
PickaxeSoundChanger
Changes the high-pitched pickaxe sound to use the default axe sound.Pickaxe Sound Changer
Pickaxe Sound Changer (PickaxeSoundChanger) replaces Valheim's metallic pickaxe impact with
the axe hit sound. You can also replace or mute
other sounds and set their pitch and volume. It uses the game's existing clips and is client-side:
other players keep their own sounds.
Install
Install PickaxeSoundChanger by LuminairPrime through Thunderstore Mod Manager or r2modman. The manager also installs the required BepInExPack for Valheim.
For manual installation, install BepInExPack first, then copy PickaxeSoundChanger.dll from
the ZIP's plugins/ folder into BepInEx/plugins/.
For local testing, you can import the ZIP in the manager's settings. Install BepInExPack first: local imports do not install dependencies automatically, receive Thunderstore updates, or carry over in shared profiles.
Launch the game once to create BepInEx/config/LuminairPrime.valheim.pickaxesoundchanger.cfg.
The mod manager can then show it in Edit config. Close the game before editing and restart
it to apply changes.
Settings
The editor shows eight sections, 01 - General through 08 - Mapping 8. The first mapping lives in
01 - General alongside the switches, so its three fields are labelled Mapping 1: Sound,
Mapping 1: Pitch and Mapping 1: Volume. Each of the other mappings has a section of its own,
where the same three fields are labelled plainly Sound, Pitch and Volume.
| Setting | Default | Purpose |
|---|---|---|
Mapping 1: Sound |
sfx_pickaxe_hit = sfx_axe_hit |
Replaces the pickaxe impact. |
Mapping 1: Pitch |
0.95-1.0 |
Fixed pitch or a random range; blank keeps the sound's own. |
Mapping 1: Volume |
0.4-0.45 |
Fixed volume or a random range; blank keeps the sound's own. |
Enabled |
true |
Turns the replacements and tuning on or off. |
Toggle Key |
k |
In-game comparison key, such as k or ctrl + k. Any case; 1 means the number row. Blank unbinds it. Ignored while typing. |
Log Sound Names |
false |
Prints sound names to help find mappings. Noisy; turn it off afterwards. |
Sound, Pitch, Volume in 02 to 08 |
02 starts with sfx_rock_hit = sfx_rock_destroyed, pitch 1 and volume 0.2; the other six start blank |
Six more slots, each holding one target = donor pair or a bare target to only retune it. |
Mapping 2 is the other half of the mining loop: the rock impact that lands right after the pickaxe
hit, played as the rock-break sound and quietly. Blank its Sound if you only want the pickaxe swap.
Toggle key
Toggle Key flips Enabled in game, which is the quickest way to compare a sound with and without
the replacement. Spell keys the way you would write them: k, ctrl + k, f8, 1 for the number
row, spacebar, enter, esc. Case does not matter. A name Unity does not know is skipped with a
warning while the usable keys in the same value still bind. It starts bound to k, which Valheim
itself leaves unbound; blank the field to unbind it. The key is ignored while chat, a text field or
the console is open, and a saved change applies at once.
Pitch and volume
Each field accepts one number, a range, or nothing:
| Input | Result |
|---|---|
0.95 |
The same value on every play: no randomness from this setting. |
0.95-1.0 |
The game picks a value between the two limits on each play. |
| Blank | Keeps the target sound's own values. |
For a fixed pitch and volume, enter:
[01 - General]
Mapping 1: Sound = sfx_pickaxe_hit = sfx_axe_hit
Mapping 1: Pitch = 0.95
Mapping 1: Volume = 0.4
This removes pitch and volume range randomness. The game still picks clips from the donor's pool, so different hits can still sound different. Distance and other game audio effects also remain.
Use a dot for decimals. Pitch must be greater than zero; volume can be zero but not negative. Invalid tuning produces a warning and only that field is ignored; the mapping still works.
Slot 1 defaults to the axe hit's pitch 0.95-1.0 and volume 0.4-0.45, and slot 2 to pitch 1 and
volume 0.2. These are stored defaults, not values read dynamically from donors. Changing the donor
does not change these fields. Blank both to keep the sound's own values — the pickaxe's are pitch
0.9-1.1 and volume 0.4.
Replacing or muting sounds
Each mapping holds one target = donor pair. Names are case-sensitive and the later slot wins
if two slots target the same sound. Do not combine mappings with semicolons.
[03 - Mapping 3]
Sound = sfx_club_hit = sfx_sword_hit
[04 - Mapping 4]
Sound = sfx_tree_hit = mute
mute is a case-insensitive keyword. Blank mappings are unused. Tuning fields on blank or muted
mappings are silently ignored, so you can leave the numbers there for later.
Mappings affect every use of that sound, not just one weapon. They borrow the donor's original
clips even if the donor is also mapped elsewhere. Pan, delay and reverb remain the target's own.
The default leaves sfx_pickaxe_hit_vibration_only alone because it is already muted and carries
controller haptics. Using mute on a sound also suppresses its captions and vibration.
One sound cannot be remapped. The game's background ambience (RandomAmbientBase) is spawned
empty and the game assigns its single clip itself, right before playing it — after this mod has
run. The game's own clip wins, so a mapping on it is logged but has no effect. Every other sound
effect takes its clips in Awake, which is before this mod hands them over.
Retuning a sound without replacing it
Leave out the = and the donor to keep a sound exactly as the game made it and change only how it
plays:
[05 - Mapping 5]
Sound = sfx_pickaxe_swing
Pitch = 0.6-0.8
Volume = 0.5
A bare name needs at least one of Pitch or Volume. On its own it has nothing to change, so it is
reported as a missing = rather than accepted silently — which also keeps a forgotten = on an
ordinary mapping reported. This is the cheapest way to soften a sound you like, rather than swapping
it for another one.
Spaces are ignored wherever they fall. sfx_a=sfx_b, sfx_a = sfx_b, sfx_a= sfx_b and
sfx_a =sfx_b all mean the same thing, and trailing spaces after any of them, bare names included,
change nothing. Only genuine mistyping is reported.
Sound names
The following weapon and creature names come from the game's assets. Keep their exact casing.
Weapons
- Arbalest (crossbow) —
sfx_arbalest_fire,sfx_reload_done,sfx_reload_dverger_done,sfx_reload_dverger_start,sfx_reload_start - Atgeir —
sfx_atgeir_attack,sfx_atgeir_attack_secondary - Axe —
sfx_axe_flint_hit,sfx_axe_hit,sfx_axe_swing - Battleaxe —
sfx_battleaxe_hit,sfx_battleaxe_swing_start,sfx_battleaxe_swing_wosh - Bombs, dynamite —
sfx_bombdynamite_drop,sfx_bombdynamite_explosion,sfx_bombdynamite_fuse - Bombs, lava —
sfx_bomblava_crumble,sfx_bomblava_fail,sfx_bomblava_rocks - Bombs, oozer —
sfx_bomb_throw,sfx_oozebomb_explode - Bombs, siege —
sfx_bombsiege_explosion - Bow and arrow —
sfx_arrow_hit,sfx_bow_draw,sfx_bow_fire,sfx_bow_fire_silent - Club and mace —
sfx_club_hit,sfx_club_swing - Iron sledge —
sfx_sledge_iron_hit - Krom, the sword —
sfx_kromsword_swing - Pickaxe —
sfx_pickaxe_hit,sfx_pickaxe_hit_vibration_only,sfx_pickaxe_swing - Sledge, stagbreaker —
sfx_sledge_hit,sfx_sledge_swing - Spear —
sfx_spear_flint_hit,sfx_spear_hit,sfx_spear_poke,sfx_spear_throw - Staves —
sfx_firestaff_launch,sfx_icestaff_start,sfx_skull_summon_skeleton - Staves, Ashlands —
sfx_staff_elder_burst,sfx_staff_elder_cast,sfx_staff_elder_grow,sfx_staff_elder_root_hit,sfx_staff_elder_root_swing,sfx_staff_grenade_cast,sfx_staff_grenade_impact_big,sfx_staff_grenade_impact_small,sfx_staff_lightning_charge,sfx_staff_lightning_fire,sfx_staff_trollstav_cast,sfx_staff_trollstav_meteorite,sfx_staff_trollstav_troll_impact,sfx_StaffLightning_charge,sfx_StaffLightning_fire - Sword, knife and claws —
sfx_claw_swing,sfx_knife_swing,sfx_sword_hit,sfx_sword_swing - Torch —
sfx_torch_swing - Unarmed, fists —
sfx_unarmed_hit,sfx_unarmed_swing - Warhammer, silver —
sfx_silvermace_hit - Weapon enchantments —
sfx_weapons_blood_enable,sfx_weapons_blood_impact,sfx_weapons_lightning_chain,sfx_weapons_lightning_enable,sfx_weapons_lightning_impact,sfx_weapons_nature_enable,sfx_weapons_nature_impact,sfx_weapons_nature_root
Creatures
- Abomination —
sfx_Abomination_alerted,sfx_abomination_arise_end,sfx_Abomination_attack,sfx_Abomination_Attack2_slam_whoosh,sfx_Abomination_idle,sfx_Abomination_move,sfx_Abomination_swing,sfx_tree_fall_abomination,sfx_tree_hit_abomination - animals —
sfx_crow_death,sfx_crow_idle,sfx_seagull_idle - Asksvin —
sfx_asksvin_alert,sfx_asksvin_bite,sfx_asksvin_death,sfx_asksvin_footstep,sfx_asksvin_idle,sfx_asksvin_pounce - Bat —
sfx_bat_alerted,sfx_bat_attack,sfx_bat_idle - Bjorn —
sfx_bear_bite_attack,sfx_bear_bite_attack_impact,sfx_bear_claw_attack,sfx_bear_death,sfx_bear_footstep,sfx_bear_hurt,sfx_bear_idle,sfx_unbjorn_bite_attack,sfx_unbjorn_bite_attack_impact,sfx_unbjorn_claw_attack,sfx_unbjorn_claw_attack_slash,sfx_unbjorn_death,sfx_unbjorn_footstep,sfx_unbjorn_hurt,sfx_unbjorn_idle,sfx_writhan_bite_attack,sfx_writhan_bite_attack_impact,sfx_writhan_fizz - Blob —
sfx_blob_alerted,sfx_blob_attack,sfx_blob_death,sfx_blob_hit,sfx_blob_idle,sfx_blob_jump,sfx_blob_land,sfx_bloblava_alert,sfx_bloblava_crawl,sfx_bloblava_death,sfx_blobLava_explosion,sfx_bloblava_grow,sfx_bloblava_idle,sfx_bloblava_jump,sfx_bloblava_land,sfx_blobtar_attack_spit,sfx_blobtar_idle - Boar —
sfx_boar_alerted,sfx_boar_attack,sfx_boar_birth,sfx_boar_death,sfx_boar_hit,sfx_boar_idle,sfx_boar_love - BogWitch —
sfx_bogwitch_creak,sfx_bogwitch_greet,sfx_bogwitch_random,sfx_bogwitch_trade - Bonemass —
sfx_Bonemass_alert,sfx_Bonemass_death,sfx_Bonemass_Hit,sfx_Bonemass_idle,sfx_Bonemass_punch_start,sfx_Bonemass_spawn_draugr_start,sfx_Bonemass_throw_start,sfx_Bonemass_throw_trigger,sfx_DraugrSpawn,sfx_ProjectileHit - BonemawSerpent —
sfx_bonemaw_serpent_alert,sfx_bonemaw_serpent_bite,sfx_bonemaw_serpent_death,sfx_bonemaw_serpent_spit,sfx_bonemaw_serpent_spit_hit - character_effects —
sfx_creature_consume - Chicken —
sfx_chick_hurt,sfx_chicken_death,sfx_chicken_eat,sfx_chicken_footstep,sfx_chicken_hurt,sfx_chicken_idle_vocal,sfx_chicken_idle_wingflap,sfx_rooster_idle - Deathsquito —
sfx_deathsquito_attack - Deer —
sfx_deer_alerted,sfx_deer_death,sfx_deer_idle - Dragon —
sfx_dragon_alerted,sfx_dragon_coldball_explode,sfx_dragon_coldball_launch,sfx_dragon_coldball_start,sfx_dragon_coldbreath_start,sfx_dragon_coldbreath_trailon,sfx_dragon_death,sfx_dragon_flap,sfx_dragon_footstep,sfx_dragon_hurt,sfx_dragon_idle,sfx_dragon_melee_hit,sfx_dragon_melee_start,sfx_dragon_scream - Draugr —
sfx_draugr_alerted,sfx_draugr_death,sfx_draugr_hit,sfx_draugr_idle - Dverger —
sfx_dverger_ball_start,sfx_dverger_fireball_rain_shot,sfx_dverger_fireball_rain_start,sfx_dverger_footsteps,sfx_dverger_heal_finish,sfx_dverger_heal_start,sfx_dverger_heavyattack_launch,sfx_dverger_ice_aoe_start,sfx_dverger_ice_projectile_start,sfx_dverger_staff_baseattack_foley,sfx_dverger_staff_kolvattack_foley,sfx_dverger_staff_poke_foley,sfx_dverger_vo_alerted,sfx_dverger_vo_attack,sfx_dverger_vo_death,sfx_dverger_vo_hurt,sfx_dverger_vo_idle - Eikthyr —
sfx_eikthyr_alert,sfx_eikthyr_attack,sfx_eikthyr_death,sfx_eikthyr_footstep,sfx_eikthyr_hit,sfx_eikthyr_idle,sfx_eikthyr_spawn - Elaking —
sfx_elaking_alerted,sfx_elaking_alerted_old,sfx_elaking_attack_claw,sfx_elaking_attack_claw_impact,sfx_elaking_attack_jump,sfx_elaking_attack_jump_impact,sfx_elaking_death,sfx_elaking_death_old,sfx_elaking_hit,sfx_elaking_hit_old,sfx_elaking_idle,sfx_elaking_idle_old,sfx_elaking_spawner_idle_loop - ElakingMole —
sfx_moleman_alert,sfx_moleman_attack,sfx_moleman_death,sfx_moleman_footsteps,sfx_moleman_hurt,sfx_moleman_idle,sfx_moleman_spawn,sfx_moleman_stonedust - Fader —
sfx_fader_bite_pre,sfx_fader_bite_snarl,sfx_fader_charredsummon_impact,sfx_fader_charredsummon_projectile,sfx_fader_charredsummon_roar,sfx_fader_claw_pre,sfx_fader_claw_swipe,sfx_fader_death_explosion,sfx_fader_death_start,sfx_fader_firebreath_in,sfx_fader_firebreath_out,sfx_fader_firewall_fireburst,sfx_fader_firewall_start,sfx_fader_fissure,sfx_fader_fissure_fire,sfx_fader_fissure_footimpact,sfx_fader_fissure_footslide,sfx_fader_fissure_pillar,sfx_fader_footstep,sfx_fader_idle,sfx_fader_meteor_impact,sfx_fader_meteor_start,sfx_fader_spawn_meteor_ambience,sfx_fader_spawn_meteor_arrival,sfx_fader_spawn_meteor_impact,sfx_fader_spin,sfx_fader_taunt - FallenValkyrie —
sfx_fallenvalkyrie_alert,sfx_fallenvalkyrie_attack,sfx_fallenvalkyrie_attack_claw,sfx_fallenvalkyrie_attack_spin_charge,sfx_fallenvalkyrie_attack_spin_release,sfx_fallenvalkyrie_attack_spit_charge,sfx_fallenvalkyrie_attack_spit_projectile,sfx_fallenvalkyrie_attack_spit_projectile_impact,sfx_fallenvalkyrie_attack_spit_vocal,sfx_fallenvalkyrie_death,sfx_fallenvalkyrie_idle,sfx_fallenvalkyrie_screech,sfx_fallenvalkyrie_taunt,sfx_fallenvalkyrie_wingflap - FallenWarrior —
sfx_fallenwarrior_attack,sfx_fallenwarrior_attack_impact,sfx_fallenwarrior_death,sfx_fallenwarrior_hurt,sfx_fallenwarrior_idle - Fenring —
sfx_fenring_alerted,sfx_fenring_claw_hit,sfx_fenring_claw_start,sfx_fenring_claw_trailstart,sfx_fenring_death,sfx_fenring_fireclaw,sfx_fenring_howl,sfx_fenring_idle,sfx_fenring_jump_start,sfx_fenring_jump_trailstart,sfx_fenring_jump_trigger - FrostTroll —
sfx_gameltroll_death,sfx_gameltroll_footstep,sfx_gameltroll_hurt,sfx_gameltroll_idle,sfx_gameltroll_melee_attack,sfx_gameltroll_melee_attack_Impact,sfx_gameltroll_stomp_attack,sfx_gameltroll_stomp_attack_impact,sfx_gameltroll_stoneturn_death,sfx_gameltroll_throw_attack,sfx_gameltroll_throw_attack_impact - FrozenKing —
sfx_frozenking_attackmelee_double_chain,sfx_frozenking_attackmelee_double_impact,sfx_frozenking_attackmelee_double_whoosh_follow,sfx_frozenking_attackmelee_double_whoosh_lead,sfx_frozenking_attackmelee_single_chainback,sfx_frozenking_attackmelee_single_charge,sfx_frozenking_attackmelee_single_impact,sfx_frozenking_attackmelee_single_whsh,sfx_frozenking_chainflurry_chain,sfx_frozenking_chainflurry_coldvortex,sfx_frozenking_chainflurry_fly,sfx_frozenking_chainflurry_start,sfx_frozenking_charge_chainback,sfx_frozenking_charge_doublehookup,sfx_frozenking_charge_start,sfx_frozenking_charge_whoosh,sfx_frozenking_death_crystal_break,sfx_frozenking_death_crystal_loop,sfx_frozenking_death_crystal_sequence,sfx_frozenking_death_p3_sequence,sfx_frozenking_doubleslam_explosion,sfx_frozenking_fly_loop,sfx_frozenking_frozenspark_whip,sfx_frozenking_frozentwirl_charge,sfx_frozenking_frozentwirl_coldvortex,sfx_frozenking_frozentwirl_tornado,sfx_frozenking_frozentwirl_wind,sfx_frozenking_idle_breath,sfx_frozenking_idle_chained,sfx_frozenking_idle_chained_loop,sfx_frozenking_idle_phase3_loop,sfx_frozenking_intro_chainpressure,sfx_frozenking_intro_icepillar_left_break,sfx_frozenking_intro_icepillar_right_break,sfx_frozenking_intro_rise,sfx_frozenking_punchaoe_chain_end,sfx_frozenking_punchaoe_chain_start,sfx_frozenking_punchaoe_debris,sfx_frozenking_punchaoe_punch_first,sfx_frozenking_punchaoe_punch_second,sfx_frozenking_punchaoe_punch_third,sfx_frozenking_punchaoe_whoosh_punch,sfx_frozenking_punchaoe_whoosh_start,sfx_frozenking_spikerain_chain,sfx_frozenking_spikerain_explosion,sfx_frozenking_spikerain_flyby,sfx_frozenking_spikerain_iceceiling,sfx_frozenking_spikerain_shards,sfx_frozenking_spirit_death,sfx_frozenking_spirit_summon,sfx_frozenking_tendril_attack,sfx_frozenking_tendril_death,sfx_frozenking_tendril_grow,sfx_frozenking_tendril_summon,sfx_frozenking_turn,sfx_frozenking_voice_attack,sfx_frozenking_voice_scream - Ghost —
sfx_ghost_alert,sfx_ghost_attack,sfx_ghost_attack_hit,sfx_ghost_death,sfx_ghost_hurt,sfx_ghost_idle,sfx_ghosts_death,sfx_ghosts_footstep,sfx_ghosts_hurt,sfx_ghosts_idle,sfx_ghosts_melee_attack,sfx_ghosts_melee_attack_impact - Gjall —
sfx_gjall_alerted,sfx_gjall_attack_shake,sfx_gjall_attack_tick_drop,sfx_gjall_death,sfx_gjall_idle_blowout,sfx_gjall_idle_shiver,sfx_gjall_idle_vocals,sfx_gjall_spit,sfx_gjall_spit_fx,sfx_gjall_spit_impact,sfx_gjall_tick_drop - Goblin —
sfx_goblin_alerted,sfx_goblin_death,sfx_goblin_hit,sfx_goblin_idle - GoblinBrute —
sfx_goblinbrute_alerted,sfx_goblinbrute_clubhit,sfx_goblinbrute_clubswing,sfx_goblinbrute_death,sfx_goblinbrute_hit,sfx_goblinbrute_idle,sfx_goblinbrute_shout,sfx_goblinbrute_taunt - GoblinKing —
sfx_goblinking_beam,sfx_goblinking_taunt - GoblinShaman —
sfx_GoblinShaman_alerted,sfx_GoblinShaman_death,sfx_GoblinShaman_fireball_launch,sfx_GoblinShaman_hurt,sfx_GoblinShaman_idle - GreyDwarf —
sfx_greydwarf_alerted,sfx_greydwarf_attack,sfx_greydwarf_attack_hit,sfx_greydwarf_death,sfx_greydwarf_deepnorth_death,sfx_greydwarf_deepnorth_verse_attack,sfx_greydwarf_elite_alerted,sfx_greydwarf_elite_attack,sfx_greydwarf_elite_death,sfx_greydwarf_elite_idle,sfx_greydwarf_hit,sfx_greydwarf_idle,sfx_greydwarf_shaman_attack,sfx_greydwarf_shaman_heal,sfx_greydwarf_stone_hit,sfx_greydwarf_throw,sfx_greyling_alerted,sfx_greyling_attack,sfx_greyling_death,sfx_greyling_hit,sfx_greyling_idle - Greydwarf_king —
sfx_gdking_alert,sfx_gdking_death,sfx_gdking_footstep,sfx_gdking_idle,sfx_gdking_projectile_hit,sfx_gdking_punch,sfx_gdking_rock_destroyed,sfx_gdking_scream,sfx_gdking_shoot_start,sfx_gdking_shoot_trigger,sfx_gdking_spawn,sfx_gdking_stomp,sfx_tentaroot_attack - Hare —
sfx_hare_alerted,sfx_hare_death_vocal,sfx_hare_footstep_run,sfx_hare_idle,sfx_hare_idle_eating - Hatchling —
sfx_hatchling_alerted,sfx_hatchling_coldball_explode,sfx_hatchling_coldball_launch,sfx_hatchling_coldball_start,sfx_hatchling_death,sfx_hatchling_flap,sfx_hatchling_idle,sfx_hatcling_hurt - Hildir —
sfx_hildir_bye,sfx_hildir_hello,sfx_hildir_talk,sfx_hildir_trade - Jotnar —
sfx_jotunwarrior_attack1,sfx_jotunwarrior_attack2,sfx_jotunwarrior_death,sfx_jotunwarrior_hurt,sfx_jotunwarrior_Idle,sfx_jotunwarrior_impact_flesh,sfx_jotunwarrior_impact_ground,sfx_jotunwitch_attackball,sfx_jotunwitch_attackball_impact,sfx_jotunwitch_attackblast,sfx_jotunwitch_attackbuildup,sfx_jotunwitch_death,sfx_jotunwitch_dodge,sfx_jotunwitch_flight,sfx_jotunwitch_hurt,sfx_jotunwitch_Idle - Kvastur —
sfx_BogwitchKvastur_attack_hit,sfx_BogwitchKvastur_idle - Leech —
sfx_leech_alerted,sfx_leech_attack,sfx_leech_attack_hit,sfx_leech_death,sfx_leech_hit,sfx_leech_idle - Leviathan —
sfx_barnacle_destroyed,sfx_leviathanlava_sink,sfx_leviathanlava_taunt - Lox —
sfx_lox_alerted,sfx_lox_attack_bite,sfx_lox_attack_stomp,sfx_lox_breath,sfx_lox_chew1,sfx_lox_chew2,sfx_lox_shout,sfx_loxcalf_alerted - moose —
sfx_moose_alert,sfx_moose_attack_melee,sfx_moose_attack_melee_hit,sfx_moose_attack_melee_movement,sfx_moose_attack_melee_whoosh,sfx_moose_calf_verse,sfx_moose_death,sfx_moose_death_explode,sfx_moose_hurt,sfx_moose_idle - Morgen —
sfx_morgen_alert,sfx_morgen_attack,sfx_morgen_death,sfx_morgen_footstep,sfx_morgen_idle,sfx_morgen_roll_jump,sfx_morgen_roll_land,sfx_morgen_slap,sfx_morgen_slap_delayed,sfx_morgen_spawn - Neck —
sfx_neck_alerted,sfx_neck_attack,sfx_neck_attack_hit,sfx_neck_death,sfx_neck_hit,sfx_neck_idle - Player —
sfx_archery_target_hit,sfx_death_vibration_only,sfx_dodge,sfx_drink,sfx_drop,sfx_eat,sfx_equip,sfx_equip_start,sfx_equip_vibration_only,sfx_footstep,sfx_footstep_climb,sfx_footstep_ice_run,sfx_footstep_ice_walk,sfx_footstep_run,sfx_footstep_sneak,sfx_footstep_snow_run,sfx_footstep_snow_walk,sfx_footstep_swim,sfx_footstep_water,sfx_grapplinghook_detach,sfx_grapplinghook_fire,sfx_grapplinghook_hit,sfx_grapplinghook_pull,sfx_grapplinghook_reload,sfx_grapplinghook_repel,sfx_hit,sfx_hit_vibration_only,sfx_jump,sfx_jump_vibration_only,sfx_land,sfx_land_water,sfx_levelup,sfx_perfect_dodge,sfx_pickup,sfx_slide,sfx_ui_player_damage_tick_vibration_only,sfx_ui_player_firedamage_ignite,sfx_ui_player_firedamage_loop,sfx_ui_player_firedamage_tick - Raven —
sfx_hugin_kaw,sfx_raven_flap,sfx_raven_kaw - seal —
sfx_babyseal_idle,sfx_seal_alert,sfx_seal_crawl,sfx_seal_death,sfx_seal_idle - Seeker —
sfx_baby_seeker_alerted,sfx_baby_seeker_attack_start,sfx_baby_seeker_idle,sfx_seeker_alerted,sfx_seeker_attack_claws,sfx_seeker_attack_claws_flying,sfx_seeker_attack_pierce,sfx_seeker_attack_start,sfx_seeker_flying,sfx_seeker_hurt,sfx_seeker_idle,sfx_seeker_land,sfx_seeker_overlay,sfx_seeker_takeoff - SeekerBrute —
sfx_seeker_brute_alerted,sfx_seeker_brute_attack_bite,sfx_seeker_brute_attack_ram_hit,sfx_seeker_brute_attack_ram_start,sfx_seeker_brute_footstep,sfx_seeker_brute_groundslam_impact,sfx_seeker_brute_groundslam_Start,sfx_seeker_brute_idle,sfx_seeker_brute_mandible,sfx_seeker_brute_taunt - SeekerQueen —
sfx_HiveQueen_acitspit,sfx_HiveQueen_alerted,sfx_HiveQueen_backslam,sfx_HiveQueen_bite,sfx_HiveQueen_burrow,sfx_HiveQueen_callout,sfx_HiveQueen_doubleslash,sfx_HiveQueen_idle,sfx_HiveQueen_move,sfx_HiveQueen_pierce,sfx_HiveQueen_rush,sfx_HiveQueen_slash,sfx_HiveQueen_slashcombo,sfx_HiveQueen_spitimpact,sfx_HiveQueen_turn - Serpent —
sfx_serpent_alerted,sfx_serpent_attack,sfx_serpent_attack_hit,sfx_serpent_attack_trigger,sfx_serpent_death,sfx_serpent_hurt,sfx_serpent_idle,sfx_serpent_taunt - Skeleton —
sfx_bonepile_destroyed,sfx_skeleton_alerted,sfx_skeleton_attack,sfx_skeleton_basic_attack_melee,sfx_skeleton_basic_death,sfx_skeleton_basic_verse_attack,sfx_skeleton_basic_verse_idle,sfx_skeleton_big_alerted,sfx_skeleton_big_death,sfx_skeleton_death,sfx_skeleton_frozen_attack_melee,sfx_skeleton_frozen_death,sfx_skeleton_frozen_verse_attack,sfx_skeleton_frozen_verse_idle,sfx_skeleton_hildir_attack_melee,sfx_skeleton_hildir_attack_skill,sfx_skeleton_hildir_death,sfx_skeleton_hildir_torch_loop,sfx_skeleton_hildir_verse_attack,sfx_skeleton_hildir_verse_idle,sfx_skeleton_hit,sfx_skeleton_idle,sfx_skeleton_mace_hit,sfx_skeleton_poison_attack_melee,sfx_skeleton_poison_death,sfx_skeleton_poison_verse_attack,sfx_skeleton_poison_verse_idle,sfx_skeleton_rise,sfx_skeleton_swamp_attack_melee,sfx_skeleton_swamp_death,sfx_skeleton_swamp_verse_attack,sfx_skeleton_swamp_verse_idle - StoneGolem —
sfx_stonegolem_alerted,sfx_stonegolem_attack_hit,sfx_stonegolem_attack_wosh,sfx_stonegolem_death,sfx_stonegolem_footstep,sfx_stonegolem_hurt,sfx_stonegolem_idle,sfx_stonegolem_primary_start,sfx_stonegolem_second_start,sfx_stonegolem_spikeattack_trailon,sfx_stonegolem_wakeup - Surtling —
sfx_imp_alerted,sfx_imp_death,sfx_imp_fireball_explode,sfx_imp_fireball_launch,sfx_imp_hit,sfx_kvastur_death - TheCharred —
sfx_charred_alert,sfx_charred_archer_bow_draw,sfx_charred_archer_bow_release,sfx_charred_archer_volley_draw,sfx_charred_archer_volley_release,sfx_charred_death,sfx_charred_footstep,sfx_charred_hurt,sfx_charred_idle,sfx_charred_mage_alert,sfx_charred_mage_attack_charge,sfx_charred_mage_attack_impact,sfx_charred_mage_attack_shoot,sfx_charred_mage_spawn_ground,sfx_charred_mage_spawn_staff,sfx_charred_melee_attack_lift,sfx_charred_melee_attack_stab,sfx_charred_melee_attack_swing,sfx_charred_spawner_destroy,sfx_charred_spawner_loop,sfx_charred_twitcher_alert,sfx_charred_twitcher_attack,sfx_charred_twitcher_death,sfx_charred_twitcher_hurt,sfx_charred_twitcher_idle,sfx_charred_twitcher_summoned_alert,sfx_charred_twitcher_throw,sfx_charred_twitcher_throw_impact - Tick —
sfx_tick_alerted,sfx_tick_attack_drain,sfx_tick_attack_jump,sfx_tick_attack_land,sfx_tick_hurt,sfx_tick_idle - TraderHaldor —
sfx_haldor_greet,sfx_haldor_laugh,sfx_haldor_yea - TrainingDummy —
sfx_trainingdummy_alert,sfx_trainingdummy_heavy_attack,sfx_trainingdummy_idle,sfx_trainingdummy_light_attack,sfx_trainingdummy_stagger,sfx_trainingdummy_throw,sfx_trainingdummy_throw_impact - Troll —
sfx_troll_alerted,sfx_troll_attack_hit,sfx_troll_attacking,sfx_troll_death,sfx_troll_footstep,sfx_troll_footstep_water,sfx_troll_hit,sfx_troll_idle,sfx_troll_rock_destroyed,sfx_trollfire_attack_club_impact,sfx_trollfire_attack_club_swing_down,sfx_trollfire_attack_club_swing_up,sfx_trollfire_attack_slam_impact,sfx_trollfire_attack_slam_start,sfx_trollfire_attack_slap_impact,sfx_trollfire_attack_slap_start,sfx_trollfire_attack_slap_swing,sfx_trollfire_attack_throw,sfx_trollfire_death,sfx_trollfire_fire_loop,sfx_trollfire_footstep,sfx_trollfire_idle,sfx_trollfire_roar - Ulv —
sfx_ulv_death - Valkyrie —
sfx_valkyrie_flapwing - Volture —
sfx_vulture_alert,sfx_vulture_attack_claw,sfx_vulture_death,sfx_vulture_eat_bite,sfx_vulture_eat_break,sfx_vulture_eat_swallow,sfx_vulture_footstep,sfx_vulture_idle,sfx_vulture_wing_flap - Wolf —
sfx_wolf_alerted,sfx_wolf_attack,sfx_wolf_attack_hit,sfx_wolf_birth,sfx_wolf_death,sfx_wolf_haul,sfx_wolf_hit,sfx_wolf_love - Wraith —
sfx_wraith_alerted,sfx_wraith_attack,sfx_wraith_attack_hit,sfx_wraith_death,sfx_wraith_hit,sfx_wraith_idle - Writhan —
sfx_writhan_bite,sfx_writhan_death_charge,sfx_writhan_death_explosion,sfx_writhan_idle,sfx_writhan_step,sfx_writhan_verse_attack,sfx_writhan_verse_death
Which weapons share a sound
Weapons share sounds far more than the weapon list suggests, which is why there is no sfx_mace_hit
or sfx_knife_hit to map. This is what each hit sound actually covers, read from the item data in
the game's own bundles. Swing sounds are separate and mostly one per weapon class.
| Hit sound | Used by |
|---|---|
sfx_sword_hit |
Every sword and greatsword — iron, silver, blackmetal, Krom, Dyrnwyn, Mistwalker, Niedhogg, Slayer — plus the attack hit of the claw weapons. |
sfx_club_hit |
The club, every mace except the silver one, all shields (their bash), the torch, mist torch, lantern and sparkler. |
sfx_spear_hit |
Every spear except the flint and wooden ones, and every atgeir. |
sfx_arrow_hit |
Every knife, and the impact of every arrow and bolt. |
sfx_axe_hit |
Every axe except the flint, stone and wooden ones. |
sfx_battleaxe_hit |
Every battle axe except the wooden one. |
sfx_unarmed_hit |
Bare hands, and every fist and claw weapon. |
sfx_pickaxe_hit |
Every pickaxe except the stone one. |
sfx_tree_hit |
The whole wooden tier — wooden axe, sword, greatsword, mace, knife, spear, atgeir and battle axe — and the wooden sledge. |
sfx_axe_flint_hit |
The flint and stone axes, and the stone pickaxe. |
sfx_silvermace_hit |
The silver mace only. |
sfx_spear_flint_hit |
The flint spear only. |
sfx_sledge_hit |
Stagbreaker only. |
sfx_sledge_iron_hit |
The iron sledge only. |
Three consequences worth knowing before you pick a target:
- Knives do not use a sword sound. They use
sfx_arrow_hit, which is also every arrow impact, so mapping it changes archery as well as knives. sfx_club_hitis the widest one. Muting it silences every mace, the club, and every shield bash in the game.- The stone pickaxe does not use
sfx_pickaxe_hit— it usessfx_axe_flint_hit, so it is the one pickaxe that survives asfx_pickaxe_hitmapping. Map both if you want all of them.
That covers the weapons and creatures. Everything else — world props, build pieces, status effects,
ambience — follows the same sfx_<thing>_<action> pattern, and Log Sound Names below shows you
the exact name of anything you can hear.
Finding other sounds
Enable Log Sound Names, play the sound, and read BepInEx/LogOutput.log or the manager's Logs tab.
The [sfx] lines include the prefab name, clip count, mute state and vibration flag.
Logging also works while Enabled is off.
Checking the mod
Mine a rock and look for a line like this with the default settings:
'sfx_pickaxe_hit' now plays the clips from 'sfx_axe_hit' (5 clip(s); pitch 0.95-1.0, volume 0.4-0.45).
Every defaulted mapping logs its own line the same way, so a rock also reports one for sfx_rock_hit
and its donor sfx_rock_destroyed. A bare target logs differently, naming the tuning instead of a
donor: 'sfx_pickaxe_swing' keeps its own clips and now plays at pitch 0.6-0.8, volume 0.5.
The swap line is printed once per mapped sound until settings are reloaded. Use Toggle Key
for a listening comparison; changes apply to newly spawned sounds.
| Problem | What to check |
|---|---|
| No config in the manager | Launch once with the plugin installed, then reopen the editor. |
| A mapping or tuning warning | Follow the reason in the log; check spelling and number format. |
| Donor could not be found | Check its exact prefab name, including case. |
| Swap logged but nothing audible | The target may be muted by the game or another mod. |
| Some weapons are unaffected | Check the shared-sound table above; the stone pickaxe uses a different sound. |
Sound of Silence can remove sound objects; Misophonia Friendly can mute them. Disable the relevant mute settings in those mods if you want this replacement to be heard. Other replacement mods can also compete for the same sounds.

