Wangma-BetterBeginnings icon

BetterBeginnings

A Valheim gameplay enhancement mod with virtual health, adrenaline gain, stamina and movement tweaks, HUD improvements, and dedicated clothing and accessory slots.

By Wangma
Last updated 3 days ago
Total downloads 50
Total rating 1 
Categories Mods Utility Tweaks
Dependency string Wangma-BetterBeginnings-1.0.1
Dependants 0 other packages depend on this package

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

README

Better Beginnings

Mod Features

Virtual Health and Counterattack Recovery

  • Taking damage grants virtual health, displayed on the HUD health bar.
  • Virtual health remains full for a configurable period and then gradually decays.
  • Attacking hostile creatures while virtual health is active restores virtual health according to the weapon type.
  • Normal healing reduces virtual health first.
  • Virtual health cannot exceed the missing amount between current health and maximum health.

Adrenaline Gain Adjustments

  • Configure the adrenaline gain multiplier for hits from different weapon types.
  • Configure adrenaline gain multipliers for weapon blocks, weapon parries, shield blocks, and shield parries.

Weapon Switching Animation

  • Skips the equip and unequip delay for weapons and shields.
  • Skips the hand hide and show animations when pressing R to sheathe or draw a weapon.
  • Suppresses equip effects when equipping or unequipping weapons and shields.

Stamina and Movement Adjustments

  • Running, normal jumping, and rolling do not consume stamina when out of combat and lightly encumbered.
  • Under the applicable conditions, running, normal jumping, and rolling can be performed even at zero stamina.
  • Harpoon jumping continues to use the vanilla stamina rules.
  • Stamina can regenerate while standing still on the ground when over-encumbered.
  • An attack can start as long as some stamina remains; the attack's actual stamina cost is unchanged.

HUD Layout

  • The stamina bar uses the health bar style and remains yellow.
  • The stamina bar is displayed to the right of the health bar.
  • The virtual health area is displayed on the health bar.
  • The HUD layout remains stable during gameplay.

Inventory and Dedicated Equipment Slots

  • Adds 8 dedicated equipment slots to the inventory.
  • 4 dedicated slots are for clothing, and 4 are for accessories.
  • Normal inventory slots continue to be provided by the game's native inventory upgrades.
  • Supports additional normal slots provided by Wider Pockets and Deeper Pockets.
  • Additional normal slots do not overlap the dedicated equipment slots after an inventory upgrade.
  • Placing clothing or accessories in a dedicated slot immediately updates the equipment state and player appearance.
  • Clothing and accessories in existing saves are automatically organized into their corresponding dedicated slots.
  • Dedicated slot labels follow the selected game language, using Chinese labels for Chinese and English labels for other languages.

Configuration

BepInEx generates the configuration file after the first game launch:

BepInEx/config/com.wangma.betterbeginnings.cfg

Restart the game after changing configuration values.

Virtual Health Window

Parameter Default Range Description
FullWindow 4 0-30 Time in seconds that virtual health remains full after taking damage.
DecayWindow 1 0-30 Time in seconds required for virtual health to decay linearly from full to zero.

Virtual Health Multipliers

Parameter Default Range Description
Dagger 0.60 0-1 Ratio of dagger damage converted to virtual health recovery.
Sword 0.80 0-1 Ratio of sword damage converted to virtual health recovery.
Spear 0.60 0-1 Ratio of spear damage converted to virtual health recovery.
OneHandedAxe 0.80 0-1 Ratio of one-handed axe damage converted to virtual health recovery.
Club 0.80 0-1 Ratio of club, mace, and porcupine damage converted to virtual health recovery.
Polearm 0.95 0-1 Ratio of polearm damage converted to virtual health recovery.
HeavyTwoHanded 1.00 0-1 Ratio of heavy two-handed weapon damage converted to virtual health recovery.

Adrenaline Multipliers

Parameter Default Range Description
DaggerHit 2 0-10 Adrenaline gain multiplier for dagger hits.
FastOneHandedHit 2.5 0-10 Adrenaline gain multiplier for fast one-handed weapon hits, including swords and spears.
StandardOneHandedHit 3 0-10 Adrenaline gain multiplier for standard one-handed weapon hits, including one-handed axes and clubs.
PolearmHit 3.5 0-10 Adrenaline gain multiplier for polearm hits.
HeavyTwoHandedHit 4 0-10 Adrenaline gain multiplier for two-handed weapon hits.
WeaponBlockAndParry 1 0-10 Adrenaline gain multiplier from blocking or parrying with weapons.
ShieldBlockAndParry 2 0-10 Adrenaline gain multiplier from blocking or parrying with shields.

中文说明

Mod 功能

虚血与反击恢复

  • 受到伤害后获得虚血,虚血显示在 HUD 血条上。
  • 虚血会在可配置的时间内保持完整,随后逐渐衰减。
  • 虚血生效期间攻击敌对生物,可以根据武器类型恢复虚血。
  • 普通治疗会优先减少虚血。
  • 虚血不会超过当前生命与最大生命之间的空缺。

血怒获取调整

  • 可以分别配置不同武器命中时获得的血怒倍率。
  • 可以分别配置武器格挡、武器招架、盾牌格挡和盾牌招架获得的血怒倍率。

武器切换动画

  • 装备和卸下武器或盾牌时,跳过等待前摇。
  • 按 R 收起或拿出武器时,跳过手部隐藏和显示动画。
  • 装备或卸下武器、盾牌时,取消装备特效。

体力与移动调整

  • 非战斗且低负重时,跑步、普通跳跃和翻滚不消耗体力。
  • 在符合条件时,即使体力为零也可以执行跑步、普通跳跃和翻滚。
  • 钩索跳跃继续使用原版体力规则。
  • 超重且静止在地面上时可以恢复体力。
  • 只要仍有剩余体力,就可以开始攻击;攻击动作的实际体力消耗保持原版规则。

HUD 布局

  • 体力条使用血条样式并保持黄色显示。
  • 体力条显示在血条右侧。
  • 虚血区域显示在血条上。
  • HUD 布局会在游戏过程中保持稳定。

背包与装备专用格

  • 在背包中增加 8 个装备专用格。
  • 其中 4 个专用格用于衣服,4 个用于护符和其他饰品。
  • 普通背包格仍由游戏原本的背包升级提供。
  • 支持 Wider Pockets 和 Deeper Pockets 提供的额外普通格。
  • 背包升级后,新增普通格不会覆盖装备专用格。
  • 衣服和饰品放入专用格后会立即更新装备状态和人物外观。
  • 存档中的衣服和饰品会自动整理到对应的专用格。
  • 专用格标题会根据游戏当前语言显示:中文使用“护甲服饰”和“饰品护符”,其他语言使用英文标题。

配置文件

BepInEx 首次启动游戏后会生成配置文件:

BepInEx/config/com.wangma.betterbeginnings.cfg

修改配置后需要重启游戏。

虚血保持与衰减

参数 默认值 范围 说明
FullWindow 4 0-30 受伤后虚血保持完整的时间,单位为秒。
DecayWindow 1 0-30 虚血从完整值线性衰减到零所需的时间,单位为秒。

虚血回复倍率

参数 默认值 范围 说明
Dagger 0.60 0-1 匕首伤害转化为虚血回复的比例。
Sword 0.80 0-1 剑伤害转化为虚血回复的比例。
Spear 0.60 0-1 矛伤害转化为虚血回复的比例。
OneHandedAxe 0.80 0-1 单手斧伤害转化为虚血回复的比例。
Club 0.80 0-1 棍棒、锤和狼牙棒伤害转化为虚血回复的比例。
Polearm 0.95 0-1 长柄武器伤害转化为虚血回复的比例。
HeavyTwoHanded 1.00 0-1 双手重武器伤害转化为虚血回复的比例。

血怒获取倍率

参数 默认值 范围 说明
DaggerHit 2 0-10 匕首命中时的血怒获取倍率。
FastOneHandedHit 2.5 0-10 快速单手武器命中时的血怒获取倍率,包括剑和矛。
StandardOneHandedHit 3 0-10 常规单手武器命中时的血怒获取倍率,包括单手斧和棍棒。
PolearmHit 3.5 0-10 长柄武器命中时的血怒获取倍率。
HeavyTwoHandedHit 4 0-10 双手武器命中时的血怒获取倍率。
WeaponBlockAndParry 1 0-10 使用武器格挡或招架时的血怒获取倍率。
ShieldBlockAndParry 2 0-10 使用盾牌格挡或招架时的血怒获取倍率。