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.
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.
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.
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?
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.
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!
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.
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.
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 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.
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.
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.
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?
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 *
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*
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
NPC mentioned they weren't very good,or might make mistakes, but they seemed to be doing alright.
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.
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.
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.
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.
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
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.
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.
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.
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.
I have Try to download the Ai model Gema-2 twice but the game always Stop at 50% and Suddenly A pop up in game Message says that it failed to Run the Model. I have try to Copy the Old Ai model From Stream asset of old Version I have (1.1.1 ) to the current one (1.2.4). But it said Failed to load ai model : mono-io-layer-error (193). I wonder if anyone Can Give me solution for this. I have tried to download it for 8 hour now, my internet are to bad to use the server model.. 🥲
P. S
Oh yeah I also wanted to ask how does to do something while We do Conversations with NPC like Hug them or something..
In AppData\LocalLow\Three Eyes Software\Silverpine\ModelDefinitions\Gemma-2-Large.json replace
"skipSealCheck": false,
with
"skipSealCheck": true,
Then manually download the model here, rename it to "Gemma-2-Large.gguf", and put it into the KoboldCPP folder as normal. If you have a very slow connection there is probably a chance of the download randomly failing at some point.
In regards to actions or emotes, the classic *stuff*. style works fine. So for example: Observe my glorious dance in tight clingly pants! *you dance the merry jig*. So here your characters says a thing, followed by the dancing questionably merry jig.
In fact the engine is fairly flexible (if scattershot with the results) so you can do things like *OOC: Clean up the hypens and dashes and focus on physical descriptions*
Or *Chat/AI: My character has x color fur, not y*. Stuff like that, so you can coax it to hopefully cater the text the way you want when it misses this or that detail that annoys you.
You can RP doing something to an NPC while in conversation with them by using asterisks.
For example: *hugs Rosalyn*, *waves to Darian*, *helps Gareth*, *spanks Celandine for being a naughty snake*
Tip: I like using *turns to (NPC name)* When in a conversation with more than one NPC, so I can direct my dialogue at a specific NPC and get them to respond to it first in the dialogue. Usually works.
Are there plans to increase the daily limit on communicating via a remote server in the future? 1800, if you play all day, it's very low. And, of course, if you take off your clothes or NPC's clothes, see the naked model and not always that they are wearing clothes. It would be interesting to see this in a public bath in the game :)
Currently, custom characters can/have an alternate nude sprite in the overworld and the large onscreen chat art if you strip down (no clothing or armor top/bottom). NPCs do not.
I've heard people here talk about Mirel, along with characters in game talk about her, but i've never even seen her at all in like 20 hours of playing. Is she an actual character? If so, where is she?
The answer can be found further down the thread, but essentially she works as a late night courier and can be found at the trading box (the first box you see when you start the game just before Hayden's bakery) around 10:30-12 at night for a brief window.
In addition she can be found at Garth's tavern every four or five days or so, where she sleep for the night after relaxing in the tavern for the bulk of the afternoon.
She's technically intersex but you can easily guide the narrative towards whatever way you feel suits best, and is romanceable just like any other character. Unlike others, you can eventually have her 'move' to your home (re: Gareth's shack that you have hopefully rebuilt at this point) at very high affection, and this is a permanent decision, which the game warns you about in large, friendly letters.
Have fun with her, she's one of my favorites in terms of personality, like a happy medium between Celandine and Rosalyn.
She also has a little secret I revealed in a older post. I don't think you can find it out without interacting with her a lot or diving into the game files.
I started to realize something was up before I happened to find out from curiously browsing compressed game data. It was a funny moment for me to have my suspicions confirmed.
I know what you're talking about. It's part of why she's a fun character. Kind of odd that most of the other characters don't have secrets like this, though.
There is still one character that is "Secretly extremely gay." I still have no idea who. Might have to bluntly ask everyone and reload to find out. Although... if it's so secret, they might not be aware of it themselves? At least, not until you make them gay. Lol
Is it permanent in the sense the market is no longer available if you do it?
I think the main thing that's kind of annoying/borderline a bug is if she follows you you can no longer talk to her, because the instant you talk to her again she disappears if it's not a day she's staying at the Inn. I don't know if Three Eyes will fix/address is or if it's just a thing we're supposed to expect.
It's annoying because you basically have to walk on eggshells talking to her and avoid saying anything that might trigger the follow command because of that.
Anyway, I agree. She's a very fun character who's actively fun to woo.
>She's technically intersex
There's actually a hidden option in the new version's setting.json to disable this, if you wish.
It's annoying because you basically have to walk on eggshells talking to her and avoid saying anything that might trigger the follow command because of that.
I imagine a "world generation" thing where you can pick NPCs to slot into the different town roles. Could have a couple pre-made options first, and then work out how customs would work after that.
Probably unlikely, but is there a way to prime a location for the NPC's to travel occasionally? Such as the bathhouse? Playing with the narrative of Hayden opening a cafe. I'll build it just because it's fun, but it'd be neat if I could have characters reference or interact with it.
...Maybe just rebuild a chunk of his bakery or something, although I don't see too much foot traffic there either. Hm.
There's currently no way to influence them like that. When you start a new isolated floor area, you can name it, which the NPCs can see when inside it, but it won't become part of the world lore database the game retrieves information from.
Actually, I kind of did this with Gareth back in 1.0.6 or 1.0.7 when I first got the shed key on my first play. He "followed" me to the shed. By that I mean, he said he'd follow me, but he never actually used the 'follow' mechanic. Instead he decided to cut a tree two spaces away from the of the shed door and I just happen to be going in the same direction while we walked together.
In RP I was suppose to be fixing the shed for Gareth because I needed money and asked him for a job and he offered to let me fix his shed. At the time I didn't know if the shed was actually damaged or not, so I asked if I could look at the damage first before deciding, He gave me the key and said he'll follow me over to hear my decision.
I'm not sure why he decided to cut a tree in front of the shed instead of following me to it, but it seemed like I made him go there through dialogue alone. Unless this is a niche mechanic for Gareth?
Also, an NPC cutting a tree? What?! I forgot about this, but now I should try asking an NPC if they can construct a wall.
Same. I often get told by an NPC they'll help but I usually ignore or give some excuse not to let them, as it would likely just end in them RPing they helped instead of actually helping. Still, I should probably actually give it a try a few times, just in case they can actually help.
Okay. This is less planning than the AI going wild, but here's something that happened just now:
Mirel and mine PC were flirting in the woods and getting... eager. We were adjacent to a tree. The very next passage of text is accompanied by the same very tree getting knocked over like it was just felled by an axe.
Visually. Sounds, effects, the works. Left a log to be sawed in its wake.
I was laughing for like, five minutes. Well played, AI. Well played indeed.
Okay, so, here's a new one, I *think* bug report style? So, a while back I mentioned the game 'reporting' emotional furniture spinning. But it's gotten a bit more... aggressive with the oddness.
I'm using the openrouter style with one of the 'white' options, for reference.
So, injected in the game every so often at the end of a dialogue are things such as: *For tactile reassurance* *For baking instructions*
*For smug justification* You get the idea. It only grew more emboldened as time progressed.
...and this strange one:
\ud83c\udf52\ud83d\udd25\ud83d\udca6\u2728
Hahaha. It took me over twenty minutes to prune the oddities from the memory text. We'll see how things go after!
...Welp. I may have traded one demon for another, or perhaps this just unfortunate timing.
I am utterly besieged with hyphens - and asterisks *. For example:
But *between us*? That fox *needs* more *fun* in his life. *Leans in, voice dropping to a whisper* Last week I *caught* him *polishing his spear* for the *fourth time* that day. *Not* the *fun* kind of polishing, *unfortunately*. *Sighs dramatically* Honestly, if *someone* doesn't *distract* him soon, he'll *wear out* the poor thing.
It's lost all semblance of proper sentence structure and just... ugh. It's fairly painful to look at. I'm trying to fix these so hopefully it won't emulate it any further, but unfortunately I can't just copy and replace, due to the use of the *.
I disabled automatic short-term memory clearing for this version to see if people prefer the increased character consistency, but it seems DeepSeek specifically develops schizophrenia over time if you don't clear it out occasionally.
Maybe I'll make it something you can toggle in the settings.
hahaha. Oh, good. I thought I was doing something wrong, somehow. It does recover a bit after pruning all of the - and * but it takes a *while* to that.
I also noticed laced up and down the events are things where it adds // here's an alternate smaller version of the above, would you like to tweak it any further?
I assume that's just a deepseek trying to be a helpful chatbox thing.
Worth mentioning, I've been a little more aggressive lately stating things such as: *AI/Chat use less hyphens and dashes, concentrate on physical details and complete sentences, please.*
Plus or minus some variation, and it seems to be helping quite a bit without requiring a 30 minutes text edit purge.
Greetings. I wanted to ask you a question. Will there be any debug menu or something like that in the future to spawn some things? Just acting out my character's role in finding specific things could be useful. And yet, as for me, the character's hunger and thirst are growing too fast, maybe this can also be adjusted in the future to make the speed lower or higher?
I can' speak for the debug stuff, But for your hunger and thirst issues, I have a suggestion that might help.
Try going to in-game settings and switching Real Time Mode off. This make everything turn based. Should give you more time to sit and think about your next moves without the world moving on and taking your hunger and thirst with it.
Hello, I might be a bit of a moron, but I can't get a custom character working for the life of me. I've tried following the directions as closely as possible using TRELLIS and GIMP to edit an AI image and changed the sizes of portraits to match. I keep getting an error on Silverpine startup along the lines of "Failed to initialize custom character "Rhae": Failed to get custom character directories." I added the custom character to both Silverpine 1.2.4\Silverpine_Data\StreamingAssets and AppData\LocalLow\Three Eyes Software\Silverpine\Characters and don't think I made any mistakes when it comes to the .json file but whatever I am doing, something must be wrong. I have all app permissions turned on for Silverpine other than "Special Permissions" in security on windows 11, I'm going to add images in replies to this comment hopefully to not chaff out the comments section but if it does I will absolutely delete them.
First of all, I want to apologize because that error message is misleading and can also occur if there's a problem parsing the JSON.
The reason this is happening is because there's an unescaped " character in the description. It should be a \" instead. It's very unintuitive if you don't know JSON, so I'm working on an ingame editor for these.
That absolutely fixed it! Thank you so much! My brain defaulted to using " as in inches when I should have known better, but an ingame editor sounds amazing as long as you don't have to work too hard to get it into the game.
Bit of an odd request, but you miss every shot you don't take:
Would it be possible to have a folder similar to the custom protagonist, but for NPC's? To basically override or tweak their ingame art. Hayden's story has gone a little wild, and it's left me inspired to do some drawing due to it. I know there are several expressions and such, but if it's possible, I'd like to take a crack at it.
...Still struggling on figuring out how to access the base art files, but one has to learn somehow.
Semi related to an idea below, but is there any way we could do the same sort of setup for a custom PC, regarding showing expressions? I have no clue if that's possible or not with the AI and engine, but I'm certainly curious.
Hah! That'd be great. I'm running a story with Hayden sporting a whole different look, and I'd love to be able to have the ingame art reflect it. Also, the kitty there is one of my favorites.
I'll leave this as a suggestive idea if you ever get back to adding player expressions.
Let players choose an expression, maybe from a drop down(or up?) list from the expressions you've already implemented. This would happen while replying to NPCs and be the equivalent of a short and simple RP in dialogue, (eg: *surprised*) before the actual dialogue from the player is given.
Having an odd issue where certain parts of the map completely stall text generation. Gareth's Tavern, the private rooms in the bathhouse, and sometimes the bakery to be specific. If a NPC leaves one of these locations, I can have conversations just fine; but the moment they enter any of the above, it sits endlessly till it times out. (hosting locally, not using server.)
3070ti and using Nemo. Started a fresh save and same problem. Fresh installation and deleting its folder in appdata doesn't provide a fix for it, either.
I have run into a new strange oddity, and I'm not sure what triggered it: Rosalyn traveled to my character in her home for a conversation. After which she stayed and slept on the bed.
But now she's a permanent fixture on said bed. Even leading her away to her own shop resulted in her dashing back to the protagonists house and sleeping there once again. It's been two ingame days now, more or less, with Rosalyn snoring contently in the same space.
This playthrough did tease the idea of being a polycule between the MC, Mirel, and Rosalyn. Would that be the cause? Or something else entirely? Also, how do I fix, haha!
Edit: Looks like it just needed more time, she finally warped away back to her own flat.
Oh yeah! I completely forgot about this. I've also had this happen with Rosalyn. It was back in... 1.0.7 or 1.0.9. I was rather new to exploring the game, so I thought it was possibly a game mechanic or some kind of event, since I wasn't sure if there were any at the time.
I remember having Rosalyn follow me into the shed for some fun one night. I wake up and leave early and she was still sleeping. Later in the day, I get drinks with Mirel and Darian. Darian had some RP about someone leaving tracks around Rosalyn's house. The three of us RPed searching and following the tracks and they went past my shed. I went to check inside to be sure no one was in there and we find Rosalyn still sleeping in my bed. The plot thickens. I get knowing looks from Darian and Mirel which I can't exactly refute.
I pulled her into a 4 way conversation between me, Darian, Meril, and her, about what happened and why she was sleeping in my bed for nearly a full day. She was confused, said she was just tired and was a bit concerned why she was sleeping all day. She helped us finish Darian's RP. She goes back to sleeping in my bed for a few more days, while I occasionally RP about being worried about her to the other NPCs. Darian says I need to let her rest at night. Then he or Mirel starts some kind of rumor about me keeping Rosalyn up every night. My concerned RP about Rosalyn's constantly sleeping in my bed got twisted into me keeping here there by sleeping with her every night. I had to endure jests about my incorrigible appetite from Mirel, Darian, Celandine, and occasionally from Gareth and Aldric whenever Rosalyn got mentioned for a while after that.
It was only one night, people! I'm innocent!
But, yeah, she just slept in the bed until she stopped. I started staying at Oriana's and Celandine's house more around the time and didn't see when she stopped, but it fixed itself eventually.
Is it possible during conversations, when for example 3 people are talking, to make a button to continue and not to say something yourself? Because there have been cases when someone turns to someone and instead of continuing the game offers to say something to me. Will it be possible to make two buttons in the future to just skip your action and let the other one speak?
I agree with Foxymillian I've had some minor inconsistencies with who should be speaking. I'm typing in "continue" to move the conversation forward and let another NPC talk because they haven't said anything in a while, but instead the first NPC keeps talking to me with a very short token response that doesn't add much of anything.
Maybe I need to change to "*says nothing*" instead of prompting for the NPCs to "continue"? I'll give it some more time to see if I need to adjust, but I will say I find having to type instead of clicking on a button to be annoying.
I liked how it was in 1.1.1. I could just let NPCs continue to talk to each other until I wanted to interject with the Interrupt option.
But I do think putting the Interrupt button next to the Continue button in the dialogue instead of in the options would make it more obvious for new players that its an option.
First time on 1.1.1 I let two NPCs talk for several, and I mean a lot, of dialogue boxes, because I was used to waiting for them to let me reply. When they didn't, that's when I noticed the new Interrupt button in the options. Which I thought was a great idea, just needs to be more obvious in multi-NPC conversation.
The changes I had to make to have this properly work with OpenRouter seem to have introduced some kind of regression here, so the game will now fall back to the old behavior when not using it.
Something I noticed last night as I was playing around with the Openrouter style is the change for the dialogue was utterly fantastic. I mean, it was good before but yow. And the game seems to be calling back things or references constantly and tying it back into the narrative. Great stuff!
However, after a certain amount of time the character - would say - thing like - this with -two words - or three - at most~ All the time, unless the game is narrating.
It's cute, until it isn't. I tried 'asking' or directing chat or *emotes* for them stop, but no dice. Any suggestions?
Also, maybe it's due to the new active AI, but those NPC's are a menace regarding interior design. They would occasionally turn an object/furniture during chat before, but now it seems much more common. No bed shall go untilted. No shelf failing to fail the laws of physics.
I will investigate it, but as a quick fix: Export NPC Memories -> open the .nmem file in notepad -> CTRL-H replace " - " with just " " -> save -> Import NPC Memories should resolve it.
They would occasionally turn an object/furniture during chat before, but now it seems much more common. No bed shall go untilted
Do you have "Native NPC Actions" enabled? It's an experimental feature that doesn't seem to work too well with current models, and it caused just that during my testing.
Hello, i think there are still problems with using the GPU Server. Before the updates, there was no problem with it. It took time to time to make conversations, but now there always this problem:
[17:41:00] CtxLimit:2290/6144, Amt:194/512, Init:0.01s, Process:3.33s (23.15T/s), Generate:143.30s (1.35T/s), Total:146.62sGenerate: The response could not be sent, maybe connection was terminated?
I am using the Gemma 2 Large because is the one that describes better the role play with the NPC's than Nemo. And i was playing with it, but after the updates... is always the connection terminated even with just greet the Npcs.
can you please make a discord or somewhere we can ask questions?
can you add the ability to que up the AI by just standing somewhere and pressing T or something? basically RP in place. this can be used to get your character to do things in the environment, or to cause things to happen.
and second, allow RP combat and RP/chat with the monsters/animals!
perhaps in the future the ability to spawn custom npcs, or generate sprites/etc on the fl
Generating sprites on the fly would be very taxing, since it would require either the dev to have another cloud instance for Image gen that everyone could use the current tokens for, or have you run a local image gen engine in attention to the local LLM. It would be cool to get custom CGs like that, but I don't think it's very viable. Keep in mind that the sprites in-game are NOT just raw generated, but have a lot of Img2img touch ups done, or at least I believe that's what Three Eyes said. So raw image gen of the sprites wouldn't look the exact same/nearly as good.
Chat with Monsters wouldn't work because of the way the LLM context is set up. It MIGHT in theory, but it would be extremely messy and no where near as good as the current Agent setup with the townsfolk.
I'd love to see it tbh, but there's a lot of limitation that prevent it from happening. I wouldn't mind seeing the MC able to move around in chat like NPCs can, though, and I think it's do-able?
I have no way how the game would determine your expression from ones chat or otherwise, but I'd *absolutely love* it if we could set up a set of images for our custom characters so they have and can demonstrate the same range of expression as the NPC's when they chat. It'd take a bit of time to do art wise, but darned if I don't love me a challenge, hahaha.
I have a problem again. Why is it that using the GPU server I have an error in the game and in the Koboldcpp console.
[00:12:25] CtxLimit:3698/4096, Amt:114/512, Init:0.03s, Process:10.28s (348.64T/s), Generate:52.52s (2.17T/s), Total:62.80sGenerate: The response could not be sent, maybe connection was terminated?
You need to create an account/API key on https://openrouter.ai/, and add credits to it. There's an input field you paste the key into, which for some reason seems to be missing its label in the build I uploaded.
There's a "Show Recommended" option when you press the model selection button. The list of options you get after that only shows all the providers hosting that specific model.
Huh. I've managed to get it to work ... once. Otherwise it's reoccurring permission or something error. Not entirely sure how to fix it, currently spelunking through google land.
Messing around thus far, and I've discovered a few primary weapons types:
Bow. (Ranged, obv. Probably the only means of doing so thus far, unless you can fling magic or goop like the monsters do somehow.)
Sword (Looks one handed. Balanced for crit, parry, damage.)
Dagger (Slightly smaller than the sword, better at parrying, seems like.)
Quarterstaff (You start with this. Great parry. Bonk.)
Morning star/flail. (Impossible to parry, but massive crit chance. Game considers this synonymous with whips, which is fine.)
Axe ( For trees. Can be used in melee, loses durability quickly if used in combat. I have yet to see a martial/fighting style axe that doesn't have the durability issue.)
Unarmed/Claws (Custom character creation, specific characters. Martial arts is one of my favorites in games and RL, but it's not really viable here. For one, the energy drain is ABSOLUTELY IMMENSE if using your claws. For the other, there is no way to shove a Rune stone or enchant your hands. So clearly not as effective as the above. It *would* be nice if there was a brass knuckles or melee 'style' weapon you can find that takes in consideration if you have the claws racial or not. Enchanted fingernails, let's go!)
Despite Aldric's constant claims, there are no throwing daggers or throwing type weapons. You can smash pots like Link, but no boomerangs for you, protag. Or big 'ol warhammers. Or at the very least, every time I've been given or purchased one it's just ended up being a base construction hammer.
Might mess around and see if I can tease a crossbow out of the game, but I'm almost certain it will be one in name only.
So far I've tried (and failed) hunting/shopping/other for base models such as:
Spears/polearms.
Large swords. (base sword is what you get. Not that it's a bad thing, and at least the game will RP it properly.)
Blunt weapons other than the quarterstaff.
Magic pew pew stuff.
Flintlocks/Gun pew pew stuff.
Unarmed (which makes sense. Though slapping a monster with the hands of ANOTHER monster is both graphic and entertaining.)
Lute/music instrument. (Sometimes you wanna spoony bard.)
Fun fact, NPC's REALLY react to whatever your weapon is, conversation wise. I coaxed some gilded dancer's chains out of the game, and it predictably has a much different stylish impression than running around with an axe in hand, for example.
At the very least Hayden didn't hyperventilate when I had it equipped. (Or did, but for very different reasons. One time it gave me an adult toy in the form of another base weapon, which was predictably raunchy and earned some volatile reactions.)
I'm holding off exploring any more until the new update manifests so I won't have to keep reminding npc's about this and that every two convos, haha.
Anybody else have any luck with weapon discoveries?
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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.
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?
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.
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.
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.
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.
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
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.
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.
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.
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.
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?
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 *
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:
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:
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:
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*
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
It's the serval player character option.
thanks for response dev
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
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.
I'll add it.
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.
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.
This has been superseded by the GLB import option that automatically generates these for you now.
Fancy! I'll have to try it.
As will I, thanks mate.
To replicate the style of the dialog sprites in the game, please refer to this post:
Pony meaning Pony Diffusion V6 XL. For base images I recommend NovaFurry.
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.
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?
For Pony Img2Img: DPM++ 3M SDE, 30 steps, usually around ~1300 pixels resolution, CFG 6.5 since it's a bit softer.
I have Try to download the Ai model Gema-2 twice but the game always Stop at 50% and Suddenly A pop up in game Message says that it failed to Run the Model. I have try to Copy the Old Ai model From Stream asset of old Version I have (1.1.1 ) to the current one (1.2.4). But it said Failed to load ai model : mono-io-layer-error (193). I wonder if anyone Can Give me solution for this. I have tried to download it for 8 hour now, my internet are to bad to use the server model.. 🥲
P. S
Oh yeah I also wanted to ask how does to do something while We do Conversations with NPC like Hug them or something..
In AppData\LocalLow\Three Eyes Software\Silverpine\ModelDefinitions\Gemma-2-Large.json replace
with
Then manually download the model here, rename it to "Gemma-2-Large.gguf", and put it into the KoboldCPP folder as normal.
If you have a very slow connection there is probably a chance of the download randomly failing at some point.
mono-io-layer-error might also be a Unity bug.
In regards to actions or emotes, the classic *stuff*. style works fine. So for example:
Observe my glorious dance in tight clingly pants! *you dance the merry jig*. So here your characters says a thing, followed by the dancing questionably merry jig.
In fact the engine is fairly flexible (if scattershot with the results) so you can do things like *OOC: Clean up the hypens and dashes and focus on physical descriptions*
Or *Chat/AI: My character has x color fur, not y*. Stuff like that, so you can coax it to hopefully cater the text the way you want when it misses this or that detail that annoys you.
You can RP doing something to an NPC while in conversation with them by using asterisks.
For example: *hugs Rosalyn*, *waves to Darian*, *helps Gareth*,
*spanks Celandine for being a naughty snake*Tip: I like using *turns to (NPC name)* When in a conversation with more than one NPC, so I can direct my dialogue at a specific NPC and get them to respond to it first in the dialogue. Usually works.
Are there plans to increase the daily limit on communicating via a remote server in the future? 1800, if you play all day, it's very low. And, of course, if you take off your clothes or NPC's clothes, see the naked model and not always that they are wearing clothes. It would be interesting to see this in a public bath in the game :)
Currently, custom characters can/have an alternate nude sprite in the overworld and the large onscreen chat art if you strip down (no clothing or armor top/bottom). NPCs do not.
Theatre of the mind take the wheel.
I think it's mainly a rating thing why NPCs don't have nude sprites, or perhaps it's hard for the LLM to reliably strip them.
I've heard people here talk about Mirel, along with characters in game talk about her, but i've never even seen her at all in like 20 hours of playing. Is she an actual character? If so, where is she?
The answer can be found further down the thread, but essentially she works as a late night courier and can be found at the trading box (the first box you see when you start the game just before Hayden's bakery) around 10:30-12 at night for a brief window.
In addition she can be found at Garth's tavern every four or five days or so, where she sleep for the night after relaxing in the tavern for the bulk of the afternoon.
She's technically intersex but you can easily guide the narrative towards whatever way you feel suits best, and is romanceable just like any other character. Unlike others, you can eventually have her 'move' to your home (re: Gareth's shack that you have hopefully rebuilt at this point) at very high affection, and this is a permanent decision, which the game warns you about in large, friendly letters.
Have fun with her, she's one of my favorites in terms of personality, like a happy medium between Celandine and Rosalyn.
She also has a little secret I revealed in a older post. I don't think you can find it out without interacting with her a lot or diving into the game files.
I started to realize something was up before I happened to find out from curiously browsing compressed game data. It was a funny moment for me to have my suspicions confirmed.
I know what you're talking about. It's part of why she's a fun character. Kind of odd that most of the other characters don't have secrets like this, though.
There is still one character that is "Secretly extremely gay." I still have no idea who. Might have to bluntly ask everyone and reload to find out. Although... if it's so secret, they might not be aware of it themselves? At least, not until you make them gay. Lol
Is it permanent in the sense the market is no longer available if you do it?
I think the main thing that's kind of annoying/borderline a bug is if she follows you you can no longer talk to her, because the instant you talk to her again she disappears if it's not a day she's staying at the Inn. I don't know if Three Eyes will fix/address is or if it's just a thing we're supposed to expect.
It's annoying because you basically have to walk on eggshells talking to her and avoid saying anything that might trigger the follow command because of that.
Anyway, I agree. She's a very fun character who's actively fun to woo.
>She's technically intersex
There's actually a hidden option in the new version's setting.json to disable this, if you wish.
Pft. I'd make *more* characters intersex. By default. More options and fun innuendo, huzzah.
This will be fixed next patch.
Will we be able to add custom characters as NPC's at some point? IE could we have our own character be an NPC in Silverpine, or be a visitor?
Eventually, but I need to think about the specifics of how this would work first.
I imagine a "world generation" thing where you can pick NPCs to slot into the different town roles. Could have a couple pre-made options first, and then work out how customs would work after that.
Probably unlikely, but is there a way to prime a location for the NPC's to travel occasionally? Such as the bathhouse? Playing with the narrative of Hayden opening a cafe. I'll build it just because it's fun, but it'd be neat if I could have characters reference or interact with it.
...Maybe just rebuild a chunk of his bakery or something, although I don't see too much foot traffic there either. Hm.
There's currently no way to influence them like that.
When you start a new isolated floor area, you can name it, which the NPCs can see when inside it, but it won't become part of the world lore database the game retrieves information from.
Gotcha. So if I want to RP some sillyness with others it'd have to hitched to an existing area then, like the bathhouse or the tavern.
Is that why my PC's home is never referred to by its new name when I built it, and quite often 'Gareth's Shack' despite being all big and shiny?
I'll think of a way to better handle this.
Actually, I kind of did this with Gareth back in 1.0.6 or 1.0.7 when I first got the shed key on my first play. He "followed" me to the shed. By that I mean, he said he'd follow me, but he never actually used the 'follow' mechanic. Instead he decided to cut a tree two spaces away from the of the shed door and I just happen to be going in the same direction while we walked together.
In RP I was suppose to be fixing the shed for Gareth because I needed money and asked him for a job and he offered to let me fix his shed. At the time I didn't know if the shed was actually damaged or not, so I asked if I could look at the damage first before deciding, He gave me the key and said he'll follow me over to hear my decision.
I'm not sure why he decided to cut a tree in front of the shed instead of following me to it, but it seemed like I made him go there through dialogue alone. Unless this is a niche mechanic for Gareth?
Also, an NPC cutting a tree? What?! I forgot about this, but now I should try asking an NPC if they can construct a wall.
Huh. You know, I've had NPC's *say* they will help with the home construction or whatever, but never actually do it. That's pretty interesting!
Same. I often get told by an NPC they'll help but I usually ignore or give some excuse not to let them, as it would likely just end in them RPing they helped instead of actually helping. Still, I should probably actually give it a try a few times, just in case they can actually help.
Anything that requires planning from the AI is out of question right now, unless I can come up with a performant way of doing it.
Okay. This is less planning than the AI going wild, but here's something that happened just now:
Mirel and mine PC were flirting in the woods and getting... eager. We were adjacent to a tree. The very next passage of text is accompanied by the same very tree getting knocked over like it was just felled by an axe.
Visually. Sounds, effects, the works. Left a log to be sawed in its wake.
I was laughing for like, five minutes. Well played, AI. Well played indeed.
Okay, so, here's a new one, I *think* bug report style? So, a while back I mentioned the game 'reporting' emotional furniture spinning. But it's gotten a bit more... aggressive with the oddness.
I'm using the openrouter style with one of the 'white' options, for reference.
So, injected in the game every so often at the end of a dialogue are things such as:
*For tactile reassurance*
*For baking instructions*
*For smug justification*
You get the idea. It only grew more emboldened as time progressed.
...and this strange one:
\ud83c\udf52\ud83d\udd25\ud83d\udca6\u2728
Hahaha. It took me over twenty minutes to prune the oddities from the memory text. We'll see how things go after!
...Welp. I may have traded one demon for another, or perhaps this just unfortunate timing.
I am utterly besieged with hyphens - and asterisks *. For example:
But *between us*? That fox *needs* more *fun* in his life. *Leans in, voice dropping to a whisper* Last week I *caught* him *polishing his spear* for the *fourth time* that day. *Not* the *fun* kind of polishing, *unfortunately*. *Sighs dramatically* Honestly, if *someone* doesn't *distract* him soon, he'll *wear out* the poor thing.
It's lost all semblance of proper sentence structure and just... ugh. It's fairly painful to look at. I'm trying to fix these so hopefully it won't emulate it any further, but unfortunately I can't just copy and replace, due to the use of the *.
I disabled automatic short-term memory clearing for this version to see if people prefer the increased character consistency, but it seems DeepSeek specifically develops schizophrenia over time if you don't clear it out occasionally.
Maybe I'll make it something you can toggle in the settings.
hahaha. Oh, good. I thought I was doing something wrong, somehow. It does recover a bit after pruning all of the - and * but it takes a *while* to that.
I also noticed laced up and down the events are things where it adds // here's an alternate smaller version of the above, would you like to tweak it any further?
I assume that's just a deepseek trying to be a helpful chatbox thing.
Worth mentioning, I've been a little more aggressive lately stating things such as: *AI/Chat use less hyphens and dashes, concentrate on physical details and complete sentences, please.*
Plus or minus some variation, and it seems to be helping quite a bit without requiring a 30 minutes text edit purge.
Greetings. I wanted to ask you a question. Will there be any debug menu or something like that in the future to spawn some things? Just acting out my character's role in finding specific things could be useful. And yet, as for me, the character's hunger and thirst are growing too fast, maybe this can also be adjusted in the future to make the speed lower or higher?
I can' speak for the debug stuff, But for your hunger and thirst issues, I have a suggestion that might help.
Try going to in-game settings and switching Real Time Mode off. This make everything turn based. Should give you more time to sit and think about your next moves without the world moving on and taking your hunger and thirst with it.
Hello, I might be a bit of a moron, but I can't get a custom character working for the life of me. I've tried following the directions as closely as possible using TRELLIS and GIMP to edit an AI image and changed the sizes of portraits to match. I keep getting an error on Silverpine startup along the lines of "Failed to initialize custom character "Rhae": Failed to get custom character directories." I added the custom character to both Silverpine 1.2.4\Silverpine_Data\StreamingAssets and AppData\LocalLow\Three Eyes Software\Silverpine\Characters and don't think I made any mistakes when it comes to the .json file but whatever I am doing, something must be wrong. I have all app permissions turned on for Silverpine other than "Special Permissions" in security on windows 11, I'm going to add images in replies to this comment hopefully to not chaff out the comments section but if it does I will absolutely delete them.
First of all, I want to apologize because that error message is misleading and can also occur if there's a problem parsing the JSON.
The reason this is happening is because there's an unescaped " character in the description. It should be a \" instead. It's very unintuitive if you don't know JSON, so I'm working on an ingame editor for these.
That absolutely fixed it! Thank you so much! My brain defaulted to using " as in inches when I should have known better, but an ingame editor sounds amazing as long as you don't have to work too hard to get it into the game.
Bit of an odd request, but you miss every shot you don't take:
Would it be possible to have a folder similar to the custom protagonist, but for NPC's? To basically override or tweak their ingame art. Hayden's story has gone a little wild, and it's left me inspired to do some drawing due to it. I know there are several expressions and such, but if it's possible, I'd like to take a crack at it.
...Still struggling on figuring out how to access the base art files, but one has to learn somehow.
Semi related to an idea below, but is there any way we could do the same sort of setup for a custom PC, regarding showing expressions? I have no clue if that's possible or not with the AI and engine, but I'm certainly curious.
This will be a thing eventually.
I took a quick gander at this while adding the NPC expressions system, but it didn't work terribly well. I might try again in the future.
Hah! That'd be great. I'm running a story with Hayden sporting a whole different look, and I'd love to be able to have the ingame art reflect it. Also, the kitty there is one of my favorites.
Appreciate all the hard work you've been doing!
I'll leave this as a suggestive idea if you ever get back to adding player expressions.
Let players choose an expression, maybe from a drop down(or up?) list from the expressions you've already implemented. This would happen while replying to NPCs and be the equivalent of a short and simple RP in dialogue, (eg: *surprised*) before the actual dialogue from the player is given.
Having an odd issue where certain parts of the map completely stall text generation. Gareth's Tavern, the private rooms in the bathhouse, and sometimes the bakery to be specific. If a NPC leaves one of these locations, I can have conversations just fine; but the moment they enter any of the above, it sits endlessly till it times out. (hosting locally, not using server.)
What's your GPU? Does this happen on fresh saves?
3070ti and using Nemo. Started a fresh save and same problem. Fresh installation and deleting its folder in appdata doesn't provide a fix for it, either.
Try replacing the koboldUrl line in AppData\LocalLow\Three Eyes Software\Silverpine\settings.json with
If that doesn't work, please post the last lines in the console before the problem occurs.
I have run into a new strange oddity, and I'm not sure what triggered it: Rosalyn traveled to my character in her home for a conversation. After which she stayed and slept on the bed.
But now she's a permanent fixture on said bed. Even leading her away to her own shop resulted in her dashing back to the protagonists house and sleeping there once again. It's been two ingame days now, more or less, with Rosalyn snoring contently in the same space.
This playthrough did tease the idea of being a polycule between the MC, Mirel, and Rosalyn. Would that be the cause? Or something else entirely? Also, how do I fix, haha!
Edit: Looks like it just needed more time, she finally warped away back to her own flat.
Oh yeah! I completely forgot about this. I've also had this happen with Rosalyn. It was back in... 1.0.7 or 1.0.9. I was rather new to exploring the game, so I thought it was possibly a game mechanic or some kind of event, since I wasn't sure if there were any at the time.
I remember having Rosalyn follow me into the shed for some fun one night. I wake up and leave early and she was still sleeping. Later in the day, I get drinks with Mirel and Darian. Darian had some RP about someone leaving tracks around Rosalyn's house. The three of us RPed searching and following the tracks and they went past my shed. I went to check inside to be sure no one was in there and we find Rosalyn still sleeping in my bed. The plot thickens. I get knowing looks from Darian and Mirel which I can't exactly refute.
I pulled her into a 4 way conversation between me, Darian, Meril, and her, about what happened and why she was sleeping in my bed for nearly a full day. She was confused, said she was just tired and was a bit concerned why she was sleeping all day. She helped us finish Darian's RP. She goes back to sleeping in my bed for a few more days, while I occasionally RP about being worried about her to the other NPCs. Darian says I need to let her rest at night. Then he or Mirel starts some kind of rumor about me keeping Rosalyn up every night. My concerned RP about Rosalyn's constantly sleeping in my bed got twisted into me keeping here there by sleeping with her every night. I had to endure jests about my incorrigible appetite from Mirel, Darian, Celandine, and occasionally from Gareth and Aldric whenever Rosalyn got mentioned for a while after that.
It was only one night, people! I'm innocent!
But, yeah, she just slept in the bed until she stopped. I started staying at Oriana's and Celandine's house more around the time and didn't see when she stopped, but it fixed itself eventually.
Game is damned wild how it can create moments like that, is it not?
It definitely can make some special moments you don't see elsewhere.
Is it possible during conversations, when for example 3 people are talking, to make a button to continue and not to say something yourself? Because there have been cases when someone turns to someone and instead of continuing the game offers to say something to me. Will it be possible to make two buttons in the future to just skip your action and let the other one speak?
I'll consider it, but if the AI mistakenly assigns you as the next speaker, I recommend simply emoting *says nothing* or *watches* instead.
Thanks, I'll try it in the future.
I agree with Foxymillian I've had some minor inconsistencies with who should be speaking. I'm typing in "continue" to move the conversation forward and let another NPC talk because they haven't said anything in a while, but instead the first NPC keeps talking to me with a very short token response that doesn't add much of anything.
Maybe I need to change to "*says nothing*" instead of prompting for the NPCs to "continue"? I'll give it some more time to see if I need to adjust, but I will say I find having to type instead of clicking on a button to be annoying.
I liked how it was in 1.1.1. I could just let NPCs continue to talk to each other until I wanted to interject with the Interrupt option.
But I do think putting the Interrupt button next to the Continue button in the dialogue instead of in the options would make it more obvious for new players that its an option.
First time on 1.1.1 I let two NPCs talk for several, and I mean a lot, of dialogue boxes, because I was used to waiting for them to let me reply. When they didn't, that's when I noticed the new Interrupt button in the options. Which I thought was a great idea, just needs to be more obvious in multi-NPC conversation.
The changes I had to make to have this properly work with OpenRouter seem to have introduced some kind of regression here, so the game will now fall back to the old behavior when not using it.
Something I noticed last night as I was playing around with the Openrouter style is the change for the dialogue was utterly fantastic. I mean, it was good before but yow. And the game seems to be calling back things or references constantly and tying it back into the narrative. Great stuff!
However, after a certain amount of time the character - would say - thing like - this with -two words - or three - at most~ All the time, unless the game is narrating.
It's cute, until it isn't. I tried 'asking' or directing chat or *emotes* for them stop, but no dice. Any suggestions?
Also, maybe it's due to the new active AI, but those NPC's are a menace regarding interior design. They would occasionally turn an object/furniture during chat before, but now it seems much more common. No bed shall go untilted. No shelf failing to fail the laws of physics.
I will investigate it, but as a quick fix: Export NPC Memories -> open the .nmem file in notepad -> CTRL-H replace " - " with just " " -> save -> Import NPC Memories should resolve it.
Do you have "Native NPC Actions" enabled? It's an experimental feature that doesn't seem to work too well with current models, and it caused just that during my testing.
Hello, i think there are still problems with using the GPU Server. Before the updates, there was no problem with it. It took time to time to make conversations, but now there always this problem:
[17:41:00] CtxLimit:2290/6144, Amt:194/512, Init:0.01s, Process:3.33s (23.15T/s), Generate:143.30s (1.35T/s), Total:146.62sGenerate: The response could not be sent, maybe connection was terminated?
I am using the Gemma 2 Large because is the one that describes better the role play with the NPC's than Nemo. And i was playing with it, but after the updates... is always the connection terminated even with just greet the Npcs.
Everything is the same for me, so for now I'm using a server with a limit of 1800. I'll wait until the GPU issues are fixed.
can you please make a discord or somewhere we can ask questions?
can you add the ability to que up the AI by just standing somewhere and pressing T or something? basically RP in place. this can be used to get your character to do things in the environment, or to cause things to happen.
and second,
allow RP combat and RP/chat with the monsters/animals!
perhaps in the future the ability to spawn custom npcs,
or generate sprites/etc on the fl
Generating sprites on the fly would be very taxing, since it would require either the dev to have another cloud instance for Image gen that everyone could use the current tokens for, or have you run a local image gen engine in attention to the local LLM. It would be cool to get custom CGs like that, but I don't think it's very viable. Keep in mind that the sprites in-game are NOT just raw generated, but have a lot of Img2img touch ups done, or at least I believe that's what Three Eyes said. So raw image gen of the sprites wouldn't look the exact same/nearly as good.
Chat with Monsters wouldn't work because of the way the LLM context is set up. It MIGHT in theory, but it would be extremely messy and no where near as good as the current Agent setup with the townsfolk.
I'd love to see it tbh, but there's a lot of limitation that prevent it from happening. I wouldn't mind seeing the MC able to move around in chat like NPCs can, though, and I think it's do-able?
I have a 4090 I dont need them to host a server and I wont have trouble running both AI at once.
I also have funding money for the dev if they can make my experience neat.
I have no way how the game would determine your expression from ones chat or otherwise, but I'd *absolutely love* it if we could set up a set of images for our custom characters so they have and can demonstrate the same range of expression as the NPC's when they chat. It'd take a bit of time to do art wise, but darned if I don't love me a challenge, hahaha.
It seems like any received food item from an NPC through conversation is "string". Not sure if this is a bug or not.
Is this happening with Nemo/Gemma or OpenRouter/DeepSeek?
Nemo right now.
I have a problem again. Why is it that using the GPU server I have an error in the game and in the Koboldcpp console.
[00:12:25] CtxLimit:3698/4096, Amt:114/512, Init:0.03s, Process:10.28s (348.64T/s), Generate:52.52s (2.17T/s), Total:62.80sGenerate: The response could not be sent, maybe connection was terminated?
I've lowered the timeout to 1 minute, but perhaps that's too low. I'll fix it tomorrow.
So how does one use OpenRouter support and such? Can any kind folks point me the right direction to get started with it?
And how does the scratchpad work? Is there an example for a character I can read and edit, or does it do its own thing automatically?
You need to create an account/API key on https://openrouter.ai/, and add credits to it. There's an input field you paste the key into, which for some reason seems to be missing its label in the build I uploaded.
The scratchpad is automatic.
Awesome, I'll give it a go. And thanks again for making this delightful game, and all the work you put into it!
Edit:... that's... a LOT of models. Any that you recommend, preferably one that doesn't balk if things get frisky or intimate?
There's a "Show Recommended" option when you press the model selection button. The list of options you get after that only shows all the providers hosting that specific model.
Huh. I've managed to get it to work ... once. Otherwise it's reoccurring permission or something error. Not entirely sure how to fix it, currently spelunking through google land.
If it says "Unauthorized" you should double-check the API key.
Messing around thus far, and I've discovered a few primary weapons types:
Bow. (Ranged, obv. Probably the only means of doing so thus far, unless you can fling magic or goop like the monsters do somehow.)
Sword (Looks one handed. Balanced for crit, parry, damage.)
Dagger (Slightly smaller than the sword, better at parrying, seems like.)
Quarterstaff (You start with this. Great parry. Bonk.)
Morning star/flail. (Impossible to parry, but massive crit chance. Game considers this synonymous with whips, which is fine.)
Axe ( For trees. Can be used in melee, loses durability quickly if used in combat. I have yet to see a martial/fighting style axe that doesn't have the durability issue.)
Unarmed/Claws (Custom character creation, specific characters. Martial arts is one of my favorites in games and RL, but it's not really viable here. For one, the energy drain is ABSOLUTELY IMMENSE if using your claws. For the other, there is no way to shove a Rune stone or enchant your hands. So clearly not as effective as the above. It *would* be nice if there was a brass knuckles or melee 'style' weapon you can find that takes in consideration if you have the claws racial or not. Enchanted fingernails, let's go!)
Despite Aldric's constant claims, there are no throwing daggers or throwing type weapons. You can smash pots like Link, but no boomerangs for you, protag. Or big 'ol warhammers. Or at the very least, every time I've been given or purchased one it's just ended up being a base construction hammer.
Might mess around and see if I can tease a crossbow out of the game, but I'm almost certain it will be one in name only.
So far I've tried (and failed) hunting/shopping/other for base models such as:
Spears/polearms.
Large swords. (base sword is what you get. Not that it's a bad thing, and at least the game will RP it properly.)
Blunt weapons other than the quarterstaff.
Magic pew pew stuff.
Flintlocks/Gun pew pew stuff.
Unarmed (which makes sense. Though slapping a monster with the hands of ANOTHER monster is both graphic and entertaining.)
Lute/music instrument. (Sometimes you wanna spoony bard.)
Fun fact, NPC's REALLY react to whatever your weapon is, conversation wise. I coaxed some gilded dancer's chains out of the game, and it predictably has a much different stylish impression than running around with an axe in hand, for example.
At the very least Hayden didn't hyperventilate when I had it equipped. (Or did, but for very different reasons. One time it gave me an adult toy in the form of another base weapon, which was predictably raunchy and earned some volatile reactions.)
I'm holding off exploring any more until the new update manifests so I won't have to keep reminding npc's about this and that every two convos, haha.
Anybody else have any luck with weapon discoveries?