EpicLootNoFogDestinations
Restrict new EpicLoot treasure/bounty centres to explored locations; disable unavailable offers.
About this mod Author’s original text
EpicLoot: No Fog Destinations
0.2.3 public beta · MIT · EpicLoot 0.14.13 only
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Keep new EpicLoot treasure-map and bounty centres in explored parts of the
purchasing player's map. Existing quests, pins, rewards and abandonment are not
changed.
Installation
Requires:
- denikson-BepInExPack_Valheim-5.4.2351
- RandyKnapp-EpicLoot-0.14.13, plus EpicLoot's own dependencies
Install with r2modman or Mod Manager and launch through Start
modded. To install a downloaded ZIP, use Settings > Import local mod.
Close Valheim before installing or updating. Do not import a source archive as
a mod, and do not install duplicate copies of the DLL.
For manual installation, copy plugins/Valheim.EpicLootNoFogDestinations.dll
into BepInEx/plugins. Do not replace EpicLoot's DLL.
How it works
- Only the centre must be explored. The search circle and eventual physical
spawn can extend into fog.
- Personal exploration and shared cartography-table exploration both count.
- There is no additional maximum distance from the player.
- EpicLoot's biome discovery, progression, currency and bounty limits still apply.
- Locations must pass EpicLoot's own biome, water/lava, world-edge and
zone-consistency checks. Its preferred distance bands still apply, with an
explored fallback when no eligible point exists in the preferred band.
Offers remain listed at the merchant. If a suitable explored centre is
unavailable, Buy/Accept is disabled, with one of these tooltips:
- Checking explored locations... — the map scan is still running.
- No suitable explored centre found. Explore more of this biome. — no eligible
centre was found.
The location is rechecked before purchase/acceptance and placement. If this
check fails, the transaction is refused: no coins consumed and no bounty
accepted. Existing destinations are not relocated.
New exploration is included in later scans. Very small or narrow explored
patches may not contain a sampled eligible centre, so an offer can remain
unavailable even when a sliver of that biome is visible.
EpicLoot version compatibility
This release supports exactly EpicLoot 0.14.13. It uses internal hooks that
must be reviewed for other versions. Dependency strings do not enforce an upper
version lock; use the manager's version selector to retain 0.14.13 if necessary.
With an unsupported version or failed hook installation, the exploration
restriction is inactive. EpicLoot continues normally, including potentially
unexplored destinations. When this add-on can load, it displays an
EpicLoot: No Fog Destinations — INACTIVE acknowledgement popup on entering a
world, explaining the problem and how to restore compatibility.
The warning waits until other dialogs and the console close and appears once
per character/world session. If BepInEx cannot load the add-on at all, its code
cannot show a popup: check the startup log and manager dependency status after
upgrades.
Configuration
BepInEx/config/kenjorissen.mods.epiclootnofogdestinations.cfg
General.Enabled=true by default. Setting it to false restores original
EpicLoot placement, including unexplored destinations, and suppresses the
compatibility warning.
For an optional warning-dialog preview, enable the game console, enter a world
and run:
epiclootnofog_warningpreview
The console closes automatically. Dismiss the PREVIEW ONLY popup with OK.
The preview uses an example incompatible version; it changes no EpicLoot
version, settings or restriction state. devcommands is not required.
Limitations and testing
Back up important saves. Final physical spawning is handled by EpicLoot,
including wards, bases and colliders. An explored centre does not guarantee
that spawning cannot fail later.
Gameplay tested on Windows, Valheim 1.0.17 / Unity 6, with EpicLoot 0.14.13
and other mods installed. Tests included explored destination selection and
warning-dialog display/dismissal. The warning preview is not a test of an
actual incompatible EpicLoot upgrade.
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: