Star Valor

Star Valor

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Modding Star Valor
By joemama1512
This is a guide to get started with mods for Star Valor. There are some really good ones. New ships. Time acceleration. Plus cheaty-ones.
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Introduction
Star valor has no Workshop but can be modded. Some mods are really cool and worth a bit of trouble to obtain. This guide shows you how to do so.

In order to mod you need something called Bephinex which is a mod framework for multiple games. First we have to get it working. Then we can find and install mods.

Guide Updated with Base Building DLC.
Getting Started with Bephinex
First go here and bring up the instructions. https://docs.bepinex.dev/articles/user_guide/installation/index.html

We will use these as a reference maybe. This is the full instructions and main page for bephinex but is rather confusing. Refer to this if you need to but for now, just skip this and move onward to the next step.

DLC CHANGE:: The game now runs in x64 bit, not x32 bit. So if you are returning to this guide, change your bephinex directory to _backup and download the x64 version. Then copy the plugins and config folders back over.
END DLC CHANGE:


Find the x64 version of bephinex here:
https://github.com/BepInEx/BepInEx/releases

First, scroll past all the version 6 stuff. The 6.whatever version does NOT support older mods which is bad for us! (it seems to have disappeared now)

So you find the 5.4.23.2 header. Keep scrolling down or click the title and scroll down.
Find the ASSETS and then you will see all the various downloads.
We want this one: BepInEx_win_x64_5.4.23.2.zip

Download that zip file.

Now dump the contents of the zip file into your star valor install directory.
Probably something like: C:\Program Files (x86)\Steam\steamapps\common\Star Valor

First you have to figure out where your steam is installed. The default is as above but you may have it in a D drive or whatever. Adjust as needed.

When you open the .zip it has a BePhinEx folder and some other files. Extract all this to your top level Star Valor directory as per above. So you will have the Star Valor.exe and in the same directory, the BePhenEx folder as well as the usual Language, StarValorData, etc.

Now, run star valor like normal. Let it come up, then exit.

Go to your Bephinex directory as per above and there will now be multiple folders created. There should be a LogOutput.log file with something in it. Open this log file with whatever text editor you have handy. Notepad will be fine.

All you have to see is that the log file has some stuff in it.

It will look something like this: We dont care about the contents exactly. Just that it seemed to load and do something.


[Message: BepInEx] BepInEx 5.4.22.0 - Star Valor (7/5/2023 2:12:33 AM)
[Info : BepInEx] Running under Unity v2019.4.40.16762411
[Info : BepInEx] CLR runtime version: 4.0.30319.17020
[Info : BepInEx] Supports SRE: False
[Info : BepInEx] System platform: Bits64, Windows
[Message: BepInEx] Preloader started
[Info : BepInEx] Loaded 1 patcher method from [BepInEx.Preloader 5.4.22.0]
[Info : BepInEx] 1 patcher plugin loaded
[Info : BepInEx] Patching [UnityEngine.CoreModule] with [BepInEx.Chainloader]
[Message: BepInEx] Preloader finished
[Message: BepInEx] Chainloader ready


At this point your bephinex is working properly and you are ready to get mods!

Here is a screenshot of how it should look:

Adding Mods
The primary spot to find mods is here:

https://www.nexusmods.com/starvalor/mods/

However, I did find some further mods here, many when writing this guide!

https://github.com/MPC88

https://github.com/Zaravira

https://github.com/Technological-Singularity



You want to download the mods then take its .dll and add it to the bephinex directory under plugins.
Then you simply launch the game and it should work.

Remember that log file we looked at earlier? You should be able to see the mod you added in that log file to confirm it loaded at least and see if any issues.

Mods I have tried that work
Timescale: The first allows you to use the equal key to speed up time, then the minus key to reset to 1.0.
https://github.com/MPC88/MC_SVTimeScale

This is not obvious but if you go to that page, then click RELEASES on the right hand side then you can download the DLL. Copy to your bephinex folder.

This mod is awesome. It gets a bit flaky at higher time values but is mostly for faster mining and traveling. It is a must have once you've used it! You can also change its config value to step up in whatever increments you want. It defaults to 1.0 to 1.5 to 2.0, etc, but you can go from 1.0 to 2.0, or 1.0 to 1.25 or whatever.

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Consortium AI blueprint. https://www.nexusmods.com/starvalor/mods/34

The Consortium AI is a special quest only item you can get which buffs whatever buffs your ship already gets from ship enhancements. BUT you have to take Lone Wolf to obtain it which sucks...and is pretty late game. This mod makes it a craftable recipe.

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Monk's more skillpoints mod. On nexus. Configurable.
By default its crazy OP, but you can configure it so that it gives you 2 skill points per level up instead of 1. OR you could start with X number of skill points and have normal progression.

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Ancient Relic++ https://www.nexusmods.com/starvalor/mods/33

Lets you combine 3 ancient relics to make a super relic that can upgrade to legendary. Expensive but useful for some key components. Most would consider this OP as it takes a lot away from the endgame searching for orange components legitimately.

----

Miner Mod - https://www.nexusmods.com/starvalor/mods/18

This one needs explanation! It is INCREDIBLY OP as loaded and needs tuning. What you do is load this mod, run the game, then exit. Go to your bephinex directory and then go to the CONFIG directory and open the minermod.starvalor.mod.cfg text file.

Then adjust the values. NOTE that the Default values are the MOD defaults not the game defaults!
So you want to set all the multipliers back to 1 to avoid massive buffs to sensor, warp, fast mining, etc. You might consider keeping a CARGO multiplier and the passenger multiplier to 2.0. Set extra money multiplier to 0. Then save and restart.

Also know that every 200 asteroids or so it gives you an ORANGE rarity goodie, so you will need to destroy those as this is not configurable unfortunately. Also you get a decent amount of money when you kill an asteroid which is also kind of OP. I asked the modmaker to add these values to config file but we will see. You can set your mining multiplier to 0.5 or something to compensate for the extra cash.


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DLC UPDATE: This mod is OBE. Ability now is included in the base game!!!

Miner Gunners - https://github.com/Technological-Singularity/Star-Valor---Minifix/tree/master/Charon%20-%20Minifix%20-%20Miner%20Gunners

This one allows you to be able to set your gunners to try to mine automatically if they have nothing else to do. It is really cool and makes sense. Nice letting a big ship fire mining lasers on all sides in a mining field! Note that they still attack enemies like normal as the priority if in range.

NOTE: If you go up one level there is a Download Link that takes you to a dropbox to get all his mods. https://github.com/Technological-Singularity/Star-Valor---Minifix?tab=readme-ov-file

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Wider Targeting - see miner gunners above for location.

This one lets you shift-Y to target nearest asteroid. Pretty cool! Also supposedly helps ship targeting somehow. I am not real sure about that part and what it does.

----------------
DLC UPDATE: This might be fixed already in base game now.

Drone Desync fix https://github.com/Zaravira/LH_SVDroneDesyncFix

This is super cool! Normally drones deactivate randomly as they go out of range. This fixes this so the drones all stay active and working!

------------------
Lootfilter https://github.com/Zaravira/LH_SVLootFilter to test

This adds a new section to the lootfilter that lets you pick all the mining drops to keep or ignore. If they are unselected, they will not be picked up...AND when generated by your refinery they will be destroyed.

-----------
DLC UPDATE: This does not really work very well anymore. Some people have had some luck with it, and some functions still work.

Nearest Sector - https://github.com/MPC88/MC_SVSelectNearestSectorWith

This is SO COOL. Adds buttons to your map which let you select specific sectors. You can select a station and click a faction and it will bring up the nearest sector with that faction! Looking for a mining dump off? Ez.

You can even use it for trading to find nearest station that has certain trade goods or whatever. Seriously you need this!

New Ships
This one gets its own section.
NOTE that this mods WILL mess up some text for certain crew members showing HTML tags weirdly. It also adds some odd text in odd places like when you start it says Resolute now instead of Go or whatever. But I haven't found any negative functional effects.

Note that you may install any number of the modded ships all at once. I have all of them myself and have no issues. I am not a huge fan of how they did the ships exactly but they are different at least.

DLC UPDATE: This mod does not work anymore. :-( It kind of does something but it is messed up and the ships won't show up on stations. Maybe you can force it somehow, but probably not.

-------
FIrst, go get the Red Roadster mod. https://www.nexusmods.com/starvalor/mods/21
Make sure to get the latest DLL of his AND ensure the 7zip file has the Ships Data folder. The Nov 12 file only has the updated DLL.

So in your bephinex/plugins directory you should have RedRoadster.dll as well as a new folder called Ships Data. In this folder will just be a RedRoadster default ship with a localization folder.

At this point run the game. New Game. Hit F8 and a small menu should show up. Click the button to enable new ships. Click Save. Exit.
Dock and check the ships. There will be a red car ship available. This shows that things are working properly.

DELETE THE RED ROADSTER ship! Not the dll but just the non-extension ship file under Ships Data folder. It is broken.

NOW, go download all the other ships that you'd like to try at the nexus. Put their files that have no extension into the Ships Data folder. Run the game and same thing. You may or may not need to hit F8 and force-spawn again, then dock to ensure the ships exist.

Note that the Enable New Ships is a bit misnamed. Clicking the radio button just FORCES the game to spawn ALL modded ships at every station. This is just for testing purposes.

Hit F8 again and turn off the radio button and save. Now the ships will spawn periodically when and where they are supposed to. This means the expensive Argus will be at COT stations, the sonic screwdriver spawns pretty often in civilian stations. Others are more rare.

Be aware that the xwing and tie fighters are broken. DO NOT USE until fixed!!!!!!!!!

The Arcus is OP but 3 million cost and fun to have a super dreadnaught. It shows up on Rebel stations.

BC304 - DO NOT use the nuke file. It crashes. This removes the extra abilities such as super heal, etc making the ship somewhat balanced. It has godlike agility which turns out to not actually be very useful as all ship sizes have caps.

Tachi - very strong corvette. Similar to the G-something one in tier3 purple that you get from the main quest, but easier to obtain. Tons of crew which is really odd but quite useful early to level up people. Very odd weapon slots config that encourage use of certain types of guns per slot.

Dagger- very strong tier2 size ship with 10 wpn slots. Limited hardpoints though and has Harder Enemies built into it, so having a fleet of them maybe not so good. Multiple crew.

Paris - tier4 battleship. Very tough. Big spinal mount. rest of turrets are tiny though. need lots of gyros due to awful agility. So far only seems to work when I have Rebel... at 3000+ rep I still couldnt buy it.

Sonic Screwdriver - similar to dragon. does NOT have Harder Enemies actually. Also no FIGHTER tag like in the mod description. Weirdly high number of crew.

Orion - odd long skinny tier5 ship. Has 3 main turrets which can only hold one weapon each oddly. Gives bonuses to cannons mostly. Lots of small turrets with small bonuses.

Resolute - Star wars looking ship. The big bonuses do not appear in game. Still has a collosal 50 point ship bay! Lots of left and right turrets. No back turrets. Two forward slots with limited mobility.

Untested or Not working
The tie fighter and xwing ships and redrunner are broken and untargetable as enemies and screw up when you add to your fleet. Avoid as discussed earlier.


The cheat mods are WAYYYY OP and most are not configurable. I mean, they give you 5x weapon space, 5x equipment, 100x cargo, its just stupid IMO.
Miner Mod is the best Ive found because most of it is configurable.


Dont use the NUKE ability from the 304 ship as discussed earlier.


The free respec mod does not work.


The Junk Diver mod does not work. Cannot destroy junk once you install it which kind of defeats the purpose.


The miner gunner guy has some other mods available including Master Tinker. Not sure what it does. It breaks the game horribly. DO NOT USE.


Ship Blueprints - https://www.nexusmods.com/starvalor/mods/19
I liked the idea of this mod but it messes up the game. It makes it so that when you dock, you are only partially docked and dont have access to academy or missions sometimes and when you exit, you are somewhere far from the station. It can be worked around but just isnt worth using.
38 Comments
joemama1512  [author] 16 Sep @ 11:36am 
I have updated the guide for DLC. Main point is that you now need x64 bit Bephenix instead of x32. This is pretty easy though and you just rename your old bephinex folder to _backup. Then get the x64 version. then copy the config and plugins into the new bephinex from the backup.

Everything should then work like normal.
joemama1512  [author] 11 Aug @ 4:16pm 
Well, Ive got the 3 files, but the station finding definitely does not work. It finds nearest ravager...
Klez 10 Aug @ 11:00pm 
That's the problem, the files available for download no longer have the "dll"...
BunnyOverkill 3 Aug @ 8:46am 
I have these files in my BepInEx/plugins folder:
MonksMoreScanning.dll
ConfigurationManager.dll
MC_SVSelectNearestSectorWith.dll
mc_svselectnearestsectorwith
MC_SVSelectNearestSectorWithLang.txt

The last three files are the mod in question. As you can see, nothing earth shattering.
Klez 2 Aug @ 1:57pm 
@BunnyOverkill
can you show a print from yours mod folder?
BunnyOverkill 2 Aug @ 12:39pm 
@Klez - it definitely work for me, at least station finding, haven't needed to find resources yet.

I finally found the CoT base, and for some reason this mod is *not* able to find it, works on other factions but can't display already discovered CoT rebel base.
joemama1512  [author] 2 Aug @ 11:29am 
I contacted the dev of the ship mod and hopefully he can easily fix it. He doesnt have to buy the DLC either as I dont have it and the marketplace change is global. Fingers crossed!
Klez 2 Aug @ 11:27am 
"Find Nearest Station" isn't working for me, am I doing something wrong or is it like this for everyone after the update?
joemama1512  [author] 2 Aug @ 11:19am 
Aw man... yeah you are right. The new ships mod do worky anymore. :-( The station finder mod is just supposed to be helpful, not a cheat. It cant show you systems that you dont even know about, so that makes sense to me.

There are a few new cheat mods available though. They are at least configurable so I might try the 2 skill pts per level one instead of 1.
BunnyOverkill 2 Aug @ 4:54am 
@joemama1512 - BTW, Find Nearest Station works for me. Still, I want my (nonexistent) money back as it doesn't find any CoT bases, probably because I haven't found any so far. Well, keep scanning, people! Just few more weeks and we will be able to speak with CoT! Unless Vengi eliminate them :)