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cjayride-PersistentRaids-1.0.1 icon

PersistentRaids

Raid monsters keep chasing, skip far-despawn, extra events can stay active, spawners can run with nobody in the circle. Cap 220.

Date uploaded a week ago
Version 1.0.1
Download link cjayride-PersistentRaids-1.0.1.zip
Downloads 33
Dependency string cjayride-PersistentRaids-1.0.1

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2350 icon
denikson-BepInExPack_Valheim

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

Preferred version: 5.4.2350

README

PersistentRaids

Raid monsters keep hunting. Far-despawn blocked. Extra events can stay active. Spawners can run with nobody in the circle. Monster cap 220.

Do not combine with Expand World Events Multiple events.

Commands: persistraid clear | event | cap | boss <prefab>

Config Values

[Despawn]

Block far-from-player despawn (MoveAwayAndDespawn) and mark enemy ZDOs persistent so zone unload does not wipe them. Setting type: Boolean Default value: true NeverDespawnMonsters = true

Bosses keep hunt and persist. Setting type: Boolean Default value: true NeverDespawnBosses = true

Event creatures keep hunting after the raid timer ends. Setting type: Boolean Default value: true EventMonstersSurviveRaidEnd = true

Ignore despawn-in-day on night-spawned event creatures. Setting type: Boolean Default value: true NeverDespawnNightMonsters = true

[Filters]

Comma prefab names. Empty = all enemies. Setting type: String Default value: CreatureWhitelist =

Comma prefab names to ignore. Setting type: String Default value: CreatureBlacklist =

[General]

Master switch. Setting type: Boolean Default value: true Enabled = true

[Logging]

Log blocked despawns and extra raids. Setting type: Boolean Default value: false EnableDebugLogging = false

Log when the monster cap is hit. Setting type: Boolean Default value: true LogCapEvents = true

[MultipleRaids]

Stash the current random event when a new one starts instead of OnStop. Do not run Expand World Events Multiple events with this. Setting type: Boolean Default value: true AllowMultipleRaids = true

Treat event area checks as occupied so spawners keep rolling. Setting type: Boolean Default value: true ContinueSpawningWithoutPlayers = true

Seconds to keep the no-player spawn lie after the last player left. 0 = as long as the event timer. Setting type: Single Default value: 600 SpawnWithoutPlayersDuration = 600

[RaidChase]

Raid/event monsters keep hunt/aggro and do not give up when the event HUD ends. Setting type: Boolean Default value: true EnablePersistentChase = true

Multiplies MonsterAI max chase distance and view range. 1 = vanilla. Setting type: Single Default value: 3 ChaseRangeMultiplier = 3

Absolute chase cap in meters. 0 = multiplier only. Setting type: Single Default value: 200 MaxChaseDistance = 200

[Safety]

Hard cap on living non-player characters. Setting type: Boolean Default value: true EnableMonsterCap = true

Global living monster cap. Setting type: Int32 Default value: 220 MaxActiveMonsters = 220

0 = stop persisting new ones. 1 = despawn oldest. 2 = despawn furthest from any player. Setting type: Int32 Default value: 1 CapBehavior = 1

When no players are online, never-despawn rules are off so the server can unload. Setting type: Boolean Default value: true OnlyApplyWhilePlayersOnline = true

Minutes between cap sweeps. 0 = only on spawn. Setting type: Single Default value: 15 AutoCleanupInterval = 15

Contact

𝕏: x.com/cjayride

Discord: discord.gg/cjayride (find me at the top of the user list) "cjayride"

Twitch: twitch.tv/cjayride

AI Generated

This code was AI Generated.

CHANGELOG

Changelog

1.0.6

  • ALL raid/event creatures are forced to fight: block flee, block hunt-clear, re-assert hunt+alert every AI tick. Applies to every raid (Greyling, Boar, Neck, Greydwarf, etc.), not only on spawn.

1.0.5

  • Raid timers: ContinueSpawningWithoutPlayers now defaults off, so each Custom Raids Duration and PauseIfNoPlayerInArea apply as written. PersistentRaids no longer forces the event clock by default.
  • New optional OverrideRaidDurations + OverrideDurationSeconds (both unused unless you turn the override on). Leave off to keep per-raid durations.
  • Raid creature AI: event mobs force hunt + alerted, and clear shy flee flags (fleeIfNotAlerted, unreachable flee, low-health flee). Fixes Greylings milling around instead of fighting.

1.0.4

  • Persistence is now raid-only. Never-despawn and ZDO.Persistent apply only to raid/event creatures (and bosses via NeverDespawnBosses).
  • Open-world wildlife (boars, necks, greylings, etc.) culls like vanilla again, so it no longer accumulates around bases. Fixes base-area FPS drops caused by permanent wildlife.
  • Raid mobs get persistence when the event flag is set (SetEventCreature), not blindly on Awake.

1.0.3

  • Fix: 1.0.1 treated every event-area check as “a player is here” and could expose a stashed raid as the current event. Custom Raids refuses to start a new raid while GetCurrentRandomEvent() is set, so raids stopped appearing.
  • AllowMultipleRaids defaults to false. Custom Raids owns raid start; this mod persists raid creatures.
  • persistraid stop clears a stuck current/stashed random event.

1.0.2

  • Long-range sight, forced hunt, and never-lose-aggro apply only to RandomEvent / raid creatures (SetEventCreature).
  • Open-world mobs (boars, greydwarves, and other non-raid spawns) keep vanilla view range and aggro.
  • Night despawn skip is raid-only.
  • World bosses no longer inherit raid hunt from NeverDespawnBosses (far-despawn persist is unchanged).

1.0.1

  • Initial release: raid chase, far-despawn block, extra events, spawn-without-players, monster cap 220.