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zonzcroupi-DeepNorthMagic-1.18.2 icon

DeepNorthMagic

Spiritual successor to MagicRevamp by blacks7ar, for the Deep North: white Archmage armor, Fracture Staff, Rune Table, summon scrolls (incl. unlimited Troll and Spirit Caller). Standalone.

Date uploaded 2 days ago
Version 1.18.2
Download link zonzcroupi-DeepNorthMagic-1.18.2.zip
Downloads 74
Dependency string zonzcroupi-DeepNorthMagic-1.18.2

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

README

Deep North Magic

A spiritual successor to MagicRevamp by blacks7ar, for the Deep North biome. Standalone mod: it does not need MagicRevamp and contains none of its code or assets, but its spell scrolls are compatible with MagicRevamp staffs and the other way round.

Everything is configurable, hot-reloadable in game (F7, or automatically when the config file is saved), and the mod is translated through simple .yml files (English by default, French included).

Content

Northern War Archmage set

White (snow) version of the Deep North mage equipment: Flametal helmet (horns untouched), Eitr-weave robe (red parts white, brown belt kept, white parts black), Eitr-weave trousers (red parts white) and Ash cape (white with black patterns).

  • Max Eitr and Eitr regeneration on every piece, frost resistance on the robe and trousers, more movement speed.
  • Set bonus (4 pieces): cold resistance, +25% Eitr regeneration and extra max Eitr.
  • The cape has Feather Fall (slower fall, no fall damage), like the Feather Cape.
  • Default craft and upgrades are the same for the 4 pieces (see the config).

Deep North Fracture Staff

Staff of Fracture model, white body with an ice heart. Casts the spell scroll you have equipped as ammo ($ammo_spells, MagicRevamp compatible). It can be equipped without wearing magic armor (option).

Summon scrolls

  • One scroll per Deep North creature (Eyeless, Elaking, Frost blob, Barka, Krigen, Hexen... editable list in the config).
  • Creatures drop their own scroll when they die (chance, amount, one per player, scale with level: all configurable).
  • Craftable at the Rune Table: 1 trophy of the creature + 10 Refined Eitr + 10 Timberwood = 20 scrolls (configurable).
  • Troll Scroll (unlimited): copy of the troll staff, an allied troll appears where you aim. Never used up.
  • Spirit Caller Scroll (unlimited): copy of the Spirit Caller staff (level set in the config). Never used up.
  • Summoned creatures are allies, black by default, with their own damage multiplier, health multiplier, max alive per spell and a key to dismiss them (Y).
  • Equip a scroll as ammo, then cast it with the Fracture Staff (or a MagicRevamp staff).

Deep North Rune Table

Snow-white rune table with an icy top (cauldron-based, reliable collision), built with the hammer (Crafting tab). Default cost: 10 Bloodgold, 10 Timberwood, 20 Refined Eitr. It has three upgrades that each add a station level: Northern Eternal Candles, Northern Feather Crown and Northern Tool Rack. Uses the sounds of the Black Forge.

Configuration

File: BepInEx/config/zonzcroupi.DeepNorthMagic.cfg (created at the first launch). Sections, in order:

  1. General 2. Balance 3. Summons (global options) 4. One section per summon (recipe, damage, loot, scroll options) 5. One section per armor piece (stats, resistances, recipe) 6. Crafting table and its upgrades 7. Fracture Staff recipe 8. Look (retexture tuning)

Recipes use the format Name:amount:amountPerUpgradeLevel, comma separated, with | for alternative names. Install the mod and the same config on the server and on every client.

MagicRevamp compatibility

The staff and the scrolls use the $ammo_spells ammo type, so scrolls are interchangeable between the two mods. This mod is optional-compatible: it works without MagicRevamp.

Troubleshooting

The mod logs what it detects (stations, base items, creatures) in BepInEx/LogOutput.log: search for DeepNorthMagic.


Deep North Magic (FR)

Suite spirituelle de MagicRevamp de blacks7ar, pour le biome Deep North. Mod indépendant : il n'a pas besoin de MagicRevamp et ne contient ni son code ni ses ressources, mais ses parchemins sont compatibles avec les bâtons de MagicRevamp et inversement.

  • Tenue d'Archimage de Guerre Septentrional (casque, robe, pantalon, cape blancs) : Eitr max, régénération d'Eitr, résistance au givre, bonus d'ensemble ; la cape a « Chute de plume ».
  • Bâton de fracture du Grand Nord : lance le parchemin équipé comme munition.
  • Parchemins d'invocation : un par créature du Grand Nord, lâchés par les créatures à leur mort, fabricables à la table ; parchemins illimités du Troll et du Mande-esprits. Touche Y pour renvoyer ses invocations.
  • Table runique du Grand Nord blanche à plateau de glace, avec 3 améliorations (bougies éternelles, couronne de plumes, râtelier).
  • Tout est réglable dans BepInEx/config/zonzcroupi.DeepNorthMagic.cfg (rechargement en jeu avec F7). À installer avec la même config sur le serveur et chez tous les joueurs.

Manual installation

  1. Install BepInEx for Valheim (the denikson-BepInExPack_Valheim pack): extract it into your Valheim folder so that Valheim/BepInEx/ exists, then launch the game once.
  2. Download the mod zip and extract it.
  3. Copy the DeepNorthMagic.dll file and the Localization folder into Valheim/BepInEx/plugins/DeepNorthMagic/ (create the folder). The Localization folder must stay next to the DLL.
  4. Launch the game. The config file BepInEx/config/zonzcroupi.DeepNorthMagic.cfg is created at the first launch.
  5. Multiplayer: the server and every player must have the same version of the mod and the same config.

To uninstall, delete the DeepNorthMagic folder from BepInEx/plugins/ (and the .cfg file if you want).

Changing the language

The mod follows the language of the game: change it in Valheim in Settings > Language and restart the game. The mod is in English by default.

  • French: included (Localization/DeepNorthMagic.French.yml), used automatically when the game is in French.
  • Another language: copy Localization/LocalizationExample.yml to Localization/DeepNorthMagic.<Language>.yml (for example DeepNorthMagic.German.yml; <Language> is the English name of the language in the game menu), translate the texts between the quotes (keep the keys and {0}), save as UTF-8 and restart the game. A missing text falls back to English. You can also put the file in BepInEx/config/DeepNorthMagic/.

Installation manuelle

  1. Installez BepInEx pour Valheim (pack denikson-BepInExPack_Valheim) dans le dossier de Valheim (le dossier Valheim/BepInEx/ doit exister) et lancez le jeu une fois.
  2. Téléchargez le zip du mod et extrayez-le.
  3. Copiez DeepNorthMagic.dll et le dossier Localization dans Valheim/BepInEx/plugins/DeepNorthMagic/ (à créer). Le dossier Localization doit rester à côté de la DLL.
  4. Lancez le jeu : le fichier BepInEx/config/zonzcroupi.DeepNorthMagic.cfg est créé au premier lancement.
  5. En multijoueur, le serveur et tous les joueurs doivent avoir la même version et la même config.

Changer de langue

Le mod suit la langue du jeu : changez-la dans Paramètres > Langue de Valheim puis relancez. Le mod est en anglais par défaut ; le français est fourni (Localization/DeepNorthMagic.French.yml) et s'active automatiquement quand le jeu est en français. Pour une autre langue, copiez Localization/LocalizationExample.yml en Localization/DeepNorthMagic.<Langue>.yml (par exemple DeepNorthMagic.German.yml), traduisez les textes entre guillemets (gardez les clés et {0}), enregistrez en UTF-8 et relancez.

CHANGELOG

1.18.2

  • The French translation file is now named DeepNorthMagic.French.yml (translation files are named DeepNorthMagic.<Language>.yml; the old <Language>.yml name still works).

1.18.1

  • Renamed "Eyeless One" to "Eyeless" in the config section (now "4 - Summon: Eyeless (ElakingMole)") and in the texts.

1.18.0

  • The mod is now in English by default (item names, descriptions, messages, default recipe names).
  • Translations are external .yml files in the Localization folder: French.yml (all the former French texts) is loaded when the game is in French. LocalizationExample.yml is a complete template (English) to make a new translation: copy it as <Language>.yml (e.g. German.yml). Missing keys fall back to English.

1.17.6

  • Config sections are now really listed in numbered order in the in-game Configuration Manager (1 General, 2 Balance, 3 Summons, 4 Summon: ..., 5 Armor: ..., 6 Crafting table, 7 Fracture Staff, 8 Look).
  • Removed the Extra loot option (ExtraDrops).

1.17.5

  • Config file order: sections are now numbered so they appear in a logical order: 1 General, 2 Balance, 3 Summons (global), 4 Summon: <name> (one per summon), 5 Armor: <piece>, 6 Crafting table, 7 Fracture Staff (its recipe, now with Recipe_ keys), 8 Extra loot, 9 Look. Old section names are no longer used.

1.17.4

  • Removed the Forge of Potential option (UseForgeOfPotential, ForgeStationName): all recipes always use the mod's own Northern Rune Table.

1.17.3

  • Crafting table: everything is now in one section "Crafting table: Northern Rune Table": Table_Ingredients, Table_BlackForgeSounds and Upgrade_<name>_Ingredients for each upgrade (Eternal Candles, Feather Crown, Tool Rack). The old "Build: ..." and "Table" sections are no longer used.

1.17.2

  • New default settings (taken from the author config): ArmorPerLevel 6 and MovementModifier +0.03 on every piece; MaxEitr Helmet 45, Robe 60, Trousers 50, Cape 45; Summon damage x1.5 (Eyeless One, Elaking, Barka, Krigen, Hexen) and Spirit Caller x1.5, Troll x3; Spirit Caller scroll level 4; DroppedScrollScale 4; OnePerPlayer loot on by default (except Tiny Pulp, Fallen Warrior, Frost Troll); default CreatureList now includes BlobFrost and BlobMork.

1.17.1

  • Armor pieces: the recipe (Recipe_Enabled, Recipe_Ingredients, Recipe_CraftAmount, Recipe_MinStationLevel, Recipe_RequireStation, Recipe_MaxQuality) is now in the same section as the piece stats, "Armor: <piece name>". The old "Recipe: <piece name>" sections are no longer used.

1.17.0

  • Config reorganised: every summon now has ONE section "Summon: <name>" (Troll, Spirit Caller, Eyeless One, Elaking, Barka, Krigen, Hexen, ...) holding all its options: recipe (Recipe_), damage (Power_DamageMultiplier), loot (Loot_), scroll options (Scroll_Unlimited, Scroll_Level) and, for the Hexen, the spiral options (Hexen_*).
  • The old sections "Recipe: Scroll of ...", "Loot: ...", "Summon power: ...", "Troll Scroll", "Spirit Caller Scroll" and the Hexen keys of "3 - Summons" are no longer used: values must be re-entered in the new sections. Global options stay in "3 - Summons".

1.13.6

  • Fix: the DroppedScrollScale option had no effect, because the game resets the scale of an item's root object to 1 each time it appears. The size is now applied to the scroll model and its collision box.

1.13.5

  • New option DroppedScrollScale (section "3 - Summons"): size of the summon scrolls lying on the ground, e.g. dropped by enemies at their death. 1 = normal, up to 10. Applied by the F7 config reload too.

1.13.4

  • Cape: "Feather Fall" effect (like the Feather Cape): slower falling speed and no fall damage while it is worn. Config section "Armor: Northern War Archmage Cape": FeatherFall, FeatherFallMaxSpeed, FeatherFallDamageModifier (applied by the F7 config reload too). The default values are read from the game's Feather Cape.

1.13.2

  • Ingredients: the Bloodstone (Pierre de sang) is the prefab GemstoneRed and the Timberwood (Sapin nordique) is the prefab Frostwood. Names written in an existing config (Bloodstone, Timberwood, Timber, Sapin nordique, Pierre de sang) are mapped to the right items automatically, so nothing has to be edited.
  • CreatureList now also covers the Shapeless Pulp (BlobMork), the Tiny Pulp (BlobMorkMini) and the Fallen Warrior (FallenWarrior), and uses the exact ids of the Eyeless One (ElakingMole), Krigen (JotunWarrior) and Hexen (JotunWitch). A config that still holds the previous default list is upgraded automatically. The Gammeltroll stays excluded.
  • MaxSummonSpells default raised from 8 to 20 (an old default of 8 is upgraded).

1.13.1

  • Fix: the dropped summon scrolls fell through the ground (only the sparkle stayed visible) and could not be picked up. The scroll model had lost its collider; it now always has one, and the log (search DeepNorthMagic) says whether the collision was kept or added.

1.12.2

  • Scroll drops: the creatures are loaded again with every world, which could remove the scroll from their drop list. The drops are now put back at each world load.
  • Creatures that have no drop list at all now drop their scroll too (fallback at death).
  • The log (BepInEx/LogOutput.log, search DeepNorthMagic) now says how many creatures received their scroll drop, and when a scroll is added at a creature's death.

1.12.1

  • Troll Scroll: the creature summoned by the game's troll staff is now searched in every spawn object of the staff (not only the first one), with fallbacks (Troll_Summoned, then Troll). If it is found, the troll is an ally and appears where you aim, like the other summon scrolls.
  • The log (BepInEx/LogOutput.log, search DeepNorthMagic) now describes the troll staff's projectile and spawn objects, and says which creature the troll scroll uses, or why it could not make it an ally.

1.12.0

  • Fracture Staff: the frost mist (copied from the Frostner) is removed completely. Config IceMist / IceMistSource no longer exist.
  • Rune Table: now built on the cauldron (reliable collision, no fire or roof needed). Look unchanged (white rune table) except the top, which is now a bluish ice texture. Same build cost.
  • Armor / recipes: ingredient names are now matched exactly first (prefab or displayed name, over all | alternatives) and loosely only afterwards. Fixes "Bloodgold" being resolved to the Delicate Key on the table.
  • Summon scrolls: new Elaking, Eyeless One (prefab ElakingMole) and Frost blob scrolls (1 trophy + 10 Refined Eitr + 10 Timberwood = 20 scrolls). Default CreatureList updated (an unmodified old list is upgraded automatically).
  • Gammeltroll summon scroll removed everywhere: no scroll, no recipe on the table, no drop. It is ignored even if still present in CreatureList (matched on prefab name and on displayed name).
  • Troll Scroll: the troll is now an ally and is summoned where you aim, like the other summon scrolls.
  • Scroll drops: added a safety net on the creature's drop list so the scrolls are dropped even if the prefab was not patched in time.
  • Title screen: the armor set and staff now appear on the character at the first launch (items are built on the title screen, the rest in the world).

1.11.0

  • New: Troll Scroll (unlimited). Works like the game's troll staff (Trollstav), is never used up when cast (config Troll Scroll / Unlimited). Crafted at the Rune Table: 15 Charred Bone, 1 Troll Trophy, 3 Flametal, 1 Bloodstone.

1.10.0

  • Summon scrolls (Eyeless One, Krigen, Hexen, Barka, Gammeltroll): craft at the Rune Table with 1 trophy of the creature, 10 Refined Eitr, 10 Timberwood = 20 scrolls.
  • Creature names in CreatureList are now also matched on the displayed name, and accept alternatives with | (e.g. Eyeless|Eyeless One).
  • Config sections of the scroll recipes renamed to "Recipe: Scroll of <creature>".

1.9.2

  • The "no spell scroll in your inventory" message (MagicRevamp) and the game's "out of spells" message are now hidden (config HideNoSpellMessage, default true).

1.9.1

  • Armor set: one shared recipe for the 4 pieces. Craft: 5 Bloodgold, 5 Moose Hide, 15 Refined Eitr, 10 Timberwood. Upgrades: 1 Bloodgold, 1 Moose Hide, 5 Refined Eitr, 2 Timberwood.
  • Config: section "Recipe: Armor set (all pieces)" (Ingredients). Each piece can still override it with IngredientsOverride.

1.9.0

  • Crafting table: uses the model of the Galdr table's upgrade, the Rune table, retextured snow white. Build cost: 10 Bloodgold, 10 Timberwood (Nordic fir), 20 Refined Eitr.
  • Ingredient names in the config are now also matched against the translated item names (type them in your game language). Use | for alternatives, e.g. Timberwood|Sapin nordique.
  • Table config moved to the section "Build: Northern Rune Table".

1.8.0

  • Cape: now based on the Ash cape, white with black patterns (instead of the Asksvin cloak).
  • Robe: only the red parts turn white, brown parts (belt) stay brown, parts that were white turn black.
  • New config section "6 - Look": RobeRedHueRange, CapePatternSensitivity.

1.7.0

  • Every craft and loot option is now configurable.
    • One config section per item ("Recipe: <item name>"): Enabled, Ingredients (with upgrade cost per level), CraftAmount, MinStationLevel, RequireStation, MaxQuality.
    • One config section per creature ("Loot: <creature>"): DropOwnScroll, DropChance, AmountMin, AmountMax, ScaleWithLevel, OnePerPlayer.
    • "Build: Rune Table": build cost. "5 - Extra loot": ExtraDrops lets any creature drop any mod or game item.
  • Old recipe keys of earlier versions are ignored: delete the old config file to get the new layout.

1.6.0

  • Summon scrolls for Eyeless One, Barka, Gammeltroll, Krigen and Hexen (config CreatureList; empty = auto-detect).
  • Each of these creatures drops 1 scroll of itself when killed (config DropScrolls, ScrollDropChance, default 100%).

1.5.0

  • Armor pieces renamed: Northern War Archmage Helmet / Robe / Cape / Trousers (FR: Casque, Robe, Cape, Pantalon d'Archimage de Guerre Septentrional).
  • Armor crafting AND upgrade costs are copied from the game's Deep North mage set (Caller set): same resources, same amounts, same amounts per upgrade level, same max quality.
  • The Fracture Staff costs the same as the game's Spirit Caller summon staff.
  • Config recipe keys renamed: Recipe_Helmet, Recipe_Robe, Recipe_Trousers, Recipe_Cape, Recipe_SummonStaff (old keys are ignored).

1.4.0

  • All previous staves and wands removed. One staff instead: the Deep North Fracture Staff (Staff of Fracture model), white body, ice heart, frost mist copied from the Frostner. It casts the summon scrolls (same ammo type as MagicRevamp).
  • New config: IceMist, IceMistSource.

1.3.0

  • Crafting station is now the mod's own Rune Table (Galdr table model retextured ice/snow), built with the hammer (Crafting tab). All recipes use it.
  • Forge of Potential is now optional: config UseForgeOfPotential (default false), ForgeStationName.

1.2.0

  • New armor look, all snow white: Eitr-weave robe and trousers (red parts turned white), Flametal helmet (white, horns left untouched), Asksvin cloak (white style).
  • The mod logs the parts and materials it found for each armor piece (BepInEx log, search DeepNorthMagic).

1.1.0

  • Summons are now spell scrolls (one per Deep North creature, icon = creature trophy) cast with a dedicated Spell Staff / Spell Wand.
  • Scrolls, staff and wand use the same ammo type as MagicRevamp ($ammo_spells): scrolls work with MagicRevamp staves and the other way round.
  • Recipes now use the Forge of Potential (config StationName; empty = own Arcane Table built with the hammer).
  • Armor now gives max Eitr (per piece + set bonus, configurable).

1.0.1

  • Fix: game froze at startup (localization recursion).

1.0.0

  • First release.