AudioDialogues
Speaks Valheim's dialogues from voice packs out loud.
模組介紹 作者原文
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.
安裝與使用 安裝:BepInEx 外掛
- 本站下載的壓縮包就是模組本體,通常是 BepInEx 外掛(解壓後得到 .dll 或外掛資料夾)。
- 建議流程:用社群模組管理器(如 r2modman)選中本遊戲後匯入該模組,管理器會自動裝好 BepInEx 前置並處理依賴。
- 手動流程:先在遊戲目錄裝好 BepInEx 載入器,再把解壓出的 .dll 或外掛資料夾放進 BepInEx/plugins/。
- 啟動遊戲,BepInEx 控制台會列印載入日誌;確認這個模組出現在日誌裡即為安裝成功。
帶「前置依賴」的模組需要一併安裝,否則不會載入。功能開關通常在遊戲內或外掛自帶的設定檔裡調整。 多人連線時,主機與所有用戶端需要安裝一致的模組。
下面這些內容需要先安裝,否則該模組不會生效: