Asset Browser
A modder's tool: browse and preview every sound, VFX, projectile and blast the game ships with, from inside the game.
By Wrango
| Date uploaded | 3 weeks ago |
| Version | 1.3.0 |
| Download link | Wrango-Asset_Browser-1.3.0.zip |
| Downloads | 37 |
| Dependency string | Wrango-Asset_Browser-1.3.0 |
This mod requires the following mods to function
README
Asset Browser
A modder's tool: browse and preview every sound, VFX, projectile and blast the game ships with, from inside the game.
What it does
Conveniently browse roughly 2700 sounds, 114 VFX, 185 projectiles and 268 blasts with dedicated rebindable buttons from inside the game.
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 |
| End | Write current to the log as a keeper |
| Home | Cycle SOUND → VFX → PROJECTILE → BLAST |
| Delete | Silence everything |
In the Configuration Manager you can:
- Switch a master Enabled if you want it installed but idle
- Change the jump size
- Change the auto-stop time
- Change the projectile lifespan and force
- Change the blast radius
- Rebind every key
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>
KEEP <BaseBlast>BlastFire</BaseBlast>
Sound groups
Sounds are grouped the way the game groups them 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 |
- VFX, projectiles and blasts have no grouping, so the group keys do nothing in those modes
Contacts
- Join our Outward modding community discord server
- If you have any bug to report or you want to give feedback, here's my discord workshop channel
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 and all 268 blasts were fired at enemies and none dealt damage
- Requires SideLoader - the asset enums live there
CHANGELOG
1.5.0
- Added a Filter — type a word and browse only the assets whose name contains it, in every mode.
fireturns 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 —
DeathIndirectand 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