PackBeasts
Saddlebags for mounts, a riding handle to ride any tamed creature, a leash to lead any creature or tie it up, and tie-up rings with real ropes between them: fences that sag, sway and hold creatures in
About this mod Author’s original text
PackBeasts
Saddlebags for every mount: craft a set, hang it on a saddled lox, asksvin, moose or horse, and it carries a chest of its own, so it finally earns its keep on a trip.
How to use
- Craft Saddlebags at a workbench (8 Leather scraps, 4 Deer hide, 10 Bronze nails). The recipe shows up once you've had bronze nails, about when you can make OdinHorse's horse saddle.
- Tame an animal you can ride and put a saddle on it.
- Put the Saddlebags on your hotbar, look at the animal and use them (press their hotbar number), the same way you put on a saddle. A leather bag now hangs on each side, strapped to the saddle.
- Look at the animal, or ride it, and press G: the normal chest window opens with 4×2 slots. Its hover text shows [G] Saddlebags and how many items are inside.
- Shift + G takes empty bags off again, and you get the Saddlebags back.
Every rideable creature can carry bags: Lox, Asksvin, Moose (and the spirit caller's moose), OdinHorse's horse, and any creature another mod lets you saddle, including mods you add later. You can add creatures that can't wear a saddle in the config too; they only need to be tamed.
Safety
- Animals that already had items in their bags before the bags had to be crafted keep their bags, so nothing is ever out of reach.
- If the animal dies, everything in its bags drops on the ground, and so do the bags themselves.
- You can't take the bags off while they hold anything, and you can't take the saddle off (Shift + E on the saddle) either.
Settings (anwo.PackBeasts.cfg)
| Setting | Default | What it does |
|---|---|---|
| Creatures | Rideable, Lox, Asksvin, Moose, Moose_spiritcaller, rae_OdinHorse | Creatures that can carry bags. Rideable = every creature that can wear a saddle; the names are today's rideable creatures (restart to apply) |
| Bags must be crafted | true | Animals only carry bags after you put Saddlebags on them. Off = every listed animal has bags (the 1.0 behaviour). The host's setting counts |
| Saddlebags recipe | LeatherScraps:8, DeerHide:4, BronzeNails:10 | Cost of the Saddlebags at a workbench (restart to apply) |
| Require saddle | true | Animals that can wear a saddle only carry bags while saddled |
| Open key / Take off key | G / Shift + G | Open the bags; take empty bags off |
| Columns / Rows | 4 / 2 | Bag size (restart to apply). If you make the bags smaller, a bag with items in the removed slots keeps those slots until they're emptied |
| Name | Saddlebags | Title of the bag window |
| Window close distance | 10 | The window closes when the animal is further away than this (m) |
| Show bags on the animal | true | A leather bag on each side of the saddle |
| Bag size, Bag offset sideways / up / back | 1, 0 / 0 / 0 | Size and position of the bags on every animal |
| 4 - Bag look per animal | Lox 2, -0.2, 0, 0 (others set to match) | Size, out, up and back for each rideable creature (Lox, Asksvin, Moose,...), on top of the above |
Changes to the look settings made in Gale while the game runs show on the animals within a second.
How it works
The bags are the game's own chest system attached to the animal. Items are saved with it, multiplayer ownership works like a chest, and two players can't open the same bags at once. Container mods that only use player-built chests (such as AzuAutoStore and AzuCraftyBoxes) leave the bags alone.
Multiplayer
Everyone needs the mod, so that all players see and can use the same bags.
Removing the mod
Items stay saved on the animal but can't be reached until the mod is installed again. Empty the bags first if you plan to remove it.
About
Made with Claude (Anthropic's AI model) and tagged AI Generated, as 's rules ask.
Built for Valheim 1.0.17 (Deep North; also 1.0.16) with BepInEx 5.4.2351 and Jotunn 2.30.2.
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: