Varda
Dungeon entrances and portals pin themselves once you have used them.
模組介紹 作者原文
Varda
Dungeons pin themselves on your map when you go in. Portals you build pin themselves with
the tag you gave them.
Why
A varða is a cairn: a stack of stones somebody left beside a route so the next person
could find it again. It marks where people have been. It does not point at anything nobody
has found yet, and that distinction is the entire design of this mod.
Every map mod arrives, sooner or later, at pinning ore. It is the most requested feature and
it is the one that quietly ends the game it is installed in: a detector tells you where
something is that you have not discovered, and the part of Valheim that was exploring
becomes the part that is reading a list. Silver is the clearest case. Finding it is a
mountain, a wishbone, a night out in the cold and a real chance of dying, and all of that
collapses the moment the map knows.
What Varda pins is memory, not discovery. You walked into that crypt at dusk and came out
somewhere else entirely. You built that portal and tagged it mine. Neither pin tells you a
single thing you did not already know. It saves you opening the map, holding the mouse
still and typing a name, thirty times an evening, while something is chewing on you.
Which is also why the trigger is going in and not walking past. A pin for every cave mouth
within sight of the road is a detector with extra steps, and "I have been down there" and
"there is a door over there" are different facts about the world.
What it actually does
Two things.
A dungeon pins itself the moment you step through the door. Burial chambers, troll
caves, sunken crypts, frost caves, mines, anything the game moves you into. The pin wears
Varda's own dungeon icon and no label, because the icon already says what it is. Turn
NameDungeons on and it carries the dungeon's own name as well, the one on the banner you see
as you go in, so a modded dungeon is labelled correctly without this mod knowing anything about
it. Coming back out does not add a second pin, and neither does going back in next week.
A portal you built pins itself with its tag, and the pin follows the tag when you change
it. Every portal gets a pin of its own, so a hub of portals built side by side shows each one
under its own tag. Portals somebody else built are never pinned: that is their network, and
putting it on your map is reading their notes rather than writing your own.
When the portal goes, its pin goes with it. Take it down with the hammer, lose it to a
troll, or have somebody else break it, and the pin comes off your map. Walking away from a
portal is not the same thing and never counts. If it went while you were not there, say while
you were offline or on the other side of the world, the pin can stay until you are next
standing near that spot. Once the area around you has finished loading and there is still no
portal of yours there, the pin comes off then. Only the pin Varda put on that portal is taken.
Break one portal in a row and the pins on the others stay, as does a pin you placed beside it
by hand and any dungeon pin. RemoveDestroyedPortals
in the settings turns this off, if you would rather keep a mark where a portal used to be.
One portal can be kept off your map. Look at a portal you built and press H: its pin comes
off and stays off. Press H again while looking at it and the pin comes back, with its tag. The
portal's hover text says which the key will do, under the line for setting its tag. It is
yours alone, remembered per character, per world and per portal. Nobody else's map changes, the
portal itself is untouched, and a pin you placed by hand is never touched. While
RemoveDestroyedPortals is on, a destroyed portal is forgotten along with the fact that you hid
it, at once if you are there and otherwise the next time you stand near that spot, so a new
portal built in its place gets a pin. With it off, the choice stays with the spot, and a new
portal built exactly there starts hidden. The key is HidePortalKey in the settings. Setting it
to Non
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: