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Viking life, deepened: ships and sea routes, stonework and turf roofs, foraging and feasts, forts, beasts and many small comforts. A BepInEx/Jötunn mod for Valheim.

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White Hilt

Brudvik White Hilt

Viking life, deepened.
Ships and sea routes, stonework and turf roofs, foraging and feasts, forts, beasts and a hundred small comforts for Valheim.

Latest release Downloads Valheim 1.0.20 BepInEx 5.4 Jötunn 2.30 Everyone needs the mod in multiplayer License Built with Claude Voices and sound by ElevenLabs YouTube channel

Install · Features · Documentation · For modders · Videos · Changelog · Releases · Report an issue

The palisade fort, the White Hilt uniform, Skidbladnir, the Shipwright's Bench and the White Hilt Portal

White Hilt grew out of many playthroughs where the best part of Valheim was building a home and defending it. It adds what a Viking farm, a ship and a long winter would need, in the game's own look, and it explains itself: every piece has a page with its recipes and settings, and everything can be switched off or tuned in an in-game settings window.

It is also open source and written to be read. The code explains what it does and why, and a guide to how the mod is built shows the patterns behind it, so modders can learn from it and borrow freely.

Everything is named after Dyrnwyn, the white-hilted sword of Welsh legend that blazed with fire when drawn by one who was worthy.

✨ New in 0.151.0

  • Three trinkets at once: a row of trinket slots in the equipment panel, each kind once, all sharing one adrenaline bar; when it is full, every trinket's effect comes at once.
  • The Rime Rune: Niflheim's Rime, strong frost that bites the fire-born of the Ashlands and now and then freezes the foe fast.
  • The Night Garm: the Garm Hounds' leader, as big as a bear and two and a half times as strong, hunts alone in the Ashlands at night in bad weather.
  • A rarer Muspell Giant: at most one every 45 minutes per player, instead of one for every zone round you.

Also new in 0.150.0

  • The weather stays outside your house: no more snowstorm in the hall or fog filling the room. Under a roof the fog thins, the snow and rain inside are taken away while you still see them out the door, and the game's rain no longer falls through roofs.

See the changelog for everything else.

📥 Installation

With a mod manager [not published yet!] (r2modman or Thunderstore Mod Manager): install BrudvikWhiteHilt; BepInEx and Jötunn come along.

By hand:

  1. Install BepInExPack Valheim and Jötunn.
  2. Download BrudvikWhiteHilt.dll.zip from the latest release.
  3. Copy the four files in plugins/ (BrudvikWhiteHilt.dll, whitehilt_foraging, whitehilt_decor and whitehilt_audio) into a folder BepInEx/plugins/BrudvikWhiteHilt in your Valheim folder, and start the game.

On a server, the server and every player need the mod. The server's settings are synced to everyone.

🧭 Features

Every feature has its own page in the documentation with all items, recipes and settings.

🏠 Home & building


Around the base
Fires without fuel, crafting from nearby chests, a quartermaster's table, a guestbook, a waste well and self-closing doors.

Defences
Palisade and stone forts with ramparts, gatehouses and towers, moats and drawbridges.

Stonework
Memorial stones, slate floors, dry stone walls, and arches, columns, stairs and cornices in stone, black marble and grausten.

Roofs
Turf, reed, straw, tarred shingles, slate, black marble and grausten in every shape, with smoke holes and dragon gables.

Painting
Paint or stain any piece in a colour mixed from dyes, and dye banners, sails and capes.

Beams, poles & banners
Longer and angled beams and poles, darkwood doors, walls and gables, triangular and octagonal wood floors, 4 m wood walls, a wall with a window, lattices, braces, wide stairs and bargeboards, iron grates in more sizes and White Hilt banners.

Build camera & toolbar
A free build camera, precise rotation, undo, area repair, blueprints shared on the server and terrain tools.

Decor Hammer
460 decorations, many in a small and a large size: trees and plants that sway in the wind, stones, kitchen and workshop things, furniture, cloth, lights and Norse pieces.

Log house & stave walls
Laft and stave walls, a svalgang and pieces after Borgund stave church, doors 3 m high, windows at eye height, stairs and a cellar.

Carvings
Carved friezes and post boards in four Norse patterns, a carved portal, a dragon head, ship stems and a runestone.

School Bench
Write down what you know, learn what others know, sit and study their skills, and share blueprints.

⛵ Sea & travel


Ships
The White Hilt Ship and Skidbladnir, ship upgrades, sailing help, mooring and the Shipwright's Bench.

Navigation
Route sailing, weather forecasts, pathfinder amulets, a compass and discoveries on the map.

Portals & travel
Runes that let portals carry metal, a portal network with a travel map, and the Home and Valkyrie Stones.

Treasure maps
Buy a map from Hildir, match its scrap of land to your own map and dig up the chest.

Bridges, jetties & quays
Jetties on piles, stone quays with steps down to the water, and log, rope and stone bridges.

Sea battles & raids
Draugr Nail Ships hunt your ship at sea, alone or in a fleet behind a flagship with a draugr jarl, with grapnels, rams and fire ships that grow with the world: holes, flooding and fire on deck, a ballista with chain shot and grapnels to answer, a ram prow, boarding leaps, prize ships, raid charts that lead to a draugr harbour to sack, and trading ships to escort to port.

Trading posts
Harbours along every coast with a trader in the biome's colours: buy the land's materials, sell the next land's goods and your fish, buy trophies from the hunter, start escorts, and find them on Hildir's charts.

🍄 Farm & food


Foraging & food
Wild herbs, berries and lichens from the Meadows to the Ashlands, the Stone Pot and its extensions, meads, ales and cured food.

Planting
Plant berry bushes, mushrooms, flowers, debris and saplings with the cultivator.

Animal husbandry
The Feeding Trough, favourite foods, the Tether Post, the Grooming Comb and a husbandry skill.

Fishing nets
A net winch with a fish barrel on the shore and shore nets that fill it with fish.

Dog
Raise a puppy from the Bog Witch into a companion that follows, fights, learns tricks and grows old.

The farm
Skigard and gates, wattle fences and wattle-and-daub walls, a well sweep and a stream mill that grinds without wind.

⚔️ Gear & crafting


White Hilt gear
Indestructible weapons from the Swamp to the Ashlands, shields, armour and tools, upgraded biome by biome.

Potions
Eighteen meads named after the Norse gods, from endless stamina to permanent skills.

Smithing
The Repair Anvil, the Chain Bench, rune etching, glowing weapons, whetstones and weapon oils.

Restocking chests
Fourteen chests that keep themselves stocked, wall drawers and a Collection Post that sorts.

Attack styles & animations
Weapons that swing in several styles, and the Rune Sword's own strike, thrust and leaping whirl.

🐉 Beasts & challenge


Monsters
A great worm in the forest at night, giant spiders, fire-breathing dragons and a White Dragon to call to your side. Five more beasts: the Mist Stag, Nidhogg Spawn, Yggdrasil Warden, Garm Hound and Greenland Shark, the Lava Worm and the Muspell Giant in the Ashlands, and the Huldra and the Mare in the Mistlands' fog.

Kraken & octopus
Octopuses in the deep, and a brutal Kraken that grips and lifts ships.

Difficulty & blood moon
A world that grows harder as you progress: up to 5 stars, black beasts and the rare blood moon.

Black Bestiary
A field guide to the nine black beasts, with the arrows and weapon treatments that exploit their weaknesses.

Great storms
Storms that tire, freeze, blind and kill you out in the open, a storm for each biome, lightning, falling trees and the lean-to that saves you.

Creeping darkness
Below ground the light flickers and goes black; only a torch, a circlet or your own fire holds it off, and out of the light fear grows and shadows come.

🎒 Quality of life


Backpack
An extra row, two hotbars, and slots for equipment, food, potions, ammo and coins.

Production timers
Time left, fuel and why it stopped on every smelter, kiln, fermenter, oven and hive.

HUD, clock, party & sound
Your bars, food, hotbar and effects in one console, a clock with the weather, your friends' health and stamina, weather kept out of your house, muffled and without snow or fog, and dropped items that float.

Skills & milestones
Milestones from level 25 to 100, a new Foraging skill, starred food and crops and the Compost Bin.

Saga
Each character's saga of its deeds, with renown that gives carry weight and stamina.

Settings & progression
An in-game settings window (F7), linear or full progression, and per-item switches.

📚 Documentation

The documentation has a page for every feature: what it does, how to build or craft it, and every setting. Ideas for new content lists what could come next.

🧱 For modders

White Hilt is a large, working Valheim mod under the MIT No Attribution licence, kept readable on purpose. If you want to learn how a mod like this is put together, you are welcome to read it, copy from it and build on it.

  • How the mod is built walks through the source: start-up, cloning vanilla items and pieces, assets and data-driven building pieces, multiplayer (ZDOs, owners, RPCs, server checks), Harmony patches, settings, translations, performance and tests. It ends with which file to read to learn what.
  • Every longer method has a comment saying what it does and why, and every public type and member is documented, so the reasons behind the code are next to it.
  • Tests in BrudvikWhiteHilt.Tests show how to test the parts of a mod that run without the game.
  • Releasing: tools/publishing/ has the scripts that bump the version, build the Release package and publish it on GitHub.
  • Measuring: the console command whitehilt_perf times every patch and update of the mod and counts its network traffic per message, so you can see what a feature costs; How the mod is built shows how.
  • Your mod in the White Hilt HUD: status effects show by themselves; anything else goes in as a context line or an icon through WhiteHiltHud, see For mod authors.
  • Videos on the White Hilt YouTube channel go through the code one topic at a time, with the game running alongside and a real bug in every episode: the plugin, Harmony patches, items as classes, multiplayer, build pieces, the chests, Skidbladnir, portals and portraits.

White Hilt: A Valheim Mod (trailer)

Questions about the code are welcome on the issues page. How to build it yourself is under Building from source below.

🐞 Known issues

No known issues at the moment. Please report anything odd on the issues page.

🛠️ Building from source

The mod does not compile out of the box; read up on Valheim mod development first. Jötunn's build files find Valheim through Steam and BepInEx in Valheim's folder; if yours is elsewhere, set BEPINEX_PATH in a git-ignored Environment.props next to the solution. How the mod is built explains how the source is put together.

The Assets folder is not part of the public source. The potion icons are bought from Graphicriver, and the licence only allows shipping them in the pre-built mod. The chest icons (Assets/strg_*.png) come from Fantasy Strategy Skills under the same terms; without them the chests use the vanilla chest icon. To make a similar mod you would need your own licence.

The 3D models are built into BrudvikWhiteHilt/Assets/whitehilt_foraging by AssetSource/build_foraging_bundle.ps1, and the build puts that file next to the DLL. It needs Python and Unity 6000.0.75f1 (the same version as Valheim), and creates the git-ignored Unity project BrudvikWhiteHiltUnity on first run. A <model>.crop.json next to a .glb in AssetSource/Models keeps only part of a model, for files that hold several objects in one mesh. Every sound goes into a bundle of its own, whitehilt_audio (-AudioOnly builds only that one): the short .wav sounds in AssetSource/Sounds and the voices, effects, ambience and music AssetSource/Audio/generate_audio.py makes with ElevenLabs from AssetSource/Audio/audio.json. Animated creatures (AssetSource/Creatures/<name>.glb with a <name>.creature.json) also need Blender: it turns each rigged model into an FBX, and Unity builds a prefab with an animator for it. AssetSource/Preview/render_creatures.ps1 renders every animation of them without starting the game.

The defences, the navigation pieces and the stonework are laid out by AssetSource/Preview/build_defenses.py, which writes defenses.json; the mod embeds that file and builds the pieces from Valheim's own meshes and the bundle's models at start-up. AssetSource/Preview/render_preview.ps1 renders preview images of the same layout without starting the game (it extracts the vanilla meshes into the git-ignored Unity project; they are never committed).

BrudvikWhiteHilt.Tests holds tests for what runs without the game: reading and writing blueprints, pack lists and other saved data, what is sent over the network, pure logic such as compass bearings and map geometry, and checks that every English text has a Norwegian one and every piece is in defenses.json. They load the built mod, so build it first (the solution does), then run dotnet test BrudvikWhiteHilt.Tests.

The Thunderstore package gets a plain markdown version of this README (BrudvikWhiteHilt/Package/README.md), written by build_thunderstore_readme.ps1 on every Release build; edit this file, not that one.

🙏 Credits

Made for Valheim by Kjell Arne Brudvik · github.com/brudvik/BrudvikWhiteHilt

About

Viking life, deepened: ships and sea routes, stonework and turf roofs, foraging and feasts, forts, beasts and many small comforts. A BepInEx/Jötunn mod for Valheim.

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