Valheim

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Kalle Schwensen

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KalleSchwensen

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146 comments

  1. Vanaheymr
    Vanaheymr
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    Thanks for your work on this mod! Do you have links to donate?

    It would be cool to clear the entire inventory with one button, just like knowledge groups!
    Actually also for skills, mapdata, statistics and misc. It would be my favourite buttons :D
    Or if there's a way to clear selected data types (inventory + map, for example) from multiple saves at once - that would be the bomb!!!!
    1. KalleSchwensen
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      Never heard of such a use-case. :D
      I could imagine to add an extra menu entry "clear data" where you could choose what to clear. (but just for single files, not multiple ones)
      What exactly do you expect? As you mentioned clear data of skills, mapdata, statistics and misc or some more finetuning (would need more work to do) like "just clear pins of maps, just clear exploration status of maps"?

      Currently there is no donation link. I considered it some time ago (because why not, it's optional) but have no clue how everything works. Maybe some day. :)
  2. ThilinaNirmal
    ThilinaNirmal
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    Thanks worked perfectly for me
    1. KalleSchwensen
      KalleSchwensen
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      Thanks for reporting back, glad to hear everything works fine.
      In case you are missing the new ashlands item, I will release an update soon™. ;)
  3. Throbby
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    How exactly do skill changes work?  If I set a parameter to 30, does that set the skill to EXACTLY 30, or does that just change the whole-number value?  For example, if I die, and my Axes skill goes from 8.0 to 7.6, and then I use the editor to set Axes to 10, will my skill be 10, or 10.6?  Would you be able to make those fractional levels editable?

    Also, because I'm curious:  What do "EnemyKillsLastHits" and "TombstoneFits" record? 
    1. KalleSchwensen
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      For example, if I die, and my Axes skill goes from 8.0 to 7.6, and then I use the editor to set Axes to 10, will my skill be 10, or 10.6?  Would you be able to make those fractional levels editable?

      The skill would be 10.6 in this case. But you are able to edit those fractional levels right now, just use the corresponding "XP" textbox of the desired skill.
      The game calculates the needed XP as follows:
      XP = (RoundDown(LEVEL + 1.0) ^ 1.5) * 0.5 + 0.5
      So for Level 10 to Level 11 you would calculate 10 + 1.0 = 11.0 (no need for rounding down), this gets powered with 1.5 = ~36.48.
      36.48 * 0.5 + 0.5 = 18.74.
      60% of 18.74 are ~11.24.

      So you would need to enter level 10 and ~11.24 XP to get Level 10.6.
      The editor currently assists you in calculating the required XP for the next level. It sets the maximum limit for the "XP" textboxes to that value so you can figure out how many XP are needed without calculating yourself.

      Also, because I'm curious:  What do "EnemyKillsLastHits" and "TombstoneFits" record?

      Sorry I can not tell you about this. These values are stored in the savegame and my "job" is to make the editor compatible. Also be aware, this data is stored in the savegame but the developer has not mentioned this anywhere so it may are unfinished features that are not working properly right now.
      For "EnemyKillsLastHit" I could imagine that it would count the killing blows you made. For "TombstoneFits" I have no clue.


      Hope I was able to explain it well, otherwise feel free to ask further questions.
    2. Throbby
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      "The skill would be 10.6 in this case. But you are able to edit those fractional levels right now, just use the corresponding "XP" textbox of
      the desired skill."

      Changing that value affects the experience bar in each skill.  Looking at a newly dead character, all those values are set to zero, and entering a number just affects progression toward the next level.

      My understanding is that when you die, Valheim basically says, "Okay, so you lose some skill progression.  Let's do this:  (Level *0.95) = New Level.  So if you die with Swim level 50, you will respawn with Swim level 47.5.  It'll show up on the skill list as being level 47, but xp to next level is calculated using 47.5, and the effect would be -23.75% stamina instead of -23.5%.  After levelling up, your skill level would be 48.5, and its effect would be -24.25% stamina cost instead of -24%.  Unless that's outdated information, those partial levels have to be stored somehow, somewhere...
    3. KalleSchwensen
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      I tried to understand it but now I'm completely lost. Haven't played Valheim for a long time so I managed to open the game on my low-spec laptop but I do not understand what you are meaning. Where do you see those fractional values?

      When I open the skill pane ingame it looks like this:


      The editor reads every bit of a savegame and the skills are stored as seen in the editor, level and xp. I could only imagine that the game is calculating this for itself.
    4. Throbby
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      According to the Wiki:

      Upon Death, if the player is not under the effect of no skill drain as granted by another recent death, the player loses a portion of each skill level according to configured World Modifiers (default: 5%) and also loses all progress towards the next skill level.
      Although a skill level will only display its whole number component in the UI, skill loss and new skill levels will reflect
      fractional values even if they aren't visible.

      As an example, consider the impact that a character's very first death with a 5% penalty has on a Run skill with an exact value of 37, almost progressed to 38:

      • Run has its effective level set to 37 × (1−0.05) or 35.15.

        • This partial value applies the partial effect, e.g. here adding 0.3515 * 25% (=8.7875%) sprint speed vs. 35's  .3500 * 25% (=8.75%)
        • Despite behaving differently, this value of 35.15, together with any value beginning at 35 and lower than 36, will display as 35 in the UI.
      • Skill experience required to level (XPTNL) is recalculated according to the new value, including fractional components.

        • Here, that means level 35.15 needs
          ,  or about 109.18 to advance, versus 35's requirement of 108.5.
        • When this XPTNL value is reached for the skill, a new, fractional level of 36.15 will be set (displayed as 36).


      The skill pane shows the skill level, beneath which is a bar representing how much experience has accumulated toward the next level.  According to the Wiki, though, you'll likely have a fractional level after dying, which won't show up on the UI, but should be stored SOMEWHERE.  If your editor isn't finding a value, though, I'm just as confused as you are.  Maybe the Wiki is wrong!
    5. KalleSchwensen
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      Thank you for you explanation. It may be possible that I'm wrong here but I can not tell you currently. I'm not quite sure if I'm just displaying non-fractional values (because I am/was an amateur coder and was somehow lazy maybe) but the savegame stores fractional values.
      I'm on vacation at the moment, returning by end of the week. I will then further investigate this and report back to you.
  4. Dhoygyot
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    How do I even upload image in this site?
    https://imgur.com/a/eqKAjuo

    My suggestion is Epic Loot related.
    See both photos, can we have the custom data at the bottom show on every item? Since sometimes it shows, sometimes it doesnt. For example, both the cheat sledge hammer and cheat sword can not be enchanted in the enchantment table, but for some reason the player editor has the custom data UI on the sledge hammer and not the cheat sword, so I was only able to give bonus enchantment on the sledge, and I kinda wanted to give cheat sword some enhancement too! Like attack speed, stamina drain, lifesteal etc. Is it do able? 
    1. KalleSchwensen
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      Currently it only shows when an item has custom data. This is because I do not want to confuse vanilla gamers that, with a high chance, will never see this. However, you are only able to edit the values, not to add keys.
      Technically it should be doable. The question is if I'm able to do this. :D
      Will do some research, can't give you an ETA, it will take some weeks/months.
    2. Dhoygyot
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      Thank you for the response, no problem, it isn't really a need for me anyways, it's more of quality of life type of suggestion. Its just so I don't have to enhance an item before I can change the values in the player editor. It's usually when I am making a copy of my current weapon for dual wielding and copy pasting the same custom data from Epic Loot on the other weapon, but I need to enhance it first for the custom data to show up or something like that
    3. KalleSchwensen
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      That is a good point you are mentioning here. Some time ago a user asked for the possibility to copy & paste items inside the inventory editor.
      I'm currently working on that feature and may be it will semi-solve your "problem". So you would be able to copy all information of an item (including custom data) and edit it afterwards.
    4. Dhoygyot
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      That would be amazing! Looking forward to it! Thanks in advance O7
  5. Hazelssw
    Hazelssw
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    I want to know how to die I have 0 heath and still not dying how to make my character die and the framerate dropping to 2 fps how to make my character die?
    1. KalleSchwensen
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      This editor can't help with any framerate issues. Normally I would assume that a character would die when reaching 0 hp but seems like the game has some kind of mechanic to prevent this when loading a savegame with 0 hp. The editor sets this value correctly.

      Have you tried it via ingame console? According to some sites the command 'respawn' kills the character.
    2. GamingBigfoot
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      Yo that sounds like an issue I just read about from another mod that removes skill loss on death
  6. Warmoo
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    Minor request/suggestion: Is there any chance to include the option to copy/paste items in inventory to other slots? Manually entering in resources & the number over multiple inventory spaces is surprisingly time consuming. Understandable if it's too much but figured I'd ask. Thank you for all the work you do.
    1. KalleSchwensen
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      Wow, this is a really nice idea. Never thought about this option.
      I will look into this and try to add it within the next update.
  7. Nugglin
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    It says: Savegamefile not compatible.
                 Please start valheim, join a world with your character and exit
                 the game.
                 (so the game will update your savefile to the latest format
                 version)
    =========================================================
    I did do what it said, and it still says it.
    EDIT: Fixed it. Moved cloud save to local.
    1. KalleSchwensen
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      Glad you found a way to solve this.

      I would like to give you two tips so it's may a bit easier next time.
      In the last update a 'Savegame Browser' was added, you can open it by pressing CTRL+B inside the editor or navigating to 'File > Savegame Browser'. This tries to locate and list every local and cloud save file at the default locations. I think this works fine since nobody gave negative feedback for that (or nobody is using it).
      Or you can set the default loading location in the settings (File > Settings) so you do not have to navigate to the cloud directory every time.

      Have a nice weekend.
  8. smhanson21
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    Is the Swamp Key not on the list of item names? I lost my key, and I didn't want to fight the Elder again lol.
    EDIT: Found it. It's called CryptKey
  9. JacobLad
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    whenever i hit load file nothing even shows and i have my save set to local
    1. KalleSchwensen
      KalleSchwensen
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      Don't know what happens.
      Try the savegamebrowser (File > Savegame Browser) or drag and drop.
  10. Hermione69
    Hermione69
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    will this work 2024?
    1. KalleSchwensen
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      It should.
      As stated in the description the editor currently works with game version v0.217.14 up to v0.217.38.
      v0.217.38 was released on the 14th of december 2023, for me this is currently the latest version of valheim. Was an update released recently?