SailingModer
Always have tailwind while sailing, without granting any of Moder's other Forsaken Power effects.
About this mod Author’s original text
SailingModer
A tiny Valheim 1.0 mod: your ship always catches a magical tailwind, exactly like when a
player has activated Moder's Forsaken Power - but permanently, and without granting any of
that power's other effects (e.g. the increased carry weight).
How it works
Vanilla gates the tailwind mechanic behind a single method, Ship.IsWindControllActive(),
which EnvMan checks each time it recomputes wind: if true, it points the global wind
straight behind the ship instead of simulating it normally. Vanilla only returns true when a
player aboard holds Moder's power buff.
This mod Harmony-patches Ship.IsWindControllActive() to return true whenever the ship has
at least one player aboard - nothing else. It never applies the real GP_Moder status
effect, so none of its other side effects apply, no icon/cooldown is consumed, and it works
client-side.
Build
Requires the.NET SDK. By default the project looks for Valheim at
C:\Program Files (x86)\Steam\steamapps\common\Valheim - override with an environment
variable or MSBuild property if yours is elsewhere:
dotnet build -c Release -p:VALHEIM_INSTALL_DIR="D:\SteamLibrary\steamapps\common\Valheim"
Output: bin\Release\GrillspettSailingModer.dll
Install
- Install BepInEx Pack for Valheim (e.g. via r2modman Mod Manager, or by
unpacking denikson-BepInExPack_Valheim into the Valheim install folder).
- Copy GrillspettSailingModer.dll into BepInEx\plugins\.
- Launch the game.
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: