PowerBelts
put status effects on equipable items
About this mod Author’s original text
Power Belts Mod for Valheim
Overview
Power Belts lets you add boss-style status effects to equipable items (e.g., clone BeltStrength and grant a Moder-like wind power).
Item setup is driven by a simple YAML file.
Development & Contribution
- Built with BepInEx, Harmony, and Jötunn.
- Built in support of ValheimRoleplay — come make-believe with us!
- Enjoy immersive roleplay with RPChatter! 🎭🔥
Configuration (YAML)
Location:
BepInEx/config/Arielle.VRPBelts.Belts.yml
Format:
Top-level list (no belts: wrapper). Use spaces (no tabs).
Minimal example
- sourceSe: GP_Moder
startMessage: "You feel the wind at your back"
basePrefabName: BeltStrength
newPrefabName: BeltModer
name: "Sailor Belt"
description: "belt of a seasoned sailor"
craftingStation: piece_workbench
minStationLevel: 1
requirements:
- item: Coins
amount: 950
Add more belts by appending additional list items with the same fields.
Field reference (per belt)
sourceSe (string)*
Internal name of the StatusEffect to clone (e.g., GP_Moder).
startMessage (string)*
Message shown when the effect activates (use "" to suppress).
basePrefabName (string)*
Vanilla item prefab to clone (commonly BeltStrength).
newPrefabName (string, unique)*
Internal prefab name for the new belt (e.g., BeltModer). Must be unique.
name (string)*
In-game display name. You can also use a localization key (e.g., $item_sailorbelt).
description (string)*
In-game description (or a localization key).
craftingStation (string)*
Crafting station prefab name, e.g.:
- piece_workbench (Workbench)
- forge (Forge)
- piece_magetable (Galdr Table)
- piece_blackforge (Black Forge)
minStationLevel (int)*
Minimum station level required.
requirements (list)*
Each entry:
- item:
amount:
Example items: Coins, Silver, WolfPelt, etc.
What the mod does under the hood
- Clones basePrefabName into newPrefabName.
- Clones sourceSe into a belt-specific StatusEffect that’s permanent while equipped and quiet (no VFX spam by default), then assigns it as the belt’s m_equipStatusEffect.
- Registers a crafting recipe using your station, level, and requirements.
- Vanilla guardian powers remain unchanged (the belt uses a separate cloned effect).
Tips
- Keep the first - at column 1 in the YAML file (top-level list).
- Use straight quotes ("like this") and spaces, not tabs.
- Prefer localization keys for name/description if you support multiple languages.
- Ensure sourceSe and basePrefabName are valid internal names present in ObjectDB.
Troubleshooting
- YAML parse error (plain scalar / invalid mapping):
Usually indentation or smart quotes. Replace tabs with spaces and curly quotes with straight quotes, or copy the minimal example above as a template.
- “Source status effect not found”:
Double-check sourceSe spelling and that it exists (e.g., GP_Moder, GP_Bonemass, etc.).
- Recipe not showing up:
Verify the craftingStation prefab name, station level, and that requirement item prefabs are valid.
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: