Ultimate Server Configuration Manager
✅ The LAST config mod you'll ever need. Edit ANY mod in-game with F1 — changes hit every player instantly. Admin-only controls, auto-translated descriptions, 15 languages, one-click undo. No more.cfg
Screenshots 3 screenshots
About this mod Author’s original text
Ultimate Server Configuration Manager (Ultimate SCM) 1.0.4
Every mod's settings. One panel. Synced live with the server.
💬 Join the Discord
💡 Suggestions, bugs and questions: — when reporting a bug, attach your BepInEx LogOutput.log and say what you expected to happen.
A universal settings panel for Valheim. It shows the configs of all installed BepInEx mods, explains each one using the mod's own comment (with a button to translate it into your Valheim language), and syncs everything with the server.
Install on the server and on all clients.
Screenshots
Home screen — every mod, what changed, what is pending:
Editing a mod as admin — edit any config live, choose per config or per mod what players see (Hidden · View only · Can edit), draft several changes and apply them at once:
What a player sees — by default everything is hidden until the admin releases it:
Mod Integration (1.0.4)
Mods with their own configuration panel can add it to Mod Integration in Ultimate SCM.
How to add your mod panel
- Inside the Ultimate SCM mod folder, open:
Developer Integration/SCMPanel.cs
- Copy SCMPanel.cs into your mod project, alongside your other.cs source files. If you use Visual Studio, you can also use Add → Existing Item and select SCMPanel.cs.
- Make sure your mod already has a console command that opens its panel. Example:
new Terminal.ConsoleCommand(
"yourmod_config",
"Opens the mod settings panel.",
new Terminal.ConsoleEvent(OnCommand),
false, false, false, false, false, false, null, false, false, false
);
- Immediately after registering that command, register it with Ultimate SCM:
SCMPanel.Register("yourmod_config");
This makes the panel available to Player + Admin.
For a panel that should be visible only to admins:
SCMPanel.Register("yourmod_config", true);
The first argument must be the exact console command that opens your mod's panel. The second argument is optional: false (default) means Player + Admin, while true means Admin only.
Ultimate SCM uses the registering mod's manifest.json and icon.png to build the card automatically. Mod Integration is always available in the sidebar: with zero integrations it appears like the standard menu items as Mod Integration (0) and shows an explanatory page; when at least one compatible panel is available, the entry receives the orange highlight and a count badge.
When you open the normal configuration page of a mod that has an accessible integrated panel, Ultimate SCM also shows a highlighted notice at the top of that mod's settings with an OPEN button. The notice is shown only for that matching mod and follows the same Player/Admin access rule as Mod Integration.
Complete example
new Terminal.ConsoleCommand(
"yourmod_config",
"Opens the mod settings panel.",
new Terminal.ConsoleEvent(OnCommand),
false, false, false, false, false, false, null, false, false, false
);
SCMPanel.Register("yourmod_config");
Installation
- Install through a mod manager ( Mod Manager, r2modman, etc.), or copy the contents of plugins/ to BepInEx/plugins/Ultimate_SCM.
- It must be installed on the server AND all clients.
- Requires BepInExPack_Valheim.
How to open
- ESC → "Mod Settings" (a button added to the pause menu), or
- F1 (configurable in Panel hotkey). ConfigurationManager also uses F1 by default: change the key of one of the two.
- ESC closes the panel (if a search is typed, the first ESC press clears the search).
- The window remembers where you left off: position, size (drag the top to move it and the bottom-right corner to resize it), last opened mod, collapsed sections, and filters. Center window resets it to the default.
Shortcuts
| Key | Action |
|---|---|
| F1 | opens/closes |
| Ctrl+F | jumps to search |
| Enter | applies the typed value |
| Ctrl+Z | undoes the last change (outside text fields) |
| Ctrl+S | applies the draft |
| ESC | closes the confirmation → cancels the note → clears the search → closes the panel |
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: