EnhancedValheimVRM

版本 v1.4.1·更新於 2026-09-23

Enhanced VRM avatar support for Valheim.

模組介紹 作者原文

EnhancedValheimVRM

Join our discord if you need help or just want to chill.

dont copy the settings from ValheimVRM over. Start from settings_Example.txt.example and only add back what you actually need. offsets work differently now and most avatars should need a lot less tuning.

Notes

If the model has MToon shaders you should not have ssao on, this is true even if you do not have MToon stuff enabled in the settings. You can set AttemptTextureFix to true, it will convert shaders to standard at game runtime.

How to install

install it with r2modman (or the app), it pulls in BepInEx for you.

First time install

  • run the game once. the mod makes a folder called EnhancedValheimVRM inside your valheim install folder, next to valheim.exe, and puts the example files in it.
  • copy settings_Example.txt.example and name it after your character, E.G. settings_Midnight Nova.txt
  • drop your vrm in the same folder with the same name, E.G. Midnight Nova.vrm

Settings File

The name of the character in the game needs to correspond to a VRM and settings file like so.

Character: Midnight Nova \

Settings File: settings_Midnight Nova.txt \

VRM: Midnight Nova.vrm

Default Settings and avatar for people you do not have custom stuff for.

Settings File: settings____Default.txt \

VRM: ___Default.vrm

NOTE: settings____Default.txt has 4 underscores, and ___Default.vrm has 3.

Whats in the settings file

settings_Example.txt.example has everything with comments, but the short version.

  • ModelScale, ModelBrightness, UseMToonShader, AttemptTextureFix, KeepAllBlendShapes, EnablePlayerFade, FixCameraHeight \

the model stuff. AttemptTextureFix converts the textures to the games shader so it gets lit like everything else (and ssao works). \

ShaderForTextureFix picks the game shader it converts to, player (default, the normal character shader) or creature (the animal shader). \

TextureFixEmission (0 to 1) makes the avatar glow a bit with its own colors so it does not go black in shadow. only works with creature. 0.15 default.

  • RightHandItemPos / LeftHandItemPos / RightHandBackItemPos / LeftHandBackItemPos and the matching *Rot ones \

nudge where weapons sit. Pos is in meters along the sockets axes and scales with the avatar height, Rot is euler degrees.

  • weapon lines, see the next section.
  • SittingOnChairOffset \

seated offset: X right, Y up, Z forward. Scales with avatar height.

  • HelmetVisible, HelmetScale, HelmetOffset \

vanilla helmet on or off and where it sits.

  • ChestVisible, ShouldersVisible, UtilityVisible, LegsVisible \

show the vanilla armor on top of the vrm. off by default because it usually looks wrong.

  • SpringBoneStiffness, SpringBoneGravityPower \

multipliers on what the vrm author set. 1.0 = leave it alone.

  • SpringBoneImmobile, SpringBoneImmobileType \

same as Immobile on a physbone. 0 to 1, how much of your movement the hair, fur, tail and so on ignore. turn it up if things get pulled way out of place when you run. 0 = off. \

a name in front does one spring group only, SpringBoneImmobile=Neckfloof,1 \

the name is the spring bone comment from unity (a part of it is enough) or its root bone. \

SpringBoneImmobileType is World (only ignores you moving around, the animation still moves them) or AllMotion (ignores the animation too). \

does nothing on a spring group that has a center set in the vrm.

  • SpringBoneMaxAngle \

same as the angle limit on a physbone. how many degrees hair, ears, tails and so on can swing away from where they rest. 0 = off, a vrm 1.0 avatar then keeps any limits it was exported with. \

a name in front does one spring group only, SpringBoneMaxAngle=Ears,18, same names as SpringBoneImmobile.

  • InteractionDistanceScale \

how far you can reach, small avatars might want a bit more.

  • AllowShare \

false means other people do not get your avatar. you still get theirs.

Moving specific weapons

The Pos/Rot lines above move everything in a slot. If only one kind of weapon sits wrong you add a line for i

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
EnhancedValheimVRM-1.4.1.zip
檔案大小
6.0 MiB