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PersistentRaids
Raid creatures keep hunting after the event HUD. Open-world mobs stay vanilla. Does not block Custom Raids from starting new events.
| Date uploaded | 5 days ago |
| Version | 1.0.4 |
| Download link | cjayride-PersistentRaids-1.0.4.zip |
| Downloads | 73 |
| Dependency string | cjayride-PersistentRaids-1.0.4 |
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
PersistentRaids
Raid/event monsters keep hunting and get longer sight. Open-world creatures (boars, greydwarves, etc.) stay vanilla.
Far-despawn can still be blocked for enemies. Raid mobs keep hunting after the HUD ends. Custom Raids owns when the next raid starts. Monster cap 220.
Do not enable Expand World Events Multiple events. Leave AllowMultipleRaids = false.
Install on server and all clients.
Commands: persistraid clear | event | stop | cap | boss <prefab>
Changelog
1.0.4
- Persistence is raid-only now. Never-despawn /
ZDO.Persistentapply only to raid/event creatures (and bosses). - Open-world wildlife culls like vanilla, so it no longer piles up around bases (fixes base-area FPS).
1.0.3
- Fix: 1.0.1 lied that a player was always inside the raid circle and could report a stashed event as “current”. Custom Raids then skipped every new raid.
AllowMultipleRaidsnow defaults false.persistraid stopclears a stuck current event.
1.0.2
- Long-range sight, forced hunt, and never-lose-aggro apply only to RandomEvent / raid creatures.
- Open-world mobs keep vanilla view range and aggro.
- Night despawn skip is raid-only.
- World bosses no longer inherit raid hunt from
NeverDespawnBosses.
1.0.1
- Initial release.
Config Values
[Despawn]
Block far-despawn and mark ZDOs persistent for RAID/event creatures only. Open-world wildlife culls like vanilla so it does not pile up around bases. Setting type: Boolean Default value: true NeverDespawnMonsters = true
Bosses persist / skip far-despawn. Hunt range is still raid-only. 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]
Leave false. Custom Raids will not start a new raid while any event is still current. Setting type: Boolean Default value: false AllowMultipleRaids = false
Keep the raid timer running when nobody is in the circle so the event can expire and the next raid can start. Setting type: Boolean Default value: true ContinueSpawningWithoutPlayers = true
Unused in 1.0.3 (kept so old configs still load). Setting type: Single Default value: 600 SpawnWithoutPlayersDuration = 600
[RaidChase]
Only RandomEvent/raid creatures keep hunt/aggro. Open-world mobs stay vanilla. Setting type: Boolean Default value: true EnablePersistentChase = true
Multiplies view/alert/chase range for raid creatures only. 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:
ContinueSpawningWithoutPlayersnow defaults off, so each Custom RaidsDurationandPauseIfNoPlayerInAreaapply 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.Persistentapply only to raid/event creatures (and bosses viaNeverDespawnBosses). - 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 onAwake.
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. AllowMultipleRaidsdefaults to false. Custom Raids owns raid start; this mod persists raid creatures.persistraid stopclears 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.