Do these 3 things before closing this tab:
1Scan for outdated or missing drivers - takes under a minute2Repair Windows errors before they cause bigger problems3Fix the driver behind crashes, sound loss and screen glitchesSet BloodBoundEquipment to true. On a dedicated server, change it in ServerGameSettings.json; for a solo or locally hosted world, change the save’s ServerSettings.json. The switch keeps most equipped armor and weapons with your vampire after death. Hats are treated as an exception in the settings reference, and this option does not automatically remove durability loss or protect items carried in your inventory.
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What the gear-retention setting actually does
V Rising separates what you are wearing from what you are carrying. BloodBoundEquipment governs most armor and weapons that are equipped when your character dies. With the value set to true, those items stay bound to the player instead of becoming part of the death drop. The setting is therefore the answer to “How do I keep my equipment when I die?”—but it is not a universal no-penalty mode.
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- Equipped armor and weapons: retained when blood binding is enabled, subject to the game’s item rules.
- Hats: listed separately as an exclusion in the settings reference, so test the hat behavior on your game version rather than assuming it is protected.
- Items in your inventory: handled through the death container and its permission rule, not by
BloodBoundEquipment. - Durability: controlled by separate death-durability settings and may still decrease even when the item remains equipped.
This distinction matters on both PvE and PvP servers. A player can keep a weapon and armor set while still dropping gathered materials, consumables, crafting components, or other unbound inventory for someone else to loot.
Settings that control death penalties
These fields work together. Change only the rule you intend to change, then verify the live configuration after the server restarts.
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| Setting | What it controls | Important qualification |
|---|---|---|
BloodBoundEquipment |
Whether most equipped armor and weapons remain with the player after death. | Set to true for gear retention. Hats are noted separately in the reference. |
Death_DurabilityFactorLoss |
The percentage of maximum durability removed from equipped items when equipment is not blood-bound. | The settings reference lists 0.125 (12.5%) as the default, but that default is version-sensitive. A value of 0 disables death durability loss. |
Death_DurabilityLossFactorAsResource |
How much of the lost durability is converted into corresponding repair materials in the death container. | This changes where part of the penalty appears; it does not itself retain equipment. |
DeathContainerPermission |
Who may loot the death container. | Accepted values are Anyone, ClanMembers, and OnlySelf. |
If your goal is “keep my sword and armor and suffer no equipment penalty,” use BloodBoundEquipment: true together with Death_DurabilityFactorLoss: 0. Treat those as two independent decisions: the first retains gear, while the second removes durability loss.
Dedicated-server procedure
Dedicated servers read gameplay rules from ServerGameSettings.json. The exact control panel differs by host, but the file-based workflow is the same. Private communities often rent V Rising dedicated server hosting; if your provider supplies a configuration editor, use its equivalent fields and still follow the backup and restart steps below.
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One free scan finds every outdated or missing driver and matches the right update for your exact hardware.Free scan · exact hardware match- Stop the server. Use the provider’s normal stop command or service control. Editing a file while the process is writing it can overwrite your change.
- Back up the current configuration. Download or copy
ServerGameSettings.jsonbefore editing. Keep the backup outside the live settings directory and include the date in its filename. - Open the gameplay settings file. Locate
ServerGameSettings.jsonin the server’s persistent save-data area. Do not edit a temporary installation copy that is replaced during updates. - Add or change the property. Set the Boolean value exactly as shown:
"BloodBoundEquipment": true. JSON requires double quotes around the property name and the lowercase valuetrue. - Adjust durability only if desired. To remove durability loss, set
"Death_DurabilityFactorLoss": 0. To preserve the existing penalty, leave that field unchanged and confirm its current value instead of assuming the documented 0.125 default applies to your version. - Choose container access. Set
DeathContainerPermissiontoOnlySelf,ClanMembers, orAnyone, according to the server’s rules. This governs dropped inventory, not blood-bound equipment. - Save and restart. Close the editor, save the file, and start the server through its normal workflow. A restart is required for the process to read the changed configuration.
- Preserve the file in persistent storage. The dedicated-server guide recommends copying configuration files into the persistent save-data
Settingsfolder so an update does not replace your changes.
A minimal relevant fragment looks like this:
{"BloodBoundEquipment": true, "Death_DurabilityFactorLoss": 0, "Death_DurabilityLossFactorAsResource": 1.0, "DeathContainerPermission": "ClanMembers"}
The example combines several policies; use only the fields your server needs and retain every unrelated property already in the file. A malformed comma, quotation mark, or value can cause the server to reject the file or silently use another configuration.
Local and solo-save procedure
For a locally hosted world, the V Rising Wiki lists the settings file at:
%UserProfile%AppDataLocalLowStunlock StudiosVRisingSaves<YOURSAVE>ServerSettings.json
<YOURSAVE> is the folder for the world you intend to change. If you have several saves, check the file’s modification date and open the world in game to confirm you have selected the right one.
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- Exit the world and close the game completely so the save is not being written.
- Make a copy of the entire save folder, not just the JSON file. Store it somewhere outside the V Rising saves directory.
- Open that save’s
ServerSettings.jsonin a plain-text editor. - Insert or edit
"BloodBoundEquipment": true, preserving valid JSON syntax. - Optionally set
"Death_DurabilityFactorLoss": 0and choose aDeathContainerPermissionvalue. - Save the file, launch the game, and load that same world.
If the game recreates the file or your change disappears, restore the backup, check that the file extension remains .json rather than .json.txt, and edit while the game is closed.
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How to choose a server rule set
There is no single best death policy. The right combination depends on whether deaths should be a tactical inconvenience, a severe PvP risk, or largely cosmetic.
| Rule-set goal | Equipped gear | Durability on death | Repair-material conversion | Container permission | Best fit |
|---|---|---|---|---|---|
| Strict survival | false |
Keep the configured loss | Leave the server’s chosen factor | Anyone |
Communities that want every death to create a recovery expedition. |
| Casual co-op | true |
0 if durability loss is unwanted |
Usually irrelevant when no durability is lost | ClanMembers or OnlySelf |
Friends who want danger without rebuilding a combat kit. |
| Competitive PvP | true or false, by server policy |
Choose deliberately and document it | Set according to how much recovery material should be contestable | Anyone for high stakes, ClanMembers for controlled groups |
Servers where the death container is part of the conflict. |
| Protected solo play | true |
0 |
Not needed for normal deaths | OnlySelf |
A solo world where an accidental death should not erase progress. |
When comparing two servers, ask six questions: are equipped items retained, is durability reduced, can lost durability become repair materials, who can loot the container, is the world PvE or PvP, and was the world created before the administrator changed the setting? Those answers are more useful than a server label such as “easy” or “hard.”
Durability is separate from gear retention
A common mistake is to enable blood-bound equipment and expect every death penalty to vanish. BloodBoundEquipment decides whether the equipment remains with you. Death_DurabilityFactorLoss decides how much maximum durability is removed when the applicable death rule runs.
The settings reference gives 0.125, or 12.5%, as the listed default for Death_DurabilityFactorLoss. That value is version-sensitive, so inspect the live file before promising players a specific percentage. Setting the factor to 0 is the documented way to disable death durability loss.
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Death_DurabilityLossFactorAsResource controls the destination of the loss. A portion can appear as corresponding repair materials in the death container instead of existing only as reduced durability. This means a server can retain equipment, allow some durability damage, and still make repair resources recoverable. Test the combination on a disposable character before applying it to a long-running community.
Who can loot the death container?
Inventory that is not protected by the equipment rule is governed by DeathContainerPermission. The available choices are:
OnlySelf: only the character who died may retrieve the container.ClanMembers: clan members may recover it, which is useful when a teammate must rescue your items.Anyone: any player who reaches the container may loot it, creating the strongest incentive to defend or raid the recovery site.
This permission does not override blood binding. It controls access to the container’s contents, including dropped inventory and any repair materials produced by the durability-conversion setting.
Hats and other exceptions
The settings reference specifically calls out hats separately from the armor-and-weapon behavior. Do not tell players that every equipped slot is protected unless you have verified the exact game version. If hats matter to your server’s identity or progression, test a low-value hat in a backup world and record the observed result before publishing your rules.
The same caution applies after major game updates. Configuration names can remain stable while an item category’s treatment changes, and a wiki’s stated default may lag behind the server build you are running.
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World-creation locks and ignored settings
A restart does not guarantee that every edited field will take effect. The dedicated-server guide warns that some settings cannot be changed after world creation, even after restarting. If the server continues to behave as though BloodBoundEquipment or a related rule has its old value, first confirm that the field is in the active persistent settings file and that the JSON is valid. Then check whether that option is locked for an already-created world.
Do not delete a live world to test a setting. Create a separate test world, apply the same configuration before creation, and perform a controlled death with inexpensive gear. If the test works but the established world ignores the value, the difference is likely the world-creation lock rather than the Boolean syntax.
Verification checklist after changing the file
- Confirm the server was fully stopped before editing.
- Confirm the edited file is the one loaded by the active world.
- Check that
BloodBoundEquipmentis spelled exactly and uses lowercase JSONtrueorfalse. - Check commas, quotation marks, and braces with a JSON-aware editor.
- Restart through the normal server or game workflow.
- Use a disposable test character or backup world to equip one armor piece and one weapon, then perform a controlled death.
- Inspect the character’s equipment and the death container separately.
- If durability changed unexpectedly, read both death-durability fields rather than changing the blood-binding field again.
- If the result still conflicts with the file, investigate a world-creation lock or a provider panel that overwrote the manual edit.
Common failure cases and fixes
The setting was edited in the wrong file
Dedicated servers use ServerGameSettings.json; local saves use ServerSettings.json inside the individual save folder. Editing a similarly named template or an old backup has no effect. Compare the file’s path and modification time with the world you actually launch.
The server panel overwrote the manual change
Some providers regenerate configuration from their web panel on startup. Set the value in the panel if it exposes BloodBoundEquipment, or place the edited file in the persistent Settings directory recommended by the dedicated-server guide, then restart and recheck the file.
Gear stayed equipped but durability still fell
That is expected when blood binding is enabled while Death_DurabilityFactorLoss remains above zero. Set the durability factor to 0 only if your server intends to remove that separate penalty.
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Players can still take the items you meant to protect
Check whether the items were equipped at death. Blood binding concerns equipped armor and weapons; items carried in inventory remain subject to the death container and its permission value.
The JSON will not load
Restore the backup, then reapply one change at a time with a JSON-aware editor. Remove comments, trailing commas, and smart quotation marks. Keep the original encoding and all unrelated settings intact.
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Keep a dated copy of the last known-good configuration before every rules change. Record the intended values for the four death-related fields and the game/server version in the same administrator notes. If a restart produces an unexpected result, stop the server, restore the previous file, and restart before players make further deaths. This limits item-loss disputes and gives you a clean comparison point.
For a community server, announce whether the policy protects equipped gear only, removes durability loss, and allows clan or public looting. Players make different preparation choices under OnlySelf than under Anyone, and changing that permission without notice can turn an ordinary death into an avoidable conflict.
Bottom line for server owners
Use BloodBoundEquipment: true as the primary switch for keeping equipped armor and weapons after death. Treat hats as a separately verified case. Decide durability with Death_DurabilityFactorLoss, decide repair-material recovery with Death_DurabilityLossFactorAsResource, and decide who can recover dropped inventory with DeathContainerPermission. Back up the correct settings file, place dedicated-server changes in persistent storage, restart normally, and test on a separate world whenever an existing world may have a creation-time lock.
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