morosmods-VikingSettlements icon

VikingSettlements

NPC settlements: wild villages in world gen, recruitable settlers, build your own settlement, assign jobs, and defend it from native raids and rival clans.

Last updated a month ago
Total downloads 1819
Total rating 0 
Categories Mods
Dependency string morosmods-VikingSettlements-1.13.0
Dependants 2 other packages depend on this package

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2333 icon
denikson-BepInExPack_Valheim

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

Preferred version: 5.4.2333
ValheimModding-Jotunn-2.29.2 icon
ValheimModding-Jotunn

Jötunn (/ˈjɔːtʊn/, 'giant'), the Valheim Library was created with the goal of making the lives of mod developers easier. It enables you to create mods for Valheim using an abstracted API so you can focus on the actual content creation.

Preferred version: 2.29.2

README

VikingSettlements

VikingSettlements — a pixel-art village of moss-roofed cabins at the forest's edge

Vikings have finally learned to build homes of their own. This mod adds inhabited NPC settlements to Valheim's world generation:

  • Meadows villages — a longhouse, cabins, a farm, a maypole, a watchtower, a market stall with a trader, and villagers around a central fire.
  • Black Forest outposts — small fortified camps ringed by sharp stakes, manned by a few hardy settlers.
  • Plains steadings — stone-walled halls with barley and flax fields, home to settlers and a village seer.

Settlers are peaceful villagers with their own names. They defend their home against raiding monsters and turn hostile if you attack them. Villages contain loot chests, crops to pick, working crafting spots, and (in meadows villages) a trader with a small store of early-game supplies.

Requirements

Installation

With a mod manager: install BepInExPack Valheim and Jötunn into your profile, then install this mod. Launch through the manager.

Manually:

  1. Extract BepInExPack Valheim into your Valheim folder so winhttp.dll sits next to valheim.exe, launch the game once, then quit.
  2. Copy Jotunn.dll into <Valheim>/BepInEx/plugins/.
  3. Copy VikingSettlements.dll into <Valheim>/BepInEx/plugins/.
  4. Launch Valheim. The config is written to BepInEx/config/com.abjumb.vikingsettlements.cfg on first run.

Multiplayer: the server and every client need the mod at the same minor version, or clients are rejected at connect. Install it on dedicated servers the same way; world and raid settings are admin-only and sync from the server.

Settlements only generate in new terrain. Installing on an existing save will not add villages to areas you have already explored — start a new world, sail somewhere new, or use vs_spawn (requires devcommands).

New player guide

Building Your First Settlement — step by step from finding your first village to defending your own.

Features

  • Three settlement location types spawned by world generation (new worlds, or unexplored areas of existing worlds).
  • Named settler NPCs that stay in their village, chat with visiting players, and fight off raiding monsters.
  • A village trader with a small store.
  • Build your own settlement: craft the Settlement Banner (hammer → Misc, needs a workbench) to found a settlement. Name it (Shift+E on the banner), and manage it from one screen: E opens a panel listing every settler — name, rank, job, hunger — with job reassignment buttons.
  • Recruit settlers: press E on a settler in a wild settlement to recruit them for coins. They follow you; bring them home and press E near your banner to assign them.
  • A war party you can lose: up to 4 recruited villagers fight at your side as a persistent party. Command them with hotkeys — G toggles follow/hold, H orders a protected fall-back, Y focus-fires the enemy under your crosshair — or E on a member to post them somewhere. Plant the cheap Rally Standard ahead of a fight and the party holds there instead of at your heels. They ride boats and take portals with you (stowed safely into your character save) and survive logout. You can never hurt your own people, and no fall, fire or forgotten corner of the map can kill them: a party member can only die to a monster in a fight you are standing in, after loud low-health warnings and an auto-retreat you can override. When one falls, they are gone.
  • Fifteen jobs: press E on an assigned settler to cycle — Villager, Lumberjack, Farmer, Builder, Blacksmith, Guard, Cook, Miner, Hunter, Brewer, Courier, Herder, Engineer, Innkeeper, Fisher. Producers fill your settlement's chests, cooks and brewers refine what they find in them, builders repair damage, guards keep watch. The jobs chain: hunters bring raw meat, cooks turn it into the food that keeps the whole settlement fed. Shift+E unassigns/dismisses.
  • Talk to your settlers: press T while looking at any settler for a panel with their health, hunger and next mealtime, plus a live checklist of everything their job still needs — the workstation, the ingredients, the chest space — so an idle settler is never a mystery.
  • Builder projects: order construction through a builder's talk menu — stand where the building should go, talk to a builder, pick a blueprint: cabins, watchtowers, fishing docks and longhouses up to livestock pens, palisade rings, ballista towers, the mead hall and the Town-only stone great-hall. Builders raise it from materials in the new Builders' Supply Chest; you get warned when supplies run dry, and your lumberjacks and miners automatically redirect their haul to the supply chest while a project needs it.
  • Housing: press T on any door inside your settlement to choose who lives there. Settlers with a home work at full speed; homeless settlers work at half speed and say so when you talk to them.
  • Settler equipment: arm your people. The talk panel's Equipment button hands a settler a weapon, shield or armor from your inventory — their AI fights with the weapon, the armor genuinely reduces damage, and everything they wear drops at their corpse if they fall.
  • Settlement tiers: Hamlet → Village → Town. Growing population and workstations promote the settlement, raising the settler cap and unlocking bigger builder blueprints, up to the Town-only Stone Great-Hall.
  • The clanless warlord: clear enough camps and the clanless answer — rival raids can bring a scaled mini-boss. Kill him and your settlement earns days of guaranteed peace.
  • Morale: settlers have moods — housing, food, company and raids all count. Cheerful settlers work extra, miserable ones drag their feet, and a settler neglected for days walks out on you.
  • The mead hall: a Village-tier blueprint with seating, a fermenter and hall banners. An Innkeeper pours a daily round from the brewer's stock — morale for every settler present, and players in the settlement get their Rested buff refreshed.
  • Families: two housed, happy settlers can marry. Couples gain morale together, settlements with couples grow faster — sometimes the newcomer is a child of the settlement come of age — and a partner's confirmed death leaves real grief. Absence never fakes a widowing.
  • Seer ward-keeping: an assigned seer heals hurt settlers every work tick, and foresees rival raids one night before they land.
  • Caravans: give a settler the Courier job and they haul surplus goods to your other settlement on foot — and can be ambushed by the clanless on the way.
  • Livestock pens: a builder blueprint with two tame boars; a Herder keeps them fed (vanilla breeding included), culls the herd for meat, and tidies loose drops into chests.
  • Food & growth: settlers eat from your chests (cheapest food first) about once per game day; a hungry settler stops working. A well-fed settlement below its cap, with a spare bed, attracts newcomers on its own.
  • Veterancy: settlers earn XP from days of service and battles survived, rising to Veteran and Elite star levels with vanilla stat scaling — your longest-serving villagers become your best defenders.
  • Village standing: wild villages remember how you treat them. Defend and donate to recruit at a discount; rob and murder and they refuse to deal with you.
  • Village bounty boards: wild meadows villages post work by the plaza — deliver goods, or break a named clan's camp. Bounties pay coins and standing, one posting per day.
  • The Settlement Saga: your banner chronicles everything — raids and who sent them, warlords slain, weddings, losses, rescues — in a Saga panel. Settlers who stand through three raids earn a permanent epithet: Astrid the Unbroken.
  • Workstations matter: blacksmiths need a forge in the settlement, builders a workbench, and honey production a beehive.
  • Raids: your settlement counts as a base for Valheim's native random event system — a new "The clanless are raiding!" event sends bandits against it. Rival clans may also assault your settlement at night, with war parties that scale with your population and the bosses you've killed.
  • Named rival clans: every bandit camp belongs to one of eight named clans — your settlement is raided by the clan of its nearest camp, raid messages name your enemy, and each war totem shows whose camp it is. A raiding warlord carries his clan's banner: fell him and that clan is broken for good — its raids on your lands end permanently.
  • Abductions & rescues: a rival raid can carry one of your settlers off to the clan's camp. The banner shows who was taken and the days remaining — destroy that camp's war totem before the deadline and they walk home with their name, stars and gear intact. Fail, and they are lost forever. Party members are never abducted.
  • Defense works: two Village-tier blueprints — the Palisade Ring (a stake ring with a gate, raised around wherever you stand) and the Ballista Tower, crowned with a Settlement Ballista that targets only enemies and can never hit players, tamed animals or your people. The new Engineer job keeps every ballista loaded and fletches turret bolts from wood.
  • Clanless camps: the raiders have homes — bandit camps in world gen. Destroy a camp's war totem to permanently weaken rival raids; break ten and the native raid event goes silent.
  • Console command vs_find [village|outpost|steading|camp] marks the nearest one on your map (no cheats needed); vs_spawn (requires devcommands) places one in already-explored terrain.
  • Configurable: settlement counts per world, recruit cost, settlement size, work speed, raid chance — server-synced where it matters.

Configuration

Edit BepInEx/config/com.abjumb.vikingsettlements.cfg (created on first run):

Setting Default Description
Locations / MeadowsVillages 60 Placement attempts for meadows villages (0 disables)
Locations / ForestOutposts 80 Placement attempts for black forest outposts (0 disables)
Locations / PlainsSteadings 50 Placement attempts for plains steadings (0 disables)
Settlers / DefendPlayers false Settlers join the player faction and fight alongside you
Settlers / EnableTrader true Meadows villages include a trader
Settlers / Chatter true Settlers greet nearby players (client-side)
Settlers / ChatterIntervalSeconds 25 Minimum time between chatter lines
Settlers / TalkHotkey T Talk to the settler you're looking at: health, hunger, job needs (client-side)
Recruiting / RecruitCostCoins 50 Coins to recruit a settler
Settlement / MaxSettlers 10 Max settlers per settlement banner
Settlement / SettlementRadius 32 Settlement area radius in meters
Settlement / WorkIntervalSeconds 60 Seconds between settler work ticks
Raids / EnableRaids true Enable bandit raid event and rival clan raids
Raids / RaidsAfterFirstBoss true Raids only start once Eikthyr is dead
Raids / RivalRaidChancePerDay 0.15 Nightly chance of a rival clan raid per settlement
Raids / ClanlessCamps 60 Bandit camp placement attempts in world gen (0 disables)
Raids / ScaleRaids true War parties scale with population and boss progression
Raids / CampClearRaidReduction 0.05 Rival raid chance reduction per cleared camp (max 10)
Raids / AbductionChance 0.2 Chance a rival raid carries one settler off to the raiders' camp
Raids / AbductionDeadlineDays 7 Days to break the camp's totem before a captive is lost forever
Economy / FoodUpkeep true Settlers eat from settlement chests; hungry settlers stop working
Economy / MealIntervalSeconds 1800 In-game seconds between settler meals (~1 per game day)
Economy / GrowthEnabled true Settlements attract newcomers when beds and food allow
Economy / GrowthChancePerDay 0.35 Nightly chance of a newcomer when conditions are met
Economy / GrowthFoodCost 3 Food consumed when a newcomer arrives
Economy / RequireWorkstations true Blacksmith needs a forge, builder a workbench, honey a beehive
Economy / HomesMatter true Settlers without an assigned home (talk key on a door) work at half speed
Economy / MoraleEnabled true Settler moods affect output; rock-bottom morale makes settlers leave
Economy / FamiliesEnabled true Settlers can marry: morale together, faster growth, grief on a confirmed loss
Trade / CourierRange 300 Max distance to a partner settlement for the Courier job
Trade / CourierAmbushChance 0.02 Chance a travelling courier draws a clanless ambush
Progression / TiersEnabled true Settlements grow Hamlet -> Village -> Town with tier caps and blueprint gates
Progression / WarlordEnabled true Rival raids can bring a warlord after 3+ camps cleared
Progression / WarlordChance 0.25 Chance a rival raid includes the warlord
Progression / WarlordPeaceDays 10 Days without rival raids after felling a warlord
Veterancy / VeterancyEnabled true Settlers earn XP and star levels from service and battles
Veterancy / XpPerStar 20 XP for the first star; second star costs three times as much
Reputation / ReputationEnabled true Wild villages track standing; scales recruit costs
Reputation / DonationCostCoins 10 Coins per donation (Shift+E on a wild settler)
Reputation / DonationReputation 5 Standing gained per donation
Party / MaxPartySize 4 Villagers that can travel with you at once (max 4)
Party / AutoFallbackWhenGravelyWounded true Members below 25% health retreat to you automatically
Party / OutOfCombatRegenPerSecond 2 Member health regen after 10s without damage (0 disables)
Party / StanceHotkey G Toggle party follow/hold (client-side)
Party / FallbackHotkey H Order a protected fall-back (client-side)
Party / FocusFireHotkey Y Order the party onto the enemy under your crosshair (client-side)

Changelog

The full version history lives in the Changelog tab above (CHANGELOG.md in the package), or on GitHub.

Links & source