LocationIntro

v1.1.1·Updated 2026-09-29

Small intro text when entering known biomes, boss altars, merchants and POIs. Set up your own intros for homes and places with map pins.

About this mod Author’s original text

VKTR_LocationIntro

A mod that plays a small intro text when stepping in discovered biomes, merchants and POIs, with the option to set up your own intro for your home and important places using map pins.

What it does

Biomes

The first time you find a biome, you get the normal vanilla intro with its music. After that, every time you walk back into a known biome, a smaller, silent version of the same intro shows up in a corner of the screen.

It doesn't spam you. The mod remembers the last biomes you visited, so running back and forth along a border won't trigger it again. Things you visited more than 5 in-game hours ago are forgotten, so they can show up again later.

Bosses, merchants and places of interest

You get an intro when you reach:

  • boss altars, named like their marker on your map
  • Haldor, Hildir and the Bog Witch
  • the Forge of Potential
  • the Sacrificial Stones

The last 3 of these are remembered, so a quick trip to the trader and back won't show the same name twice.

Your homes and settlements

Put a house pin on your map and give it a name. When you walk near it (30 m), the intro shows that name.

For smaller outposts, use a campfire pin with the name in round brackets, like (Riverwood). It works exactly like a home, with a 15 m area. A campfire pin without brackets stays a normal pin.

While you're inside a home or settlement, every other intro is muted. No biome or merchant pop-ups while you're sorting chests.

Making a home bigger

A home area is a circle, but bases rarely are. To cover a long wall, a dock or a farm, add extenders: dot pins named like the home, in round brackets. A dot called (Riverwood) adds an 8 m area to Riverwood. Add as many as you need.

Walking from the home into an extender, or the other way around, doesn't show the intro again: it all counts as the same place.

Extenders don't clutter your map. They're hidden while dot pins are visible. To see and edit them, hide dot pins from the pin panel (the same toggle you use in vanilla): your normal dots disappear and the extenders show up. Toggle it back when you're done.

If you delete or rename the home, its extenders turn back into normal dot pins, so you can spot them and clean them up.

Your own places

Any pin can become a place with its own intro. Just put the name in brackets:

| Pin name | Area around the pin |

|---|---|

| [Copper Mine] | 15 m |

| {Harbor} | 30 m |

Any icon works. The brackets are hidden in the intro, so you'll see Copper Mine, not [Copper Mine].

Portals and sleeping

  • Portals reset the memory, so you get a proper intro where you arrive. If you keep going back and forth between the same two portals, you won't get the intro every single time.
  • Sleeping resets the memory too, except for the home you're sleeping in.

Sailing

  • While you're on a boat, all intros are off except the ocean one. No pop-ups every time you sail past a new stretch of coast. Swimming next to a boat doesn't count as being on it.
  • Reaching the ocean shows its intro and clears the biome memory. The ocean intro plays once per trip, no matter how many days you spend at sea, and resets when you step off the boat.
  • When you step off the boat, the intro for the place where you land plays as usual.

One at a time

If you walk into a new place while an intro is still on screen, the old one fades out quickly and the new one takes its place.

Pin cheat sheet

| Pin | Name | What it is | Area |

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

| House | Home | Home | 30 m |

| Campfire | (Riverwood) | Settlement, works like a home | 15 m |

| Dot | (Home) | Extender of the home or settlement with that name | 8 m |

| Any | [Copper Mine] | Place | 15 m |

| Any | {Harbor} | Place | 30 m |

How the areas work

The mod places invisible trigger areas in the world: one for each home, settlement, extender and bracket pin, and one around each boss altar, merchant or Forge location. When your character walks into one, the intro plays. The game's own physics detects this, so the mod isn't constantly checking wh

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
LocationIntro-1.1.1.zip
File size
144.9 KiB