to stop strobing - Splintering -
damagemultiplier per split;max generationscascade-depth cap, 0 = unlimited;max descendantslive-descendant cap, 0 = unlimited - Leeching -
regenpercent max health per second, never enhanced;regen caphard HP/s ceiling on a single tick, so a huge-health creature cannot out-heal a fight;combat cooldownseconds since its last damage taken before regen resumes;lifestealpercent of damage dealt returned as health (enhanced) - Warding -
reflectpercent of incoming damage returned (enhanced);knockbackforce on a melee attacker (enhanced) - Plated -
armourpercent of incoming damage cut at full health, to 0 hurt (enhanced);max reductionhard ceiling on that percent, so enhancement cannot approach invulnerability;damagepercent bonus at zero health, to 0 full (enhanced) - Miasmic -
cloud lifeseconds a dropped cloud lasts;cloud damagestrength of the vanilla Poison a cloud or hit applies, not direct damage (enhanced);clouds per secondwhile moving (enhanced);cloud radiusmetres;cloud effect/body effectvanilla prefabs for the trail cloud and the permanent worn poison look (cosmetic) - Devouring -
absorb health/absorb damagepercent kept permanently from a victim (enhanced; an instant kill always lands the killing blow, so the full amount is kept);slow per 100 health, its cost;player thresholdfraction of a player's max health a hit must pass before it hunts players for good;devour cooldownseconds after a meal before it can eat again - Thieving -
max itemsthe most it will ever hold (enhanced), hard-capped at 8; never takes equipped gear or more than one item per landed hit, and gives back everything it holds when it is killed
Stars
Beyond vanilla's two, counted in fives on the nameplate: a small star is one, a large star is five. A mutation on a large star is stronger. Star chances and mutation chances are set per biome, so the Meadows stay the Meadows.
Configuration
Two files, both written and documented on first run, both hot-reloaded while you play:
BepInEx/config/gglasgow.elitecreaturesreborn.cfg— the settings: star chances, mutation chances and mutation strength per biome, colours, nameplate distance, and an off switch for everything.BepInEx/config/creature_rules.yml— the rule file, for anything too structured for a flat settings file, including amutations enabledswitch that turns any mutation off everywhere.
A server binds connected players to its own rules. Display preferences — colours, tint strength, nameplate distance, whether trait names show at all — stay with each player and are never locked.
Console commands
| Command | Does |
|---|---|
elite spawn <prefab> <stars> [mutation...] |
Spawns exactly that creature, bypassing every roll, for testing |
elite inspect |
Prints the resolved stars, mutations and numbers for the creature under your crosshair |
elite purge |
Removes the loaded creatures this mod has marked, with no drops (a Thieving creature's stolen goods drop first) |
elite effects <text> |
Lists loaded effect prefabs matching the text and plays one, for building visuals |
Install
With a mod manager, install it. By hand, drop EliteCreaturesReborn.dll into BepInEx/plugins. Requires
BepInEx. On a server, install it on the server and on every client.
Multiplayer
Creature state travels in the world data the game already shares, so every player sees the same creature with the same traits. Install it on the dedicated server as well as the clients.
Files
plugins/EliteCreaturesReborn.dll— the mod, a single merged assemblyconfig/gglasgow.elitecreaturesreborn.cfg— settingsconfig/creature_rules.yml— creature rules
Building
.NET SDK 8, with Valheim installed:
dotnet build EliteCreaturesReborn/EliteCreaturesReborn.csproj -c Release
Override -p:GamePath=..., -p:BepInExCore=... or -p:ModLibsPath=... if your layout differs. The build merges
the shared libraries into one DLL and writes it to dist/.
License
GNU General Public License v3.0 (GPL-3.0). You are free to use, study, share and modify it, and anything you
distribute that is built from it must carry the same freedoms and be released under the same licence, with source.
See the LICENSE file for the full terms.