YouAreNotWorthy
Personal progression for Valheim multiplayer and co-op. Unlock weapons, armor, food, trader items, doors, boss summons and map icons with personal keys. Control raids and creature spawns by player pro
Screenshots 5 screenshots
About this mod Author’s original text
You Are Not Worthy
Per-character progression for Valheim.
Showcase
Personal progression
Characters sharing one world can see different trader stock based on their own
progression.
Item restrictions
Equipment, consumables, and feasts show their missing requirement and remain
unusable until the character earns the required key.
Doors and boss summons
Personal progression also applies when using key items on locked doors or
activating boss altars.
Mod integrations
Other mods can reuse YNW's personal-key checks and localized blocked message
for their own interactions.
You Are Not Worthy (YNW) personalizes supported value-less, non-reserved
globalkey checks by using Valheim's native character unique keys. Players in
the same world can therefore have different trader stock, raid eligibility,
spawn eligibility, and item-use progression.
Value-bearing keys, reserved modifiers, seasonal keys, and other shared world
state keep their Vanilla behavior.
Features
- Personalizes compatible Vanilla and modded global-key progression.
- Grants supported event keys to active players within 64 metres of a death,
interaction, or requesting player.
- Adds simple creature-defeat keys through defeatKeys.
- Hides configured dedicated location icons until the character earns their key.
- Gates the final use of tiered items without blocking collection or crafting.
- Respects the server's actual Player based raids setting.
- Synchronizes the server's progression.yml and locations.yml to clients.
- Provides admin commands for connected Steam players.
Configuration
YNW creates two independent configuration files. progression.yml contains
creature-defeat keys and ordered item tiers. Its only reserved root field is
defeatKeys; every other root field is an item tier, ordered from lowest to
highest.
defeatKeys:
- prefabs: [Serpent]
key: defeat_serpent
Meadows:
- Wood
- Stone
BlackForest:
requiredKey: defeated_eikthyr
resources:
- HardAntler
- Bronze
- TrollHide
Swamp:
requiredKey: defeated_gdking
resources:
- Iron
- Entrails
- CryptKey
SerpentItems:
requiredKey: defeat_serpent
resources:
- SerpentMeat
locations.yml directly maps each ZoneSystem location prefab name to one
required personal key. There is no wrapper field.
Vendor_BlackForest: defeated_eikthyr
Hildir_camp: defeated_eikthyr
BogWitch_Camp: defeated_gdking
Dolmen01: defeated_eikthyr
- Tier names are labels, not biome checks.
- Creature and resource names are internal prefab/item names.
- locations.yml keys are exact location prefab names, not localized labels,
biome names, or minimap display-icon tokens.
- Expand World Data may keep a custom iconAlways or iconPlaced token in its
own configuration. YNW resolves the originating location prefab and preserves
the chosen icon, size, and animation.
- Omitted prefabs and pins that cannot be resolved to a ZoneSystem location
remain unrestricted.
- Use {} for an empty locations.yml. A former locationIcons block in
progression.yml is not migrated. Former display-token entries are not
treated as prefab aliases or migrated; recreate their rules with location
prefab names.
- defeatKeys grants its key around the defeated creature; it does not require
the killing blow.
- Vanilla and modded defeat global keys normally do not need duplicate
defeatKeys rules.
- Items can inherit tiers through recipes, cooking, fermentation, and smelting.
- A sequence-form tier has no requiredKey and classifies resources without
restricting them.
The two YAML files are validated, hot-reloaded, ServerSynced, and retained as
last-known-good state independently. An invalid edit to one does not roll back
the other, and a remote client applies the server copies in memory without
overwriting its local files.
Item restrictions
When a character lacks an item's resolved requiredKey, YNW can block:
- equipment and ammunition use;
- food, potion, and other consumable use;
- direct boss offerings and final item-stand altar activation;
- key-item us
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: