🎨 Visual, Audio, And Asset References¶
This page explains the first generated catalog for visual, audio, and asset-like references in the local GameDatabase XML files.
It is meant as a lookup aid for modders who want to answer questions such as:
- Which icon does this resource, building, notification, or tech tree row use?
- Which prefab, mesh, texture, character kit, or VFX path is referenced by an entity?
- Which units and props have audio ambience or selection audio?
- Which buildings have visual state overrides or cycleable visual variants?
- Which asset references come from
core,dlc1,decorations1, ortools?
Generated Files¶
Run the catalog generator from the repository root:
Useful output files:
generated/catalog/asset-references.md
generated/catalog/asset-references.csv
generated/catalog/visual-audio-components.md
generated/catalog/visual-audio-components.csv
generated/catalog/filters/assets/icons.md
generated/catalog/filters/assets/prefabs.md
generated/catalog/filters/assets/meshes.md
generated/catalog/filters/assets/textures.md
generated/catalog/filters/assets/audio-events.md
generated/catalog/filters/assets/character-kits.md
generated/catalog/filters/assets/visual-components-with-assets.md
generated/catalog/filters/assets/visual-components-with-audio.md
generated/catalog/filters/packages/<package>/asset-references.md
generated/catalog/filters/packages/<package>/visual-audio-components.md
The local catalog currently detects 5,406 asset reference rows and 2,760 visual/audio component rows.
Asset Reference Catalog¶
asset-references is one row per detected asset-like value.
Important columns:
| Column | Meaning |
|---|---|
Package |
Source package folder such as core, dlc1, decorations1, or tools |
Name / Entity |
Display name and technical entity name |
Kind |
Broad entity kind inferred by the generator |
Component |
Component that contains the reference |
FieldPath / FieldName |
XML path to the value |
AssetType |
Heuristic category such as Icon, Prefab, Mesh, Texture, AudioEvent, CharacterKit, VFX, or JsonAsset |
AssetRoot |
First path segment or event: root |
Extension |
File extension if the reference has one |
Asset |
The raw referenced path or event string |
Components |
Other components on the same entity |
Guid / File |
Source identity and XML file |
Current asset type counts:
| Asset type | Count |
|---|---|
| Icon | 1,978 |
| Prefab | 995 |
| AudioEvent | 944 |
| Mesh | 811 |
| Texture | 473 |
| CharacterKit | 125 |
| VFX | 63 |
| JsonAsset | 17 |
1.4.0 asset-extension scheme. The 1.4.0 "Pagonia Editor Update" renamed every asset-reference path extension — the pre-1.4.0 double suffix
.<type>.jsonbecame a bare.<type>(and.png→.image,.pile.json→.slicedmesh), and texture-map references (DiffuseMap/NormalMap/ParameterMap/ …) dropped their extension entirely. The classifier (Get-AssetType) was updated to recognise both schemes, so the total row count is unchanged (no content was lost). One genuine improvement falls out of the new scheme: texture maps that the old.texture.jsonsuffix could only bucket as the genericJsonAssetare now correctlyTexture— which is whyTextureis higher (andJsonAssetlower) than in the pre-1.4.0 snapshots. See CHANGELOG.md → Asset-reference extension scheme.
The catalog classifies references by field names and path-like values. It is intentionally broad enough to catch likely reusable assets, but it does not prove that every referenced file exists in a pak or that swapping it is safe.
Visual And Audio Component Catalog¶
visual-audio-components is one row per visual/audio-related component or asset-bearing entity row.
It includes components and entity rows such as:
TerrainPropVisAudioAmbienceVisCycleableBuildingUnitAnimationsUnitAttachmentUiBuildingStatesOverwriteResourceDescriptionDepositNotificationShrineAbilityTechTreeTierGroupVisTextureVisVegetationVisFactionColor
Important columns:
| Column | Meaning |
|---|---|
Component |
Component or entity row that carries visual/audio data |
AssetReferences |
Non-audio asset references detected inside the component |
AudioEvents |
Audio event references detected inside the component |
Values |
Compact scalar value summary for context |
Components |
Component list of the owning entity |
Guid / File |
Source identity and XML file |
Current high-volume components include 712 TerrainProp rows, 318 VisAudioAmbience rows, 315 Building rows, 203 VisCycleableBuilding rows, 177 UnitAnimations rows, and 176 UnitAttachment rows.
Common Workflows¶
To find reusable icons:
Then compare with:
To inspect unit visual and audio data:
Search for UnitAnimations, UnitAttachment, SelectionAudio, or the unit name.
To trace a building's visual states:
Search for the building name, Building, VisCycleableBuilding, or UiBuildingStatesOverwrite.
To find audio hooks:
generated/catalog/filters/assets/audio-events.md
generated/catalog/filters/assets/visual-components-with-audio.md
Useful raw XML search:
Modding Notes¶
Asset references are usually safer to study than to edit blindly. A value may look like a file path, but the runtime can still expect a matching prefab structure, animation set, material setup, audio bank, or engine-side binding.
Good first experiments:
- compare two similar building icon references
- inspect a resource icon and trace where that resource appears in UI catalogs
- compare unit
SelectionAudiovalues across similar units - compare
TerrainPropprefab and mesh references across similar props
Riskier changes:
- swapping character kits or animation sets between unrelated units
- replacing prefabs used by buildings with different size or attachment expectations
- changing notification sound or music events without testing scenario flow
- editing visual cycle components without checking all building states in game
Treat this catalog as a map. It tells you where visual and audio references live. Final compatibility still needs in-game testing.