AudioDialogues

v1.0.1·Updated 2026-09-12

Speaks Valheim's dialogues from voice packs out loud.

About this mod Author’s original text

Audio Dialogues

Valheim writes its dialogue on screen and never says it. This mod speaks it: the ravens'

tutorials, Haldor's small talk, the dvergr, the runestones, the dreams you wake up from.

This package holds no audio. It is the player and nothing else, 26 KB of it. The spoken

lines come from a voice pack installed next to it, [Valheim Voices][voices] being the

first one. Install both, or this mod stays silent and says so in the log.

[voices]:

What gets spoken

| Where the line comes from | Who speaks |

| --- | --- |

| NPC speech bubbles | Haldor, Hildir, the bog witch, dvergr, fallen valkyries, the shadow people |

| Ravens | Hugin and Munin, tutorials and guide points |

| Runestones and tablets | the narrator, including the opening text |

| Dreams | the voice you hear on waking |

| Offering stones and tamed companions | the few lines that pass through the message bar |

An NPC's voice comes out of the speech bubble, not their feet, and fades out exactly where

the bubble stops being drawn. Two NPCs talking at once never cut each other off.

Settings

BepInEx/config/Tchernobill.AudioDialogues.cfg, written on first launch.

| Key | Default | What it does |

| --- | --- | --- |

| Enabled | true | master switch, no patch is applied when false |

| Volume | 1 | on top of the game's sound effects slider |

| Reverb | 1 | how much a voice is sent to the game's reverb, as a multiple of what the game sends for its own sounds; 0 keeps it dry |

| VoicesFolder | empty | absolute path to one voice folder, overriding every installed pack |

| Language | empty | load only packs declaring this language; empty loads them all |

| VoiceMessages | true | also speak the lines going through the message bar |

| DreamFadeIn | 1.5 | seconds a dream line takes to fade in |

| CacheSize | 64 | decoded clips kept in memory |

| PreloadPrefixes | tutorial_,npc_haldor_greet,npc_hildir_greet | loaded at startup when a pack brings no list of its own |

| LogTokens | false | log every localization key seen, spoken or not |

LogTokens is how you find a line that has no voice yet, and how a game update that renames

keys shows up. Each key is logged once per session.

Client side only. Nothing to install on a dedicated server, nothing sent over the network.

Writing a voice pack

A voice pack is a folder, not code. Put a folder named voices anywhere under

BepInEx/plugins, up to four levels deep, holding index.json and its ogg files. There is

no assembly to reference and no method to call: the index format is the whole contract.

{

"version": 1,

"language": "English",

"preload": ["npc_haldor_random_greet1", "tutorial_bed_text"],

"clips": [

{ "key": "npc_haldor_random1", "file": "npc_haldor_random1.ogg",

"duration": 3.42, "hash": "9f2c1ab4", "voice": "haldor", "seed": 1108 }

]

}

  • key is the localization key without its dollar sign, lowercase.
  • file is relative to the voices folder; left out, key + ".ogg" is used.
  • duration, hash, voice and seed are informative. Unknown fields are ignored, so the

format can grow without this mod being rebuilt.

  • preload is optional; without it the PreloadPrefixes setting decides.

Ogg Vorbis, mono. Unity only spatializes mono, a stereo clip would play flat and ignore

where the speaker stands. Without an index.json, the ogg files are indexed by their own

names, which is enough to try a handful of clips by hand.

Several packs can be installed at once. When two of them carry the same key, the one loaded

last wins and the log says so, packs being loaded in path order. That is what lets a pack

of a few replacement lines sit on top of a full bank without replacing it.

Install & use Install: BepInEx plugin

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. 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.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. 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. In multiplayer, the host and every client need the same mods installed.

Dependencies

Install these first, or the mod will not work:

denikson-BepInExPack_Valheim

File & checksum

Filename
AudioDialogues-1.0.1.zip
File size
58.6 KiB