- Status
- Offline
- Joined
- Mar 3, 2026
- Messages
- 247
- Reaction score
- 7
Guys, I am digging into Phasmophobia internals and hitting a wall with the lighting logic. Need some input on why these hooks are resulting in instant crashes.
What I have tried:
I suspect the game engine has some integrity checks on the light components or I am miscalculating the offset/pointer path. Has anyone successfully managed to push a Fullbright hack or customize the flashlight parameters in this version? I am thinking that iterating through all active Light components might be the way to go, but I wanted to see if anyone has a cleaner approach or a pointer on where I am going wrong with these structures.
If you have messed with the lighting engine in this game, let me know how you handled the memory stability. Any tips on avoiding these crashes would be huge.
What I have tried:
- Hooking the PCFlashlight class via the wake method. Intercepting the instance seems to work, but accessing or modifying the TorchInfo class triggers an immediate crash.
- Direct memory access via local player: Player->Fields.Field41->Fields.torchInfo->Fields.intensity. Again, the game dies as soon as I try to push changes.
- RenderSettings manipulation. I attempted to adjust fog, ambientIntensity, and set_ambientLight_Injected, but the effect only seems to apply to localized meshes (like vehicle wheels) rather than the global environment.
I suspect the game engine has some integrity checks on the light components or I am miscalculating the offset/pointer path. Has anyone successfully managed to push a Fullbright hack or customize the flashlight parameters in this version? I am thinking that iterating through all active Light components might be the way to go, but I wanted to see if anyone has a cleaner approach or a pointer on where I am going wrong with these structures.
If you have messed with the lighting engine in this game, let me know how you handled the memory stability. Any tips on avoiding these crashes would be huge.