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To run a Valheim modpack on a dedicated server, install BepInEx in the server’s root directory, launch once to generate its folders, copy the modpack’s plugin folders into BepInEx/plugins, and give every player the same r2modman profile. Stop the server before file changes, verify that each plugin loads in the console, and decide about crossplay first: console players cannot run PC mods, and crossplay compatibility with BepInEx remains inconsistent between mods and current Valheim builds.
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What a Valheim modpack actually installs
A Valheim modpack is not a special server format or a single archive that the game understands by itself. On a dedicated server it is a BepInEx installation plus the plugin folders, configuration files, and dependencies required by the selected mods. BepInEx is the loader; the individual plugins provide new mechanics, commands, world rules, interfaces, or quality-of-life changes.
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The server and each player run separate copies. A server can load a plugin without every client having it, but that does not mean the mod will work correctly. Mods that change gameplay, world data, networking, items, creatures, or progression normally need to be installed on both sides. A client-only interface mod may work only on the player’s computer. The mod’s documentation and its dependency list are the authority for that distinction.
The dedicated-server software is distributed by Steam as the free Valheim Dedicated Server tool. Install it through Steam’s Tools section, then use the directory containing the server executable as the server root. Keep the server’s Valheim build current and confirm the server and clients are on the same game version before troubleshooting mods.
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Decide these things before you install
Choose a server you can edit
On a self-hosted machine you need file-system access to the dedicated-server root and permission to stop and start the process. A managed host must provide either a file manager, an upload method, or a supported modding option. If you cannot upload folders or restart the server, you cannot complete a normal BepInEx installation yourself.
Choose whether you need crossplay
Crossplay is enabled with the -crossplay launch flag. It routes connections through Iron Gate’s PlayFab backend and supplies a six-digit join code that changes whenever the server starts. Removing the flag disables crossplay and returns the server to the non-crossplay connection mode.
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1Repair Windows errors before they cause bigger problems2Scan for outdated or missing drivers - takes under a minute3Clear out junk files and repair common Windows errorsCrossplay is a major compatibility decision, not a switch to postpone. Most current hosting guides report that crossplay and BepInEx-modified servers do not work reliably together and recommend an unmodded server when console players must join. Another guide argues that BepInEx itself is not necessarily blocked and that individual mods fail because they assume Steam IDs or Steam networking. Since those claims conflict, test the exact mod list on the current Valheim build. Console players cannot install PC BepInEx plugins, so a modded cross-platform group is not equivalent to a modded PC-only group.
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Check the game and mod versions
Mod authors may need time to update for a Valheim release. Compatibility with Valheim 1.0 is not guaranteed: one contemporary guide reported no public test branch for 1.0, so a mod that worked on an earlier build may fail when the game updates. Check the dedicated-server version directly in Steam rather than relying on a copied version number, and read each plugin’s current compatibility notes before updating an established world.
Install BepInEx on a self-hosted server
The canonical Valheim loader package is denikson/BepInExPack_Valheim, which Thunderstore places at the top of its Valheim listing. Obtain the package from its current distribution source and preserve its directory structure when extracting it. Do not put the archive inside another folder and do not copy only individual DLL files.
- Stop the dedicated server. Editing a running installation can leave files locked or produce a partial copy. Wait until the server process has completely exited.
- Open the server root. This is the directory that contains the Valheim dedicated-server executable and its existing server files.
- Copy the BepInEx pack into that root. Merge the package’s files with the server directory. The
BepInExfolder must sit directly in the root, not at a path such asserver/BepInExPack_Valheim/BepInEx. - Start the server once with no added plugins. BepInEx performs its first-run setup during this launch.
- Stop it after a successful boot. Confirm that a new
BepInEx/directory containsplugins/,config/, andcore/. Their presence is the basic indication that the loader found the correct server executable. - Keep a clean backup. Copy the newly created BepInEx directory and the world/configuration files before adding a large pack. That gives you a known-good rollback if one plugin prevents startup.
If those folders do not appear, do not continue by copying mods. Recheck that you extracted the pack into the real server root, that the process you launched is the dedicated server rather than a client executable, and that the account running it can write to the directory.
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Use a managed host’s modding option when available
Some providers expose a panel option called Modding Framework with choices such as Vanilla, BepInEx, and ValheimPlus. In the documented workflow, selecting BepInEx fetches the latest pack and applies it after a restart. Labels and behavior are host-specific, so open your provider’s current panel documentation and verify which game version and file paths it uses.
After the panel reports a successful restart, use its file manager to check for BepInEx/plugins, BepInEx/config, and BepInEx/core. If the option installs a loader but does not provide plugin files, you still need to upload the modpack as described below. Do not enable two different loader methods at once; for example, do not manually merge a second BepInEx pack into a host-managed installation.
Build an isolated modpack in r2modman
Use a dedicated r2modman profile instead of modifying a general-purpose Valheim profile. Isolation prevents an experiment, an old dependency, or a client-only utility from silently becoming part of the server pack.
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- Open r2modman and select Valheim. Create a new profile with a descriptive name, such as the server name and a date or release label.
- Install mods through the manager. Search for each required plugin and install it from the manager rather than dragging random DLLs into the profile. Most Valheim entries list
BepInExPack_Valheimas a dependency, and the manager can resolve those dependencies automatically. - Record the complete set. Include gameplay plugins, libraries, shared APIs, and any required configuration files. A profile that contains only the visible feature mod may fail because a library dependency was omitted.
- Launch once from the profile. This lets the client generate initial configuration files and exposes missing dependencies before you involve the server. If a plugin fails locally, fix that profile first.
- Open the profile directory. In r2modman, use Settings and then Browse profile folder. The profile’s
BepInEx/pluginsdirectory is the source for the server upload.
Do not copy the entire client profile blindly. Client settings, caches, logs, save paths, and graphics-related files do not belong on a dedicated server. Copy the plugin directories and the configuration files that the mod author identifies as shared or server-side.
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- Stop the server again. Never replace plugin files while the server is actively loading or writing them.
- Open the r2modman profile’s
BepInEx/pluginsdirectory. Keep each mod’s folder hierarchy intact. If a plugin ships as a folder containing one or more DLLs, copy the folder, not just a similarly named DLL. - Upload or copy those folders into the server’s
BepInEx/pluginsdirectory. Use the host’s file manager, SFTP, or local file copy method. Merge folders only when the paths are identical; do not flatten nested directories. - Copy required shared configuration files. A plugin may create its own file in
BepInEx/configafter launch. If the author supplies a preconfigured file or says a setting must match clients, place it in the server’s config directory and preserve its filename. - Start the server and watch the console. BepInEx should announce itself and each discovered plugin. A clean startup with no dependency or load exception is the first verification point.
- Stop and correct errors before inviting players. If the process exits, remove or update the last plugin added, restore the backup, and reintroduce mods in smaller groups.
Only the folders required by the server belong in this upload. Do not replace the server’s world files, executable, or generated core files with copies from a client profile.
Give players an identical client profile
In r2modman, export the profile using its shareable code or profile file. Send that export to every PC player and have each person import it into r2modman. A shared profile is safer than asking players to install “roughly the same” mods because it captures the exact package set and dependency versions selected for that profile.
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Tell players to launch Valheim through the imported r2modman profile, not through an unmodded desktop shortcut. Before joining, each player should confirm that the profile contains the same plugins as the server. A player with an extra gameplay plugin can experience a different world state even when the server accepts the connection.
When a mod author marks a plugin as client-only, it may be omitted from the server while remaining in the player profile. Treat that as an exception, not a general rule. If a plugin changes items, creatures, recipes, world generation, progression, physics, networking, or commands, install its server component and follow its stated client requirement.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Crossplay: a practical decision and test plan
For a PC-only modded server, remove the -crossplay flag and connect through the normal Steam-compatible path. For a server that must accept console players, keep crossplay enabled only if your exact mod list proves stable. Remember that the six-digit PlayFab join code changes at every startup, so a previously shared code is not permanent.
- Create a backup of the world and current BepInEx installation.
- Test the complete profile with crossplay disabled. Confirm that PC clients load every required plugin.
- Enable
-crossplayand restart. Test a PC client first, then test the intended console connection. - Check the server console and client logs for Steam-ID, networking, or plugin exceptions.
- If the crossplay test fails, remove the flag for a PC-only modded server or return to an unmodded crossplay server. Do not assume that changing one unrelated plugin will fix a platform-level incompatibility.
There is no universal BepInEx-versus-crossplay verdict that applies to every plugin. The conflicting guidance means the only defensible answer is to test the current build and your exact list, then document the result for your players.
Verify a working installation
- Loader folders: The server root contains
BepInEx/plugins,BepInEx/config, andBepInEx/coreafter the first BepInEx launch. - Console output: Startup messages identify BepInEx and show each expected plugin loading without an exception.
- Configuration: Plugins that generate settings create files in
BepInEx/configafter a launch. A missing file can mean the plugin never loaded or has not completed first-run initialization. - World behavior: Join with a profile-matched client and exercise one feature from each gameplay mod in a test world before risking the main save.
- Version parity: The Steam game version, dedicated-server version, client profile, and server plugin versions are aligned.
Make a small test world or a copy of the production world for upgrades. A successful boot alone does not prove that every feature is compatible with an existing save.
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Troubleshoot the common failure modes
| Symptom | Likely cause | Action |
|---|---|---|
No BepInEx folder appears |
The pack was copied into the wrong directory, the wrong executable was launched, or the process lacks write permission. | Stop the server, locate the directory containing the dedicated-server executable, copy the pack directly there, and launch once again. |
| Server starts but loads no plugins | Plugin folders were flattened, copied outside BepInEx/plugins, or uploaded while the server was running. |
Stop the process, restore each mod’s original folder hierarchy, place it under BepInEx/plugins, and restart. |
| A dependency or library error appears | The profile contains a feature mod without one of its required libraries, or the server and client have different dependency versions. | Install the dependency through r2modman, copy its server-side folder, export the revised profile, and repeat the parity check. |
| One player is rejected or sees missing content | The player did not import the current profile, launched vanilla Valheim, or lacks a gameplay-changing plugin. | Have the player import the latest share code/file and launch from that profile. Compare the plugin lists rather than reinstalling the whole server. |
| The server works without crossplay but not with it | A plugin may depend on Steam networking or IDs, or the crossplay path may conflict with the modded setup. | Test the exact list on the current build; if it remains unreliable, choose PC-only modded play or an unmodded crossplay server. |
| A previously working mod breaks after a Valheim update | The plugin has not caught up with the new game build, particularly around a major release. | Freeze the known-good profile and server backup, check the plugin author’s compatibility status, and update only after testing in a copy of the world. |
Update, remove, or roll back a modpack safely
- Announce maintenance and stop the server. Copy the world, BepInEx directory, and current r2modman profile export.
- Change the profile first. Update or remove one plugin at a time in r2modman so a new failure can be attributed to a specific change.
- Upload the matching server files. Replace old plugin folders rather than leaving obsolete DLLs beside new ones. Remove a plugin’s old configuration only when its documentation says that a reset is required.
- Launch a test copy. Watch the console, inspect generated config files, and exercise the affected feature.
- Export the revised profile. Send the new code or file to players and require the import before they join the updated server.
- Roll back decisively if needed. Stop the server, restore the previous plugin folders and profile, and restore the backed-up world only if the update changed or damaged save data. Do not mix old and new plugin sets while diagnosing a rollback.
Keep a simple change log containing the date, Valheim build, BepInEx pack version, plugin versions, and whether crossplay was enabled. That record turns a future startup failure into a reversible change instead of guesswork.
Quick Recap
The shortest reliable installation checklist
- Install the Steam Valheim Dedicated Server tool and identify its root directory.
- Stop the process and place the Valheim BepInEx pack directly in that root.
- Launch once and confirm
plugins,config, andcoreunderBepInEx. - Create an isolated Valheim profile in r2modman and install mods through the manager.
- Open Settings → Browse profile folder and copy required plugin folders to the server’s
BepInEx/plugins. - Copy only documented shared configuration files.
- Restart and verify BepInEx console messages for every plugin.
- Export the profile and have every PC player import the same version.
- Install gameplay-changing mods on both server and clients; treat UI-only mods separately.
- Choose crossplay deliberately, test it with the complete list, and remember that console players cannot run PC mods.
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