AtlasPirateShipsBalrondCompat
Alternate AtlasPirateShips build for players using Balrond Humanoid Randomizer. Replaces the main AtlasPirateShips DLL.
About this mod Author’s original text
Atlas Pirate Ships - Balrond Compatibility Build
This is an alternate build of AtlasPirateShips, for players who use Balrond Humanoid Randomizer and experience skeleton pirate archers failing to shoot.
Important installation note
Use this package instead of the main AtlasPirateShips package. Do not install both packages together. This package contains the compatibility build of AtlasPirateShips.dll, not a separate patch plugin. Installing both packages may cause the two packages to overwrite the same DLL path, depending on the mod manager.
Install:
- Disable or uninstall the regular AtlasPirateShips package.
- Install this compatibility package.
- Keep Balrond Humanoid Randomizer installed if you want its randomized humanoid equipment.
- Launch Valheim and test skeleton pirate archers.
What this build changes
- Skeleton pirate archers are assigned one of Balrond's archer sets so they retain a compatible ranged weapon and animation set.
- Skeleton melee boarders are assigned a compatible melee set instead of a bow.
- The selection respects Balrond's configuration: variants disabled in Balrond's config are not selected.
- Without Balrond Humanoid Randomizer, this build is intended to behave like the main AtlasPirateShips build.
Dependencies
- BepInExPack Valheim
- AtlasPirateShips is included in this package as an alternate build; do not install the regular AtlasPirateShips package alongside it.
- Balrond Humanoid Randomizer is optional, but this compatibility build is intended for users who have it installed.
Support
If you report a bug, include your Valheim version, AtlasPirateShips version, Balrond Humanoid Randomizer version, and relevant BepInEx log output.
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file. In multiplayer, the host and every client need the same mods installed.
Install these first, or the mod will not work: