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Grappling
Valheim grappling hook with crossbow aiming, gravity-driven swinging, continuous anchor transfers, hold-to-climb and hold-to-rappel controls.
| Date uploaded | 2 days ago |
| Version | 0.1.7 |
| Download link | Zephyrfit-Grappling-0.1.7.zip |
| Downloads | 46 |
| Dependency string | Zephyrfit-Grappling-0.1.7 |
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: 5.4.2351README
Grappling
Aim. Hook. Swing. Find your next foothold.
Turn Valheim's grappling hook into a companion for climbing, swinging between trees and reaching your next rooftop. Keep the original item and recipe, with gravity, momentum and ordinary body collisions shaping your movement.
French / English
🎯 Line up your next anchor
Hold right mouse to shoulder the crossbow and aim. A green distance shows a reachable surface at your crosshair; aiming gives you 30% more range. Release aim to lower the weapon.
Left mouse fires immediately when ready. The hook reloads automatically in one second.
🪝 Keep moving between anchors
- Swing under gravity. Slack rope lets you fall; a taut rope limits your distance from the anchor while preserving your swing.
- Transfer while attached. Fire at another surface without releasing your current anchor. A successful hit changes the attachment; a missed shot keeps the old one.
- Stay connected on landing. Touching the ground, passing above the anchor or bringing the cable against an obstacle keeps your attachment.
- Build momentum. Departure assistance helps you leave the ground toward a higher anchor. Hold Space after a jump to pull toward it, with assistance for nearby ledges.
- Release when you choose. Middle mouse detaches the rope and keeps your momentum. Ordinary fall damage applies after release.
🧗 Climb and rappel
Hold Space to climb. Hold E to descend. Release the key to stop changing the rope length. Gravity and swinging continue while the length is locked.
A short E press pays out 20% of the player-to-anchor distance measured when you attached. That reference stays fixed for the current anchor, so repeated taps add equal steps. Landing stops descent and keeps you attached.
A short Space press keeps the ordinary jump. Holding both E and Space pauses the winch. Menus pause rope movement; release held controls before resuming.
🎮 Main controls
Equip your grappling hook. These defaults follow Valheim's remappable actions.
| Control | Action |
|---|---|
| Left mouse | Fire, or shoot a replacement anchor while attached |
| Hold right mouse | Shoulder aim and extended range |
| Middle mouse | Detach and cancel a shot in flight |
| Tap Space | Ordinary jump |
| Hold Space while attached | Reel in and climb |
| Tap E while attached | Descend one rappel step |
| Hold E while attached | Pay out rope continuously until released |
E keeps ordinary interaction while unattached. While attached, the rope command takes priority. Climbing or continuous descent begins after a 0.25-second hold.
⚙️ Make it your own
The configuration file is created on first launch at BepInEx/config/Zephyrfit.Grappling.cfg. Restart Valheim after editing it.
| Setting | Default |
|---|---|
| Shot stamina | 5 |
| Climbing stamina | 5 per second |
| Resting or descending stamina | 0 |
| Stamina regeneration while attached | Enabled |
| Maximum climb speed | 20 m/s |
| Descent speed | 3 m/s |
| Rappel step | 20% of the original attachment distance |
| Stop distance | 1.5 m, or earlier at an obstacle |
| Nearby ledge assistance | Enabled; 5 stamina per successful assist |
| HUD language | Game language, with French and English available |
You can adjust the hold threshold, range bonus, movement assistance, stamina costs and rope speeds. Commands can follow a game action or use a separate keyboard or mouse shortcut. Departure and ledge assistance can be disabled.
📦 Installation
With a mod manager
- Open Gale, r2modman or Thunderstore Mod Manager and select Valheim.
- Install Grappling by Zephyrfit. Allow the manager to install BepInExPack Valheim 5.4.2351 if needed.
- Disable other mods that change grappling behaviour in that profile.
- Launch Valheim through your manager and equip your grappling hook.
Manual installation
- Install BepInExPack Valheim 5.4.2351.
- Extract this package's
BepInExfolder into your Valheim installation. The plugin belongs atBepInEx/plugins/Zephyrfit-Grappling/ZephyrfitGrappling.dll. - Start Valheim and equip your grappling hook.
To uninstall, remove ZephyrfitGrappling.dll from that folder. The original item and recipe remain available.
Created by Zephyrfit.
CHANGELOG
Changelog
0.1.8
- Double the default rope payout speed from 3 to 6 m/s for both short E rappel steps and held E descent.
- Migrate the previous 3 m/s default once; preserve other custom values and subsequent edits. Keep the fixed 20% rappel distance and native gravity.
- Restore the author signature, Discord contact, support information and project link in the public presentation.
0.1.7
- Attach the visible chain outlet to the rendered crossbow using the native outlet offset, instead of leaving it in the wrist frame during shoulder aiming.
- Refresh the chain after final weapon posing, retaining cable bends and the native projectile-side attachment offset.
- Preserve the aiming posture and existing control bindings from 0.1.6.
- Increase the departure and jump-climb defaults to 5 m/s, with an 8 m/s inward assistance ceiling. Migrate the previous 2.5 m/s defaults once while retaining other custom values.
- Take up slack on deliberate held ascent and use a separate 50 m/s² active pull limit; retain 35 m/s² passive tension.
- Pause rope shortening at body contacts without disarming the held climb, allowing bounded upward pull along the surface and automatic resumption when clear.
- Add an optional, stamina-costed jump assist near reachable ledges after checking upward clearance and standing room. Keep gravity, body collisions, carried momentum and the current anchor.
0.1.6 - TEST
- Cache weapon-to-barrel and wrist-to-weapon calibration before posing, preventing aim IK from feeding its modified rotations back into the next frame.
- Align the model after normal camera/animation updates using that fixed calibration, and restore its original local rotation on exit.
- Set aimed roll to zero for the native model's horizontal limbs. Migrate the previous 90-degree default once; preserve other custom values and subsequent adjustments.
- Add a small one-time departure boost toward a higher first anchor from the ground and a held-Space climb boost shortly after a jump.
- Bound the boosts, preserve faster existing momentum, and prevent stacking through continuous holds or rapid presses. Keep gravity, collisions and passive swinging active.
- Expose GroundDepartureBoost and JumpClimbBoost, both defaulting to 2.5 m/s and independently disableable.
0.1.5 - TEST
- Make held E pay out rope until release, opposite to held Space reeling in. Keep short E for fixed rappel steps.
- Pause winching when both opposing holds are active.
- Remove fixed-height suspension and the global counter-gravity motor. Use bounded inward tension only, leaving gravity and tangential motion active.
- Lock rope length on release without shortening slack or freezing the character's altitude.
- Add numeric pendulum and slack-rope free-fall regression checks.
- Replace legacy suspension damping with optional SwingDamping, defaulting to zero; preserve existing configuration files.
- Add a 90-degree aimed weapon roll and enforce the actual equipment orientation after animation, restoring its original local rotation on release.
- Label the passive attached state as Attached rather than Suspended.
0.1.4 - TEST
- Add held Jump/Space as a second ascent control while attached, alongside E.
- Keep short Space presses for native jumping only; rappel steps remain on short E presses.
- Preserve the Space hold timer across a native ground jump and require a fresh press after an anchor transfer or ascent stop.
- Add the configurable JumpHoldClimbs option, enabled by default.
0.1.3 - TEST
- Move rope commands to E/Use: hold to climb and tap for a rappel step. Preserve ordinary Space jumping and dodge inputs.
- Let a native jump follow its normal arc while the rope is slack, without suspension immediately braking the jump.
- Migrate the previous default Jump rope binding once; preserve custom shortcuts and game actions.
- Prioritize rope commands over interaction while attached; keep ordinary interaction when unattached.
- Use the native HUD crosshair position and launch queued shots after the camera's LateUpdate.
- Remove the extra crosshair and the red invalid-target dash. Keep only a green distance for reachable surfaces.
- Compensate empty-reticle shots toward a reachable point along the reticle ray while preserving projectile gravity.
- Calibrate the aiming wrist against the actual left-hand crossbow model axis.
0.1.2 - TEST
- Hide the idle Ready label and show only the target distance in green while aiming at a reachable surface.
- Add a blended two-hand shoulder aiming pose with hand position and wrist orientation control.
- Align shots with the camera crosshair using launch-angle compensation for native fixed-step projectile gravity.
- Place anchors at the actual surface impact instead of the native one-metre spawn offset.
- Keep anchors attached on ground contact, above-anchor crossings, cable obstructions and temporary rope-length overshoot.
- Add cable contact bends that redirect tension without bypassing character collisions.
- Commit a transfer only after the new native anchor is active and owned; retain the previous anchor on activation failure.
- Keep right mouse for aiming, left mouse for firing and middle mouse for release. Transfers use the ordinary shot stamina cost.
0.1.1 - TEST
- Use the supplied Nordic grappling crossbow artwork as the package icon.
- Add an animated aiming posture while holding right mouse.
- Make left mouse fire in both free and attached states, preserving the active anchor until a replacement connects.
- Make middle mouse release the anchor and cancel the projectile in flight.
- Change Jump to hold-to-climb, with suspension on release.
- Change short Jump presses to rappel steps of 20% of the distance measured at attachment. Repeated presses add equal steps, bounded by the rope limit.
- Add configurable rappel step size and reference distance, plus separate release bindings.
0.1.0 - TEST
- Add immediate firing with a separate automatic reload and projectile flight cycle.
- Add tap-to-climb, hold-to-descend and stationary suspension controls.
- Add held aim with a frozen 30% range bonus and ballistic target preview.
- Add impact-validated anchor transfers and cancellation of pending shots.
- Add configurable controls, stamina, rope movement and English/French HUD text.
- Add local authority checks, lifecycle cleanup and grappling conflict diagnostics.
Zephyrfit