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Wrango-Asset_Browser-1.2.0 icon

Asset Browser

A modder's tool. Browse and preview every sound, VFX and projectile the game ships with, from inside the game

By Wrango
Date uploaded 3 weeks ago
Version 1.2.0
Download link Wrango-Asset_Browser-1.2.0.zip
Downloads 23
Dependency string Wrango-Asset_Browser-1.2.0

This mod requires the following mods to function

BepInEx-BepInExPack_Outward-5.4.19 icon
BepInEx-BepInExPack_Outward

BepInEx pack for Outward.

Preferred version: 5.4.19
sinai-dev-SideLoader-3.8.4 icon
sinai-dev-SideLoader

API and Mod Development Toolkit for Outward.

Preferred version: 3.8.4

README

Asset Browser

A modder's tool. Browse and preview every sound, VFX and projectile the game ships with, from inside the game

What it does

Conveniently browse roughly 2700 sounds, 114 VFX and 185 projectiles with dedicated rebindable buttons from inside the game. This lets the modder listen to and look at vanilla's sounds, visual effects and projectiles, so SideLoader XML can reference them by name with confidence

Use

Press a key, hear or see the asset, read its name in the notification - and its length, for sounds. Defaults:

key action
Down / Up next / previous
RightCtrl+Down / RightCtrl+Up jump forward / back 25
Insert replay current
Left / Right previous / next sound group (sound mode only)
End write current to the log as a keeper
Home cycle SOUND → VFX → PROJECTILE
Delete silence everything

In the Configuration Manager you can rebind every key, change the jump size, the auto-stop time, the projectile lifespan and the projectile force, or switch a master Enabled if you want it installed but idle

Keeping what you find

Everything played is written to BepInEx/LogOutput.log, so the log doubles as a record of what you auditioned. The keep key writes a line ready to paste into an XML:

KEEP  <Sounds>SFX_SKILL_BoonSpell</Sounds>
KEEP  <VFXPrefab>VFXAetherBomb</VFXPrefab>   (or <StartVFX>VFXAetherBomb</StartVFX>)
KEEP  <BaseProjectile>TrogArchMageBoon</BaseProjectile>

Sound groups

Sounds are grouped the way the game groups them — GlobalAudioManager loads each clip from _Sounds/<FOLDER>/<EnumName>, and the folder is the name prefix:

group count what it is
SFX 391 skills, impacts, weapons
ENV 156 ambient and environment
FT 134 footsteps by surface
BGM 68 music tracks
LOC 18 localised voice
UI 17 interface
CS 1953 cutscene dialogue
  • It opens on SFX. CS is last on purpose — it is almost entirely dialogue
  • VFX and projectiles have no grouping, so the group keys do nothing in those modes

Notes

  • Long sounds are cut after 5 seconds, and stepping to the next entry cuts the previous one first, so loops and ambience do not pile up. Configurable
  • Only one VFX preview exists at a time; the previous is stopped and destroyed before the next
  • Projectiles are fired forward from your character - speed, arc and trail only show in flight. Lifespan and launch force are configurable. 21 of the 185 are mines, which sit still by design
  • Previews are fired with no effects attached and no owning character. All 185 projectiles were fired at enemies and none dealt damage
  • Requires SideLoader — the VFX enum lives there

CHANGELOG

1.5.0

  • Added a Filter — type a word and browse only the assets whose name contains it, in every mode. fire turns 268 blasts into 15, and 2737 sounds into 44. Sound groups with nothing matching are skipped, and every count says what it matched
  • The filter is cleared when the game restarts
  • The keep key also writes to BepInEx/AssetBrowserKept.txt, beside the log — the same lines, ready to paste, under a dated heading for each session. They still go to the log too

1.4.0

  • Added animation browsing — Character.SpellCastType, 102 entries. Off by default: turn on Enable animations and Home cycles SOUND → VFX → PROJECTILE → BLAST → ANIMATION
  • Animations with real consequences are hidden — DeathIndirect and the five bed casts. Allow harmful animations un-hides them
  • Added VFX position, Projectile position and Blast position, as X / Y / Z on one row
  • 61 of the 268 blasts are not plain spheres, so those blasts now show their shape after the name — (cone), (ground), (lingering), (circular), (activation), (delayed hits), (no physics, max target), (cone, lantern), (turret), (no physics)
  • Removed the Blast radius setting. It is hit detection only and previews carry no visual effects
  • Renamed Enabled to Master switch. BepInEx sees it as a new setting, so it resets to on when you update
  • Some config entries were reworded

1.3.0

  • Added blast browsing — SL_ShootBlast.BlastPrefabs, 268 entries. Home now cycles SOUND → VFX → PROJECTILE → BLAST
  • Blast radius is configurable

1.2.0

  • Sound previews now show the clip length, the number you need for a Delay in XML

1.1.0

  • Added projectile browsing — SL_ShootProjectile.ProjectilePrefabs, 185 entries. Home now cycles SOUND → VFX → PROJECTILE
  • Changed default keybindings due to some debug binding overlap

1.0.0

  • Initial release — sounds and VFX