Slimmer package again: back down to the three DLLs the mod actually needs. Same fixes as 1.8.0.
1.8.0
Fixed the whole scene being silent (no break sounds, no Finale) since 1.6.1. The mod mutes the game's audio for immersion, then read those same, now muted, volume settings to scale its own sounds: it was muting itself. It now uses your real volume settings, captured before the scene starts.
Finale now follows the game's music slider only partly, so the scene stays audible even if you play with the music turned down. Music at zero still means full silence.
The SOUL color aura after the revive is now enabled by default.
Errors from the audio playback thread are now logged instead of dying silently.
1.7.1
Slimmer package: removed three Windows system DLLs that NAudio never actually loads (registry helpers). The package now contains only the mod, the two NAudio libraries and the bundled audio.
1.7.0
The bundled music can now be replaced by your own file in the plugin folder; a full copy of Finale starts at the 0:58 crescendo automatically.
1.6.2
New icon: the broken SOUL, mirrored from the real sprite for a symmetric crack.
Shorter package description.
1.6.1
Finale and the break sounds now respect your in game volume settings (master, music, effects) and are loudness matched to the base game's music mix (the OST master was much hotter, about 7.5 dB trimmed).
1.6.0
Full immersion: the game's music AND sound effects are silenced during the whole sequence. Sounds come back at the respawn; the game music stays low under Finale and returns when it ends.
The aura got a real presence: an immune-style shimmer tinted with the SOUL colors directly on the character, plus a much stronger light. Its lifetime now runs on its own clock, fully decoupled from the audio player, so it holds until the planned end of Finale no matter what.
New setting: MuteGameSounds.
1.5.0
The break now follows the pacing of the original scene: the crack still happens early, on the body, but every step (crack, shatter, stillness, reform) keeps its dramatic breathing room (about 8s total).
Fixed the aura fading out after roughly 3 seconds: the remaining music time was read from the MP3 reader while the playback thread was using it, which could report a nearly finished track. The mod now tracks the remaining time with its own clock.
1.4.0
The SOUL now cracks and shatters while it still sits ON the body, with the world faintly visible behind; the shards then fly back together at the center of the darkness. The drift to the center is gone.
Fixed the aura disappearing after a few seconds: Unity was culling the light as soon as combat lights (muzzle flashes) appeared. It is now a forced pixel light and holds until the end of Finale.
Aura brightness default raised to 2 and slider extended to 6 for bright daylight stages.
1.3.0
"But it refused." now types in character by character, like the UNDERTALE text writer.
The SOUL break (crack, shatter, reform) is much snappier.
Music can no longer stack when two deaths happen at the same time: any surviving playback is force stopped before a new one starts.
The SOUL aura now reliably holds until the very end of Finale (it no longer depends on the body staying the same), and it is disabled by default.
All settings now live in a single options section.
1.2.0
Full "But it refused." scene: the SOUL cracks, shatters into shards that freeze in the dark, then the shards fly back and the SOUL reforms in a white flash, exactly like the original moment.
All visuals and sounds are now the exact UNDERTALE assets: SOUL sprite, broken SOUL, shards, dialogue font glyphs, and the two break sounds.
After the revive, a glow around the character cycles through the 7 SOUL colors until Finale ends.
Finale and the aura now end with a gentle fade instead of a hard cut.
New settings: break sounds volume, aura toggle and brightness.
1.1.0
The SOUL and the "But it refused." text now use the exact UNDERTALE pixels (real sprite and real dialogue font glyphs).
The SOUL follows the corpse as it falls instead of staying frozen at the death spot.
Finale pauses with the pause menu and resumes when the game does.
Finale cuts immediately when you die again: the next refusal starts in silence, and a death without a revive no longer leaves the music playing.
1.0.0
Initial release.
Fade to black + determination SOUL + "But it refused." sequence on every revive (Dio's Best Friend, Pluripotent Larva, DLC2 revive equipment and shrine blessing, Seeker self revive).
Finale (a short excerpt starting at its 0:58 swell) plays while the game music is ducked, then restored.