CustomTextures

版本 v3.5.3·更新於 2026-09-11

Fork of aedenthorn's CustomTextures for Valheim 1.0. Allows you to replace instances of game textures with custom png files.

模組介紹 作者原文

CustomTextures

Updated for Valheim 1.0

A fork of aedenthorn/CustomTextures

| GitHub

Replace game textures with custom png files.

This mod should allow you to replace the following:

  • player model textures
  • item inventory icons
  • equipment textures like armor, weapons, and tools
  • terrain and water textures
  • environmental textures
  • special location textures (villages, crypts, rune stones, etc.)
  • world object textures, almost everything else in the game world

It also now supports layers, so you can apply multiple textures to the same vanilla texture.

EXAMPLE

-

  • Take the image above for a Karve sail, save it as "renderer_sail_full_MainTex.png"
  • Put it in the folder cjayride-CustomTextures/CustomTextures

The next time you run the game, it will replace the Karve sail with this image.

Basic Usage

To extract the vanilla textures for reference, I use Asset Studio. The textures are in the valheim_Data/sharedassets files.

To replace a texture, you simply add a png file to the folder BepInEx/plugins/CustomTextures with the proper name format explained below, and then load the game.

You can also organize textures into subfolders! If you are publishing a texture pack I encourage you to do this, to allow easy install and removal.

Also, if you are publishing a texture pack, putting your textures in a CustomTextures folder before creating the zip file will allow Vortex to install them automatically!

To reload world textures while in game, there is a hotkey (default Page Down). Note: this doesn't reload any vanilla textures, so if you remove a custom texture file, you'll have to restart the game to see the vanilla texture again.

Here's some kind person's video on how to use this mod with premade texture packs.

Filter Mode

Valheim textures use point filtering, which makes them look pixelated up close. If you want to use bilinear or trilinear filtering for higher-res textures, place your textures in a subfolder named bilinear or trilinear and the mod will change the filter mode for those textures (they can still be in sub-subfolders if you choose).

File Naming Summary

File names are made up of up to four parts, prefixes, identifiers, property names, and layer names. To get most of this information, use the scene dump (see Scene Dump below)

You create file names starting with a prefix, usually followed by an underscore, then an identifier, then the property name (and optionally an underscore followed by a layer name, as explained under Layers), i.e. for a complete texture replacement:

\_\\.png

or for a layer:

\_\\_\.png

You end up with a file name like this, and you place it somewhere in the CustomTextures folder.

DETAILED INFORMATION

Prefixes

Property names are usually prefixed by an underscore, so don't forget that too. Also, if you have Windows hiding your file extensions, don't add.png to the end or you'll end up with a file called \_\\.png.png which won't work. Seriously, just have Windows show file extensions, it's dumb that it doesn't.

Here's an explanation of each of the four parts:

The following prefixes are implemented, based on the type of thing being modified:

  • player_model for player textures
  • atlas_item_icons for inventory icons
  • object for object textures
  • armor for armor textures
  • zone for water textures
  • terrain for terrain textures
  • environment for environment textures
  • location for special locations

For objects, water, terrain, environment, and location textures, the prefix can be further modified as follows:

  • renderer - for replacing textures on specific named renderers on specific named things
  • mat - for replacing textures on specific named materials on specific named things
  • renderermat - for replacing textures on specific named materials on specific named renderers on specific named things
  • texture - for replacing specific named textures on specific named things

e.g.:

environmentrenderermat_branch_yggdrasil_branch (Instance)_MainTe

安裝與使用 安裝:BepInEx 外掛

  1. 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)。
  2. 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。
  3. 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/。
  4. 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。

前置依賴

下面這些內容需要先安裝,否則該模組不會生效:

denikson-BepInExPack_Valheim

檔案與校驗

檔案名稱
CustomTextures-3.5.3.zip
檔案大小
136.5 KiB