Valheim Voices
English voice bank for Audio Dialogues: 738 spoken lines, eleven voices, from Haldor to the runestones. Synthetic voices.
About this mod Author’s original text
Valheim Voices
The English voice bank for [Audio Dialogues][core]: 738 spoken lines, eighty minutes of
audio, eleven voices. Install both, this one being the sound and the other one the code.
[core]:
The cast
| Voice | Lines | Register |
| --- | --- | --- |
| dvergr | 174 | low and gruff, one voice for all four mages |
| runestone | 141 | grave narrator, slow delivery, the voice you hear most |
| fallen | 80 | breathy, a spent timbre |
| hildir | 75 | feminine, warm |
| hugin | 63 | reedy, high, restless |
| dreams | 61 | whispered: dreams and the voices of the dead |
| haldor | 50 | jovial trader |
| munin | 42 | reedy, lower, sardonic |
| shadow | 30 | cold and flat, the shadow people of the Deep North |
| bogwitch | 18 | feminine, aged, quavering |
| saga | 4 | solemn, and the fallback voice |
How the voices were made
Speech synthesis, with Qwen3-TTS. Each voice was written as a description rather than cloned
from a person: no real voice was sampled, imitated or reproduced. The description makes one
reference recording per character, and every line of that character is then spoken in the
timbre of that recording, which is what keeps a trader sounding like himself across fifty
lines.
Ogg Vorbis, 24 kHz mono, 25 MB in all. Mono is not a shortcut: Unity only spatializes mono,
and a stereo clip would play flat wherever the speaker stands.
What it does not cover
The intro and ending cinematics keep their subtitles, being timestamped against the video.
Reading a runestone again from the compendium stays silent, the journal having kept the
translated text rather than the key it came from. English only for now.
Replacing a few lines
Voice packs stack. A pack holding a handful of ogg files and a small index.json sits on
top of this one, key by key, without replacing the rest of the bank. The format is described
on the Audio Dialogues page.
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. In multiplayer, the host and every client need the same mods installed.
Install these first, or the mod will not work: