ChattyBones
With ChattyBones, your Dead Raiser Skeletts talk, so your Valheim journeys can get a little more chatty! They call out targets, shout when hit, thank you for a shield, and mutter when nothing is happe
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About this mod Author’s original text
ChattyBones
Tired of your summoned Skeletts being silent companions? Now they can chat with you, with ChattyBones!
What the heck does this do?
This mod is truly a silly thing, and provides no mechanical benefit (that I can think of, at least).
It enables your Skeletts to react to things happening around them (combat, getting hurt, catching fire, dying, transitioning to new biomes, looting, eating, cooking, etc.). There are 32 event-types in total that I support today!
They can reference things in the world (you, themselves, each other, the enemies, other players) by name, and when you summon a Skelett, it will randomly get assigned a 'personality' to give them a little unique character.
The lines are totally customizable via a YML file, and there's configuration options for how frequently they speak and several other things, too.
Does this work in multiplayer?
It does! But only if all players who want to see the dialogue have the mod installed. References to lines are sent over the wire (packed into an int so it should be very efficient), so if all players have the same lines and version of the mod, they should see the same dialogue play out. It should also work back and forth between different skeletons summoned by different players! (Though I haven't tested that much)
Known Bugs
There's a lot of little bugs, but none of them stop the mod from working.
- The Skeletts sometimes react to things based on where the player is, not necessarily where they are, for a variety of reasons. I might not be able to do anything about this one, and you likely won't notice it unless the Skeletts get separated from you. (e.g. you go to your base and they comment on how nice and cozy it is, but they're still outside)
- Not all of the 'tokens' (the references they make to things in the game) work all the time, e.g. I don't have an easy way for the Skeletts to comment about their own weapons, but they can comment on the players' easily. It isn't a problem; if you write a line with a token that isn't available, that line simply won't be picked to be spoken.
- The code could use a nice, big ole' pass through and I'm pretty sure we could make the mod a bit more efficient. Shout at me if you notice any performance issues. I haven't in my testing, though.
Localization?
Because all the lines are in a YML file, we can definitely localize! Sorry, all the lines are just in English right now. I haven't yet built the support for multiple line packs of different languages to be stored in the mod at the same time. But if you are interested in localizing, let me know! I'll build that support and then we can ship this with multiple languages, too.
All of the 'things' referenced by the Skeletts (biomes, items, etc) are all coming straight from Valheim, so the built-in localization SHOULD take care of that.
How to Edit Lines
In your BepInEx config folder for this mod, you'll find a file like this:
BepInEx/config/ChattyBones.lines.yaml
Go ahead and edit it and save it while the game is running! The change takes effect with a hot reload, so no restart of the game is needed. If you break the formatting of the file, you should see a warning in the console, but your Skeletts keep using the last version that worked.
The file has some comments that should explain how it is organized. A second file next to it,
ChattyBones.lines.default.yaml, is delivered with new updates to the mod, so if you ever see something not working you can compare against it — or copy it over your ChattyBones.lines.yaml to start fresh, though that will replace any edits you have made.
Config
When you first run the mod, the config file BepInEx/config/pandincus.chattybones.cfg will appear. Can be edited in the file, but I recommend the BepInEx ConfigurationManager (F1 key). Changes apply immediately.
| Setting | Default | Meaning |
|---|---|---|
| General.Enabled | true | Master switch. false is complete silence; they say nothing. |
| Chatter.ChatterFrequency | Often | How much they
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: