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TaKeShI-BrighterWisplight-1.2.1 icon

BrighterWisplight

Makes the Wisplight actually light your way. Brightness and range only.

Date uploaded 4 hours ago
Version 1.2.1
Download link TaKeShI-BrighterWisplight-1.2.1.zip
Downloads 18
Dependency string TaKeShI-BrighterWisplight-1.2.1

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2333 icon
denikson-BepInExPack_Valheim

BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.

Preferred version: 5.4.2333

README

Brighter Wisplight

The Wisplight pushes back the Mistlands fog, but it barely lights anything — you still walk in the dark with one hand occupied. This mod makes its light strong enough to actually see by.

Light only. It does not touch the fog, add items, change recipes, or change colors.

  • Configurable brightness and range, with a conservative ceiling
  • Optional shadows
  • Client-side: not required on the server or on other players

This is a comfort mod, not an advantage. The limits are deliberately tight: it helps you see where you step, without turning into a floodlight.

Before / after

Same spot, same night, same Wisplight. Only the light changed.

Vanilla With Brighter Wisplight
Wisplight in vanilla Valheim: the Mistlands floor is almost black Wisplight with the mod: the same ground, plants and rocks are now readable

Note that the fog is untouched. The mist-clearing bubble around you is exactly the vanilla size — the mod never modifies it. What changes is how far you can see through the mist, because the light now reaches further.

Installation

Install through Thunderstore Mod Manager / r2modman, or copy BrighterWisplight.dll into BepInEx/plugins.

Configuration

BepInEx/config/com.pass-os.brighterwisplight.cfg, generated on first launch. You can edit it while the game is running (F1 with ConfigurationManager) — changes apply immediately, no restart needed.

Option Default What it does
Enabled true Master switch. Turning it off restores the original values
IntensityMultiplier 1.13 Brightness. 1 = vanilla. Max 1.5
RangeMultiplier 4.4 How far the light reaches. 1 = vanilla. Max 5
CastShadows false Cast shadows. Looks good, costs FPS
SkipCreatures true Skips wisps attached to creatures (Hugin, Munin, Mistwalker)
NameFilter empty Empty = affects the carried wisp and wisp torches. Fill in to narrow it down
VerboseLogging false Logs affected objects with before/after values

Why range goes up more than brightness

The wisp's light is a point light. Raising the intensity blows out the image long before it solves anything — you get a glare in the middle of the screen and everything else stays dark. Raising the range is what actually lets you see where you are stepping. That is why the defaults barely touch intensity and are generous with range.

If you want a torch feel instead (strong light, close in, with a fast falloff), go the other way: drop RangeMultiplier to around 1.5 and raise IntensityMultiplier.

Why you cannot change the color

Earlier versions tried. It does not work, and the reason is worth explaining.

The wisp orb glows through HDR emission, and bloom turns any emission with all three color channels above 1 into white. The original color escapes this by accident: the wisp's emission is (0, 3.614, 5.340) — the red channel is zero. It gets to be very bright and stay blue precisely because one channel is dark.

Any normal color has all three channels alive. To keep the same brightness they all have to be high — and then you get a white blob around the wisp. No amount of tuning fixes it: the problem is the effect, not the value. So the mod does not try.

I only want my carried wisp affected, not my torches

Turn on VerboseLogging, load into the game, and check BepInEx/LogOutput.log. It lists the name of every affected object. Copy the name into NameFilter — the equipped wisp is Demister, wisp torches are _enabled.

Compatibility

The mod uses the Demister component only to locate wisps — it never modifies it. It coexists cleanly with fog mods such as MistBeGone, which patches MistEmitter and ParticleMist, classes this mod never touches.

It does not touch networking, prefabs, or recipes.

CHANGELOG

Changelog

1.2.1

Documentation only — no code changes.

  • Added before/after screenshots to the readme, side by side.
  • Spelled out that the fog is untouched: the mist-clearing bubble is vanilla sized, only the light reach changed.
  • website_url now points at the mod's folder instead of the monorepo root.

1.2.0

The first version that actually works. Earlier ones never changed the light at all — see "Fixed" below.

Removed

  • Color override (OverrideColor, LightColor, ColorAffectsLight, ColorAffectsOrb). The orb glows through HDR emission, and bloom turns any emission with all three channels above 1 into white. The original color only escapes this because its red channel is zero. Recoloring without blowing out the effect is not possible, so the feature was removed rather than left broken.

Fixed

  • The mod did nothing. The Demister component does not sit on the wisp object: it sits on a child named "Particle System Force Field", which only carries the fog force field. The search for lights started there and went downward, so it always came back empty. It now walks up until it finds the object that actually holds the light.
  • Freeze on world load. Capture read renderer.materials, which CLONES every material on the renderer. That ran inside each wisp's Awake, and a world loads hundreds of them at once. With color gone, the mod no longer touches materials at all.
  • Multiplier compounding on re-equip. The original state was keyed by the Demister, which dies and respawns when you unequip and re-equip, while the lights survive. The new object re-captured already-modified values and treated them as factory defaults. State is now keyed by the visual root.
  • NameFilter never filtered anything. It tested the name of the Demister's object, which is "Particle System Force Field" on every wisp in the game. It now tests the visual root's name.

Changed

  • Defaults: IntensityMultiplier 1.127699, RangeMultiplier 4.397653.
  • Tighter ceilings: intensity max 1.5, range max 5 (both were 20). A comfort mod does not need a ceiling that turns into a gameplay advantage.
  • New SkipCreatures (on by default): Hugin, Munin and the Mistwalker carry a Demister and are left alone.
  • An exception on one wisp no longer propagates into world loading.

1.1.0

  • Wisp color applied separately to the projected light and the visible orb.

1.0.0

  • Configurable brightness and range for the Wisplight.
  • Optional light color and shadows.
  • Config reloads while the game is running.