ValheimServerGuide

v0.16.1·Updated 2026-09-10

Server-authoritative YAML-driven guidance mod for Valheim. Author custom quests, NPC conversations, and triggered popups using only vanilla UI. No custom assets required.

About this mod Author’s original text

ValheimServerGuide

Turn your Valheim server into a guided experience. Write a YAML file on your server and players receive quest objectives, NPC dialogues, lore popups, and rewards — triggered automatically as they play, using only Valheim's own UI.

No custom assets. No custom UI skins. Just your words, delivered through Hugin, the chat, and dramatic cinematic screens.

What it does

Guides players through your content. When a player crafts their first weapon, enters a dangerous biome, discovers the trader, or kills a boss — show them a message. Give them a quest. Give them a reward.

Runs entirely from the server. You write one YAML file. Every player connected to your server receives it automatically. Update it and save — all players get the new version instantly without restarting.

Uses vanilla Valheim UI. Messages appear as Hugin (the raven) popups, system toasts, chat lines, rune-tablet screens, or the dramatic intro cinematic style. Nothing looks out of place.

Quick setup

  • Install this mod on your server (and on every player's game via r2modman).
  • Start the server. It creates BepInEx/config/ValheimServerGuide/guidance.yaml automatically.
  • Edit that file to add your guidance entries. You can split guidance across as many.yaml.yml files as you like — including in nested subfolders — and they are all merged.
  • Save. All players receive the update without a restart.

The mod works in single-player and host & play as well — the host acts as the server.

Your server also keeps each character's quest progress in BepInEx/config/ValheimServerGuide/PlayerProgress, one file per character. Include that folder in your backups — it is your players' quest progress, not config you can regenerate.

What you can create

Triggered messages — Show a Hugin raven popup, a toast, or a dramatic full-screen text when a player does something specific:

  • Crafts an item for the first time
  • Enters a biome
  • Kills a creature
  • Reaches a skill milestone
  • Discovers the trader
  • Opens a chest
  • And many more...

Multi-step quests — Chain triggers into a quest with steps. "Gather 10 wood → craft a workbench → build a wall." Each step has its own trigger. Players pin the quests they care about from the in-game Codex (the Quests button on the inventory screen, or F3 → Pin to Tracker) and follow their progress on a draggable on-screen panel (F10). The Codex list scrolls, and finished guides can be hidden to keep it short.

NPC conversations — Shift + E on Haldor, Hildir, or BogWitch to open a dialogue panel. Give them choices. Fire quests. Grant rewards.

Item turn-ins — Have players bring a specific item to a trader NPC to complete a quest step.

Rewards — Grant items, skill experience, or status-effect buffs when an entry or quest completes.

World events — Mark an entry as scope: global and the first player to trigger it fires the display for every connected player simultaneously. Perfect for boss kills and world milestones.

Discord announcements — Post to a Discord channel when something happens (server-side only; your webhook URL is never exposed to players).

Example

A raven popup when a player crafts their first bronze sword:

  • id: first_bronze_sword

trigger:

type: craft

item: SwordBronze

display:

mode: raven

topic: "Bronze Edge"

text: "Forged in fire, this blade cleaves the Black Forest's beasts."

once: true

A world event when the first boss falls:

  • id: world_eikthyr_fell

scope: global

trigger:

type: kill

creature: Eikthyr

display:

mode: intro

topic: "The Stag-King Falls"

text: "Eikthyr is slain. The realm trembles. Your trial begins, traveler."

once: true

announce:

discord: "⚔️ {playerName} has slain Eikthyr — the first boss has fallen!"

Text tokens such as {playerName} (or {player_name} — the two are aliases), {creatureName}, {itemName}, and {biome} are substituted when the entry fires.

_New in 0.16.1:_ guidance now reaches your players no matter how big your config gets. The server used to send the whole

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
ValheimServerGuide-0.16.1.zip
File size
246.5 KiB