ImmersiveCameraEnhanced
Native construction collider fitting, camera collision with a custom cylinder, and V1 vegetation culling.
About this mod Author’s original text
Immersive Camera Enhanced
Current release: 1.4.3
A client-side Valheim camera and Camera Cull mod. It combines third-person collision, vegetation culling, first-person and indoor camera options, configurable crosshairs, zoom, and local visual adjustments. Other players and dedicated servers do not need to install it.
Features and how to use them
Camera Cull
Camera Cull hides foliage that blocks the view while leaving its gameplay colliders intact, so trees can still be cut, harvested, and fought around. Leaves Only hides leaves but keeps trunks and branches visible. Movement Leaves Only activates that view after you walk toward the camera for its configured delay. Grass and small bushes stay visible. An optional setting can also cull player-built support pillars and stone arches.
Its curved culling volume is configurable by screen width, character distance, growth, flattening, and sampling interval. An optional shadow setting keeps foliage shadows while it is hidden. Enable ShowOcclusionCylinder in Debug to inspect it in green. Camera Cull uses local collider-backed queries, cached hierarchy results, and throttled visual checks.
Camera collision and construction
The custom third-person camera collision uses a uniform 0.3 m diameter cylinder to keep the camera on the character's side of solid objects. It moves inward to a safe contact point immediately and checks the path before returning outward at Camera Return Smooth Speed. Disable Enable New Camera Collision to use Valheim's native collision. Advanced Camera works with either mode.
The camera can be configured to pass through recognized vegetation, supports and arches, lights, tables, entities, and optionally boats; the active hammer placement preview is ignored. Structural walls, floors, roofs, terrain, rocks, and ores remain solid. Vanilla hammer-built construction colliders are fitted to visible model geometry across supported wear variants; openings are preserved, while roofs, small props, and modded pieces are excluded. These client-side collider adjustments can also affect local player and projectile contacts. See the construction collider audit.
Collision Distance Cut can lower the selected zoom after two seconds of stable obstruction. It chooses the shortest safe distance observed in that interval, permits up to 5 m of variation without restarting the timer, and respects the configured minimum. When the cut and Camera Distance HUD are both enabled, a small icon marks the cut. Show Camera Collision Volume draws the active cylinder or native probes in pink; Show Camera Collision Colliders outlines every contacted collider for 30 seconds after its latest contact.
Camera distance, first person, and zoom
Scroll to change third-person distance. Separate local maximums are available on foot and in a boat, and the distance step can be configured. Reaching the 0.5 m minimum by scrolling enters optional first person; scroll outward to return. First person supports independent FOV, camera sway, crouch lowering, walking head bob, and character yaw following. The character model is hidden while this view is active and restored on exit.
Hold Mouse4 and scroll to magnify toward the crosshair in either view. Releasing Mouse4 restores normal magnification; the zoom wheel does not change camera distance. Magnification, scroll step, transition speed, key, and zoomed mouse sensitivity can be configured. Independent first- and third-person FOV settings are available.
Camera Base Position can offset the third-person pivot vertically and blend the offset by camera distance. It does not add camera rotation and is ignored in first person.
Advanced Camera and free look
Advanced Camera activates automatically indoors when the character is sheltered beneath a nearby construction ceiling. It caps the indoor orbit at 3 m and has its own scroll step. Advanced Height lets mouse input raise or lower the camera; the destination is limited to half of the shared open space between floor and
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. In multiplayer, the host and every client need the same mods installed.
Install these first, or the mod will not work: