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'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.
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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!
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.