OdinHorse Tame Fix
Makes OdinHorse's Time to Tame, Spawns Tamed and Fed Duration settings work, stops tamed horses fleeing from fights, fixes the bow flicker on horseback with BetterArchery. Install on the server and ev
About this mod Author’s original text
OdinHorse Tame Fix
Makes these settings of OdinHorse actually apply:
- Time to Tame
- Spawns Tamed
- Fed Duration
The problem
OdinHorse sets up its horse with the CreatureManager library. CreatureManager writes the taming settings through
BaseAI.m_tamable, a field Valheim fills in BaseAI.Awake - only on creatures that are already in the world, never on
the prefab every new horse is made from. So new horses always came with the mod's built-in values (1600 seconds to tame,
not tamed), whatever the config said. Only the horses loaded at the moment a setting changed picked up the new values.
What this does
When an OdinHorse creature appears, it gets the values OdinHorse itself resolved from its config (the server's values
when you play on a server: OdinHorse syncs them). A horse already being tamed has its remaining time cut down to the new
setting. No config of its own, no other change.
Install
On the server and on every player: taming is worked out by the game of the player standing next to the horse.
Mod managers install it with OdinHorse as a dependency.
Made for OdinHorse 1.9.0 on Valheim l-1.0.17. If a later OdinHorse changes its CreatureManager, the fix logs a warning
and does nothing (it never breaks the game).
Changelog
- 1.0.0 - first version
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: