InstantTame

v1.2.0·Updated 2026-10-09

Valheim 1.0 ready. Hotkey instantly tames creatures in a set radius. 9 tames normal tameables, 0 force-tames (and untames) monsters like Draugr and Greydwarves.

About this mod Author’s original text

InstantTame

Instantly tame creatures within a configurable radius using a hotkey. Updated for Valheim 1.0 (Unity 6).

Two keys, two behaviors:

  • TameKey (default 9): tame-only, for creatures that are naturally tameable (Boar, Wolf, Lox, etc). Never untames anything, so your pets are always safe from this key.
  • ForceTameKey (default 0): tame/untame toggle, for creatures that are NOT naturally tameable (Draugr, Skeletons, Greydwarves, Trolls, and anything else running MonsterAI). Press once to force-tame a wild one in range, press again to untame a force-tamed one in range. Normal tameables are completely ignored by this key in both directions.

GUID: YouDied.InstantTame

Requirements

  • Valheim 1.0
  • BepInExPack_Valheim 5.4.2350 or newer (the 1.0-compatible build)

Default Config

| Setting | Default | Description |

|---|---|---|

| TameKey | 9 (Alpha9, main row) | Tame-only hotkey for normally-tameable species |

| ForceTameKey | 0 (Alpha0, main row) | Tame/untame toggle hotkey for non-tameable species |

| TameRadius | 10 (1-50) | Search radius in meters, shared by both keys |

| TameAllInRadius | false | Act on every eligible creature in range vs. just the nearest one |

| ForceTameCommandable | true | Force-tamed creatures get a Tameable component added so they can be given follow/stay commands. If false, they just stop being hostile with no command support |

Config is adjustable via BepInEx Configuration Manager, no restart required.

How it works

Both keys scan a sphere around the player via Physics.OverlapSphere, filtering out the player and dead creatures.

TameKey (9) targets only creatures that already have a Tameable component and are not already tamed, and invokes its private Tame() method via reflection. This is the exact vanilla flow: MonsterAI.MakeTame(), m_tamedEffect VFX, and the "$hud_tamedone" message. Full parity with natural taming. There is no untame behavior on this key at all.

ForceTameKey (0) targets only creatures without a native Tameable component (tracked internally by ZDOID once force-tamed, since a Tameable may get injected). Behaves as a toggle:

  • If an untamed eligible monster is in range, it force-tames the nearest one (or all, if TameAllInRadius). If the creature runs MonsterAI (true for Draugr, Skeletons, Greydwarves, Trolls, etc.), it calls the public MonsterAI.MakeTame() directly, which sets the tamed flag, clears alert state, and drops current targets. Hostility toward the player is gated on Character.IsTamed() checks in MonsterAI.UpdateTarget(), not a faction system, so no faction reassignment is needed. If ForceTameCommandable is on, a Tameable component is added afterward with m_commandable = true so follow/stay works. Creatures with no MonsterAI (e.g. AnimalAI-driven passive animals) fall back to Character.SetTamed(true) directly. Best effort only, no commands, no VFX.
  • If no untamed eligible monster is in range but a force-tamed one is, it untames the nearest one instead: reverses SetTamed, removes any injected Tameable, and clears the follow target.
  • Untaming only ever applies to creatures this mod itself force-tamed. It will never touch a creature that's naturally tameable, regardless of tamed state.

Both keys are blocked while chat, console, or inventory has focus.

Build

The project uses direct HintPath references only (no NuGet). Everything resolves from your local Valheim install:

  • valheim_Data\Managed\ for assembly_valheim.dll, the UnityEngine modules, and Valheim's own netstandard.dll
  • BepInEx\core\ for BepInEx.dll and 0Harmony.dll

VALHEIM_INSTALL defaults to C:\Program Files (x86)\Steam\steamapps\common\Valheim. Override it with an environment variable or edit the.csproj if your install lives elsewhere.

Project settings that matter for Valheim 1.0:

  • Targets net472 (needs the.NET Framework 4.7.2 targeting pack installed)
  • FrameworkPathOverride points at the 4.7.2 reference assemblies
  • netstandard is referenced from Valheim's Managed folder (v2.1.0.0) to avoid a ve

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
InstantTame-1.2.0.zip
File size
173.9 KiB