Diff Posted October 14, 2025 Report Posted October 14, 2025 I have a Ko-Fi over here if you're feeling generous. Get it here Add closed captions/subtitles to Vintage Story. Make the game playable on mute! Based heavily on goxmeor's existing subtitles mod, but now updated for v1.21, and refined visually somewhat, sorta. Features Directionality For sounds within a normal field of view, there will be no arrows or other indicators. For sounds at the edge of your field of view, a single directional arrow is drawn. For sounds to your sides, double arrows are shown. And for sounds behind you, two dots are shown on either side of the sound description. Colorfulness Sounds are also color coded. "Dangerous" sounds that might alert you to a dangerous situation are highlighted in orange. A small handful of positive sound effects are highlighted in blue, like the "projectile hit" tinkle or lore unlocks. Completeness As of v1.21.4, I believe I have mapped all vanilla sound files to have audio descriptions. If I've missed any, instead of displaying a description like "Drifter groans," it'll show up as "creature/drifter-aggro." If you see any like this for vanilla sound effects, please let me know!  Compatibility Only vanilla sound effects are currently added. Any sound effects added by mods will show up with a placeholder/name. I'm happy to add support for some of the more popular mods myself, but I believe that any mod can add compatibility with this mod by adding caption keys to their language file. If you have a sound at assets/yourmodid/sounds/creature/dave-singing.ogg, you'd add a key like this to your language file: "captions:creature/dave-singing": "Dave sings",  But this is entirely untested. Let me know if you try it! If you want to add support for a sound effect to this mod, I welcome pull requests. For just adding audio descriptions, it's not too terribly technical, so don't be afraid to jump in and ask questions! Limitations Like the original mod, currently there is no way to move or resize the captions dialog. This is planned for the unknown future, but pull requests are welcome. Currently, sounds' directions are pinned to where they start, so if the source of a sound moves while the sound is still playing, it will not update. A fix for this is planned. Related to this, sometimes sounds that occur at your location like "Footsteps" and "Armor clatters" will occasionally flicker as showing as behind you as you walk away from your footsteps. 1 1 2
Never Jhonsen Posted October 14, 2025 Report Posted October 14, 2025 I didn't know there were any subtitle mods to begin with thank you for this
LadyWYT Posted October 14, 2025 Report Posted October 14, 2025 5 hours ago, Never Jhonsen said: I didn't know there were any subtitle mods to begin with thank you for this There was one, but it was long out of date. It's nice to see an up-to-date option though! I like the color code idea for highlighting particular noises as well.Â
Diff Posted October 15, 2025 Author Report Posted October 15, 2025 18 hours ago, Never Jhonsen said: I didn't know there were any subtitle mods to begin with thank you for this Same for a long time, learning about it kicked this over from a "maybe after I figure out modding more" project into a "let's use this to learn more about modding" project. Like LadywYT said, it's been hibernating for a good few years since v1.14 so it's been quite a learning experience. Side note, first update has been pushed through fixing two small bugs. This mod is properly marked as client-side, so it should be possible to use on multiplayer servers. Thanks to @DigitalHare for showing me the one true path. Added one missing sound effect, the leafy rustle when walking through bushes. 1
Diff Posted October 21, 2025 Author Report Posted October 21, 2025 (edited) New update, first big update. Did a lot of internal reworking of things, a lot of external reworking of things, there's now a large variety of options and settings you can use to customize appearances. Make font scale with the rest of the UI. Add support for Primitive Survival. Moving sounds should now be tracked properly. Sounds that come into range after starting should be tracked properly. Sounds are now captioned until they stop or go out of range. Added support for configuration via JSON or Auto Config Lib. Made size, position, color, and style configurable. Added two colorblind-friendly modes. Configuration is currently done through Auto Config Lib, and includes a large amount of customizability: Two highly requested features have been added, ability to adjust the position and size of the captions, as well as two hopefully colorblind-friendly options, inverted warning colors for increased visibility and added symbols: And that's about it for this update. Next I'm looking in the direction of overall usability tweaks and improvements, particularly in condensing continuous ambient sounds or allowing users to suppress them. For example, "Wind rustles" and "Wind blows" are always a matched pair whenever there's wind, so there's no need for them to both be there. Currently the captions also don't take volume into account, but I want to get more playtime and experience with them to know how to best tweak them. As always, feedback is warmly welcomed! Edited October 21, 2025 by Diff 1 1
Diff Posted October 22, 2025 Author Report Posted October 22, 2025 New mini version 0.3.1 that (again) marks the mod as client-side so it can be used on multiplayer servers. That's what I get for letting Jesus take the wheel when resolving merge conflicts. 1
Diff Posted November 2, 2025 Author Report Posted November 2, 2025 (edited) Another update this one has a lot of invisible stuff moving behind the scenes but I think it'll be worth it in the long run. 1. A new feature has been added: Caption channels. For closely-related sounds, they can be marked with a channel and all captions of the same channel will collapse down into one caption. This is especially handy for layered sound effects. When standing in a rift, there are sounds for "Rift grinds," "Reality echoes," "Reality groans," "Reality grinds." Similarly, many sound effects come in pairs, like "Wind rustles" vs "Wind blows." Now these groups have channels that will prevent them from flooding the caption list. Channels can also be implemented by any mods that want to add special support for captions. 2. Multi-sound caption behavior has also been improved. The caption will display the loudest/highest priority sound in its channel. This is different from the old behavior where I just stopped drawing directional arrows whenever there was more than one sound per caption. There was also an update before that I didn't make a post for, so 3. A typo was fixed that caused single right directional arrows to draw offscreen. 4. A volume/range threshold was added that prevents low-volume or distant noises from being drawn. This also means a lot less caption noise, especially from environmental sounds like waves, wind, and distant thunder. Edited November 2, 2025 by Diff
Diff Posted November 5, 2025 Author Report Posted November 5, 2025 Small 0.5.1 release with mostly asset changes: New: Added additional detail to footstep sound effects. Fix: Crash when resizing windows. Dev: Altered dev settings to auto-launch into a world when debugging. Fix: Ignore music tracks again. Dev: General tidying to make future development easier. Fix: Add support for wind whipping when falling sound effect. New: Mod support for A Culinary Artillery and Fauna of the Stone Age: Pantherinae.
Diff Posted November 12, 2025 Author Report Posted November 12, 2025 New version, very few outward changes. Huge amount of energy went into refactoring how notices, warnings, and channels work, combined all of them into a general metadata system that I'm going to stick with. This mod no longer uses funny characters stuffed into the language file for metadata, instead caption data is stored in assets/domain/captions/*.json. If any other mods want to provide caption data, that's where it should be! One new feature from all of this, captions can now be tagged, and you can block captions with certain tags from showing up. Currently there are only two interesting tags for this, "player" which applies to all player-generated noises (which sounds these are is still being evaluated), and "ambient" which applies to any ambient noises that do not have gameplay implications. 1
Diff Posted November 16, 2025 Author Report Posted November 16, 2025 0.6.1 and 0.6.2 have been released. Full list of changes: New: Support for The Critters Pack mod. New: Support for the Cats mod. Fix: Support for FoTSA: Pantherinae. New: Support for FotSA: Elephantidae. New: Support for More Animals mod. New: Updated ID algorithm, now trailing and leading - and _ are trimmed. This made adding mod support for The Critters Pack a lot easier. Change: Adjusted Audibility calculations and thresholds for balance. Fix: Bees now reliably generate captions when nearby. New: Caption font can now be optionally bold. Fix: Caption for the hewn fence gate sound effect. New: Additional (experimental) tags and metadata. There are now tags for "weather," "creature", "hostile", "passive", "neutral", and "rust". Change: Made the effect/rockslide description more generic to reflect its actual use in-game. Dev: Changed formatting for language files.
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