CustomMonsterReplacer
Monster manager: replace a vanilla monster's visual with a custom 3D model, or clone a prefab into a new creature with its own model, health, faction and spawns. Web tuning GUI.
模組介紹 作者原文
CustomMonsterReplacer
A monster manager for Valheim. Give any vanilla creature a custom 3D model, or turn a
vanilla prefab into a brand-new creature of your own, without touching its AI, stats or
loot. Everything is managed from a web GUI while the game runs.
A Valheim BepInEx 5 plugin built on Jotunn.
Two kinds of entry
| | Replace | Creature |
|---|---|---|
| What it does | Swaps a vanilla prefab's visuals in place | Clones a vanilla prefab under a new registered name |
| AI / stats / loot | Untouched — stays exactly vanilla | Yours to set: health, faction, AI ranges, spawn biomes |
| Networking | None — purely visual | A real prefab, registered in ZNetScene |
| Good for | "make the greydwarf look like this" | "add a troll-sized bear that spawns in the Black Forest" |
Features
- Monster manager GUI at — add and remove entries, tune scale, position and rotation, toggle individual meshes, and set health, faction and spawns.
- GLB models, loaded with a built-in GLB/GLTF parser. Rigged models animate: skin joints are remapped to the vanilla skeleton by name, with a proximity-weighted fallback.
- Animated creatures from Unity AssetBundles, with walk and attack clips.
- Skeleton overlay in the GUI to visualise which bones matched, and a generated Blender auto-weighting script at /armature_script for content creators.
- Auto height fit — scale a model to a target height in metres, or match the source prefab's own height.
- Distance culling, so custom models stop being processed when far away. The log prints distance culler: N custom model(s) in the world; if that number is stuck at 0, culling is broken.
- A pre-1.4 config migrates itself once into the new entry list, so upgrading is silent.
Requirements
- BepInExPack Valheim (automatic)
- Jotunn (automatic)
- Valheim 1.0.16. The mod is built against it; a game update can break its patches and there is no way to detect that from inside the plugin.
Installation
Install through your mod manager. All five payload files must end up in
BepInEx\plugins\CustomMonsterReplacer\, next to the DLL — the model and bundle
filenames are resolved relative to it.
Manual install: copy CustomMonsterReplacer.dll, trooper.glb, ogre.glb, valheimbear
and valheimogre into that folder.
Bundled models
Every entry has its own model, so nothing is ever removed from the folder.
| File | Size | Notes |
|------|------|-------|
| trooper.glb | 17 MB | 25 parts, skeleton-bound onto the greydwarf rig |
| ogre.glb | 11 MB | Alternative model |
| valheimbear | 42 MB | AssetBundle, BearPlayer, with walk/attack clips |
| valheimogre | 43 MB | AssetBundle, OgrePlayer, troll-sized |
The package is ~109 MB, which is large by design: two of those files are Unity
AssetBundles, which are already compressed and do not shrink further.
The AssetBundles were built with Unity 6000.0.75f1 exactly, matching the engine in
this Valheim build. A different editor version produces bundles that will not load.
How to use
- Start the game and open
- Add an entry and pick its kind — Replace (target a vanilla prefab) or Creature
(clone one, then give it health, faction and spawn entries).
- Choose a model, then tune scale (auto-fit or manual), position/rotation
offsets, and toggle individual meshes. Changes auto-apply and are saved to the config.
- In-game, summon or spawn the creature and check it against the vanilla one.
Want to use your own model? Export a GLB rigged to a GreydwarfArmature skeleton —
download the generated script from /armature_script — and drop it next to the DLL. It will
appear in the GUI's model list.
Configuration
A JSON file created next to the DLL on first load:
BepInEx\plugins\CustomMonsterReplacer\monsterreplacer_config.json. The GUI owns this
file — edit entries in the browser rather than by hand, or your changes will be
overwritten on the next save.
{
"EnableWebServer": true,
"WebPort": 8777,
"Monsters": [
{ "Id": "greydwarf", "Kind": "Replace
安裝與使用 安裝:BepInEx 外掛
- 本站下載的壓縮包就是模組本體,通常是 BepInEx 外掛(解壓後得到 .dll 或外掛資料夾)。
- 建議流程:用社群模組管理器(如 r2modman)選中本遊戲後匯入該模組,管理器會自動裝好 BepInEx 前置並處理依賴。
- 手動流程:先在遊戲目錄裝好 BepInEx 載入器,再把解壓出的 .dll 或外掛資料夾放進 BepInEx/plugins/。
- 啟動遊戲,BepInEx 控制台會列印載入日誌;確認這個模組出現在日誌裡即為安裝成功。
帶「前置依賴」的模組需要一併安裝,否則不會載入。功能開關通常在遊戲內或外掛自帶的設定檔裡調整。 多人連線時,主機與所有用戶端需要安裝一致的模組。
下面這些內容需要先安裝,否則該模組不會生效: