Valheim
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Pfhoenix

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Pfhoenix0

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118 comments

  1. Gmunday
    Gmunday
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    This mod since the update has a permanent dropped down console window with Some Test repeated down the left & you can't close it or click on anything behind it, making the game unplayable.  
    1. RavenHawkeye
      RavenHawkeye
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      (Copied from bugs section)
      Can confirm I'm having the same issue. There is also text spawning that says "some text" about a dozen times in a column on the main menu. I did some troubleshooting and this is definitely the mod causing my problem. The "start game" button is not selectable and does not highlight when moused over, but the other buttons do, so it is still possible to exit the game from the main screen. I can upload screenshots if needed.
    2. rompomoz
      rompomoz
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      Having the same issue
    3. Gible
      Gible
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      Yep, still happening.
    4. AloisUltraHitler
      AloisUltraHitler
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      +1
    5. Brennoncsk95
      Brennoncsk95
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      Another forum post refers to the "Equipment and Quick Slots" mod as the offender.  If you have that instilled, it may need to be updated or disabled.  Cheers
  2. DeeJay86
    DeeJay86
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    Could you post this mod to Thunderstore? It would be greatly appreciated
    1. Pfhoenix0
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      Have you checked to see if it is?
  3. Lisstina
    Lisstina
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    I am unable to paste "Mod Config Enforcer" into my BepinEx folder. Every time I try I get an "Unspecified error" message.
    Is the file locked by mistake or am I doing something wrong?
    1. Pfhoenix0
      Pfhoenix0
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      There shouldn't be any issue with file locking. Can you paste the section of your player.log file showing the error?
    2. Lisstina
      Lisstina
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      Do you mean paste what the error says? It says:

      An unexpected error is keeping you from moving this file. If you continue to recieve this error, you an use the error code to search for help with this problem.
      Error 0x80004005: Unspecified error

      I am able to paste the Odinflight file into the BepinEx, as well as other mods. This has not happened before.
    3. Pfhoenix0
      Pfhoenix0
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      Not sure what to tell you. That's an operating system issue. Maybe restart your computer and try to move the files again?
    4. Josh93945
      Josh93945
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      I get this error when unzipping with Windows default zip handler.  Using 7zip instead works!
    5. Hallier
      Hallier
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      Bottom guy has the solution, I also solved it by opening using 7zip
    6. Pfhoenix0
      Pfhoenix0
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      It seems like there's an encryption algorithm support issue with how I zipped up the file. I'll fix this today.
  4. Passages
    Passages
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    I have a question, Not sure if this applies to this mod, I have a dedicated server with about 10 mods, I have noticed that connecting clients config files are not being forced to match server configs in many cases.. Its a drag, Is this mod here capable of forcing configurations to clients so they match the server? I'm a noob.. Just trying to learn.. 
    1. Pfhoenix0
      Pfhoenix0
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      MCE can do that, but only if the clients also have MCE installed.
  5. Durkadurkabulabula
    Durkadurkabulabula
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    If only this were on thunderstore, I use legacy NMM but I'll never vortex.  :(
  6. bluelineparabellum
    bluelineparabellum
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    No Thunderstore upload?
    1. Pfhoenix0
      Pfhoenix0
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      Not at this time, no.
    2. deleted141325253
      deleted141325253
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      Pfhoenix0, why? And maybe now you change your mind?

      Since when you add your mod to the Thunderstore, users can install it through r2modman, and this is a convenient way to install and manage mods.
    3. Pfhoenix0
      Pfhoenix0
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      Nexus Mods is also a convenient way to install and manage mods for Valheim. Until Thunderstore.io's user *and developer* experience matches what Nexus Mods provides, I won't consider moving.
  7. nightshade221
    nightshade221
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    why is the date on the plugin from april in v 2.1.1? wrong file?
    1. Pfhoenix0
      Pfhoenix0
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      I'm not sure what you're asking. The v2.1.1 file is dated September 2021.
  8. DaedusWolfe
    DaedusWolfe
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    Alright,  after looking at this my only question is:  Can I write a mod that can be used on a server with MCE as well as a server that does not use MCE?  If yes, would the client require MCE to connect to the server without it?
    1. Pfhoenix0
      Pfhoenix0
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      If you make your mod use MCE, then the server will need to use MCE, as well as any clients using your mod.
    2. DaedusWolfe
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      Can anyone explain to me why a mod would look for MCE as a plugin to initialize values then.  It doesn't make sense that they would have to check for MCE if it has to be included to even run the mod
    3. Pfhoenix0
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      Because that's how things work.
    4. DaedusWolfe
      DaedusWolfe
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      I doubt that.  But my question was answered .. apparently you do not need to declare use of MCE as a library.  See the
      mod Sailing Skill for what I was asking about.
  9. tomjob
    tomjob
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    This mod would be my dream, if I understand what it does correctly lol.

    SO, I if I install mods like "plant anything", "equipment and quick slots" etc, these are all client side.

    But does your mod allow other to use the same mods, yet force the same settings on everyone, so all players are on the same playing field with equal settings.

    That would be amazing.  Is this how the mod works?
    1. DaedusWolfe
      DaedusWolfe
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      This is not a mod so much as a library for mod authors to use to allow enforcement of server side configuration.

      So if  I write a mod using the MCE library, I can initialize variables and then push those values to override whatever values the client has set .. so I could write ThreeXBronze to use MCE and force my server side multiplier value to the client.  That way someone couldn't use a multiplier of 10 from their configuration file if my server configuration is .. say .. 3

      Edit:  so no .. you cannot just plop this into your server and expect it to override the client.  The Mods you use have to actually use the MCE library.
  10. DaedusWolfe
    DaedusWolfe
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    Nevermind .. I didn't see the link to the code ... I'll sort it out

    So do me a favor and assume I'm the dumbest programmer in the history of programming (probably true) and tell me what all of the variables are (and do)  in
    ConfigManager.RegisterModConfigVariable<bool>(ModName, "Test Variable", true, "General", "Just a test variable, doesn't do
    anything.", false);