WeaponSkillsSync
All weapon skills level together. No more sunk-cost fallacy when it comes to what weapons you want to use. Includes a config for balancing.
About this mod Author’s original text
This mod syncs all your weapon skills so that you can freely switch to different weapon types throughout the playthrough without worrying about having to farm levels again.
When one of your weapon skills increases, all other weapon skills will level with it.
Works with characters that haven't had the mod before, and doesn't conflict with other skill related mods.
Includes a config to exclude weapon types from the sync, and (optionally, disabled by default) sync other skill types. (read config for more info)
How it works:
When one of your skills increases, the game checks which weapon skill has the highest level, and sets all other weapons to that skill.
Changelog:
[v1.2.6]
- bugfixes probably
- if this mod keeps breaking im probably just going to give up on this mod
- removed the feature that let you disable syncing progress since it was useless and just caused problems
[v1.2.5]
- Added config for extra customization with the additional sync groups.
- Slight optimization
- Bugfixes (i swear i am trying my hardest to fix all of these, i am very inexperienced please forgive me)
[v1.2.4]
- Fixed an issue that caused leveling up to not properly reset XP towards the next level. (i swear if there are more bugs im losing my mind)
[v1.2.3]
- Rewrote the main code. There are no more issues, I am so sorry for all the issues.
- Removed the thing that was flooding the console that was a leftover from debugging.
- Sync strength now goes based off of total collected xp in a level rather than the raw level value. This means that it is far more accurate.
[v1.2.2]
- Fixed another major bug. Everything SHOULD ACTUALLY be working now
[v1.2.1]
- Fixed a major bug. Everything should be working now.
- Fixed the version displaying as 1.1.0 in some areas.
[v1.2.0]
- Progress to the next skill level is now synced for more consistent leveling. This can be disabled via the config.
- Added a config option to reduce the syncing effect for balancing purposes.
- Slight optimizations.
- Removed some debug things that were accidentally left in the code. (Whoops..)
- Fixed a typo in the config.
[v1.1.0]
- Expanded the config, adding an option to sync other kinds of skills. Example: Syncing cooking \\\& crafting skills, separate from weapons and other groups, of course.
- Improved README file.
- Renamed the GitHub repository from Weapon-Skills-Sync-Valheim-Mod- to Valheim-Weapon-Skills-Sync (technically nothing to do with the mod itself but im including it here anyways)
[v1.0.2]
- Fixed the manifest.json file showing a different GitHub page instead of
[v1.0.1]
- Attempted (unsuccessfully) to fix the manifest.json file showing a different GitHub page instead of
[v1.0.0]
- Release
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: