About EnhancedValheimVRM
From ThunderstoreEnhanced VRM avatar support for Valheim.
EnhancedValheimVRM
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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 thunderstore 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 it, as many lines as you want. \ The number is <left/right, up/down, forward/back> in meters (0.02 = 2cm), Rot is degrees.
all bows on your back, move up 2cm
BowPos=<0, 0.02, 0>
all bows on your back, tilt 15 degrees
BowRot=<0, 0, 15>
just one bow. put the items name in front of the number. this one wins over the plain Bow line for that bow.
BowPos=BowDraugrFang,<0, 0.03, 0>
weapon while you are holding it. put Hand in the key.
SwordHandPos=<0, -0.01, 0>
KnifeHandRot=<0, 10, 0>
AxeHandPos=AxeBlackMetal,<0.01, 0, 0>
rigged weapons like Skoll and Hati, the Berserkir axes and the fists ignore the lines above. each piece gets its own line, the item name then LeftHand, RightHand, LeftForeArm or RightForeArm, then Pos or Rot. Rot spins the piece where its held, Pos moves it along the hand socket like other weapons. only the Knucklechains have forearm pieces.
KnifeSkollAndHatiLeftHandPos=<0, 0.01, 0>
KnifeSkollAndHatiRightHandRot=<0, 0, 15>
FistGoldLeftForeArmRot=<0, 10, 0>
the words you can use in front of Pos/Rot/HandPos/HandRot:
Bow Crossbow Sword Knife Club Axe Spear Polearm Staff Shield Tool Pickaxe Torch Fist
Mace works for Club, Atgeir for Polearm, Hammer for Tool, Dagger for Knife. \ Item names are in WEAPONS.md, sorted by class, together with the rigged weapons that get their own lines below. \ Turn on /vrm settings auto on, save the file, and the weapon moves while you look at it.
Highlights
From source dataLoaders
Runs on BepInEx.
Footprint
Rated a light load on a server.
Last update
Its author last shipped an update 42d ago.
EnhancedValheimVRM on Nxeon
From our catalogue- One-click install
- Supported on Nxeon Valheim servers, for BepInEx servers. We download it from Thunderstore, place it, and restart the server.
- Server type needed
- BepInEx
- Server load
- light
- Smallest plan we suggest
- Valheim — 4 GB (4 GB RAM). This follows our own load rating above, not a benchmark.
- Latest build
- 1.4.1, released 2026-09-23
Game versions by loader
| Loader | Game versions | Newest |
|---|---|---|
| BepInEx |
From 8 recorded builds of EnhancedValheimVRM.
Recent builds
| Build | Released | Game versions | Loaders |
|---|---|---|---|
| 1.4.1 | 2026-09-23 | n/a | BepInEx |
| 1.4.0 | 2026-09-23 | n/a | BepInEx |
| 1.3.1 | 2026-09-18 | n/a | BepInEx |
| 1.3.0 | 2026-09-17 | n/a | BepInEx |
| 1.2.0 | 2026-09-17 | n/a | BepInEx |
| 1.1.1 | 2026-09-14 | n/a | BepInEx |
Dependencies
- Required: BepInExPack Valheim
Declared by the newest build that lists any. Required ones are installed with it on one-click installs.
Run EnhancedValheimVRM on a Valheim server
Pick a server or deploy a new one above; it is installed in one click.
What kind of mod it is
From the catalogGameplay & overhauls
New mechanics, content and overhauls that change how the game plays.
Compatibility
- Game
- Valheim
- Loaders
- BepInEx
- Requires
- One-click install needs a BepInEx server.
Verified at the source
- ✓ThunderstoreOfficial listing, checked 2026-10-01Open ↗
- ✓AuthorRawrtastic, as published on Thunderstore
- ✓LicenseNot published by the sourceFree






