ProtectiveWards

v2.1.0·Updated 2026-10-11

Server-synced ward access control and PvE base protection: per-ward settings, permitted-player management and password access, connected ward networks, protected interactions, expiration, passive prot

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About this mod Author’s original text

Protective Wards

Configurable ward protection, access control, passive base support, server-side privacy tools, multipliers and active offerings for Valheim.

Protective Wards is designed primarily for public PvE servers. It helps prevent non-permitted players from casually using, taking, moving or changing objects inside another player's warded base. It is not intended to be a PvP raid system.

Requirements

  • BepInExPack Valheim
  • Jotunn 2.29.1 or a newer compatible 2.x version
  • YamlDotNet 16.3.0

The mod uses Jotunn EveryoneMustHaveMod network compatibility. In multiplayer it must be installed on the server and every client. Gameplay settings are server-synchronized; client-only visual settings are marked [Not Synced with Server].

Features

  • per-ward range, visual settings, access policy, permitted-player management, guild binding and optional password access;
  • configurable protection for containers, doors, portals, stations, vehicles, tames and other interactables;
  • connected ward networks with several access-sharing modes;
  • cylindrical or spherical ward coverage;
  • optional protection of dungeon interiors through a warded outside entrance;
  • offline/background protection while no permitted player is nearby;
  • inactive ward expiration and abandonment rules;
  • ward build limits and server-validated management commands;
  • passive repair and automatic door closing;
  • damage, drain and production-speed multipliers;
  • active offerings, including Valkyrie passage travel.

Access model

  • Direct access: ward creator, directly permitted player, member of the bound guild, effective Permit everyone, or configured admin bypass.
  • Connected/effective access: access inherited through overlapping active wards according to the selected connected access mode.
  • Ownership exemptions: narrow exceptions for objects where a foreign ward should not trap a player's own property, such as tombstones, saddles and previously controlled vehicles.
  • Permit everyone: copied into each new ward and then editable independently in PerWard mode.

Sensitive actions and console commands are validated by the server. The server checks the requester identity, target ward ZDO, access and requested state before applying changes.

Per-ward settings

Ward settings / Ward settings mode has two values:

  • PerWard is the default. Authorized players can open the settings window and stored per-ward range, visual and access values are applied.
  • ServerControlled hides the ward settings action, blocks the UI and its server RPCs, and uses global config values instead of the ward's stored values. Stored ward values are preserved and become active again after returning to PerWard.

When a ward is created, its range, visual and access values are copied from the current global config into its ZDO. In PerWard mode those stored values are independent afterward; global config changes affect future wards, not existing ones.

  • Disable the ward.
  • Press AltPlace + Use (Left Shift + E by default).
  • Change the range, access settings, or glow, sphere and ward circle controls on the Ward visuals page.
  • Use the main Access section to add an online player by nickname, and open the Permitted players page to review or remove stored entries.
  • Apply the settings from the main page.

| Config | Meaning |

|---|---|

| Ward settings / Ward settings mode | PerWard enables the ward settings UI and uses each ward's stored values. ServerControlled hides and blocks the UI and uses global config values instead. |

| Ward settings / Only creator can edit ward settings | Only the creator may edit the ward instead of any player with access. Ignored in ServerControlled mode. |

| Ward settings / Admins can edit ward settings | Players accepted by Ward admin access, or by the ward's effective Permit everyone value, may edit any ward. Ignored in ServerControlled mode. |

The settings UI stores every editable value explicitly; there are no Use default controls. The Access settings page includes Perm

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:

ValheimModding-YamlDotNetValheimModding-Jotunndenikson-BepInExPack_Valheim

File & checksum

Filename
ProtectiveWards-2.1.0.zip
File size
314.3 KiB