I'm going to give a quick guide on how to generate new locations for your existing world, so you won't need to create a new world and start over.
Ores seem to spawn normally without any user interaction needed, but only in areas you haven't explored. Altars and Vegvisirs don't seem to spawn anywhere regardless of whether you've explored the area or not.
I must stop valheim because i can't find Vegvesir or the Altars, so i can not craft tools to farm north etc.. i've loose 4-5 reel days searching for this Altar... i found the mineral, i 've craft some new weapons from the extension, but tools still lock ! need the boss ...
if there is only ONE Vegvesir or the Altars in the whole world, it"s ridiculously not enought ! and i don't know how to locate it with JVL , it's too complicated ! This mod is cool, but this Vegesir need to be like the orignal 6 Boss , with multi spawn !!!
Just wanted to reiterate how much I love this mod. It adds so much more content to the world to biomes that currently have nothing. That being said, I was curious as to why you chose to have the progression go Mistland > Deep North > Ashlands instead of Mistland > Ashlands > Deep North. Since the next biome being worked on and soon to be released is Ashlands, how will that effect the progression you had set up? Will the progression remain the same, or will it be reversed?
This mod was created when the Mistlands biome didn't even exist, and was filled with random spider-like assets. At that time, the assumed progression of biomes was Mistlands > Deepnorth > Ashlands. Once the Ashlands update is released, I will simply swap the values of items, mobs, and food between Deepnorth and Ashlands. Additionally, tier-locked tools' values will also be changed. Consequently, this mod will align with the vanilla Valheim route progression of Mistlands > Ashlands > Deepnorth.
Hi Huntard! This is a awesome mod, im very love this mod, just a quick question, what is Alchemy Crafting Table? The Crafting table look like Artisan Table, but i don't know how to use this, this table have nothing to do when I use it.
you need to still unlock some recipes ... i can for exemple craft the resource needed to spawn the 1st boss of the extension... even if (like i said upper) i can't find him ... hope you will have better chance than me !
It's merely a placeholder and doesn't contain any significant recipes. Currently, it only provides the option to craft the Mistlands boss summoning item.
What are the new mobs resists and weaknesses? We are able to take down the Scarabs and Minos in Ashlands with many bolts and much patience. We haven’t been able to take down a single Ursa or Fae using bows or arbs/crossbows even using blackmetal ammo. Any tips? We are dying so much it hard to find much enjoyment though the mod quality is excellent.
Frostwing Fae is weak to Spirit & Fire, has no resistance, and is immune to Poison & Frost. Crystalhide Ursar is weak to Fire, resistant to Poison and Frost, and immune to Spirit.
Infernal Minotaur is weak to Frost, resistant to Poison, and immune to Spirit & Fire. Magma Skarab is weak to Frost, resistant to Poison, and immune to Spirit & Fire.
By using fully upgraded weapons and shields corresponding to the biome (Frometal, Flametal), you can approach these mobs in close combat, parrying their attacks, or by dodging their attacks and slowly wearing them down with arrows. In the Deep North, Frostwing Faes can be one-shotted with sneak attacks before they detect you from a distance using the Mistlands Arbalest & bolts. Given that the Arbalest has no arrow drop, executing this strategy is pretty straightforward. When facing the Crystalhide Ursar, a sneak attack with the Arbalest followed by parrying melee attacks with a sword & shield proves effective. There are also moments when the Crystalhide Ursar remains passive, providing players with an opportunity to deal damage without retaliation for a short time.
I'm having a problem with the mod on the server. We, the server and players, have the mistlands, deep north, and ashlands all enabled in the config file. We can see the populated vegetation (heavy metal in mistlands, bears/fae/trees/mushrooms/frometal in deep north, and the scarab/flowers/minotaur/trees/flametal in ashlands) but I can't find the Vegvesir or the Altars. I found the alter on the solo of the map the server was made from, but when I spawn into the server in the same exact spot, the alter in the mistland does not show. I spawn the Vegvesir for the mistlands, I can read it, but nothing shows on the map for the location. I've once already saved the server map and brought it up in solo to upgrade world and specifically mistlands, so we are able to see the heavy metal clumps, but I've yet to find the alters. I tried in the solo version by using the console command to find and it gave me 3 locations, and as I said, on the solo map I found the mistland alter, but then when I log into the server it's not there.
If the locations are present in the single-player world but are absent when the same world is transferred to multiplayer, it's possible that either the server or a connecting player does not have the locations enabled in the configuration.
For additional debugging, there's a mod available on JVL's Discord that displays all JVL locations on the map as pins. This can be useful for debugging purposes. I recommend downloading and installing this mod to verify that the locations have indeed been generated correctly and exist within the game. Discord Mod location
Firstly, access the server's configuration file 'Huntard.EpicValheimsAdditions_Content.json' and ensure that all settings are toggled to 'true'. If necessary, consider deleting the file and allowing a new one to generate to rectify any potential mistakes. Meticulously verify that all Mistlands toggles are set to 'true'. Alternatively, you might focus on testing the Deep North or Ashlands without altering any values. Furthermore, confirm that both the EVA mod and JVL mod are the most up-to-date versions. Staying current with the latest updates is essential to ensure compatibility and functionality. After completing these steps, generate a temporary new world on your dedicated server to allow the game to naturally create these locations without utilizing the 'upgrade_world' function. Then, use commands to spawn a Vegvisir or utilize the JVL locations tool to test whether altars have been properly generated throughout the world on your server. Additionally, check the server's debug log upon startup. If locations are disabled on the server, it will likely display a message such as "EVA Mistlands locations are turned off". Ensure that these settings are correctly configured. It's worth mentioning that you can utilize the 'Upgrade_world' commands on a dedicated server without needing to transfer it to single-player mode. This option should also be explored.
If you can confirm that the locations are working properly on your server with these steps, I'd suggest loading your previous world and executing the 'EVA_upgrade' command on the dedicated server to ensure they spawn correctly. Then, you can use the JVL location tool to verify their placement.
Hello! Love the mod but I can't seem to find out what's going wrong - Problem - Heavy Metal isn't populating Mistlands, but can find Frometal and Flametal in deep north and ashlands (mobs show up too), admin spawned in some heavy metal and I couldn't see it until they mined it, allowing me only to see the drops, additionally this heavy metal refused to go into the blast furnace while the flametal was able to process, however noted that the flametal was mined with the black metal picaxe and not the one that should be required for this level of progression..... Solution tried We tried Upgrade_world and reconfiguring but we must be missing something vital - Please and thank you! <3 we're quite far into our playthrough (queen +) Mod List in case you know there's a conflict between mods (I'm not the admin so I don't have upgrade_world on my list)
BepInExPack_Valheim v5.4.2202 by denikson AzuExtendedPlayerInventory v1.3.12 by Azumatt AzuAreaRepair v1.1.3 by Azumatt PlantEverything v1.16.2 by Advize FarmGrid v0.5.0 by SarcenNexusMods TorchesEternal v0.2.0 by Xenofell CraftFromContainers v3.5.0 by aedenthorn_mods Jotunn v2.17.0 by ValheimModding EpicValheimsAdditions v2.0.1 by Huntardys DualWield v1.0.9 by Smoothbrain Item_Stand_All_Items v1.20.0 by JereKuusela TerrainReset v0.8.0 by AedenthornModding BetterWards v1.8.12 by Azumatt Seasonality v3.2.2 by RustyMods OdinShip v0.4.1 by Marlthon OdinsFoodBarrels v1.0.17 by OdinPlus SpeedyPaths v1.0.8 by Nextek BoneAppetit v3.3.1 by RockerKitten Valharvest v3.0.7 by Frenvius SouthsilArmor v3.0.4 by southsil Blacksmiths_tools v2.0.3 by GoldenJude Judes_Equipment v2.2.4 by GoldenJude Fantasy_Armoury v0.1.7 by Horem AutoFeedRedux v1.0.3 by Vapok
It seems like either you, others, or the server itself may not have Mistlands enabled in the configuration. To ensure proper functionality, ensure that all clients and the server have toggled all Mistlands options to 'true' in the 'Huntard.EpicValheimsAdditions_Content.json' file, located in your '\Valheim\BepInEx\config' folder. If you're unable to smelt the ore in the blast furnace, it's likely because the Mistlands content toggle isn't set to 'true.', as the code responsible for the ore to furnace conversion is only applied when the toggle is true. This reinforces the suspicion that someone in your group might not have their toggle set correctly.
The Heavymetal veins do populate the Mistlands correctly, After confirming that all clients and the server have the Mistlands toggles set to 'true,' I would recommend running the 'EVA_upgrade_mistlands' command with 'Upgrade_world' to ensure proper population of the Heavymetal veins in the Mistlands.
Regarding Flametal ore, it can be mined with any pickaxe, but to utilize most've it, players need to unlock the Frometal axe first. This axe allows them to obtain Flaming world tree fragments from the trees in the Ashlands.
Heavymetal Veins I found on a fresh world within 1-2 mins.
You're a scholar and a saint, I will run all this by the admin when they login and I'm sure we'll get it sorted out, thank you very much, I truly appreciate your time and patience in answering me <3
There isn't much documentation available, as the intention was for players to discover these mechanics in-game. Essentially, after defeating the boss in the Ashlands, it triggers the spawning of creatures in the ocean. These creatures drop an ore upon death, which players can smelt into ingots and use to craft abyssal gear.
At the moment, there's no built-in capability within the mod for localization, and I don't have any immediate plans to implement it. However, if JVL introduces features that make localization easier in the future, I may consider incorporating it into my mod.
624 comments
I'm going to give a quick guide on how to generate new locations for your existing world, so you won't need to create a new world and start over.
Ores seem to spawn normally without any user interaction needed, but only in areas you haven't explored. Altars and Vegvisirs don't seem to spawn anywhere regardless of whether you've explored the area or not.
To get started, install this mod Upgrade World.
After these steps, I can confirm that all these locations will be added throughout the world to unexplored areas and explored areas.
If These Steps Do Not Work for You
You can also generate locations without the need for Upgrade World by following these steps:
Using genloc will only generate locations in unexplored areas, while upgrade EVA will generate them in both unexplored and explored areas.
i've loose 4-5 reel days searching for this Altar...
i found the mineral, i 've craft some new weapons from the extension, but tools still lock ! need the boss ...
if there is only ONE Vegvesir or the Altars in the whole world, it"s ridiculously not enought !
and i don't know how to locate it with JVL , it's too complicated !
This mod is cool, but this Vegesir need to be like the orignal 6 Boss , with multi spawn !!!
This mod need at least 4x more Boss Sign monument to locate the Vegvisir ... i didn't found any of those !
Once the Ashlands update is released, I will simply swap the values of items, mobs, and food between Deepnorth and Ashlands. Additionally, tier-locked tools' values will also be changed. Consequently, this mod will align with the vanilla Valheim route progression of Mistlands > Ashlands > Deepnorth.
This is a awesome mod, im very love this mod, just a quick question, what is Alchemy Crafting Table? The Crafting table look like Artisan Table, but i don't know how to use this, this table have nothing to do when I use it.
Crystalhide Ursar is weak to Fire, resistant to Poison and Frost, and immune to Spirit.
Infernal Minotaur is weak to Frost, resistant to Poison, and immune to Spirit & Fire.
Magma Skarab is weak to Frost, resistant to Poison, and immune to Spirit & Fire.
By using fully upgraded weapons and shields corresponding to the biome (Frometal, Flametal), you can approach these mobs in close combat, parrying their attacks, or by dodging their attacks and slowly wearing them down with arrows. In the Deep North, Frostwing Faes can be one-shotted with sneak attacks before they detect you from a distance using the Mistlands Arbalest & bolts. Given that the Arbalest has no arrow drop, executing this strategy is pretty straightforward.
When facing the Crystalhide Ursar, a sneak attack with the Arbalest followed by parrying melee attacks with a sword & shield proves effective. There are also moments when the Crystalhide Ursar remains passive, providing players with an opportunity to deal damage without retaliation for a short time.
I'm having a problem with the mod on the server. We, the server and players, have the mistlands, deep north, and ashlands all enabled in the config file. We can see the populated vegetation (heavy metal in mistlands, bears/fae/trees/mushrooms/frometal in deep north, and the scarab/flowers/minotaur/trees/flametal in ashlands) but I can't find the Vegvesir or the Altars. I found the alter on the solo of the map the server was made from, but when I spawn into the server in the same exact spot, the alter in the mistland does not show. I spawn the Vegvesir for the mistlands, I can read it, but nothing shows on the map for the location. I've once already saved the server map and brought it up in solo to upgrade world and specifically mistlands, so we are able to see the heavy metal clumps, but I've yet to find the alters. I tried in the solo version by using the console command to find and it gave me 3 locations, and as I said, on the solo map I found the mistland alter, but then when I log into the server it's not there.
Any suggestions on what I can do?
For additional debugging, there's a mod available on JVL's Discord that displays all JVL locations on the map as pins. This can be useful for debugging purposes. I recommend downloading and installing this mod to verify that the locations have indeed been generated correctly and exist within the game.
Discord
Mod location
Firstly, access the server's configuration file 'Huntard.EpicValheimsAdditions_Content.json' and ensure that all settings are toggled to 'true'. If necessary, consider deleting the file and allowing a new one to generate to rectify any potential mistakes. Meticulously verify that all Mistlands toggles are set to 'true'. Alternatively, you might focus on testing the Deep North or Ashlands without altering any values.
Furthermore, confirm that both the EVA mod and JVL mod are the most up-to-date versions. Staying current with the latest updates is essential to ensure compatibility and functionality.
After completing these steps, generate a temporary new world on your dedicated server to allow the game to naturally create these locations without utilizing the 'upgrade_world' function. Then, use commands to spawn a Vegvisir or utilize the JVL locations tool to test whether altars have been properly generated throughout the world on your server.
Additionally, check the server's debug log upon startup. If locations are disabled on the server, it will likely display a message such as "EVA Mistlands locations are turned off". Ensure that these settings are correctly configured.
It's worth mentioning that you can utilize the 'Upgrade_world' commands on a dedicated server without needing to transfer it to single-player mode. This option should also be explored.
If you can confirm that the locations are working properly on your server with these steps, I'd suggest loading your previous world and executing the 'EVA_upgrade' command on the dedicated server to ensure they spawn correctly. Then, you can use the JVL location tool to verify their placement.
Problem -
Heavy Metal isn't populating Mistlands, but can find Frometal and Flametal in deep north and ashlands (mobs show up too), admin spawned in some heavy metal and I couldn't see it until they mined it, allowing me only to see the drops, additionally this heavy metal refused to go into the blast furnace while the flametal was able to process, however noted that the flametal was mined with the black metal picaxe and not the one that should be required for this level of progression.....
Solution tried
We tried Upgrade_world and reconfiguring but we must be missing something vital - Please and thank you! <3 we're quite far into our playthrough (queen +)
Mod List in case you know there's a conflict between mods (I'm not the admin so I don't have upgrade_world on my list)
BepInExPack_Valheim v5.4.2202 by denikson
AzuExtendedPlayerInventory v1.3.12 by Azumatt
AzuAreaRepair v1.1.3 by Azumatt
PlantEverything v1.16.2 by Advize
FarmGrid v0.5.0 by SarcenNexusMods
TorchesEternal v0.2.0 by Xenofell
CraftFromContainers v3.5.0 by aedenthorn_mods
Jotunn v2.17.0 by ValheimModding
EpicValheimsAdditions v2.0.1 by Huntardys
DualWield v1.0.9 by Smoothbrain
Item_Stand_All_Items v1.20.0 by JereKuusela
TerrainReset v0.8.0 by AedenthornModding
BetterWards v1.8.12 by Azumatt
Seasonality v3.2.2 by RustyMods
OdinShip v0.4.1 by Marlthon
OdinsFoodBarrels v1.0.17 by OdinPlus
SpeedyPaths v1.0.8 by Nextek
BoneAppetit v3.3.1 by RockerKitten
Valharvest v3.0.7 by Frenvius
SouthsilArmor v3.0.4 by southsil
Blacksmiths_tools v2.0.3 by GoldenJude
Judes_Equipment v2.2.4 by GoldenJude
Fantasy_Armoury v0.1.7 by Horem
AutoFeedRedux v1.0.3 by Vapok
If you're unable to smelt the ore in the blast furnace, it's likely because the Mistlands content toggle isn't set to 'true.', as the code responsible for the ore to furnace conversion is only applied when the toggle is true. This reinforces the suspicion that someone in your group might not have their toggle set correctly.
The Heavymetal veins do populate the Mistlands correctly, After confirming that all clients and the server have the Mistlands toggles set to 'true,' I would recommend running the 'EVA_upgrade_mistlands' command with 'Upgrade_world' to ensure proper population of the Heavymetal veins in the Mistlands.
Regarding Flametal ore, it can be mined with any pickaxe, but to utilize most've it, players need to unlock the Frometal axe first. This axe allows them to obtain Flaming world tree fragments from the trees in the Ashlands.
Heavymetal Veins I found on a fresh world within 1-2 mins.