DungeonMaps

v1.1.2·Updated 2026-09-12

Draws the dungeon you are standing in on your minimap and full map - burial chambers, sunken crypts, frost caves and infested mines, revealed room by room as you explore.

Screenshots 3 screenshots

About this mod Author’s original text

Dungeon Maps

Your map does nothing underground. Walk into a Sunken Crypt and the minimap keeps showing the swamp around the entrance, frozen, while you take your fourth identical corridor and quietly lose track of which way is out.

This mod draws the dungeon instead.

What you get

Step into a burial chamber, sunken crypt, troll cave, frost cave, infested mine or dvergr ruin and both your minimap and your full map switch to that dungeon's own floorplan.

Not an approximation of it, either. The plan is traced from the dungeon's real geometry — as you reveal a room it is probed against the actual colliders — so what you see is the floor you can genuinely walk: the corridors, the alcoves, the odd little side chamber, the true shape of the place.

It is drawn in the dungeon's own wall texture, lifted off the geometry around you at runtime. A burial chamber is drawn in burial chamber stone, a frost cave in ice, an infested mine in dvergr metal. Around it, the unexcavated rock is flat and dark, so the map reads as chambers cut out of solid stone.

Each dungeon type also carries a colour tint — bone for crypts, moss green for sunken crypts, pale blue for caves, copper for dvergr ruins, ember for the Ashlands. TextureStrength sets how much stone shows through that tint; drop it to 0 for flat colour.

Markers

| Marker | Meaning |

|---|---|

| Green cave icon | The entrance. This is the way out. |

| White arrow | You, and which way you are facing. |

| Gold chest | A chest |

| Red skull | A creature spawner |

These are the game's own map pin icons wherever Valheim has one that means the right thing — the cave pin, the death skull, your own map marker — so the dungeon map speaks the same visual language as the world map. Valheim has no chest pin, so that one is drawn to match.

Markers obey the same fog as the plan: nothing shows in a room you have not walked.

Fog of war

The map only shows rooms you have actually walked into. It is a record of where you have been, not a solution to the dungeon — you still have to find the place, you just stop walking the same loop twice.

The same burial chamber a few minutes apart:

| Just inside | A little later |

|---|---|

| | |

Explored rooms are saved per world, so a crypt you cleared last week still has its map when you come back.

RevealRadius will also uncover ground beyond the room you are standing in, but it applies in every horizontal direction at once, so even a few metres uncovers the neighbours. It defaults to 0. Set RevealAll if you would rather have the whole floorplan the moment you step inside.

Zooming

Use the game's own map zoom keys —, and. by default — on both the minimap and the full map. The mod follows Valheim's own zoom rather than binding its own keys, so if you rebind them in Settings the dungeon map follows, and the gamepad bindings and the mouse wheel work too.

Zoomed out, the full map fits the whole dungeon in the panel. Zoom past that and it follows you instead, since at that point you are what needs to stay on screen.

Squared up

Valheim spawns every dungeon at a random angle, so a north-up map of one is a field of diamonds. The map is turned to the dungeon's own grid instead, which is what makes it read as a floorplan rather than a pile of tilted boxes. Your arrow turns with it, so it still points where you are actually looking. Set AlignToDungeon = false if you would rather have true north.

Multiple floors

Sunken crypts and infested mines stack levels on top of each other, which is exactly why they are so easy to get lost in. Each storey is traced separately: the one you are standing on draws bright, the floor above fades to a ghost, and the floor below darkens but keeps its shape — so a stacked crypt reads as floors instead of spaghetti.

Pins

While the dungeon plan is covering the full map, map pins are switched off — adding, crossing off, removing and pinging alike. A click on the map becomes a world position, and on a dungeon plan that would land somewhere out

Install & use Install: BepInEx plugin

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. 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.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. 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.

Dependencies

Install these first, or the mod will not work:

denikson-BepInExPack_Valheim

File & checksum

Filename
DungeonMaps-1.1.2.zip
File size
27.3 KiB