Outward
Install with App

Details

Latest version
1.4.0
Last Updated
First Uploaded
Downloads
99
Likes
0
Size
111KB
Dependants

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

Thunderstore development is made possible with ads. Please consider making an exception to your adblock.