Varda
Dungeon entrances and portals pin themselves once you have used them.
About this mod Author’s original text
Varda
Dungeons pin themselves on your map when you go in. Portals you build pin themselves with
the tag you gave them.
Why
A varða is a cairn: a stack of stones somebody left beside a route so the next person
could find it again. It marks where people have been. It does not point at anything nobody
has found yet, and that distinction is the entire design of this mod.
Every map mod arrives, sooner or later, at pinning ore. It is the most requested feature and
it is the one that quietly ends the game it is installed in: a detector tells you where
something is that you have not discovered, and the part of Valheim that was exploring
becomes the part that is reading a list. Silver is the clearest case. Finding it is a
mountain, a wishbone, a night out in the cold and a real chance of dying, and all of that
collapses the moment the map knows.
What Varda pins is memory, not discovery. You walked into that crypt at dusk and came out
somewhere else entirely. You built that portal and tagged it mine. Neither pin tells you a
single thing you did not already know. It saves you opening the map, holding the mouse
still and typing a name, thirty times an evening, while something is chewing on you.
Which is also why the trigger is going in and not walking past. A pin for every cave mouth
within sight of the road is a detector with extra steps, and "I have been down there" and
"there is a door over there" are different facts about the world.
What it actually does
Two things.
A dungeon pins itself the moment you step through the door. Burial chambers, troll
caves, sunken crypts, frost caves, mines, anything the game moves you into. The pin wears
Varda's own dungeon icon and no label, because the icon already says what it is. Turn
NameDungeons on and it carries the dungeon's own name as well, the one on the banner you see
as you go in, so a modded dungeon is labelled correctly without this mod knowing anything about
it. Coming back out does not add a second pin, and neither does going back in next week.
A portal you built pins itself with its tag, and the pin follows the tag when you change
it. Every portal gets a pin of its own, so a hub of portals built side by side shows each one
under its own tag. Portals somebody else built are never pinned: that is their network, and
putting it on your map is reading their notes rather than writing your own.
When the portal goes, its pin goes with it. Take it down with the hammer, lose it to a
troll, or have somebody else break it, and the pin comes off your map. Walking away from a
portal is not the same thing and never counts. If it went while you were not there, say while
you were offline or on the other side of the world, the pin can stay until you are next
standing near that spot. Once the area around you has finished loading and there is still no
portal of yours there, the pin comes off then. Only the pin Varda put on that portal is taken.
Break one portal in a row and the pins on the others stay, as does a pin you placed beside it
by hand and any dungeon pin. RemoveDestroyedPortals
in the settings turns this off, if you would rather keep a mark where a portal used to be.
One portal can be kept off your map. Look at a portal you built and press H: its pin comes
off and stays off. Press H again while looking at it and the pin comes back, with its tag. The
portal's hover text says which the key will do, under the line for setting its tag. It is
yours alone, remembered per character, per world and per portal. Nobody else's map changes, the
portal itself is untouched, and a pin you placed by hand is never touched. While
RemoveDestroyedPortals is on, a destroyed portal is forgotten along with the fact that you hid
it, at once if you are there and otherwise the next time you stand near that spot, so a new
portal built in its place gets a pin. With it off, the choice stays with the spot, and a new
portal built exactly there starts hidden. The key is HidePortalKey in the settings. Setting it
to Non
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: