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The Valheim “incompatible mods,” “incompatible version,” or “failed to connect” message means the client reached the server, but the two installations could not agree on the mod set. Fix it by updating Valheim and the Valheim-specific BepInExPack on both sides, matching every required plugin and dependency, putting each mod in the correct client/server location, and then using fresh BepInEx logs to identify the first failure. Do not assume the mod named in the popup is the actual cause.
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What the incompatible-mods message actually means
When the Jotunn mismatch window appears after you enter a password, the network connection has usually succeeded far enough for the client to contact the server. A mod handshake then fails. The server and client may have different plugin versions, different dependencies, a missing content mod, or a loader that never started.
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Keep the distinction clear:
- Game mismatch: the server and one or more clients run different Valheim builds.
- Loader mismatch: BepInExPack is missing, the wrong pack is installed, or it cannot load on that platform.
- Plugin mismatch: a required DLL is missing, duplicated, or at a different version.
- Placement mismatch: a mod is installed on only one side even though it adds shared content.
The practical implication is important: changing one DLL at random can hide the original failure while creating another one. Identify the layer first, then make one controlled change and test again.
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Before changing files: freeze the installation
Stop the dedicated server and close Valheim on every participating computer. Back up world, character and configuration data before replacing a modpack. A practical backup includes the server’s world saves, each player’s character files, BepInEx/config, and the current plugin folders.
Record the exact Valheim build, BepInExPack Valheim version and every mod version from one client and from the server. If a host uses a control-panel toggle for BepInEx, record that setting too. This snapshot prevents a “fix” from silently mixing files from two different modpacks.
Keep the backup outside the directory you are about to clean. Label it with the date and the original profile, and do not overwrite it until a player has successfully connected and confirmed that the world and character load correctly.
Check the game and loader versions first
Update Valheim on every side
Update the Steam installation on the dedicated server and on each client. A game update can make an older BepInEx pack or plugin unusable. Do not update only the player’s computer and then test against an untouched server.
Check the build again after Steam finishes updating; a server that was left running may still have the old executable loaded. Stop it, allow the update to complete, and start it again before comparing mod files.
Install the Valheim-specific BepInExPack
Use the Valheim-specific pack, not generic upstream BepInEx. The pack includes a preconfigured BepInEx.cfg, Valheim launch scripts and preloader changes; its documentation explicitly says, “Install that pack, not generic BepInEx.” Installing a generic framework can leave the game apparently modded while the server loader fails before any plugin is read.
For a manual installation, start with a clean Valheim folder, move the contents of BepInExPack_Valheim into the game folder, and launch a Linux dedicated server with start_server_bepinex.sh. Follow the same pack release on clients and the server rather than combining files from separate guides.
Do not copy only the BepInEx/plugins directory and assume that is the complete installation. The pack’s configuration, preloader and launch method are part of the loader. A server can therefore contain all the expected DLLs and still expose no remote versions if it was started through the ordinary, non-BepInEx command.
Account for platform constraints
- The modcommunity guidance targets Steam. Microsoft Store and Game Pass installations are harder to mod, and Xbox clients cannot load mods.
- An Xbox player can join a PC server through crossplay as a vanilla client, but cannot use the server’s modded content. A world that requires mod-added items or creatures therefore cannot provide an equivalent Xbox experience.
- On Apple Silicon macOS, BepInEx 5 requires launching through Rosetta; it does not run natively on Apple Silicon. A loader that never starts can look like a mod-version mismatch.
When a platform cannot run the loader, no amount of DLL replacement will produce a compatible modded client. Test the same profile on a supported Steam installation first so that platform startup issues are not mistaken for plugin errors.
Classify every plugin by where it belongs
Create a simple inventory before copying anything. For each DLL, note its exact filename, version, dependencies and required location. Use the mod author’s documentation when it conflicts with a general rule.
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| Mod type | Install on client | Install on dedicated server | Typical examples |
|---|---|---|---|
| Client-only | Yes | No, unless the author says otherwise | Interface, HUD, visual and local quality-of-life changes |
| Client-and-server | Every participating player | Yes | Mods adding items, recipes, creatures, mechanics or progression |
| Server-only | No | Yes | Administration, permissions and server management tools |
A shared-content mod installed on only one side commonly causes a version mismatch or missing items. Conversely, copying a client-only visual DLL to the server can introduce an unnecessary load failure. Install all dependencies wherever the parent mod requires them, and remove duplicate copies from alternate plugin folders.
“Client-and-server” means every player who joins needs the same approved release, not merely that the server has it. A single player with an older copy can still be rejected while everyone else connects normally. Keep the inventory as a table or text manifest that can be sent to new players instead of relying on screenshots of a folder.
Read fresh BepInEx logs before swapping more mods
Restart once and locate the server log
With the server stopped, preserve the old log if you need it for comparison. Start the server again, wait for it to finish loading, stop it cleanly, and inspect BepInEx/LogOutput.log. A successful load contains entries similar to [Info : BepInEx] Loading [ModName 1.0.0] for each plugin loaded.
If no fresh log is created, or the timestamp remains stale, BepInEx did not load. Fix server startup before troubleshooting individual DLLs. On a managed host, enable the BepInEx option in the control panel and restart; some hosts will not launch the loader until that switch is enabled.
Save the fresh server log and one affected client log with clear filenames. A log from a previous launch can contain a successful loading line for a DLL that has since been removed, so always check the timestamp and restart after a change.
Search for the first concrete error
Search the server log and the affected client’s log for:
ErrorandExceptionSkippingorfailedLoading, dependency names and version strings- duplicate GUID warnings
Compare a fresh client log with the fresh server log. The first loading or dependency error is usually more useful than the final Jotunn connection popup. Look for a DLL that appears on one side but not the other, a different version number, or a dependency that is skipped.
Read errors in order. A later “connection failed” line may simply be a consequence of an earlier assembly-load exception. Fix the earliest concrete failure, restart, and see whether the later messages disappear before making another change.
Step-by-step recovery sequence
1. Build a clean version matrix
Make a row for every plugin and dependency. Record the filename, version, GUID, client-only/client-and-server/server-only classification and the actual path on each machine. Mark missing, extra and duplicate entries. This exposes drift faster than comparing folders visually.
Include the BepInExPack and the Valheim build as rows above the plugin list. A perfect DLL match cannot compensate for a different game executable or loader release.
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2. Match the complete mod release
Download the same release of every required mod and dependency for the server and all clients. Replace old DLLs rather than leaving two versions in different folders. Restart after the replacement so the log reflects only the current set.
Do not assume that a similarly named file is interchangeable. Compare the version shown in the mod’s release information and in the loading line. Remove obsolete copies from any alternate plugin location that the loader scans, because duplicate GUIDs can make the result unpredictable.
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Remove client-only interface or visual mods from the dedicated server unless their author explicitly requires server installation. Install content mods and their dependencies in both the server profile and every player profile. Keep server administration tools on the server.
If the mod author lists a dependency as required, treat it as part of the same release package. A parent DLL present on both sides can still fail when its dependency exists on only one side.
4. Test in small groups
If the pack is large, temporarily move nonessential plugins out of BepInEx/plugins, then add them back in small, documented groups. Restart and test after each group. This binary-search approach identifies a failing plugin without destroying your known-good backup.
Keep a written record of each group and its result. Once the failing group is found, test its members one at a time, then restore the known-good group before inviting players back.
5. Resolve the first log error
For a missing dependency, install the exact dependency version on the side named in the log. For a duplicate GUID, remove the older or duplicate DLL. For an assembly-load exception, verify that the plugin supports the current Valheim and BepInEx versions. Repeat the restart-and-compare process after each targeted change.
Repair a damaged BepInEx installation
Randomly replacing mods will not repair a loader damaged by a framework upgrade. Enable the BepInEx console so startup messages are visible. If an upgrade left incompatible assemblies in the game’s Managed folder, delete the game’s *_Data/Managed directory and run Steam’s file-integrity verification. Steam then restores the original game assemblies.
Confirm that the loader architecture matches the game and operating system. Reinstall the Valheim-specific pack into a clean game or server directory, launch once with no third-party plugins, and verify that a new BepInEx log appears. Add the approved plugins back in small groups only after the loader works.
Do not delete world or character data while repairing the loader. Those saves are separate from the managed assemblies and plugin DLLs, but they should still be backed up before any broad cleanup.
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A clean loader test has a clear purpose: if BepInEx produces a fresh log with no third-party plugins, the base installation works and the next investigation belongs to the plugin set. If even that test fails, return to the pack, launch script, architecture and platform rather than reinstalling individual mods.
What to do when only one player is rejected
If most players connect and one player receives the mismatch window, compare that player’s profile with a working client. Check for an outdated DLL, a duplicate plugin, a missing dependency, or a client-only mod that was copied from an older pack. Have the player close Valheim, replace the profile from the approved pack, and retest with the same game and BepInEx versions.
If every player is rejected and the remote-version list is empty, focus on server BepInEx startup, the host’s loader toggle, the launch script and platform compatibility before changing client files.
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Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Prevent the error with an allowlist
Once the server works, use a policy tool such as ServerManager to reduce future drift. It can enforce required and optional plugin DLLs with approved hashes; unlisted plugins may be rejected for non-admin players.
- Keep the executable plugins that actually run in
BepInEx/plugins. - Place reference DLLs for policy checking in the tool’s
requiredoroptionalfolders. - Give every required entry an approved hash.
- Make optional entries match the approved hash when they are present.
- Update the policy references whenever you intentionally change a mod version.
Policy copies are references, not a replacement for the server’s active plugin directory. An allowlist cannot fix a loader that fails to start; it prevents a working server from accepting unapproved plugin drift.
Apply the policy only after the base pack is stable. Otherwise, the enforcement message can obscure the original startup or dependency failure. When changing a mod, update the active plugin, the approved reference and the player distribution together.
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Choosing between targeted repair, a clean reinstall and managed hosting
A targeted repair is best when fresh logs identify one missing dependency, duplicate DLL or wrong version. It preserves the working portion of the pack and requires the fewest changes.
A clean reinstall is safer when the log is missing, the loader was mixed with another framework, incompatible assemblies remain in Managed, or several plugins have been copied from unrelated packs. Back up saves, reinstall the Valheim-specific pack, confirm a clean BepInEx log, and then add plugins in small groups.
If maintaining launch scripts, updates and allowlists is impractical, a managed Valheim server hosting service that explicitly supports BepInEx can reduce administration. Verify that the provider supports the required loader, permits the server-side plugins you use and provides access to logs. Hosting does not remove the need for matching client profiles, and the service’s price and capabilities should be checked directly before switching.
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Decision guide: choose the remedy that fits the symptom
| Observed symptom | Most likely layer | First action |
|---|---|---|
| Remote version list is empty; no new server log | BepInEx startup or platform | Enable the loader, verify the launch script and reinstall the Valheim-specific pack |
| Server and clients show different game builds | Valheim update | Update every installation before changing plugins |
| One plugin is missing or has a different version in the logs | Plugin set | Install the same release and dependencies on the required sides |
| Duplicate GUID or assembly exception | Damaged or duplicated files | Remove duplicate DLLs; repair Managed and verify Steam files if necessary |
| Only one player fails while others connect | Individual client profile | Compare that profile with a working client and replace drifted files |
| Players repeatedly change the pack | Operational control | Deploy a ServerManager required/optional allowlist after the pack is stable |
Final checklist before asking players to reconnect
- Valheim has the same build on the server and every participating client.
- The same Valheim-specific BepInExPack release is installed on every required side.
- A fresh
BepInEx/LogOutput.logexists on the server. - Every client-and-server content mod and dependency is present in both profiles.
- Client-only visual and interface mods are not being loaded by the server.
- No duplicate DLLs or duplicate GUIDs remain.
- The server log contains successful
Loadingentries and no unresolved first error. - Linux uses
start_server_bepinex.sh; Apple Silicon macOS launches through Rosetta. - World, character and configuration backups are current.
- Any ServerManager required or optional references use the current approved hashes.
Frequently Asked Questions
Why does the popup name a mod that is not actually broken?
The Jotunn window can be triggered by any failed mod connection. Treat the named plugin as a clue, then compare fresh client and server logs and fix the first loading or dependency error.
What does an empty remote version list indicate?
It strongly suggests that BepInEx never started on the server. Check the loader installation, launch method, host toggle and platform support before replacing client mods.
Can an Xbox player use a modded Valheim server?
Xbox clients cannot load mods. They may join a PC server through crossplay as vanilla clients, but they cannot use content supplied by server-required mods.
Should I install every client mod on the dedicated server?
No. Keep client-only visual and interface mods on clients. Install shared content mods on both sides, and keep server administration tools on the server unless the author specifies another arrangement.
Can a Valheim update cause this error even when the DLLs match?
Yes. A game update can make an older BepInExPack or plugin incompatible. Update Valheim, the Valheim-specific pack and the required plugins together on the server and clients.
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What should I do if LogOutput.log is missing or stale?
Treat that as a loader-startup problem. Restart the server, confirm the BepInEx host toggle and launch script, and reinstall the Valheim-specific pack if a fresh log still does not appear.
Is deleting the Managed folder safe for my world?
The game’s *_Data/Managed directory contains game assemblies, not world or character saves. Back up those saves first, delete only the Managed directory when the loader documentation calls for it, and run Steam file verification immediately afterward.
Why does one player fail while everyone else connects?
That usually indicates drift in the individual client profile: an old DLL, duplicate plugin, missing dependency or wrong game build. Compare a fresh log and file inventory with a working player, then replace only the drifted profile.
What is the difference between ServerManager references and active plugins?
The allowlist’s required and optional folders hold reference DLLs and approved hashes. The plugins that actually execute remain in BepInEx/plugins. Updating one without the other can cause an intentional version to be rejected.
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Should I use an allowlist while still troubleshooting?
No. First make the loader and modpack work without enforcement. Add ServerManager after the logs are clean, then update its required or optional references whenever you deliberately change a plugin.
The Bottom Line
Match the Valheim build, Valheim-specific BepInExPack and required plugin releases on every required side. Classify placement correctly, confirm a fresh server log, fix its first concrete error, and only then add an allowlist to prevent future drift.
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