FirstPersonCosmetics

v1.0.0·Updated 2026-08-21

Makes PEAK cosmetics affect the player's first-person view.

About this mod Author’s original text

First Person Cosmetics

Makes PEAK's built-in eyepatch, glasses, mask, hat, helmet, and eye cosmetics functional.

The eyepatch obstructs the screen-left eye with a soft center fade. Tiny Sunglasses apply a black tint at 75% opacity. Aviators apply the reference image's #C5987D tint at 35% opacity. Round Glasses have no screen effect. Broken Glasses spread fractures and triangular shards across the whole screen. The Plague Doctor mask adds a neon-green #39FF14 tint at 35% opacity. The Astronaut helmet adds a muted purple #555F9A tint at 20% opacity, while the Racing Helmet adds a cyan-blue #40BDC9 tint at 25% opacity. The Pumpkin displays a PEAK-shaped carved face around the player's view, the SleepyGuy hat fades inward from black at the top and bottom while leaving a clear horizontal middle band, and the crying eyes show a visibly softened low-resolution view of the 3D scene. Hat, accessory, and eye effects can appear together.

Installation

Install Mod Manager:

  • Select the PEAK profile.
  • Install BepInExPack PEAK.
  • Install First Person Cosmetics.

The configuration file is created at BepInEx/config/firstpersoncosmetics.cfg.

Configuration

  • Effect > Maximum opacity: blackness at the outside edge.
  • Effect > Center fade width: how far the effect fades before the center of the screen. The default is 10% of the full screen.
  • Tiny Sunglasses > Black tint opacity: Tiny Sunglasses tint strength. The default is 75%.
  • General > Enabled: turn the effect off without uninstalling.
  • Debug > Log cosmetic detection: logs the selected cosmetics, asset names, and active effects.

The detector reads the local player's selected accessory, hat, and eyes from PEAK's persistent player data. It recognizes the built-in eyepatch, Aviators, Tiny Sunglasses, Broken Glasses, Plague Doctor mask, Astronaut helmet, Racing Helmet, Pumpkin, SleepyGuy hat, and crying eyes assets.

Building

This repository contains the source project rather than a precompiled DLL because the plugin must reference the PEAK assemblies from your own installation.

On Windows with the.NET SDK installed, run PowerShell from this folder:.\build.ps1 -GameDir "C:\Program Files (x86)\Steam\steamapps\common\PEAK"

The GameDir value must point to the folder containing PEAK.exe and the

PEAK_Data folder. The build project now references the Unity DLLs explicitly,

which avoids a Windows MSBuild wildcard issue.

Upload the generated bin\FirstPersonCosmetics.zip. The ZIP already has the required manifest.json, README.md, CHANGELOG.md, icon.png, and BepInEx/plugins/FirstPersonCosmetics/FirstPersonCosmetics.dll layout.

Install & use Install: BepInEx plugin

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.

Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.

Dependencies

Install these first, or the mod will not work:

BepInEx-BepInExPack_PEAK

File & checksum

Filename
FirstPersonCosmetics-1.0.0.zip
File size
2.2 MiB