Install OG Sound Remaster
136 megabytes and one rule: the OGSound folder has to sit beside the DLL. Get that
right and there is nothing else to configure — this plugin deliberately has no settings, no
interface and no config file.
01 Extract and copy
RAR Mirror Get it from StixsworldHD’s Google Drive
Extract it into your staging folder. It will take a moment; there are 527 files in it.
-
OG Sound Remaster v1.0.1\
wrapper — do not copy this folder itself
-
BepInEx\plugins\OGSoundRemaster\
- OGSoundRemaster.dll 90 KB — the plugin
-
OGSound\
136 MB — the audio bank. Must stay beside the DLL.
- AVoice1\ Avoice2\ Avoice3\ Avoice5\ 105 files — the four American squad voice packs
- Voice\ 30 files — German patrol lines and the dog
- HitSounds\ 30 files — bullet impacts by surface
- Briefing\ 30 files — all mission narration
-
Music\
26 tracks plus the original
songs.txtplaylist - Derived\ 3 files — the only synthesised audio in the package
- (root) 302 files — weapons, explosives, vehicles, ambience, interface
- README.md design notes and the full 1.0.1 fix write-up
- MAPPING.txt every single binding, generated from the plugin's own tables
- Source\ plugin source, the WAV/ADPCM decoder, and two verification harnesses
-
BepInEx\plugins\OGSoundRemaster\
Copy the BepInEx folder from the archive over the BepInEx folder in your
game directory and merge when prompted. Because the whole plugin lives inside a single
OGSoundRemaster folder, there is nothing here that can collide with anything you
already have.
The finished layout, and the only one that is correct:
<game folder>\
DeadlyDozenReloaded.exe
BepInEx\
plugins\
OGSoundRemaster\
OGSoundRemaster.dll
OGSound\ <- 526 audio files + songs.txt
02 Launch and read the report line
Start the game. On the console you are looking for the bank size, the memory budget it chose for itself, and a hook count:
[Info : BepInEx] Loading [OG Sound Remaster 1.0.1]
[Message: OGSoundRemaster] OG Sound Remaster v1.0.1 - StixsworldHD (StixsmasterHD4k)
[Info : OGSoundRemaster] Indexed bank: 526 files
[Info : OGSoundRemaster] Memory budget: … MB decode threads: …
[Info : OGSoundRemaster] Hooks installed: 33/33
| Line | Expected | What a wrong value means |
|---|---|---|
| Indexed bank | 526 | Anything lower means files are missing. Anything at 0 means the OGSound folder was not found — check the nesting. |
| Memory budget | 96–384 MB | Derived, not configured: 6% of system RAM, clamped to that range. Realistic steady-state footprint is around 110 MB. |
| Hooks installed | 33 / 33 | Three sit on the audio hot path (AudioSource.Play and both PlayOneShot overloads); the other 30 are one-shot bindings on the game's own Awake and Start methods. |
03 Confirm it in-game
Start mission 1. Three things should be immediately, unmistakably different if the plugin is working:
- The briefing narration. The 2002 voice actor, not the remake's. This is the loudest single tell and it happens before you have moved.
-
The mission music. Mission 1 plays
sneaky02andtension01— read verbatim from the original game's ownsongs.txt, not chosen by ear. - Your squad's voices. Order any soldier to move and you get one of the four original American voice packs, cycled across your squad.
04 The report file
While the game runs, the plugin writes a diagnostic file next to itself, refreshed every 30 seconds and again on exit:
<game folder>\BepInEx\plugins\OGSoundRemaster\OGSoundRemaster.report.txt
It records, in order of usefulness:
- Which hooks applied and which did not — a game patch shows up here first.
- How many fields and clip sets were bound, and how many loose sound players were matched by name.
- The indexed bank, resident clip count, and memory used against budget.
- Every clip matched by name, with a confidence score.
- Every remake sound that had no confident original counterpart and was deliberately left alone.
That last list is the one to read. If something in your game still sounds like the remake and you expected it not to, its name will be in there — and that is a far more useful thing to report than "a sound is wrong".
The file is diagnostics only. Deleting it changes nothing; it will be written again on the next launch.
05 Why there is no config file
This plugin never calls Config.Bind, so BepInEx never creates a .cfg for
it. There is nothing to tune and nothing to open. If you go looking in
BepInEx\config and find only BepInEx.cfg and the Ungodly GFX file —
as in Plate 05 — that is correct.
Everything that would normally be a setting is derived at runtime instead:
| Would-be setting | How it is decided |
|---|---|
| Memory budget | 6% of system RAM, clamped to 96–384 MB |
| Decode threads | min(3, CPU cores − 1), minimum 1 |
| Which sounds stay resident | Anything ≤ 3.5 s is pinned; longer clips load on demand and are evicted after 25 s idle |
| Loop vs single-shot weapon fire | Read from fireSound.loop at bind time |
| Mission music | Taken from the original game's own songs.txt |
| Vehicle recordings | Chassis family inferred from the vehicle root object's name |
Before moving on
0 of 6 confirmed