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DadsFPP
First-person perspective with visible animated arms and held weapons, configurable camera settings and local head hiding. Built for Valheim 1.0.16.
By Dad_Is_Bored
| Date uploaded | a week ago |
| Version | 1.1.5 |
| Download link | Dad_Is_Bored-DadsFPP-1.1.5.zip |
| Downloads | 270 |
| Dependency string | Dad_Is_Bored-DadsFPP-1.1.5 |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.
Preferred version: 5.4.2351README
DadsFPP
First-person perspective for Valheim 1.0.16 and BepInExPack 5.4.2351.
Press F6 to switch between first and third person. First person starts enabled. Change the toggle, FOV, eye offset and clipping plane in BepInEx/config/com.dadisbored.dadsfpp.cfg. DadsBepInExModManager 1.1.1 supports recording the toggle key; it is optional.
The Field of View slider starts at Valheim's default 65 degrees and supports 60–110 degrees. Changes apply immediately in first person. An existing configured value is retained.
Uses Valheim's existing aiming, movement, combat and camera rotation. Your animated arms, weapons and shields follow the first-person view, including when looking up or down. Attacks, bow draws, blocking and tool use retain their game animations. Your head, helmet, beard and hair are hidden only while the world camera renders.
Under Visibility, Show Arms and Weapons enables this positioning. Arm View Offset adjusts the rendered position in meters: X right, Y up, Z forward. The original arm pose is restored after rendering so gameplay, third person and inventory previews use the normal character pose.
The equipped tool's resting hand grip is positioned within the lower part of the first-person view. During attacks, blocking and bow draws, its animation moves from that position. The tool model stays attached to the character's hand.
While first person is active, the local player is exempt from Valheim's camera-distance hide request so held tools remain visible after the camera moves to the eyes.
Damage taken and healing appear in a square at the middle right of the screen. Red damage and green healing numbers show the actual health change, with up to three recent entries visible for four seconds.
The first-person camera is raised 20 centimeters above its previous eye position. Vertical Offset adjusts this raised position, including for existing profiles with a zero offset.
First person stays active while inventory and crafting menus are open, while sailing, and in all seats. The normal camera is used for inventory previews, death, teleportation, cutscenes and free-fly devcommands. Switching back restores camera optics and local visibility. Toggle input is ignored while interacting with menus or text fields.
Install the package DLL into BepInEx/plugins/DadsFPP, or import the ZIP into Thunderstore Mod Manager. Install on clients; servers do not need the plugin.
Build
Run powershell -File build.ps1 -Package. Override ValheimManagedPath and BepInExCorePath as environment variables for a different installation. The ZIP and unpacked folder are created under dist/; previous artifacts move to Archive/package-builds/. Neither folder belongs in Git.
Status: 1.1.5 build. The camera follows the animated head and refreshes its position before rendering. Compilation and game API checks are performed locally; in-game camera, equipment and multi-camera verification is required before publishing.
CHANGELOG
Changelog
1.1.5
- Keep first person active while inventory and crafting menus are open, while sailing, and in all seats.
1.1.4
- Raise the first-person camera by 20 centimeters, in addition to the configured vertical offset, for upper-torso clearance when looking behind.
- Show damage taken and healing in a square at the middle right of the screen during first person.
- Display up to three recent health changes for four seconds, with red damage and green healing numbers.
- Read actual health changes after damage reduction and healing limits; exclude other characters and unchanged health.
1.1.3
- Follow the animated head instead of the static root eye marker when positioning the first-person camera.
- Refresh the eye position and tool framing before the world camera renders, including during movement.
- Apply head hiding during the camera update as well as rendering so skinning can observe it before culling.
1.1.2
- Prevent Valheim's camera-distance visibility update from fading the local player and held tools away during first person.
- Restore player visibility immediately when entering first person; retain head hiding during the world camera render.
1.1.1
- Frame the actual equipped tool's hand grip in the first-person view instead of relying solely on fixed arm offsets.
- Preserve animated swings, blocking and bow draws after positioning the resting grip.
- Restore the world-camera pose after nested auxiliary cameras render.
1.1.0
- Align animated arms, weapons and shields with the first-person camera so combat and tool actions remain visible while looking up or down.
- Added Show Arms and Weapons and Arm View Offset settings, enabled by default.
- Apply the arm pose only while the first-person camera renders and restore the original animation pose afterward.
- Keep the local player's animation and skin updates active while the first-person camera is enabled; restore previous culling settings on exit.
1.0.0
- Added first-person perspective with an F6 default toggle and configurable shortcut.
- Added FOV, eye offsets and near clipping settings.
- FOV slider defaults to Valheim's 65 degrees and ranges from 60 to 110 degrees.
- Added world-camera-only head and equipped helmet/hair/beard hiding with restoration.
- Retained native movement, aiming and camera input; suspend first person for inventory, death, teleportation, cutscenes, attached seats and free-fly.