PEAK
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Latest version
1.1.3
Last Updated
First Uploaded
Downloads
3.1K
Likes
1
Size
146KB
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Changelog

v1.1.3 - ESP and status tools

World ESP

  • Added configurable ESP for tools, props, food, fruit, artifacts, luggage, statues, effigies, bombs, and other special objects
  • Added friendly-player ESP with player names, distance, and dead-player ghost positioning
  • Added configurable ESP range, font size, distance labels, and independent category colors
  • Added support for optimized world items such as fruit still attached to trees

Luggage Contents

  • Added a separate Show Luggage Contents option beneath the luggage ESP toggle
  • Fixed-content luggage now displays its exact item
  • Random luggage displays its most likely loot-pool candidates and clearly marks them as randomized when opened
  • Cached loot-pool labels to avoid parsing and sorting every frame

Status and Input Fixes

  • Added Clear Negative Status to remove injury, hunger, poison, heat, cold, drowsiness, spores, curse, petrification, whirlwind, and continuing magical afflictions
  • Preserved embedded cactus thorns and arrows so they still require normal removal
  • Fixed gameplay mouse/input state not being fully restored after closing the menu with Insert

v1.1.2 - fengy compatibility build

PEAK Update Compatibility

  • Rebuilt against the current PEAK Assembly-CSharp.dll
  • Updated inventory-slot access for the new ItemSlot property API
  • Replaced direct prefab and data field writes with ItemSlot.SetItem

Dropdown and List Fixes

  • Fixed item and player dropdowns closing immediately because the main ImGui window forced focus every frame
  • Item selection now loads registered items from PEAK's authoritative ItemDatabase
  • Player selection refreshes automatically while the Lobby tab is open and preserves the selected player when possible
  • Added refresh throttling and overlapping-request protection

Existing v1.1.2 Fixes

  • Reworked character caching to detect changes to Character.localCharacter
  • Cleared stale component references that caused self-targeted modifiers to stop working
  • Resolved character data directly from the current character component
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