Asset Browser
A modder's tool: browse and preview every sound, VFX, projectile, blast and animation the game ships with, from inside the game.
About this mod Author’s original text
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 the Master switch if you want it installed but idle
- Set a Filter to browse only the assets whose name contains it — cleared when the game restarts
- Turn on Enable animations and Allow harmful animations
- Change the Jump size
- Change the Auto-stop seconds
- Change the Projectile lifespan and Projectile force
- Move where a preview spawns with VFX position, Projectile position and Blast position, 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, EnterBed, ExitBed,
EnterInnBed, ExitInnBed and SetAsleep. Allow harmful animations un-hides them if you want
to browse them anyway.
WARNING: DeathIndirect kills your character.
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 SFX_SKILL_BoonSpell
KEEP VFXAetherBomb (or VFXAetherBomb)
KEEP TrogArchMageBoon
KEEP BlastFire
KEEP HyppoFlamethrower (cone)
KEEP Rupture (SL_PlayAnimation, or CastType on an item)
The same lines, without the KEEP prefix, are appended to BepInEx/AssetBrowserKept.txt next to the
log, under a dated heading for each session — so a browsing session leaves a file to paste from
rather than a log to search.
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.
With a Filter set, groups holding nothing that matches are skipped.
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
A VFX preview is parented to your character's root, at the feet. A status effect* anchors a metre higher, so a prefab carrying its own vertical offset sits a metre higher in game than it does here. Set the VFX position to 0, 1, 0 while browsing and the preview matches what a status effect will show
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 fl
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.
Install these first, or the mod will not work: