SagaValheim2 Test
Playable dependency skeleton for the Saga / Valheim 2.0 40-player overhaul test.
About this mod Author’s original text
SagaValheim2 Test 0.1.0
This is the modpack package, not an r2modman profile export.
Install/publish this package through and the mod manager resolves its dependency list.
Test systems
- Seasons and seasonal world changes
- Procedural roads + meaningful road movement
- Blacksmithing, farming, mining, foraging, exploration, ranching and sailing skills
- Guild and temporary group foundations
- Custom raid framework for future Saga incursions
- Spawn and loot configuration foundations
- Animal-pulled carts via BeastsOfBurden
- Expanded boats via the maintained Valheim 1.0 BoatAdditions compatibility package
- Per-ship physics/balance through ShipConfig
Important
Use a NEW disposable world for this test. Procedural Roads affects world generation.
This package intentionally does not claim to implement systems that still need Saga custom code:
Origins/Deathmarks, World Boss scheduler, Domain Stones, siege/parley/prisoners,
Chronicle, full NPC civilization, caravan AI/contracts/escrow, persistent ship identity,
Legendary Beast persistence, Foundry identity-preserving reforging, or the post-ending Rejoining.
Why this package is smaller than our design list
This first release is intentionally conservative. Every direct dependency in the manifest is there
because it has a clear job in the Saga architecture. We will add more only after this baseline launches cleanly.
After installation
Launch once on a new world. The mods will generate their real configuration files.
Export the resulting working profile and we can configure those actual files for the Saga preset.
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: