semikss1805-SeeThrough icon

SeeThrough

Trees, bushes, rocks and walls between the camera and your character fade out of the way, keeping their look, and the camera stops zooming in on them. See yourself in the Black Forest again. Client-only.

Last updated 5 days ago
Total downloads 97
Total rating 0 
Categories Utility Mods Tweaks AI Generated Client-side
Dependency string semikss1805-SeeThrough-1.0.0
Dependants 0 other packages depend on this package

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2351 icon
denikson-BepInExPack_Valheim

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

Preferred version: 5.4.2351

README

SeeThrough

Lost sight of your character in the Black Forest again?

In vanilla Valheim, every pine, boulder and wall between the camera and you hides your character, and the camera jumps in close whenever you walk past one. SeeThrough fades whatever stands between the camera and your character, lets the camera keep its distance, and brings each object back as soon as it's out of the way. SeeThrough is client-only and purely visual: it changes nothing but your own screen.

Features

  • Blockers fade out of the way. Trees, bushes, rocks and building pieces between the camera and you fade, and come back smoothly once they no longer block the view. Tree tops count too, even though they have no collision.
  • They keep their look. By default objects fade with a fine screen-door dither, the same effect Valheim uses when trees appear. Colour, moss, snow, lighting and wind sway stay as they are, and the shadow thins with the object.
  • Closer is clearer. An object right behind you or right in front of the camera fades more than one further along the view.
  • The camera keeps its distance. It no longer zooms in when a tree, rock or wall is behind you; the object fades instead. Terrain still pushes the camera in as usual.
  • No looking inside things. As the camera nears a trunk, rock or wall, that object fades out completely before the camera gets inside it, so you never see its dark inside. Floors and platforms below the camera stay put until the camera is about to go through them.
  • The crosshair stays clear too. Trees, rocks and walls covering the spot you aim at around your character fade as well, so you see what you're about to hit. Things you use (chests, stations, berry bushes, doors) never fade this way, and neither does anything beyond your character.
  • Faded things don't get in your way. A faded tree or wall between the camera and you no longer catches your crosshair, so you can still open the chest, pick the berries or use the door behind it.
  • Only what's in the way. Trees and objects in front of your character stay solid, even the trunk you're running into.
  • Pick what fades. Trees, Bushes, Rocks, Pieces (anything built) and Other (static walls and rocks of dungeons and villages), each a checkbox.
  • Stays out of the way. No fading in first-person views, in free-fly, in Runic Build Camera's camera, while you are dead, or while a hammer, hoe or cultivator is out (unless you turn that on).

Settings (F1 → SeeThrough)

Section Setting Default
General Enabled on Turns everything on or off.
Toggle key none A key that switches Enabled in game.
Fading Style Dither Dither: the object keeps its own look and thins out in a fine pattern. Transparent: a smooth see-through copy (colour slightly off, no wind sway). Hide: not drawn at all while it blocks the view.
Objects that fade Trees, Bushes, Rocks, Pieces Tick Other to fade dungeon and village walls too.
Opacity (far) 0.4 How solid a faded object stays when it's well away from the camera and you (0 invisible, 1 not faded).
Opacity (near) 0.1 How solid it stays right at the camera or right behind you.
Near distance / Far distance 1 / 4 m Where the two opacities apply; smoothly in between.
Fade time 0.4 s How long a fade takes. Longer is softer.
Fade shadows on Shadows thin and vanish with the object. Off: a hidden object keeps its full shadow.
FXAA instead of TAA on See below.
Swap opacity (Transparent) 0.6 Transparent style only: how see-through an object already is when it switches to its copy.
Camera Camera keeps its distance on Off: vanilla camera collision.
Fade objects at the camera on Fade a trunk, rock or wall out as the camera gets close, before it's inside.
Close-up distance 1.2 m Where that close-up fade starts.
Min / Max camera distance 1 / 20 m Nothing fades with the camera closer (first person) or farther (free and flight cameras).
Detection Keep the crosshair clear on Also fade what covers the crosshair, up to your character's distance.
View radius 0.4 m Width of the clear lines.
Tree top reach 5 m How far from the line trees are checked for leaves crossing it.
Character clearance 0.5 m The line stops this short of you, so your floor and the wall you lean on stay solid.
Scan interval 0.1 s Time between checks for blockers.
Fade while building off Also fade while a hammer, hoe or cultivator is out.

Changes apply right away, whether you make them in F1 or in BepInEx/config/vh.seethrough.cfg while the game runs.

About antialiasing. Valheim's antialiasing is temporal (TAA): it blends each frame with the ones before. That smears the dither pattern into a blocky blur, worst while the camera moves. So while Style is Dither, SeeThrough switches the game's antialiasing to FXAA, which still smooths edges but doesn't blend frames. The game's own Antialiasing setting still turns it on or off. Turn FXAA instead of TAA off to keep TAA. If you do, Transparent style looks better.

Compatibility

  • Client-only. Install it on your own game; the server and other players need nothing. It sends nothing over the network and changes no world data: faded objects are only faded on your screen, and you can still chop, mine and use them as usual.
  • Requires BepInExPack Valheim. Recommended: a Configuration Manager for the F1 settings. Without one, edit the .cfg file.
  • Made for Valheim 1.0.21.
  • Runic Build Camera: nothing fades while its camera is active. First-person mods: nothing fades with the camera within 1 m of your character.
  • Mods that change the camera's collision (by patching GameCamera.RayTestPoint) may clash with Camera keeps its distance; turn it off if they do. Mods that change what the crosshair hovers (by patching Player.FindHoverObject) may clash with the hover fix. Mods that change the post-processing antialiasing may clash with FXAA instead of TAA.
  • Objects whose shader can't dither (some modded ones) use the Transparent style instead; the log names their shaders.
  • Servers that only allow whitelisted client mods may refuse it, like any other unlisted mod.