Valheim
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Details

Latest version
0.3.1
Last Updated
First Uploaded
Downloads
318
Likes
2
Size
116KB
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Changelog

0.3.1

  • Tower shields no longer cover the view. Every shield is measured, and its top rim is kept under your line of sight at rest and in the block guard, so you look over even a tower shield. The very largest (Flametal tower shield, Nord greatshield) are carried at your side at rest and rise in front of you when you block. New settings: ShieldClearance, ShieldRestRimBelowEyes, ShieldRimBelowEyes, ShieldClearLookDown, ShieldGuardMinForward.
  • The eyes stay on the head when the game tilts your body. Sprinting across ground steeper than 38° the game tips the whole body forward (its wall run); the camera used to stay behind and above the eyes. New settings: BodyTiltCarry, BodyTiltFollowHz, EyeOffsetTiltShare.
  • Climbing Mod (Rotceh) compatibility. While you are on a wall, Viking Eyes no longer turns your body back toward the view, bends the spine or holds your weapon, and the eyes follow the climbing head. Optional ThirdPersonWhileClimbing. Tip: with the Climbing Mod's ToggleClimbKey on, a tap of the climb key is easy to miss; holding the key (toggle off) is reliable.

0.3.0 — first release

A very detailed first-person mod, first public release. More updates are coming: perception (eyelids, eye adaptation, stress vision), more context (sea legs, mounts, beds), close-to-body audio and partner-mod integrations.

Eyes

  • View anchored to the real eye point on the head, neck pivot, presence lift that fades out looking down.
  • 72° default field of view (60–80°, never narrowed below your setting); held items, torches and grass sized for your own eyes only.
  • Wall collision, small near clip, 1-second glides between first and third person.

Body

  • Headless visible body with a full shadow (helmet, hair and beard still cast shadows).
  • Body faces the view while moving with real strafe and backpedal animations; spine follows your look pitch.
  • Near-eye culling for arms, dodge rolls, your own status particles and damage numbers.
  • Weapon held in view (lower right), shield low at the lower left, torch at the right edge; blocking raises the shield into a guard; two-handers keep both hands on the grip.

Movement

  • Footstep bob from the game's own footsteps (gait, foot, ground), heavier for armour, encumbrance and low stamina.
  • Start/stop lean, slope lean, roll into strafes and turns; jump push-off and landing dips by fall speed.
  • Stair and rock smoothing; swimming that rides the waterline and follows you down when diving.

Combat

  • Camera hitstop and a weapon- and material-specific kick on contact; misses only drift.
  • Wind-up leans, block push, guard-break lurch, parry slow-motion beat, hit-taken jolts with shake and blink, dodge tilt; bows, crossbows and staffs aimed from the eyes to the crosshair.

Comfort and tools

  • Master intensity, per-layer intensities, Comfort / Natural / Cinematic / Trailer presets and shareable preset files.
  • Every value live in Configuration Manager; F10 debug overlay; Shift+F10 calibration view.
  • One-time import of Survival View settings; marked incompatible with Survival View.
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