ParticlePicker
🟢 Updated this monthPreview

🔍 Analysis
- 👍 2.3% endorsement rate — high engagement, a strong quality signal
- 🏆 #51 of 98 Visuals mods in this game by downloads
📋 About This Mod
Break Darktide's visual effects into 80+ toggles across 18 groups - hide explosions, fire, toxic gas, sniper lasers, blood, screen FX and more; range circles with RGB colors; everything else stays vanilla. By josef0464
Darktide, minus the fireworks.
Chaos on screen shouldn't be the reason you die. ParticlePicker breaks the game's visual effects into 90 independent toggles across 20 groups, so you keep the effects you like and delete the ones that blind you. Everything is ON by default — install it and nothing changes until you decide it should.
◈ Latest: the flame that follows you
If you play Smelter Complex or Consignment Yard and keep seeing a huge fire glued to a player, 1. 0. 31 fixes it. Two families were slipping through, and neither of them obeyed the blanket "Hide all fire" switch:
[]Horde-mode fire — the Fire build drops a 360° ring of flame under a player every half second, and an Ogryn or Zealot charge drags a burning trail behind it.[/]
[]The flamer's own stream — it only behaved while the blanket switch happened to be off, so it looked fixed for a while and then came back.
Both are attached to the player unit, and anything mounted on a unit has to be faded in place — burying it underground (how world-space effects are hidden) does not work, the engine just links it straight back. They now take the correct path, same as the servo-skull flamer always did. No new switch: "Carried flames" covers them, and it works on every class regardless of what else you have set.
◈ What you can turn off
Explosions — your frag / krak / stun grenades, Ogryn box & frag, force-staff blasts, plasma explosions, enemy death bursts, exploding barrels, delayed bolter detonations, and the Boom Bringer missile launcher.
Fire — lingering ground pools, grenade burst flames (yours and the enemy's), Renegade and Cultist flamers, your own flamethrower, fire staff, and the burning damage-over-time glow.
Foundry & carried flames — the blaze and ember weather on foundry maps, plus flames mounted on a player (servo-skull flamer, holy light, horde-mode fire).
Everything else — toxic gas, Nurgle FX, sniper aim lasers, psyker effects, screen FX, blood and gibs, corpses, muzzle flash and tracers, enemy glows, player buffs, ambient clutter (fog, braziers, snow, sparks, footstep dust), and surface impacts.
◈ Danger circles — see the damage, not the smoke
The best part isn't hiding effects. It's replacing them with a clean flat ring that shows you exactly where the damage is, with radii read straight from the game's own explosion and liquid templates — not guessed.
[]Daemonhost — a wake-range ring plus a corruption-aura ring that snaps to your danger colour the instant it stands up[/]
[]Poxburster — blast radius that follows the burster, even when you punt it across the room[/]
[]Explosive and fire barrels — real blast radius, drawn the moment they light up[/]
[]Liquid areas — fire, gas, rotten, toxic, corruption puddles, flamer ground fire[/]
[]Smoke grenade — flat grey area ring, 15s (30s with the veteran talent), with a countdown pulse in the last 5 seconds[/]
[]Psyker bubble — the full dome footprint instead of a shimmer you can't read
15 colour groups with R / G / B sliders — set every ring to whatever reads best against your HUD.
◈ Effect replacement — keep it, just lower it
Some effects you don't want gone, you want them out of your eyeline. Three dropdowns swap an effect for a shorter version instead of deleting it:
[]Low gas cloud — the towering toxic column becomes a ground-hugging cloud you can see over[/]
[]Ground fire effect — choose how lingering fire is drawn[/]
[]Player fire grenade — pick a different burst for your own incendiary
Plus a low fog ring for smoke grenades: a knee-height ring instead of a wall of smoke. It follows the terrain — the ring is traced against the level geometry, so it stops at walls instead of being painted straight through them.
◈ Other fixes worth knowing
[]1. 0. 29 — exploding scenery barrels and delayed bolter detonations were never on the list at all, so no switch could hide them. Both now have their own toggle.[/]
[*]1. 0. 28 — suppressed particles that live for the whole mission (foundry embers, cooling snow, soul effects) were being re-attached to players after 15 seconds. The guard now asks the engine whether the particle is still playing inste
📊 Mod Details
- Game
- Warhammer40kdarktide Mods
- Author
- josef0464
- Version
- 1.0.0
- Downloads
- 726
- Endorsements
- 17
- Category
- Visuals
- Created
- 8/15/2026
- Updated
- 9/30/2026
🔧 How to Install Warhammer 40,000: Darktid Mods
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