A downloadable game for Windows

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Silverpine is an experimental fantasy lifesim with NPCs powered by a local AI model.

Remote server performance can't be guaranteed.

Updated 5 days ago
StatusReleased
PlatformsWindows
Rating
Rated 4.4 out of 5 stars
(48 total ratings)
AuthorThree Eyes Software
GenreRole Playing, Survival
Tags2D, artificial-intelligence, Dungeon Crawler, Fantasy, Furry, Life Simulation, Procedural Generation, Singleplayer
Average sessionAbout an hour
LanguagesEnglish

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Buy Now$8.00 USD or more

In order to download this game you must purchase it at or above the minimum price of $8 USD. You will get access to the following files:

Silverpine 1.3.2.zip 184 MB

Download demo

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Silverpine 1.3.2 Demo.zip 184 MB

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I would like to ask. When I ask an NPC to give me a backpack, they always give me a tent with the name backpack. So the question is, does the game have backpacks or anything that will increase the maximum weight carried or not?

AFAIK The  only way to increase carry capacity is with items that have the "Effortlessness" enchantment. Which could be applied to: rings, necklaces, upper clothing, lower clothing, and your weapon.

Well, I realized that's the only way so far. But probably some kind of character leveling system would also be appropriate...

Is there a way to transfer saves between devices? I see the option to export memory but transferring save files between the local low folder did not work.

You need to transfer SaveSlots.json too.

Is the game on steam?

A Steam release would require adding guardrails, so it's not available on there.

I tried importing a .glb (made with https://studio.tripo3d.ai/ ) but the game says it can't load it in, or generate any directional sprites, or something. Is there anything I should keep in mind/must do when creating the .glb? Like, does it need to be rigged, etc?

If you get a "Failed to import GLB.", try retopologizing it down to 50k tris.  I think there might be some sort of limit.

Thank you for the suggestion. Sadly, it didn't work for me. Might just be something wrong in general with my .glb file, I guess. :c

Mind if I ask which site you usually use to make your .glb files, and which settings?

A combination of the services listed in the game, because I manually edit both the model and resulting sprites.

If you're willing to put in some effort, you could also use Flux Kontext or Nano Banana for novel view synthesis, and then scale the resulting images down to 32 pixels height and clip the alpha:

Instructions used:

Create a frontal view of this character. I understand that the character is already facing the camera, but it should be even more direct.
Create a left-facing view of this character.
Create a back view of this character.
Create a right-facing view of this character.
(+1)

Got the demo a while back and only now really tried it for real, the freedom this game has is insane so I immediatly bought the full game

10/10 would recommend

(Altrough I'm still quite lost, if someone has a wiki or something it would be much appreciated .w.)

(4 edits) (+1)

QoL Report


  • After loading the .glb I notice the directionals are a bit... wrong. An easy fix, but thought you should know.  (Edit: I'm dumb.) Suggestion: Add a small box that says, "rotate models", when hovering over arrows?
  • The visual description box doesn't let you see the full 400 characters and doesn't scroll. Makes it a bit difficult to edit what I typed, and I have to select all and paste in notepad to make sure it's correct, and no words are cut off if I go over 400. 
  • When the background animation resets to the opposite corner, it freezes interaction with the UI. A minor thing, but very annoying to wait for it to fade out and back in before resuming. Though, you can still type in the description box. (Edit: the panning behind the UI and not the direction animation.)

End Findings

(+1)

Not sure if you're aware, but the arrows around the box that shows the imported .glb lets you fix the directional sprites. I'd guess it's for compatibility with any different orientations that you might get from the different .glb export services. I've been wrong before, though, so take what I say with a grain of salt. The other two things are definitely a bit of a nuisance.

Oh, I see. I'll be honest, I thought those arrows were a design thing.  They don't appear to do anything unless you import a glb first.

Thank you. I'll cross that out on the report.

(+2)

It's alright, a few people have run into a similar issue as well, so it's possible that the UI needs a slight tweak like the one you suggested. I'm not exactly a genius myself.

(+2)

I'll consider those suggestions, thank you.

I don't suppose we could get a option to buy the key for the shed from Gareth when trading with him could we? In my current game I've been doing work for him and when he RPs passes me an iron key for the shed I never get a actual key for the shed.

I haven't bought the shed in several updates, so I'm not sure how similar it still is now, but you should get a message pop-up that interrupts your dialogue, asking you if you want to "buy" the shed key for however much you haggled for it. 

You should specifically mention you want to buy the shed, and you'll probably see it pop-up after Gareth replies. (So read fast) Just say no and start haggling the price down. Though, you may get the pop-up after every price offer from Gareth.

He should be able to give it to you. Perhaps try mentioning "key to the shed" or "shed key" explicitly.

Will be sure to try this later.

It worked finally, had to use "key to the shed" to get the right key.

I was wondering if anyone have same problem with me, when I start the game if they can't connecting with the server they usually asking if I want to use Gemma or nemo, but this time that option didnt appears, instead the game keep trying reconnecting with the server

(+2)

Go into your file explorer, select the "View" tab at the top and make sure the option "Hidden Items" is activated. Then navigate to 

C:\Users\"Your Username Here"\AppData\LocalLow\Three Eyes Software\Silverpine 

with the username of your computer account in place of the "Your Username Here" part. Open the file "settings.json", you can set the option "useAIServer" to "false" and "showAIModelSelectionOnStartup" to "true", this will have the game show you the options for running a model locally.

If you want to try connecting  to the server again, you can change the "AI Processing" setting in the ingame settings menu to "Server". You will have to restart the game for it to actually try and connect again, though.

This is actually a bug, since it's supposed to give you those options if it fails to connect.

Fair enough, thanks for the fix.

Tents appear to be busted again. Attempting to use a tent outside silverpine results in the message "you cant sleep here".

When downloading, the browser says that a virus has been detected and the file won't download.

(1 edit)

I assume it's Trojan:Script/Wacatac.B!ml, which is a common issue with Unity builds.

I’d like to ask if it would be possible to get an option to edit the given playable characters?
I get that that only the griffon is an example for custom characters, but it still feels strange to me that no other character can be edited, since the information one can add in the custom character creation does not include any background or so. Well, and I also failed to create a usable GLB on multiple tries.

It’s a fund game by the way, already had hours of fun in some of my runs. (Though I still try to find the way I like to settle into the village.)

(+2)

There is a tool, called AssetRipper, that allows you to extract the the images used for all of the characters, you can then use those images to create your own custom character out of one of the included character's assets, but you'll have to cut out each directional sprite, and put your own description in for the new custom character. For the background, it is stated for visual aspects only, but you can add some background info if it's important, like saying that your character is wearing something from a specific place or is a variant of their race/species that is commonly found in a certain region or speaks a certain language/ has a certain accent. Typically you give the characters your background as you play, they will repeatedly try to get you to answer questions about yourself, so you could talk about how you're an escaped convict or the chosen one or whatever, the game has a lot of room for you to make your own past. As for making .glb files, I've found that Trellis gave me the most usable results.

Thanks, the information about AssetRipper is a possible solution I did not know about. But I’m afraid that my formulation led to confusion. I am aware that the background is “created” while talking with the NPCs. All I meant to say is that not having a background in custom character creation makes it strange to me that the given playable characters can’t be modified.

Still, thank you for trying to help with the explanation.

p.s. Please excuse if something is written in a strange manner, while it wasn’t mentioned in my previous comment, I’m not a native speaker.

(1 edit) (+2)

Example of ripped Oriana's sprites.

Nude sprite not included. That is a custom addition.

I even have her in game description in the CharacterConfig.json. Which you can find in some compressed game files without decompressing. 

Not sure what will happen if I talk to Oriana as Oriana. I'm betting it would break the AI, so I've been holding off since 1.1.10.

Tried making a custom char, when I after I made the GLB with Trellis I tried uploading it to the custom char maker. Ended up getting not the right poses for directions when it loaded up the GLB. Any advice for fixing that issue?

(+1)

Do you mean the character is facing the wrong direction? You can adjust the offset with the 4 arrow buttons around the rotating preview.

(+1)

Thank you that helped. Fixed that way, so thank you very much!.

(+1)

Got an issue in 1.3.0c where I can't seem to cook anything. Got lucky and killed a deer, but I can't cook any meat on any fire. The craft button is shadowed in.

I'm working on a small update, so I'll include a fix when it comes out in 1-2 days. Thanks for the bug report.

Just to add to the list, I've noticed a couple issues with houses.  On saves from before 1.3.0, Hayden's house doesn't get updated, so he starts homeless maxing and sleeps outside. The other issue is that the northern walls of the shed are indestructible on saves that were started on 1.3.0, and those walls fall outside the build boundary for the shed so you can't replace said walls even if you could destroy them.


(+1)

This has been fixed now. As always, thanks for the report.

(+1)

Idk what to do. It keeps failing to load the ai model when I download Nemo on Gpu. I tried deleting all the files and redownloading them and even deleting the locallow file. Please help :(

(1 edit)

What GPU are you using?

I have an rtx 4070 ti super 16gb

(+2)

Open a command prompt inside Silverpine 1.3.0c\Silverpine_Data\StreamingAssets\KoboldCPP like on the picture, then paste in:

KoboldCPP.exe --model "Nemo.gguf" --usecublas --gpulayers 43 --quiet --multiuser 100 --contextsize 4096 --skiplauncher

Please post the resulting error. There's also a .bat file inside the folder that does this automatically, but it seems I forgot to update it.


It seems to work now for some reason.  I did a re-installation before I read your reply. Before it never gave me the notification to allow Koboldccp and now it just gave it to me.

(+5)

Hayden served me a slice of pumpkin pie. 10/10 update, would pie again. Unless that's always been a thing and I just discovered it. In which case, hey, better late than never! 

I seem to be a lightning rod for issues, I'm not able to get 1.3.0 or 1.3.0b to connect to KoboldCPP when using Nemo. It always stops at the point where it tries to connect to "http://localhost:5001". This is after letting the game download both KoboldCPp and Nemo fresh from the server. Using the dedicated server or a different model seems to work fine, it's just choosing Nemo that caases Kobold to get stuck.

(+1)

I've uploaded a patch. Thanks for the reporting the issue.

Worked like a charm. I've been playing around with the latest version and haven't run into any real memory poisoning, a few times a character has repeated themselves, but it's always been with a day between the first time they use that output and the time that they repeat. It could be me getting better at steering Nemo away from the things that would cause the poisoning issue, but it definitely feels a lot more stable. I've made sure to try with "shortTermMemoryClearingEnabled" set to false at first, and the only "issue" was outlined above. Nemo's dialog is massively improved from 1.2.5 and now feels a lot more stable than 1.2.6, also I really appreciate the addition of a bar next to the status effects indicating how many turns they have remaining.

I'm glad to hear that what I suspected turned out to be the actual cause.

(+2)

So where are these dungeons, I found the mushroom cave but can't find the others.

Are there any NPCs in the dungeons?

(+1)

I think I read that there might be three but I've only found two so far.  You need to get the two keys pieces in the mushroom cave to get into the Frozen Fortress.  It's in the snow area to the west of Silverpine.  It should visible on the map.  As for NPC's I haven't spotted any so far.

(1 edit) (+2)

There are no NPCs in the dungeons, unfortunately. As for the 3rd dungeon, ask the NPCs in the village about the swamps.

最大的顾虑是,我无法使用ITCH的支付方式,on

I understand perfectly well, since I live in the Russian Federation. My advice is to make "Friends" who can make you a temporary card.

(2 edits) (+3)

Hello everyone.

Is it possible to integrate a system into the game that would allow the player character's lore to be exported from a game, which could serve as a pre-prompt for the AI, and allow modifications to be made? exemple:

Let's say I want to start a new game with my character named Astre. Once I start this new game, an editable file would be immediately created and associated with my character, such as:

PC Astre Silverpine.txt

This file would be editable and would condense a lore, based on predetermined global criteria, to which the AI could directly refer before any interaction with the player in the game. For example:

{

Silverpine: Everyone speaks "insert your native language" absolutely everywhere. (<- "everywhere" is important, you'll understand why.)

Astre: A slave who fled the Republic of Serpentiolis, very reserved about his past as a slave.

Rosalyn: studied at the Valistére Druid Academy.

Oriana: Originally from Serpentiolis, Oriana doesn't slip because she has two magnificent legs covered in ivory-colored scales.

ECT ECT…

}

These details didn't directly interfere with character descriptions, "if" no correlations could be made by the AI.

I'm currently using DeepSeek V3 (BTW: Thanks for the DEV recommendation, DeepSeek is incredibly good at storytelling and roleplaying.) and this LLM can be manipulated for certain narrative aspects, and can sometimes integrate them poorly. Example:

-Rosalyn: "Hey! Look who's coming, Astre! How are you?"

-Me: {AI: Modify your lore, Rosalyn speaks French very well, like all the inhabitants of Silverpine, rewrite this dialogue.}

The AI reacts quite well and either rewrites the dialogue identically in the requested language or sometimes integrates it into the narrative rather skillfully.

-Rosalyn: Oh see, that's French! It's been a long time since I've practiced that language, but I'm sure it'll help me remember it. *Wink*

Well... I prefer it when the text is simply translated identically to the original speech, but overall it goes well.

Except that you have to do this for all the NPCs, even several times, because if an NPC speaks French in the bathhouse, for example, they'll speak English again in the tavern, until I type the same command to the AI again. However, if the NPC in question returns to the bathhouse, they will automatically speak French. Basically... I have the impression that the AI takes into account the location where the command is given and seems to resonate like this:

"Player requests that Rosalyn speak French, in the bathhouse."

So in all other locations, she will initially speak English, before the player corrects this.

Then, by constantly correcting the AI's language, they will all end up speaking French in every location where it was possible to initiate a dialogue with them. (Well... so far, anyway.) But it's long, tedious, and it seriously breaks the immersion and the narrative at times.

So... I just wanted to share with you my feelings about this rough diamond that is Sylverpine, and perhaps open up some avenues for possible developments in the game.

Thank you.

(+1)

The game features a custom character system that allows you to transfer your character from game to game. You can edit your character's description, and the AI will use it when interacting with you.

There's also a NPC memory system, but it's based on dialogues during the game. However, you can import them into a new game.

For now, this is all I have. I remember asking about the possibility of editing the initial data for NPCs, but as I understand it, it's easier to edit them manually in the note field in the dialogues.

(1 edit)

Ok i see. So you think it's possible to edit the description of the NPCs? And add small details about, for example, the language they uses or other details about the lore that i want to establish? Because as you say, using the dialog window to prompt the AI about the NPCs works, it's true, but it can be unstable and especially be forgotten after a while.

(+2)

That would require pulling apart the game files and modifying WorldLore.md which is not exposed like CharacterConfig.json is for custom characters. It's do-able, but could cause all kinds of things to go haywire depending on how picky the game is, and the model you use.

(+1)

Okay, I understand. Thanks for your reply! 

(+2)

Just in the spirit of not crushing your hopes completely, Three Eyes had stated about a month ago that they plan on adding the ability to add custom NPCs at some point in the future, when they figure out how to best implement the feature. It may not be too big of a stretch that there may also be a way for them to make it so we can add our own modifiers to the game's base lore and characters, like changing the official language of Vyrndal, as you suggested. The final say is up to Three Eyes though.

Hi. I'm not sure what exactly this is related to, but somewhere in 1.0.* there was a problem that Mirel only spoke Mir. Then everything fixed itself, but in a new game. Now in 1.2.6d, I managed to find it and the error returned. It is suspected that downloading her phrases from the server, or NPC RP, affects this. In the NPC's memory, there is only the phrase Mir, and either an increase or decrease in reputation.

Text in memory

            {
                "speakerType": "Player",
                "contents": "Hi",
                "usedNPCFunctions": []
            },
            {
                "speakerType": "NPC",
                "contents": "Mir",
                "usedNPCFunctions": []
            },
            {
                "speakerType": "Player",
                "contents": "Hi",
                "usedNPCFunctions": []
            },
            {
                "speakerType": "NPC",
                "contents": "Mir",
                "usedNPCFunctions": []
            },
            {
                "speakerType": "NewDialogMarker",
                "contents": "",
                "usedNPCFunctions": []
            },
            {
                "speakerType": "Player",
                "contents": "Hi",
                "usedNPCFunctions": []
            },
            {
                "speakerType": "NPC",
                "contents": "Mir",
                "usedNPCFunctions": []
            }
(+1)

I believe this is caused by your character's name being "El", the game seeing an "El:" in the NPCs dialog, and then omitting it thinking it's a bad LLM output. I'll include a fix for the issue in the next update. Thanks for reporting it.

(1 edit)

It's all so simple it's amazing. And yes, don't tell anyone what happened in the bathhouse last night)

P.s.
Thx
P.s.s.
Question: Is it only possible to report bugs here or is there a Discord or forum for this?

(+1)

There's currently no other contact/community.

(+6)

Are there any plans for nude art or any sprite animations?

(+5)

Right now characters can see the players description of themselves, as well as the items they are wearing, but I think we could take this a step further.  How about the ability to rename and rewrite the description of an item? The closest we have to this is attempting to steer NPCs into generating items and hoping it's something wearable, and with basically no control of the final description the NPC will see. It would also allow for cool roleplay opportunities, like personalizing gifts for characters, or trolling the characters with descriptions you know they won't like/get suspicious off. It would also be cool to turn pieces of gear into something more fitting your portrait if you wish.

This could be a direct "click on item to rename", something done through an NPC as a service, or an item you can buy from the store. There could be a 1 day cooldown, or it could be a single chance per item, and there'd likely need to be a reasonable character limit on both names and descriptions.

 

From 1.2.6 on I've had an issue with Nemo getting stuck in an annoying behavior or some kind of loop. The most common one will have it start every sentence with "X (unit of time) later" I've also had the snake sisters just start counting up and becoming unresponsive. I've tried every way I could think of to get it to stop, and it will acknowledge what I'm trying to do, but will continue doing it. I'm running Nemo locally on a GPU with more than 10 GB VRAM, I don't have the necessary 24 GB for Gemma-2 Large though.

Also a couple  QOL features I'd like to see is an actual button that lets you request a character follow you, as a fallback for if the AI doesn't start following and just RPs following you. It'd also be nice to have a bar under each status effect for how long it has left before it expires, or in the case of being soaked, show how wet the player is. 

Are you using just 1.2.6, or 1.2.6b/newer? Starting at 1.2.6b, Nemo should be a lot more stable.

It started with 1.2.6 and would quickly get stuck in under 30 min. Tried 1.2.6d before the first comment, and it did take a lot longer (>1hr) but Darian did start doing the "X (unit of time) later" thing and wouldn't stop.

Try setting shortTermMemoryClearingEnabled to true in AppData\LocalLow\Three Eyes Software\Silverpine\settings.json and waiting at least 12 ingame hours after. It eliminates these kinds of issues, but it's turned off by default because it reduces character consistency. If it wasn't a problem before, it's because Nemo was paying less attention to things, including any repetitive behaviors.

Trying it now on 1.2.6d, will let you know if it happens.

Was able to go for quite a while without Nemo ever doing any of those annoying things. The character consistency was noticeably worse but at least the conversations weren't getting derailed because someone mentioned a number or the passage of time.

Now if only I could figure out how to get the AI to have the character actually follow me instead of role-playing that they're following me.

(2 edits)

Hello everyone, I still have a few questions about the game mechanics.

I read the comments to make sure these questions aren't too repetitive.

1/ I feel like some of my character's descriptions aren't necessarily taken into account or seem unclear to the AI, so what should they be?

So I'd like to try modifying my character's description to reword it, but won't that corrupt my current game save? If the game reloads my character, after a game that's been going on for several days now, and the description suddenly changes, is there a risk that the AI will think my character is a new player character?

2/ I'd like to know if the AI takes time and days into account? I've noticed there's a certain timeline, due to the routine of the inhabitants of Silverpine, but if the player can refer to the game clock, can the AI too? This would be very useful for planning and honoring commitments.

EX: Still related to planning activities with NPCs.

-Hayden 7:00 AM: "What if we went to the tavern tonight for lunch, and enjoyed a delicious stew, where Gareth has the secret?"

-Me 7:01 AM: "Sure, let's go tonight, that's a great idea! After sunset?"

-Hayden 7:01 AM: "Yes, perfect, that suits me! See you tonight then!" *Hayden follows you*

It's a minor problem, but I have to talk to Hayden again right away to prevent him from following me, and that tends to break the narrative flow and the coherence of the story and the interactions between the player character and the NPCs.

-Me 7:02 AM: *Talks to Hayden to break the following*

-Hayden 7:02 AM: "Hey you! Glad to see you're on time for our dinner at Gareth's, let's go, my friend!* *Hayden following you*

-Me 7:02 AM: …'^-^…

3/ I've currently opted for Nemo as my AI model (and I'm very happy with it, I think it's very efficient) downloaded directly to my PC, since I have a more than sufficient GPU. For Gemma 2 and 2 L, I don't think my GPU will be able to handle them efficiently, even if VRAM-wise it's just about enough. I'd like to know more about other AI models available and compatible with Silverpine, preferably by download, and if they are more efficient and more adept at narration, dialogue, and storytelling than Nemo?

(+2)

You can change your custom character's description mid-playthrough, but if an NPC has committed something related to the old description to their memory, it could lead to confusion.

NPCs have full awareness of the passage of time, but there are limits to the amount of things Nemo can pay attention to due to its small size. This is also the reason why it's sometimes ignoring parts of your character's description. Sadly there aren't really any alternatives to it in its weight class, despite it being over a year old at this point. I highly recommend trying DeepSeek via OpenRouter.

EX: Still related to planning activities with NPCs.

The NPCs are currently incapable of planned activities like "go to X place in Y hours". I have some vague ideas on how to implement this, but it's not a very high priority feature right now.

Also, if you talk to an NPC again immediately after they start following you, it will cancel it.

(+1)

Thanks a lot for the infos! Your game is just amazing...  Keep it up please! 

This is wonderful. 

I like the idea of NPCs creating internal schedules that they decide they need to adhere to dynamically.  i was wondering how that could be implemented, since they've been telling me to meet them later but have no means to track it.  I like the idea of the Bomber's notebook from Majora's Mask, where schedules are created when you agree to meetings with people.  

Also, quests that NPCs request, such as when, for example, Aldric tells me Rosalyn needs a list of herbs and gives me a quest with such a list.  That would be siiiick!

Keep up the good work!  This is a cool project.

(2 edits)

I've been trying to use openroute, but even with credits and API Key I seem to always get provider does not comply with openrouter API standards, no matter the model or provider. Might just be an issue at my end.

Fixed it by choosing server and then going into to the settings and choosing the models there, had to also go take the models out of the blacklist to make this work, since most of them were there.

Most providers are incompatible because they don't correctly implement OpenRouter's prefill feature, which this game depends on.
DeepSeek-V3-0324 used to have 3 compatible providers (SiliconFlow, Novita, AtlasCloud), but Novita and AtlasCloud seem to randomly return bad outputs every few inputs now. I recommend simply using SiliconFlow.

If you somehow force the game into using an incompatible provider, you might eventually run into very strange behaviors.

(1 edit)

Good to know.

And thanky for making something like this.

is there a way to increase the Visual Description size to something bigger then 400 for custom characters

(1 edit) (+1)

Maybe? Considering Dev has recently increased description length from 300 to 400 a few updates ago, I'd bet on no. At least not for a while. 

Also, if Dev could have done 500 or more, I'd assume it would have been done already. There are likely issues with a larger description. 

I'm honestly surprised we even got 400. But it could happen? Dev as been very generous lately with updates.

(2 edits)

Anybody else getting a Virus detection notification that's preventing them from downloading the 1.2.6d version? The paid version specifically, for some reason the demo doesn't have this problem.

(1 edit)

I get those warning from windows for every new release. I have Norton, and it's never raised any issues with me running the older versions. You can probably ignore it safely, but if you're feeling sketched out, run it through a Virtual Machine and copy & paste the save file and NPC memories over to play. Just don't forget to bring those back with you before closing the VM.

This is the first time I've gotten this notification, I know the game is safe to download but for some reason the 1.2.6d paid version gets flagged and instantly deleted just as it finishes downloading therefore preventing me from actually downloading it fully.

I just downloaded it with no problems. Try downloading it with a VPN.

I don't think a VPN will solve it, it has something to do with my anti virus software, something happened in the 1.2.6d update that is causing it to be removed by my anti virus software, and no matter what I do I can't change it even when following the given instructions to avoid it.

(1 edit)

Oh, sorry, I'm not paying attention. Thought it was a download issue.

I can only assume it's a false positive, I've had that happen once before. You should be able to turn your AV off for the download and turn it back on afterwards. 

If you don't want to do that, you could also try downloading and running version 1.2.6c and see if you get the same issue.

1.2.6d only has a single niche fix for imported .glbs models not being centered. So unless you're about to make a custom character with a .glb with an offset pivot model, you don't really need to run 1.2.6d.

(4 edits)

Unity builds are sometimes flagged as Trojan:Script/Wacatac.B!ml by Windows Defender. The game also uses Application.OpenURL since version 1.2.5, which might be causing this issue.

https://discussions.unity.com/t/trojan-script-wacatac-b-ml-in-build/828761/12

Neither Silverpine.exe nor GameAssembly.dll gets flagged by anything on VirusTotal.

https://www.virustotal.com/gui/file/10d33bd68816231d792018a93cbd61c539b88023ff53...
https://www.virustotal.com/gui/file/ea569a8cca4ab86e2a4d6373652aedff04efcfbfa7ea...

Hi. I've been playing this game for a few hours now and it's just totally crazy good! Best $8+ I've invested in this experimental marvel. Can you tell me more about the use of the various emote texts? Reading the comments I discovered the * (likes *something at someone*) but are there others to really write very RP dialogues?  And what they do? 

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i  think { } can be used as a sort of 'out of character ' emote so you can give explicit details , like {Aldric notices yourNameHere's clothes dripping on his shop floor and it's annoyingto him, he will likely remark on it}  etc. so you can kinda steer things a bit more than when using *

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I mean, you can do whatever you want while emoting, it's all RP. You don't have to strictly adhere to something like *nods at Gareth* or *helps Oriana* and do something more freestyle like: 

*smiles and takes the loaf of bread, placing it in his bag* Thanks, Hayden. That'll keep me fed for today. *gives him a questioning look* You're going to be open tomorrow, right?

Besides emoting, there isn't much else beside maybe "quotation" or 'apostrophe' around words to give more significance and tone to them. Also, timely... *pauses* and... ellipses, can add subtlety. The LLM seems good at picking up on those, especially if it's suggestive. Random example:

*blinks in surprise and blushes lightly* C-Celandine! Really? I... don't think it'd be a good idea right now. *glances over at Oriana who is glaring at both of you as she's cleaning the tiled stone floor nearby* Your sister is... 'watching' us. *pauses at seeing Celandine's mischievous smile and raises eyebrow* Unless... you want her to watch?

You can even use second person while emoting to suggest the NPC to do, feel, think, or want things. Though I try to keep that to only the lewd scenes as that's the only time it seems appropriate since they sometimes ask what you want them to do. Another random example:

Well, have a goodnight, Mirel. See you later! *he turns and walks out the bar door with a wave, leaving you feeling like you missed an opportunity as you think about the lonely night ahead. With a sigh you promise yourself that next time you're in Silverpine, you will definitely get him to sleep with you.*

You can also try using other special characters to have some other meaning, like (Out of character comments) or {thoughts/telepathy}. I think the NPCs will be adaptive and try to work with you on special characters. I'm not sure if any have a per-established meaning like asterisks do for emoting. *shrugs*

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Thank you both for your responses.
Indeed, I've been experimenting with some variations of special characters to better manipulate the narrative during dialogues.

Whether it's **, {}, (). They all work very well, and I'm beginning to understand that the special characters used aren't dedicated to a particular type of interaction with the context, action, environment, or context with the characters, but rather help to better structure the player's narrative flow.
The LMM (Nemo's, at least) seems particularly flexible with this, and seems to appreciate the variation of special characters to better structure the scene.
For example:

{}: I use it to describe context and details about the environment.
- {as I push open the tavern's front door, it creaks, attracting the attention of the customers present}

**: I use it to describe a gesture, an attitude, an action towards or between the characters.

- *Gareth looks up at me, smiles warmly, and waves.* Welcome, my friend!

(): I use it more for thoughts, or the character's state of mind, which are contextual but shouldn't be designated as "audible" except for associated characters:
- (Good old Gareth...) *I think to myself*

So... it's true that special characters are very useful for subcategorizing the narrative elements of an exchange, and that the LLM is very flexible with this and seems to understand the variations quite well.
But indeed, I think there aren't really any special characters "designated" for a particular type of narrative element. But it does help the player and the LLM make the creative flow more fluid, precise, and consistent.

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That's what I felt about it as well. Any special character could probably be used in any context, it's just a matter of getting the LLM to figure it out and play along. Which it's probably trained to.

I think asterisks being used to denote actions came from role playing in MUDs, and got spread out to all forms of text role-playing for emoting. Kind of got grandfathered into Role-playing norms. Even YouTube has bold font for using asterisks around words, and it is typical gets used for emoting. It's more of a cultural norm now, so I totally expect the LLM was trained to know that as well.

Still, I suspect LLM adapts to your play style as well. So the more you do things a certain way, the more it will as well. If you talk never using capital letters, I'd expect every NPC to speak likewise eventually. If you use special characters to structure the narrative, I bet NPCs will eventually do so as well.

That's all speculation on my part, though. I might start using more special character as well. Though, I'm more used to using ** and emoting most of the time. () for OoC, {} for thoughts. I might use [] for narrator/narrative descriptions... that's a good idea. 

... Figuring out first, second, or third person for each one and whether it's in past or present tense will be annoying. I always struggled to remember which tense I'm in and like to slip into past tense a lot. Case in point, I still struggle as opposed to always struggled.

"Failed to import GLB" Not sure what I'm doing wrong, all the online viewers can open it...

Try placing the file in the game folder to rule out any permission issues. If that doesn't work, try generating the GLB with a different service.

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Hello Three Eyes Software. I do not know how to contact you directly or give direct feedback, so I am writing here.

I had a difficulty using the glb. model. In short, the model finds it, but the scale is not determined correctly. Initially, I thought the problem was in the scale of the model itself, but reducing its size in blender did not affect anything.

Please clarify, am I a fool or is this a mistake on the part of the game itself? There was a similar problem with the walking direction sprites, since they were not scaled, but applied in a straight line, but this was fixed by simply changing the scale of the image itself.

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This happens because of an oversight where the game assumes that the model's pivot is centered when generating the sprites.

I've uploaded a patch that fixes it.

Is there a way for the npc to not follow you? I keep getting the "following you" text when I never signaled for a follow.

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There is no option for it, but there are a few tricks. 

One way is to walk out of Silverpine and they will stop following. 

The other way is simpler. You can talk to them again right after they follow and force you to leave the conversation. It'll be the same conversation you left, so you can continue it.

If you want the NPC to stop following you and you don't want to talk to them, just talk to them and leave the conversation. (they won't mind unless they are trying to talk to you intentionally) They'll always stop following after you start talking to them again.

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I think it would be a good idea for a prompt to pop up that asks if you will allow them to follow you, and if you say no then the conversation continues.  At least as a temporary solution.

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So I meant to submit this back in 1.1.1 or so. Left the image in the wrong file and completely forgot about it.

Void Door. Game seemed to have forgot to apply the ground tile texture for randomly spawned ruin doors out in the forest. 

This particular ruin is right next to the entrance of Flooded Cavern. By that I mean on the same map as the entrance and literally only several spaces away. If that added information means anything or helps you locate the issue.

Noted. Thanks for reporting it.

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So I've heard people here talking about a 3rd dungeon, the temple. Where abouts is that at? I know where the first two are.

IIRC the Swamp and the temple are in the South-West corner of the map. There is no direct road there. So you'll have to bring an axe/pickaxe if you get unlucky with the trees/rocks.

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What I really want to know is if Vraxis is reachable or if it's like Thalassar. I'm dying for some "clever girls" to talk to.

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Gut feel is that Vraxis is exactly like Thalassar. I think the closest we could get to it would be a scout from there that patrols the temple at night. With high rep allowing her to move in with the player, similar to Mirel. It'd be fun to have an NPC that's completely divorced from the village at first.

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Yeah, I know it probably is. I'll keep dreaming until I try a run southwards and find out.

A Raptor NPC would be a fun late game secret character. Earn their respect by beating the Temple and retrieving something inside for them and maybe they'll be willing to check out this Silverpine you speak of. Visit the bar and stay the night once in a while. After high rep they can move in?

But ideas for new NPCs aren't likely to be happening anytime soon. I do have ideas for smaller fixes for things I've notice like making Vesilberries(?) not expiring. They're the only herb that does for some reason. Or letting Rosalyn sell glass vials instead of just Aldric, seems odd only Aldric sells them instead of the town Alchemist. Also the prices of potion you sell need to be worth a bit more than the sum of the base ingrdients. I get more from selling all the ingredients for a potion than the potion it's self. I never really engage with the potion making mechanic because of this.

I also have an idea for adding unique attacks depending on the weapon you've equiped. Unlocked by training with Darian. The action cost extra energy but has an extra effect. Double Slash for swords gives a second attack in the same turn. Cleave for Axes, attack the 3 spaces in front of you in one wide swipe. Stunning strike an enemy with a quarterstaff for a few turns. Even though you don't equip the bow, a Piercing Shot with a bow to hit enemies behind the first target. I also got some for more balanced racial perks, but those have beenmentioned a ton so I won't.

I've got all kinds of ideas. But all of them are just ideas.

As of 1.2.6, tents dont seem to be working anymore. Placing a tent down seems to work normally, but you aren't given any option to sleep when trying to interact with it. Also interacting with the tent wont show any dialogue option, however if you try to leave the area, it seems to just go to a black screen and stops loading.

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There's a patch for this now. Thanks for reporting the issue.

Hey!
Could you add support for translating into other languages?
I spent several hours playing this game talking to NPCs in my language... and the funny thing is that they understand, but they still respond in English,  it's hilarious!

I also wanted to know if there could be an option to "reduce the speed at which the game passes." The game time passes very quickly... and it ends up making gameplay and comprehension very difficult at the beginning of the game. I spent countless hours trying to figure out a way to consistently earn money in this game without relying on the NPCs' goodwill to find me a job (they say they have nothing to find me right now and send me to a certain NPC, and... when I get there, they send me back to the NPC who EXACTLY asked me to get the job there, and it's like this ping pong).

What's your native language? Western European languages seem feasible, but I'm not so sure about e.g. Japanese or Russian, since translation would rely on the model's capabilities.

I tested this a little when a comment asked if they could play the game in there native language. 

  1. I asked a NPC with goggle translated Russian and used the modern Latin/Roman characters and the NPC seemed to understand and replied just fine back in English.
  2. I asked them to speak in Russian and they did, but replied in non-Cyrillic Russian, which is to say they used whatever modern Latin/Roman font in the game.
  3. I noted the Nemo model could still understand Cyrillic if copy pasted into the user input/text bar, despite the Cyrillic characters not being supported and being invisible. 
  4. I then asked for the NPC to reply in Cyrillic, and they did, but it wasn't visible so I don't know what was said unless I pull the dialogue from NPCmemories and translated it. 
  5. NPC mentioned they weren't very good,or might make mistakes, but they seemed to be doing alright.
  6. I haven't checked but I think the above would apply to other languages that use different characters. Ex: Japanese with Hiragana and Katakana not being visible unless in Romaji. I have no idea if the model can even understand Kanji.
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My language is Brazilian Portuguese.

I also tried other Latin languages, and they only responded in English. The city guard, in fact, refused to speak my language. Unlike the other NPCs, he apologized and said he "didn't understand my French," but... I was speaking Portuguese!

Confused, I didn't try again and continued speaking in English.

Regarding the option to disable real-time;

I still think it goes by pretty quickly. I tried searching the mines while a bit stronger, and it took me 3 game days to go back and forth. That seems like a long time, even if I changed the in-game time to real-time meters, 3 days seems like a lot.

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You can turn off Realtime Mode to make it turn based. This will give you all the time you need to read and make decisions. Time moves when you do and when sleeping.


so i keep running in to a problem of talking to some one and randomly getting a blank text is there a way to fix it ?

Are you using Gemma 2, or Nemo?

nemo i try gemma 2 and gemma 2 L   got the same thing a few words if any thin blank 

If you say something that it wont read as really anything such as * - or _ the character that should have said something will say what they were going to, works the same if you want them to just keep talking I've noticed.

in release 1.2.6 a character called jabari is mentioned, where can they be found? never seen them before

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It's the serval player character option.

thanks for response dev

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Is there a guide somewhere on how to use AI in the game? How to implement it into the game, etc.? I've never used AI in a game outside of Nemo, and I'd like to try others out of curiosity

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One thing that kinda irks me about the bathhouse is the fact that even if you take off your armor/clothes you still inflict the soaked status on them from having them in your inventory. The present solution would be to drop them on the floor, but I think a storage box would be a neat addition to the bathhouse. This also got me thinking about how the NPCs can view what a player has equipped. I know the game is feature complete, but would a towel lower clothing that keeps the player's nude sprite be something that could be implemented? You could pick one up from the same storage box.

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I'll add it.

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Let me just say thank you on all our behalf for continuing to maintain this.
This game is really one of a kind and I've greatly enjoyed it.

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I've gotten so used to dropping my clothes before bathing I forgot this was even a minor issue I used to have. 

I only ever had one problem with dropping my clothes and it was when Oriana picked up my shirt when she RPed getting clothed after a steamy bath session. I had to RP that I lost my shirt and ask her if she's seen it to get it back. It was enchanted so I kind of wanted that specific shirt back and not a basic one. Luckily I got it back no problem.

I like the towel sprite idea since it lets you talk to NPCs with low Relationship while in the communal baths without wearing your clothes in the bath. I still remember talking to Hayden my first time in the bathhouse and I got him all passive aggressively mad at me cause I was naked. I'm over here confused, wondering why I'm getting heat for being naked in a communal bath? I'm surprised Hayden doesn't use the private rooms since he's such shy guy.

I wanted to make custom sprites and stuff that fit with the game but don't know any good engines or places to look. Any advice?

The custom character folder has an example as well as two useful links within the text file in it for the creation of world sprites. 

The larger sprite to use as a base for it though is pretty much on you. 



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This has been superseded by the GLB import option that automatically generates these for you now.

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Fancy! I'll have to try it. 

As will I, thanks mate.

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To replicate the style of the dialog sprites in the game, please refer to this post:

I used Pony with "Smooth Style 2" at 0.8 weight mixed with "Watercolor Anime Style" at 0.3 weight, but extensive Img2Img of smaller sections of the base image is required to achieve the same style, since it'd be too coarse otherwise.
The base images were created using various other models and manual editing. 

Pony meaning Pony Diffusion V6 XL. For base images I recommend NovaFurry.

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I've been meaning to ask you about that post. I've looked for "Smooth Style 2" but couldn't find it. Did the model name change or is there a better model with the same/similar style? Like the NovaFurry you recommended.

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https://civitai.com/models/264290?modelVersionId=333587
https://civitai.com/models/264290?modelVersionId=725772

Ooooh, I see why I couldn't find it. Thank you.

One last question: Do you have a specific sampler you used? 

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For Pony Img2Img: DPM++ 3M SDE, 30 steps, usually around ~1300 pixels resolution, CFG 6.5 since it's a bit softer.

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