Carturs Combat Text
Bigger, WoW-style floating combat text on enemies - a fast crit pop on backstabs, elemental weakness and outsized hits, in colour. Everything else stays vanilla.
Screenshots 1 screenshots
About this mod Author’s original text
Cartur's Combat Text
World of Warcraft style combat text for Valheim - bigger numbers on enemies, and a
fast crit pop instead of a flat vanilla rise. Numbers on trees, ore, buildings,
crafting and pickups are untouched - this only changes what you see over a
creature you just hit.
- Enemy hit numbers are 2x vanilla size. A crit is 3x, with a snap-to-peak,
undershoot, settle pop rather than a smooth swell.
- Red text for an elemental weakness hit. Yellow for everything else that
counts as a crit: a backstab, a Valheim "Bonus" hit, or a hit at least twice the
size of your recent average against that kind of enemy. Crits are also bold and
clear the screen faster.
- The number rides up from the creature as it moves, instead of hanging in the air
where the blow landed.
- Readable from further away - raised from vanilla's own text-visibility distance
so a bow shot from range still shows a number.
Everything else - the font, the fade, the rise speed on an ordinary hit, healing
and block text - is exactly what vanilla already drew.
Install
Use a mod manager (r2modman / Gale) and it pulls in BepInEx for you.
Manually: drop CarturCombatText.dll into BepInEx/plugins.
Client-side. The server doesn't need it and neither do the people you play with.
No settings to configure - it just changes the numbers.
Free, and always will be. If it improved your game you can tip me on Patreon.
Discord — bug reports, install help, and mod requests.
Bug reports get their own thread so nothing is lost in a chat scroll, and requests are voted on.
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Follow Command ·
Flooring ·
UI HUD ·
Waste Management ·
Feeding Trough ·
Build Camera
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: