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Darkest Dungeon UI Audio Overhaul 2 - Respite Editi

"A moment of respite. A chance to steal one's self against the coming horrors." --Ancestor Welcome to the sequel mod, Darkest Dungeon UI Audio Overhaul 2 - Respite Edition! Uploading this as a separate mod to preserve the style of the original mod to those who prefer it and to keep ongoing colony experiences consistent, this rendition of the mod has been infused with a wide new selection of sound effects. As many of the prior SFX choices could get quite harsh and overbearing as was thematically appropriate, I have designed this version to focus on delivering a more serene and thematically agnostic tone that better blends into the background of the game. I have also added full DLC support, leaving no stone unturned! No DLCs are required to run this mod. Come and join together by the dimming fire, survivors of the Rim! Darkest Dungeon UI Audio Overhaul replaces RimWorld's UI sound effects with the cosmically maligned and cathartically whimsical auditory expressions of the Darkest Dungeon. The content herein covers every single one of the base game's UI elements, even adding in entirely new sound ques as well as randomized variant effects! No music or voiceovers have been included (RIP Wayne June), meant to blend in with the core game as if it was always meant to be there. Perfect for those wishing for an alternative to the sci-fi UI sounds of vanilla when playing a Medieval run, embodying the echoes of your designations, or embracing the inherent cosmic awe of a perilous journey into the stars. The Oldest Emotion needs no tech level! All audio files in this mod have been converted into .ogg format. All credit for these sound effects goes to Red Hook and the incredibly prolific sound studio PowerUpAudio. For a mod that contains only the incident sounds, see my Darkest Dungeon Incident Sounds here: [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3438213596]https://steamcommunity.com/sharedfiles/filedetails/?id=3438213596[/url] For my previous, harsher take on inserting these sounds into RimWorld, behold Darkest Dungeon UI Audio Overhaul (the original): [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3440366351]https://steamcommunity.com/sharedfiles/filedetails/?id=3440366351[/url] For complementary atmosphere, see my mods for Main Menu and Credits replacement as well as Anomaly Soundtrack rescoring! Little Nightmares Main Menu and Credits Music Replacer: [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3438077509]https://steamcommunity.com/sharedfiles/filedetails/?id=3438077509[/url] Little Anomalies - Little Nightmares Anomaly Soundtrack Replacer: [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3437951675]https://steamcommunity.com/sharedfiles/filedetails/?id=3437951675[/url] Made specially compatible with RimWorld: Soundscapes Enhanced - Lite! Due to SE-L overwriting the SoundDefs with a copy of the full vanilla file, the mod would revert any SoundDefs loaded before it back to vanilla. I have included sorting tags within the mod to auto-sort itself after SE-L as well as the core game and all DLCs just to be safe. I highly recommend using these together to complete the rebirth of RimWorld's audio: [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3326909870]https://steamcommunity.com/sharedfiles/filedetails/?id=3326909870[/url] Below is a full changelog of differences between the original mod and Respite Edition. See the original mod page for a full list of all replaced sounds. ArchitectCategorySelect: - ui_dun_pit_spotlight + ui_town_infest_mouseover_none (moved from MouseoverThump) CommsClose: - ui_town_pit_coin_lights + chear_en_vo_viragoshreen_aggro DesignateClaim: - town_gen_building_upgrade (moved to DesignatePlaceBuilding) + townevent_neutral DesignateDeconstruct: - prop_curio_use_shovel + prop_curio_winecrate DesignatePlaceBuilding: - town_gen_building_upgrade_last + town_gen_building_upgrade (moved from DesignateClaim) DesignateRemoveBridge: - gen_char_infected + prop_trap_bloodpuddle_disarm DesignateZoneAddRemoveSnow: - prop_curio_beacon (moved to MapSelected) + prop_curio_moonshinebarrel FloatMenuOpen: - ui_town_infest_mouseover_1 (moved to MouseoverCategory) + ui_town_district_open LetterArriveBadUrgent: - gen_title_stygianbutton + char_en_ancestor_heart_stress_miss MapSelected: - gen_char_quirk_pos + prop_curio_beacon (moved from DesignateZoneAddRemoveSnow) MessagePositiveEvent: - gen_status_daze + gen_status_stressdown MessageThreatBig: - ui_dun_pit_playerturn + gen_title_basebutton MessageThreatSmall: - gen_status_stress_onset + prop_obstacle_mist_hand MouseoverCategory: - ui_town_button_click + ui_town_infest_mouseover_1 (moved from FloatMenuOpen) MouseoverCommand: - ui_town_district_close + ui_town_button_mouseover_3 MouseoverThump: - ui_town_infest_mouseover_none (moved to ArchitectCategorySelect) + gen_title_startgame QuestAccepted: - camp_skills_marchplan + camp_skill_unshakeable_leader QuestFailed: - gen_raid_town_click + camp_skill_turn_back_time ResearchStart: - char_al_plg_battlemed + camp_skill_preventativemedicine RowTabSelect: - gen_raid_pit_rewards_popout + ui_dun_loot_popup_battle TabClose: - ui_dun_loot_popup_chest + char_share_imp_magic_light TabOpen: - ui_dun_loot_popup_battle + char_share_imp_plaguegrenade TinyBell: - ui_town_pit_coin_flip + gen_map_roomtransition ~NEW~ Support has been added for DLC UI sounds including Royalty, Ideology, and Biotech, though none of these DLCs are required. Anomaly does not have any UI specific SoundDefs to alter (behold my Little Anomalies mods for Anomaly content) and Odyssey only has sound ques for Gravship takeoffs and landings, which I believe to be beyond the scope of this mod. These additions should now finally complete the full suite of UI audio for RimWorld, bringing the total to 113 sound effects. TechprintApplied (Royalty): + gen_item_snakescale OrbitalStrikeOrdered (Royalty): + char_en_ancestor_flawed_mark DislikedWorkTypeActivated (Ideology): + ui_dun_loot_take_estate GauranlenProductionModeSet (Ideology): + char_en_virago_putrefyingbreath_miss RelicHuntInstallationFound (Ideology): + townevent_good GameStartStingFirstArchonexusCycle (Ideology): + town_gen_building_upgrade_camping GameStartStringSecondArchonexusCycle (Ideology): + town_gen_district_build ArchonexusNewColonyAccept (Ideology): + gen_raid_success DesignateZoneAddRemovePollution (Biotech): + prop_curi_burnhivetorch StartRecombining (Biotech): + char_en_vo_ancestor_pod_aggro LetterArriveBossgroup (Biotech): + char_en_cyst_gaze_miss DatacoreRead (Biotech): + char_en_countess_eggappear DesignateAdopt (Biotech): + ui_town_pit_banner_save Feel free to use my mod as a template for the creation of your very own! With a highly organized structure mapping out the entirety of RimWorld's UI sounds, it should be easy to simply replace sound files and xml text as needed. Though keep an ear out for audio balancing as sound files may vary highly in audibility and need manual testing and tweaking depending on the effect. Good luck, and keep an ear out on the Rim, stranger. "Victory. A hollow and ridiculous notion. We are born of this thing, made from it, and we will be returned to it in time. The great family of man. A profusion of errant flesh. Multiplying, swarming, living, dying. Until the stars align in their inexorable formation and what sleeps is aroused once more. To hatch from this fragile shell of earth and rock, and bring our inescapable end. So, seek solace in a manner befitting your lineage, and take up your nugatory vigil, haunted forever by that sickening prose, echoing through the infinite blackness of space and time." --Ancestor