Modern Immersion
Presentation overhaul.
- GOLD#Options#LAST# - everything below is tunable from a "Modern Immersion" tab in the game's own Options dialog. Changes apply immediately and are remembered between sessions.
- GOLD#Bloom#LAST# - a full-screen bloom pass so fire, magic, lava and glowing artifacts actually radiate light. Built as a real three-octave pyramid - bright pass, downsample, separable blur at each scale - in the addon's own framebuffers, which is both smoother and cheaper than gathering it in one pass over the whole screen. Replaces the main framebuffer shader; all original screen effects (low HP, drowning, solipsism, and the colorize/intensify tints) are preserved.
- GOLD#Dynamic lighting#LAST# - your torch, anything else carrying a light, emissive terrain like lava, and every spell in the game now light the actual tiles, per pixel, instead of tinting the whole screen. A fireball lights the corridor as it flies, an explosion flashes the walls, a lightning bolt strobes them - and because the element is read from the effect itself rather than from the talent, it covers damage-over-time clouds, traps, and anything DLC or other addons add using the game's own effects. It runs as the map's default shader, so it reaches every tile, actor and object at once. The light modulates the artwork rather than being painted over it, so the shadows and highlights the tiles are drawn with survive - by default nothing is ever darker than the stock game, and lighting only ever adds. There is a knob for making the dark actually dark if you want it.
- GOLD#Colour grading#LAST# - a second post-processing pass: film-style grading, halo-free edge sharpening, a soft vignette, subtle lens colour fringing toward the corners and fine animated grain. This is what makes the picture read as a modern render rather than a flat tile grid. The grain and the fringing scale themselves to your resolution, so they stay a lens effect instead of eating fine detail on a high-DPI screen.
- GOLD#UI skin#LAST# - a flat, dark, modern interface skin, selectable as "Modern Immersion" under Interface Style in the game's own options. Dialog frames, buttons, list selectors, headings, textboxes and tooltips, with a gold accent on whatever is selected or focused. Everything it does not replace falls back to the stock Dark theme, so the two sit together deliberately. Takes effect on restart, like the stock interface options. The UI click sound is replaced too.
- GOLD#Talent and spell audio#LAST# - casting makes a sound. The base game is silent here: eleven of its 1372 talents carry one. Twelve schools - fire, ice, lightning, earth, arcane, darkness, light, blight, nature, mind, temporal, physical - picked from the talent's own tree. Other creatures' casts are placed at their tile, so a caster winding up across the room is something you hear rather than something you read in the log.
- GOLD#Footsteps#LAST# - surface-aware footstep audio. The sound is picked from the terrain you are standing on (grass, dirt, stone, wood, water, sand, snow, lava, slime), and volume and pitch scale with how fast you are moving.
- GOLD#Item pickup#LAST# - picking something up off the floor makes a short, soft tick. The base game gives one of the most frequent actions in it a log line and no sound at all. Only your own pickups, and a pile of loot taken in one turn collapses into a single tick rather than a burst.
- GOLD#Ambience#LAST# - the game's own nature/town beds (birds, wind, crickets) rebalanced up toward the other effects and pulled closer to the listener, so they're clearly audible instead of near-silent.
- GOLD#Music crossfade#LAST# - music fades between tracks when it changes, instead of being cut off mid-phrase and snapped over. Layers a new zone shares with the old one keep playing untouched.
- GOLD#Spell visuals#LAST# - travelling projectiles fly slower so you can follow the magic, and common impact/cast effects linger longer. Note: the slower projectile speed is the one part that lightly touches gameplay (it runs on the energy system); set proj_scale = 1 in hooks/features/config.lua to disable it while keeping everything else.
- GOLD#Walk there, then do the thing#LAST# - right-clicking a staircase or exit gets a combined "Move to and change level" option, and a tile with an item on it gets "Move here and pick up item", both at the top of the context menu. Stock offers a bare "Move to" and hides its own "Change level" and "Pickup item" unless you are already standing on the tile, so today both mean walking there and then pressing a second key.
- GOLD#Key bindings#LAST# - "talk on channel" moves from Spacebar to "/", and Spacebar becomes a second way to pick up whatever you're standing on (the stock "g" key still works too). A default, not a forced change - your own keybind customisations are never overwritten, and the game's own Keybindings dialog is still the one place to change or revert it.
- GOLD#Mouse gestures#LAST# - right-click on the map is dual purpose in the stock game: a clean click opens the use menu, but a few pixels of drift during the click - completely ordinary for a mouse or trackpad - gets misread as an attempted gesture instead: a coloured trail flashes and the click silently does nothing. The stock game ships with no gestures bound, so for most players that misfire is the only thing the system ever does - it now stays fully asleep until you actually bind a gesture in the Keybindings dialog, at which point it works exactly as stock, and swipes also need to be more deliberate before they count as one.
- GOLD#Zone ambience#LAST# - a continuous drift of mood-appropriate specks over the visible area: dust in caves, embers over lava, snow on frozen ground, fog in crypts, spores in swamps. The mood is picked from the zone, falling back to the level's own terrain so it covers DLC and other addons' zones too. Runs through the game's own weather system, and respects the game's "weather effects" option.
- GOLD#Combat feedback#LAST# - hits, crits and kills get a screen shake, a brief screen flash and an impact stinger, with damage you take reading heavier and redder than damage you deal. Crits and kills set off an expanding ring that warps the screen behind it - the game's own distortion effect, centred on the tile the blow landed on - and anything that dies leaves a dark mark on the floor that fades over a few seconds. Combat sounds are positioned in 3D, so a hit to your left is heard on your left and a distant fight is quieter than one in your face; levelling up gets its own flash and fanfare. A low-HP heartbeat starts once your health crosses the same threshold that reddens the screen. All generated audio, all tunable/disableable in hooks/features/config.lua's JUICE table.
- GOLD#Waking up refreshed#LAST# - finishing a full rest is met with a soft warm glow, a quiet chime and a gentle drift of rising light motes - a subtle "you're rested" moment. Only fires on an uninterrupted, fully-rested finish, never when rest is broken by an enemy or damage. Part of the JUICE table (wake_enable).
No Ambient Sounds
Removes all ambient sounds from the game. This includes removing dog barking, bird screeching, blacksmith sounds, wind, and so on. Monsters will still make their growling and hissing noises while fighting.
Enjoy the sweet sound of silence~
https://github.com/sandertyu/tome-no-ambient-sounds
---Changelog---
- v1.0.1 Update to tome4 1.7.5
- v1.0.0 Initial release.
Audiomancy
Version 1.2.1 released Jan 16, 2023; see change notes.
Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest.
Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com.
Credits: https://pastebin.com/xirEZ2FY
Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365
PS: Somehow the website tags got duplicated and I'm unable to edit them.
Version 1.2.1:
Fixed the attackTarget hook (thank you to "Chief of Kilimanjaro" and "purpel frog" in the ToME Discord); it now properly returns two values. This should fix various misc issues, anything dependent on the second return value.
Also cleaned up a few stray typo semicolons (the consequences of switching between multiple programming languages) which may or may not have been causing other various and possibly undiscovered issues.
Version 1.2.0:
Reduced volume of the universal crit sound layer and blade crits.
Added "Audiomancy Addon Options" to the main game menu - enable/disable the unique critical hit sound for each weapon type,
along with the universal critical sound layer ("gong" sound) that plays overtop any ranged or melee critical hit.
Misc small fixes/tweaks.
Version 1.1.0:
Added custom sounds for steamsaws.
Improved custom sounds for blade weapons & tridents.
Distinct critical hit sound added for blade weapons.
Changed/improved "crystal" impact sounds, made less longwinded & obnoxious (e.g. when attacking shivogoroths.)
Corrected the horror impact sound mappings.
Tried to balance overall volume, some sounds were too loud relative to others.
Improved memory usage & got rid of Entity:loadList injection.
Re-organized Audiomancy files so new data paths are obvious.
Cool sound
Change meele squish sound and levelup sound.
Staff Bonk Sound
Adds a wooden bonk sound to all melee hits from a staff.
https://github.com/Werekracken/tome-staffbonksound
---Changelog
v1.0.0
Initial release
Mono Teleport Sound
The file data/sound/talents/teleport.ogg is replaced with a new mono version.
High Quality Sounds
Replaces a selection of sounds with higher quality versions.
First release focuses primarily on UI, Actions and Talents from the base game.
Future releases will handle the DLC's, various creatures and minor adjustments to tone down some sounds that prove to be an annoyance.
Content consists of only sound assets to try and have the highest possible compatibility with future patches.
DISCLAMER: These are not sounds I personally created from scratch but where taken from various sources. I take no credit in the creation of these sounds, only the selecting, editing, converting and packaging all this as a mod. I do this just for fun and to enhance a game I love to play. If you are an original creator and is somehow not cool with this, please let me know and I will remove that material.
Tuned Sounds Version1
This addon tune or remove some of the sound effects in the game.
I copied large parts of the addon Better Sounds. You might ask why I do not just use that mod. The reason is because I do not like the death scream, sling and whip_hit and I want to tweak the sounds however I like.
All the spells are tuned so they are less harsh or annyoing.
Some of the spell sound effects really should be replaced completely but I do not have anything better at hand or any skill in audio creation.
For example playing Paradox Mage or Lightning Archmage is less fun to play because of the bad sound effects on many of their abilities. Now they are slightly less annoying but they could be much better.
This is just for my own use and I uploaded it so I can use it with an online profile. As long as I play I will tune it if I feel like it.
Dampened the sound of these spellsArcane
Breath
Cloud
Devouring Flame
Dispel
Earth
Echo
Fire
Fireflash
Heal
Slime
Spell Generic 1
Spell Generic 2
Teleport
TidalwaveChanged the sound of these spells
Ice - Removed part of the snapping sound
Water - Copied the sound from my dampened Tidalwave. The original Water sound is really bad.
Lightning - Copied the sound from the addon Better Sounds but also dampened it a little
Thunderstorm - Copied the sound from LightningAttacks
Shoot - Copied the sound effect from addon Better Sounds
Sling - Copied the sound effect from addon Better SoundsAmbient
No jungle sounds
No wolf/hound howling sounds
No town sounds at all. No hammering, no eagles and so on.Other
Coin - Copied the sound effect from addon Better Sounds
Door Creaks - Copied the sound effect from addon Better Sounds
Boring Steamsaw Sound
Replaces steamsaw sound with default melee attack sound.
Alternative Combat Sounds
Replaces a few combat and talent sounds that I felt didn't fit (for various reasons) from the base game
Currently replaced sounds:
- Sling shoot - Replaced with a "woosh" and impact sound.
- Steamgun shoot - Replaced with a single more gun-like sound. There is an alternative file in the addon that plays two firing sounds instead of one (like the original sound).
- Lightning spells - The original loud crashing sound is replaced with an electric "zap" sound.
Note: As this does include a sound file for Steamguns, it's made with the EoR DLC in mind. However, I'm fairly certain it should work without the DLC.
Also Note: This is my first addon and I'm not particularly experienced with lua, so there are a few things I couldn't do (yet!). I included a "sling_miss" version of the sling sound, but I've yet to find a way to get the game to use it (without overwriting the entire data for slings, which would be bad). So for now, the sound file is there, but the game will make the same sound whether you hit with a sling or miss (the default sling sound does the same thing). Any advice on how to tweak that one line of code (sound_miss = "actions/sling") without using an overload would be greatly appreciated!
