Clan
Build your Valheim clan with Leader, Officer, Member, and Guest roles, clan chat, a movable health HUD, private map pings, shared positions, custom emblems, and animated GIF emoji. Apply, invite, mana
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About this mod Author’s original text
Clan
A server-authoritative clan system for Valheim, integrated into the vanilla chat UI.
Showcase
Clan panel and management
Open the Clan panel directly from gameplay, then browse clans and players, search the directory, apply or invite, and manage member roles.
Leaders can update the clan name and description and choose an emblem from the server's media catalog.
Clan chat and notifications
Clan chat is attached to the vanilla chat UI, while the movable HUD keeps the active clan and online members visible during play.
The view filter switches between all, clan, local, and global messages without changing the selected sending channel. Pending invitations and applications are surfaced through the Clan control.
Emoji and animated GIFs
Open the five-column emoji picker from chat to insert server-synchronized PNG or GIF emoji. Animated GIFs play directly in supported chat messages.
Features
- Create, browse, search, and manage clans
- Leader, Officer, Member, and Guest roles
- Clan chat with All, Clan, Local, and Global view filters
- Clan-only map pings and optional position sharing
- Movable clan HUD with online player health
- Server-synchronized PNG/GIF emoji and PNG emblems
- English and Korean localization
Quick start
| Action | Default control |
| --- | --- |
| Open or close the Clan panel | J |
| Open chat and the Emoji panel | H |
| Send a clan-only map ping | Hold Left Shift while using the vanilla map ping |
Open the Clan panel to create a clan or apply to an existing one. Open vanilla chat to select a channel, insert emoji, filter visible messages, or open the Clan panel from the attached controls.
The Clan HUD is enabled by default and shows up to 10 online players. Drag its header to move it, or use the header control to collapse the player list.
Roles and Guest clans
A player may have:
- One primary clan role: Leader, Officer, or Member
- One persistent Guest connection to a different clan
While a Guest connection is active, the Guest clan is used for clan chat, HUD, pings, shared map positions, and friendly-fire checks. The primary membership remains stored and becomes active again after leaving or being removed from the Guest clan.
Accepted applications and invitations always start as Guest. Leaders and officers can manage eligible players from the roster; leadership transfer and clan profile management remain leader-only.
Optional combat and quest compatibility
Install the same Clan build and the relevant optional mod on the server and participating clients, including clients that own nearby creatures. Adapters are enabled by checking the required APIs and patch structure, without restricting either mod to a specific version number. Epic MMO must retain the combat XP methods, group multiplier and a uniquely matching injection point; QuestForge must expose the Manager and RegisterKill method. If these checks fail, only the affected adapter is disabled with a startup warning. This does not guarantee compatibility with every future change in either mod's behavior. Clan does not bundle either mod or require Jotunn; QuestForge retains its own dependencies.
Server-synchronized settings in 3 - Compatibility:
| Setting | Default | Behavior |
| --- | --- | --- |
| Share Epic MMO Experience | On | Shares combat XP with other online members of the effective clan, retaining Epic's group multiplier, recipient range, level curves and XP modifiers. |
| Share QuestForge Kills | On | Adds kill objective credit to nearby living clan members. Each player must accept their own quests; gathering, rewards and progress saves remain personal. |
| QuestForge Share Range | 70 | Maximum distance in metres from the killed creature for additional quest credit. |
Guest membership takes precedence over primary membership for both features. No credit is sent to both clans, and the original killer is excluded from additional credit. These features do not add a separate temporary-party system or change Clan's existing incompat
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: