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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_hit is 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 uses sfx_axe_flint_hit, so it is the one pickaxe that survives a sfx_pickaxe_hit mapping. 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.

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