FirstPersonCosmetics
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
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- 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.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- 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.
Install these first, or the mod will not work: