You usually install V Rising server mods via BepInEx and, for many server-side extensions, additionally via Bloodstone. The important thing is a clean order: stop the server, create a backup, unpack the framework into the server directory, place mod DLLs in BepInEx/plugins/, restart, and check the logs.
Requirements and Limits
Before you set up mods on a V Rising server, clarify three things first: which V Rising version is running on the server, which mod version is approved for it, and whether the mod really works server-side. Many V Rising server mods are server-only – players then do not need mods on the client. But that does not automatically apply to every extension. If a mod author requires client files, players must install them too.
For a production server, you should create a backup of the world, settings, and existing BepInEx folders before every change. With game-serverhosting, the sensible workflow is: plan the change, stop the server, upload files via file manager or SFTP, start the server, and then check the logs. This keeps it traceable which file had which effect.
As the primary source for the framework, the official BepInEx documentation describes manual installation: download the matching version, unpack it into the game directory, and start it once so that configuration and logs are generated. It also describes BepInEx/config and BepInEx/LogOutput.log as central locations for configuration and checks: documentation at docs.bepinex.dev
Install BepInEx
V Rising uses BepInEx as its mod framework:
- Download BepInEx for V Rising
- Unpack it into the server directory
- Restart the server
- BepInEx automatically creates config folders
Unpack the package directly into the server's main directory, meaning the location where the V Rising server files are stored. After the first start, folders such as BepInEx/plugins/ and BepInEx/config/ should exist. If these folders are not created, BepInEx is very likely in the wrong directory, the architecture does not match, or the start was aborted before the framework loaded.
Set Up Bloodstone for Server Mods
Bloodstone is a framework for server mods:
BepInEx/plugins/Bloodstone.dll
Place Bloodstone.dll exactly there if the mod documentation lists Bloodstone as a dependency. Do not install Bloodstone multiple times and do not also distribute the file into other folders. If a mod lists additional dependencies, keep their structure from the download package or from the documentation of the respective mod author.
Popular Server Mods
| Mod | Description |
|---|---|
| KindredCommands | Extend admin commands |
| CrimsonChat | Improve the chat system |
| AutoCloseDoors | Automatically close doors |
| RPGMods | Add RPG elements |
| PvP Leaderboard | PvP statistics |
Treat the table as guidance, not as a blanket compatibility guarantee. Before installation, always check the project page of the respective mod: supported V Rising version, required dependencies, known conflicts, and notes for dedicated servers. Especially after game updates, mods can temporarily be incompatible.
Installation
- Download the mod DLL
- Place it in
BepInEx/plugins/ - Restart the server
- Adjust the config in
BepInEx/config/
When installing multiple mods, it is best to proceed step by step. After BepInEx and Bloodstone, first start without any additional mod and check whether no framework errors appear. Then add one mod, restart again, and check the logs again. This workflow takes a little time, but makes error sources much easier to trace.
Configuration files are often only created after a mod has started successfully for the first time. Edit these files only while the server is stopped and change only a few options at a time. If you combine multiple admin, chat, or PvP mods, watch for overlapping commands, permissions, and event hooks.
Check the Result
After the restart, first check BepInEx/LogOutput.log. It should show that BepInEx was loaded and the plugin DLLs were detected. Then connect to the server and test the specific function of the installed mod: run an admin command, check a chat function, test door mechanics, or verify the statistics display.
If players cannot connect, do not immediately remove all mods. Stop the server, first move the most recently installed mod out of BepInEx/plugins/ into a temporary folder outside the plugin structure, and start again. This helps you find out faster whether a single plugin or a combination is causing the problem.
Find Mods
Prefer mod pages where the version, change date, dependencies, and installation notes are clearly listed. Do not upload DLLs from unclear sources to a server that you run with real saves.
Server-Only vs. Client Mods
Most V Rising server mods are server-only – players do not need any mods on the client!
In practice, this means: server-only mods are especially suitable for public or semi-public servers because the entry barrier for players stays low. As soon as a mod requires client files, you must clearly communicate version parity and installation instructions to all players.
If you also mod other survival servers, the workflows are similar, but never identical. For BepInEx-based setups, it is worth looking at the guide Install Valheim Mods with BepInEx – Step by Step. For another server-and-client modding model, you can find practical parallels in Install Palworld Mods – Server and Client.
Troubleshooting
BepInEx Does Not Create Any Folders
Check whether you unpacked the BepInEx pack into the server's main directory and not into a subfolder. Start the server fully once and then check whether BepInEx/config/ and BepInEx/LogOutput.log were created.
The Mod Does Not Load
Check whether the DLL is really located under BepInEx/plugins/. Also check whether Bloodstone or other dependencies are missing. In BepInEx/LogOutput.log, you will usually find notes about missing assemblies, wrong versions, or loading errors.
The Server No Longer Starts After a Mod
Stop the server and remove the most recently installed mod from the plugin folder. If the server starts again afterward, check the mod version, dependencies, and open issues on the mod page. Then install only one change per restart.
Players Cannot Connect
First check whether you installed a client mod that is also required on the player side. If the mod is server-only according to the documentation, check the server version, mod version, and log errors. On public servers, you should announce mod changes so that players can report connection issues cleanly.
Checks, Limits, and a Safe Rollback
The guide “Install V Rising Mods – BepInEx Server Mods” applies to the server type described in the article and the version state visible at the time of review. Menu names, available versions, mod or plugin compatibility, and required resources may differ after updates. Therefore, do not transfer any values unchecked to another game, loader, or server version.
Before making changes to the world, save, configuration, or extensions, create a backup of the affected files. Then change only one coherent step and test it with the same client and server version that you want to play with later.
| Checkpoint | Expected Result | Abort and Rollback |
|---|---|---|
| Server start | The server reaches the ready-to-use state without a new error message. | If start errors occur, undo the change and restore the latest backup. |
| Connection test | A test account can connect via the address shown in the panel. | If version or connection errors occur, compare version, port, and allowances again. |
| Function test | The specifically changed function works without damaging existing world or game data. | If side effects occur, stop the server and restore backed-up files. |
A successful individual test is not a performance or availability guarantee. World size, mods, plugins, player count, network path, and simultaneous load can change the result. Document the version, change, and test result so that you can trace later deviations.
FAQ
Do I Need BepInEx for V Rising Server Mods?
For many V Rising server mods, yes. BepInEx provides the plugin structure through which DLL-based mods are loaded. Individual mods may require additional frameworks such as Bloodstone.
Does Bloodstone Always Have to Be Installed?
No. You only need Bloodstone if the desired mod lists it as a dependency. Do not install it preemptively for every mod; follow the documentation for the respective mod instead.
Where Do V Rising Mod DLLs Belong?
The usual mod DLLs belong in BepInEx/plugins/. Configuration files are often created in BepInEx/config/ after the first start.
Can Players Join Without Their Own Mods?
With many server-only mods, yes. But do not rely on that assumption: if the mod page requires client files, players must install the same matching client mod.
What Should I Do After a V Rising Update?
After a game update, first start the server with the unchanged setup and check the logs. If errors occur, check whether BepInEx, Bloodstone, or individual mods have already been updated for the new game version.