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Wrango-Asset_Browser-1.4.0 icon

Asset Browser

A modder's tool: browse and preview every sound, VFX, projectile, blast and animation the game ships with, from inside the game.

Date uploaded a week ago
Version 1.4.0
Download link Wrango-Asset_Browser-1.4.0.zip
Downloads 15
Dependency string Wrango-Asset_Browser-1.4.0

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

Overview

Conveniently browse 2737 sounds, 114 VFX, 185 projectiles, 268 blasts and 102 animations with dedicated rebindable buttons from inside the game.

How to use

Press a key, hear or see the asset, read its name and details in the notification. Defaults:

Key Action
Down / Up Next / Previous
RightCtrl+Down / RightCtrl+Up Jump forward / back 25
Insert Replay current
Left / Right Previous / Next group (sounds only)
End Write current to the log as a keeper
Home Cycle SOUND → VFX → PROJECTILE → BLAST, and ANIMATION (if enabled)
Delete Clear any lingering asset

Configuration Manager

General:

  • Turn off a Master switch if you want it installed but idle
  • Turn on Enable animations and Allow harmful animations
  • Change the jump size
  • Change the auto-stop time
  • Change the projectile lifespan and force
  • Move where a VFX, projectile or blast is spawned, as X / Y / Z

Keys:

  • Rebind any key

Animations

Off by default. This one drives your own character, so it is opt-in. Turn on Enable animations and ANIMATION joins the Home cycle.

Six of the 102 are hidden because they have real results: DeathIndirect kills your character, and EnterBed, ExitBed, EnterInnBed, ExitInnBed and SetAsleep put you to bed and open the rest screen. Allow harmful animations un-hides them if you want to browse them anyway, knowing what they do.

The casts from AxeLeap onward are not spells but weapon attacks, and the game runs them through a different system. These are labelled (weapon attack) and some need weapons in hand.

A (refused) note on a spell cast means the game turned it down.

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>
KEEP  <BaseBlast>HyppoFlamethrower</BaseBlast>   (cone)
KEEP  <Animation>Rupture</Animation>   (SL_PlayAnimation, or CastType on an item)

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, blasts and animations 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
  • VFX previews do pass your character, so prefabs that read it behave as they would in game — some re-anchor to you and ignore the offset, and some emit from your equipped weapon's mesh, so they look different depending on what you are holding
  • Blasts show their shape after the name — (cone), (ground), (lingering), (turret) and so on. The shape lives in the prefab, not in the effect that fires it. 207 of the 268 are plain spheres and are left untagged
  • 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
  • Projectiles and blasts 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
  • All weapon attack animations were used on enemies with equipped weapons and none dealt damage
  • Requires SideLoader — the asset enums live there

Contacts

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