if i may, the ability to save mid chat would be really great cause i have gone on a few longer tanjents with the characters that took 40 minutes to get through
1. Any chance you could make ctrl+backspace delete a whole word like it usually does in text editors? It isn't doing that already for me at least in the linux build
2. It's neat that we're kinda just dropped into the world and have to ask around about the village and stuff, but I would appreciate more tutorialization. There are basic things I still don't understand, like how I can repair equipment or how I sell most items because vendors won't accept them. I would also appreciate something like a paperdoll for equipment because I don't know what slots there even are. For all this, asking the LLM doesn't work because it just makes something up that has no effect on gameplay
Oh, I figured it would be worth mentioning. Under API Processing > GPU / OpenRouter, is there any possible chance of supporting NovelAI API keys? As far as I can tell, OpenRouter doesn't allow for you to run NAI through it. Maybe it's me being dumb, but I can't find anything of the sort after extensive Googling.
NAI has gotten really, really good within the context of narrative driven stories after the recent GLM 4.6 update. It went from a pretty mid dungeon crawler to one of the best in my experience, and I'd love to see what it could do with its extensive memory in Silverpine.
NovelAI doesn't seem to support proper prefill outside of explicitly setting and then unsetting the prefill as 2 additional separate API calls, which would lead to race conditions, so not for now.
Very interesting, although I never seem to have luck with being granted permissions for things. An NPC will offer me a bed for the night because I'm strapped on cash and can't afford the inn, or buy the shack by the river, and they visibly say I can sleep there, but then the game will be like "can't sleep here." I try all the beds, but never have success. It's also kinda spotty on giving the player items after dialogue in where you're meant to be granted a key and such.
In my experience it's a 50/50 change they'll give you access to sleep the night. It'll pop up over their head saying "Offers for you to sleep the night". My recommendation is to ask at least a couple times or spread the idea out between two messages or something. I find it 's more likely the game will recognize that you're allowed to sleep there if you warm them up to it first. Generally the spottiness of getting items from NPCs is a bit of a problem, but can be made a little more likely if you really "play things up" with NPCs. I have definitely noticed it's far harder to get items from NPCs in these more recent versions, unfortunately that's all the advice I can give.
It's been more difficult because I did indeed change something about the way this is checked. I might revert the change, since people seem to prefer actions sometimes happening inappropriately over actions sometimes not happening when appropriate.
I'm genuinely impressed with the direction this game is going. I was...SHOCKINGLY...surprised when suddenly the NPCs were referring to something that just happened between me and another NPC. For example, I was given a pretzel by Hayden, and then in a following conversation with Rosalyn she noticed I was holding a pretzel in my hand while in a room with Hayden. It was completely unexpected, considering the lack of awareness before. It's a very nice surprise how this game is progressing!
I'm having a genuinely great time with everything from the interplay between characters, to multiple timelines with different PC's from travelling priests to exiled nobles, and the Ys like combat, though I wish my staff didn't snap like a twix bar.
Couple questions! The NPC's all have individual memories, so to help keep things straight, I try to keep all the plotlines happening at the same time. Is it easier to just have the NPC's tell each other what's going using thingsThatHappened or would I get better results from just pasting the same event into advancedMemories for each character? I'm mostly just tired of having to recap each time I speak to someone.
Secondly as far as give_item goes, since it's a coin flip whether or not this will actually function on request, if a conversation fails to add the item, is exported, and the NPC action added to give the item, will it give it when continuing the conversation within 10 turns? I can still save scum if anything happens, just curious.
I mean Rosalyn basically pins everyone down and force feeds them a bucket of tea every time I talk to her, but when when requesting the item outright in OOC, Deepseek just folds it's hands and whistles having no idea what I'm talking about 50 percent of the time. I get a lot of that is the text gacha, just wondering if there's an easier way to force it.
Really you're not meant to edit the exported NPC memories at all, and I can't imagine editing them not causing confusion in some way. NPCs receive information by being part of a conversation, or by having information shared with them by another NPC.
I see that people like having overarching plotlines, so I'd rather have a system that handles this better, than having people edit the exported memories. I'm very much open for suggestions about this if you feel like there's something missing, or that maybe there should be more detailed/frequent/reliable communication.
The field that contains the used actions does nothing if you don't have "Native NPC Actions" enabled. Otherwise it tells the AI what actions were already used. Again, it's not meant to be edited.
Maybe an extra billboard to 'post' information to or rumors that could be spread at the inn? Or maybe a 'broadsheet' item that could be handed to the character of one's choosing?
I'm not quite sure what DOES trigger conversations and communication. It's not every conversation you have, so I'm assuming it's what the NPC determines as 'important' (as decided by the model). More of them wouldn't be the worst thing but it probably wouldn't help if Hayden was running across the street arms flailing claiming that someone bought two pretzels and a sweetroll everyday.
Question about performance before I buy this. I have a 5070ti, 16GB vram, (also a 7950x and 96GB dram), should be plenty to run the normal 8GB model. But in the demo at least it takes a little under a minute to locally gen per conversation reply, and that's if nothing else happens like moving around or giving items. If it's trying to do anything like that then it's much longer. Is that normal you think, or might it be because I'm running it on Linux and it's losing performance somewhere? I could get used to it, but it's not the most fun thing to wait around.
For Nemo, it should take no more than 2-3 seconds on a 5070 ti, but I actually worked on porting the game over to Linux today (which also uses a linux native backend for the LLM), so try the native build.
Thanks for working on a native version! Unfortunately, it fails on loading the model. Maybe it's trying to load koboldcpp.exe rather than koboldcpp-linux? Or it could be that you're using windows-based variables for the command line. I can't see any error so I checked diagnostic.bat but that doesn't exactly work.
Instead, I edited diagnostic.bat to turn it into a linux shell file, the contents of which I've pasted below. Linux shell scripts don't have anything like a goto, really, so I just put the questions into while true loops. This does load koboldcpp so I think it's related to the command line arguments you're using.
#! /bin/bash
echo "Welcome to the diagnostic tool. This tool will launch Nemo via koboldcpp-linux with the same arguments as the game, while letting you view the error message in case of a crash."
#GPU_TYPE
while true
do
read -p "Are you using an NVIDIA or AMD GPU? (Type \"NVIDIA\" or \"AMD\"): " GPU_TYPE
if [ $GPU_TYPE == "NVIDIA" -o $GPU_TYPE == "AMD" ]
then
break
else
echo "Invalid input. Please type \"NVIDIA\" or \"AMD\"."
fi
done
#VRAM_QUESTION
while true
do
read -p "Do you have 6, 8, or more than 10 GB of VRAM? (Type \"6\", \"8\", or \"10+\"): " VRAM
if [ $VRAM == "6" ]
then
GPULAYERS=17
break
elif [ $VRAM == "8" ]
then
GPULAYERS=27
break
elif [ $VRAM == "10+" ]
then
GPULAYERS=43
break
else
echo "Invalid input. Please type \"6\", \"8\", or \"10+\"."
fi
done
#LAUNCH_KOBOLDCPP
echo "Launching KoboldCPP with the specified settings..."
Well it definitely works on Linux Mint 22.2, but the game uses Linux's popen() function instead of the system() function (which i believe the terminal uses) to spawn the process, so I'll add that as a fallback tomorrow. What distro are you using?
SO I had to wipe my PC and lost the original Kane portrait... is there a way to download prior versions of the game so I can rip it again? I haven't been able to find a way to do so.
Might be because i use Linux, but after loading the model, game runs, but i cannot click on the button to actually let me move my character, anyone else have this issue? or is it just linux based?
OK, just tested a few things, for thoes on Linux, use the PortProton version of Itch.io, the controls still work! the Linux varient of Itch.io uses Wine and for some reason, though the game will continue to run, it locks all the controls.
I'm able to run the demo at least through proton. I used umu-run since it's just a quick command (umu-run foo.exe) but I imagine it'd work through other means too like protontricks. No itch.io app necessary if you don't want to use that
Attempting to make a custom character, but running into a slight issue. I had a .glb made, but when I attempt to import it, it seems to remove all colors from the .glb. Left is a picture of the .glb, right is after it is imported into SIlverpine. Any advice?
What service is this from? It looks like something split up the model into parts. The game currently only supports models with a single submesh/material.
I wanted to throw out a suggestion to add a Look/View to the dialog options to get a full body view of the NPC so is talking to without having to asset rip. Mostly for viewing the NPC if you ever add nude dialog sprites to them. Out of curiosity, do you have any plans to implement those?
Edit: addition suggestion idea; Mirror furniture item. Lets players view their character full body while playing. As a bonus, make it a "magic mirror" and allow for players to edit their character without having to close and rerun the game.
There was such a problem, on the new version of the game in my save, I am offered to choose either GPU or OpenRouter, but there is no choice where to choose the server? I have a laptop on which everything works and I can play through the server, but there is no server selection on the computer, only GPU and OpenRouter. How can I fix this?
So if I have both a laptop and a computer, the one key that I had won't work? I have the key, I downloaded it to both my laptop and computer before and everything worked until the new game update, now it only works on the laptop, but not on the computer.
You have to download the ServerKey file and place it in AppData\LocalLow\Three Eyes Software\Silverpine on both your laptop and computer. If it was working before 1.4.1, it's because authentification wasn't actually required until then. If it's not working now, you didn't place the file in the correct spot.
Figured out what the problem was. Because the key file was signed as "ServerKey.txt "he wasn't working. I deleted the ".txt" from the name, leaving just the ServerKey, everything worked on the computer.
You should be able to just tell the female characters that they're intersex, and probably the males too. LLM's don't really push back if you're insistent enough, unless it thinks you want an argument.
Actually I just checked, and easily got Aldric to claim he was born with massive breasts on the first meeting by saying "Nice rack~" and asking him how he got them. He wasn't amused, but the point still stands.
Is it possible to get a copy of the original Kane dialog portrait? I tried to screencap the original portrait from character select on the prior version but I am not savvy with image doctoring so I was having issues blowing up the image without destroying the quality. Or would it be possible to add a toggle to change the dialog image between prior versions? I noticed the Aldric images in the custom character folder to help walk through how to create a custom character, would something like that be possible to get? I am just kind of spit balling.
Huh. For whatever reason with this new lore style of item creation, I cannot manage to have it create a weapon in any capacity. Regardless of how specific, or how little or how much story I attach to the writing, after nearly two hours all it is handing me is accessories, the occasional hammer, and ingredients. From a basic ass sword to fancier descriptions, I am having zero luck, and I could swear I'm writing in much the same style as I had many versions before.
Bug? Suggestions?
Edit: Ugh. Try and make a ring or accessory, it stubbornly decides it's an alchemical ingredient. I don't even...
The first time I was trying to duplicate something that has worked before: Knuckle Dusters (which the game made a flail and is currently in my inventory.) Used the exact same name as before, or different descriptors, the result was usually the same, jewelry for days. I get why it associated knuckles with rings, but if it worked before, I don't see why it wouldn't now.
Tried coaxing or pleading with ooc/chat/AI, no real difference there. Specified that it is a weapon, not an accessory, or ingredient, or hammer tool. Same deal.
So after wrestling with that for a good dozen tries, I tried something simple: A spiked baseball bat. The dialogue was amusing, but once again it ended up being an ingredient.
So then annoyed at the whole thing, I wrote: Sword. Just a basic garden variety sword. Basic, no embellishments, nothing fancy, no narrative backstory.
Tried three times, no dice. Very strange.
On a whim I tried to make a ring, and it repeatedly gave me ice elemental alchemy parts instead. Eventually got it to work after another dozen tries. May just be rose colored glasses looking at earlier versions fondly, but I swear this was easier before, haha.
Since 1.4.1, the game compares the name of the item the NPC intends to give to you to a very large list of related terms, and for weapons and equipment specifically, skips calling the LLM for categorization completely. Evidently this doesn't work that well or there wouldn't be someone talking about it 3 days after the patch, so I'll revert this change (or rather have the LLM call as a fallback).
Less niche terms like items containing "ring" or "sword" in their name should always match with fitting items though, and this did work flawlessly during testing.
Not included with the game, no. You do have the option to make your custom player character images nude, but the NPCs will remain clothed in their images no matter what. There might be an option in the future for custom NPCs to have clothed/nude images, if and when they get added. But for now, it's just the base NPCs in their clothes.
One small thing I found with the new save system. When you are naming it you can't use the letter "i" as it closes the inventory and with it the save menu.
Glorious new patch is glorious, dev. Out of curiosity, how do custom items and descriptions work? That sounds like there is ever so much sillyness to be had.
By custom items I mean the customized items NPC can give to you. E.g. if an NPC gives you a green blouse, even though there is no green blouse item in the game's database, it'll take a linen shirt as the closest matching item and rename it. These items now get a little flavor text that'll contain some lore or additional visual description. NPCs can also see these descriptions when relevant.
Having fully custom items built from scratch is something I've tried before, but it doesn't work too well with Nemo.
Interesting! So if I had something hand built in the past, should I "remake" it with this update for some extra lore goodness? I assume it's not retroactive. Also, the seasons are a really nice touch. I know that's not a new new thing, but it's still rather nice, and figured worth mentioning.
Also also, saw you added the player is a lightbulb racial in the notes. Neat! How does it work? (I don't see a toggle or whatnot on it.)
Well that's darned cool. One last question- I'm not a massive fan of cheating, but redoing items is time consuming and expensive when it comes to runestones. Is there any reliable way to create/spawn/gift items of higher quality, or find runestones in the game beyond annoying our plucky cat merchant daily?
First, I've got to commend you on the house building and furniture placement system. Most other games that have a similar system, have to force me to engage with that system, but I actually like building a house in Silverpine and decorating it. Somewhat related to that, though, is that Darian will patrol right through my house if I use enough of the available plot for the abandoned shed. Another complaint is that Nemo will frequently try to inject random drama into things, I.E. a home invader, characters having sudden health issues, or a character taking a random phrase or name as a slur. Typically it'll be as I'm getting ready to end that dialogue session, it's like Nemo's trying to keep me in that session, but the phrase or name as a slur one can happen at any point.
I'm not entirely sure what would cause this kind of behavior, but I took a shot in the dark and made a little tweak for 1.4.1. Darian should also no longer patrol through your structures now.
I might have found out where the problem may be, or at least where it isn't. I decided to try out running the latest version of Koboldcpp standalone, and I used Nemo as the model to run everything through, and it did eventually have that random drama happen (power outage this time). I think the problem might not actually be entirely with Silverpine, though 1.4.1 did reduce the frequency. I think the problem is with Nemo, Koboldcpp, or with how my hardware interacts with everything in the stack. It's not super helpful, since I don't have anything really concrete, but it might at least mean that the problem isn't your fault this time.
Heh. For me it decided to 180 a lot of Mirel's personality quirks and make her this vengeful, aggressive drama queen, almost a polar opposite of how she was written initially for my game.
I'm trying to steer it back to something less toxic between dialogue and "commands" to the AI, but yow.
Hey, it is me again... I somewhat borked the AI again. Everyone is thinking in their first person. I went with it for agood while now, but is there a way to convice the LLM to switch back?
Sorry for causing headaches with me beaning things up. But yep, still enjoying it and Thank you.
My entire issue with watch tower construction? I didn't have the sisters key yet. Needed to move the foundation five blocks to the right now that I have it >.< I learn this game so slowly. Fantastic news though, should only be a couple more weeks of my real life for the Western Watch Tower to be built ^^
I'm all too familiar with having a large building project. I spent several days remodeling the bathhouse, adding another private bathing room, then a fireplace drying room, which got a little out of hand. I learn the bathhouse got slightly remodeled in recent updates, and now has a fireplace where I was planning to put a storage room.
I can't see the new structure updates on my old files, and I don't need two fireplaces, so I've decided to give up my 60+ days file and just start over with a new custom character I was working on.
Here's the custom fireplace room I made after several irl days. RIP. Don't question how stone pillars are on top of a carpet. It's a trade secret.
So much post and it really just raises the biggest question of all. Is it possible to commute your save file across updates?
I just finally put my characters name in the right place and walk around as Kane for now, but if I ever properly get all the images set up to make a truly custom character…. I don’t know if I could restart my file again. So many hours of development in this little village..
Not sure about all of it... It should be possible, I suspect all I need to do is wait an in game day or two or leave Silverpine and come back for the map to update properly. I haven't tried, and I kind of wanted a fresh start...
I also have a custom image, rough as it is, I want to use. Maybe I can make a plot that I went into a dungeon and found a McGuffin to narratively explain my character's changes in appearance? Beats starting over if I can get the map to update properly.
I’m not kidding, that’s my exact plan if I can migrate the story thus far to a proper quality custom character. Poof, I got Magic’d in this beast you see before you! How cool is that!?
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if i may, the ability to save mid chat would be really great cause i have gone on a few longer tanjents with the characters that took 40 minutes to get through
Couple of suggestions after a bit of playing.
1. Any chance you could make ctrl+backspace delete a whole word like it usually does in text editors? It isn't doing that already for me at least in the linux build
2. It's neat that we're kinda just dropped into the world and have to ask around about the village and stuff, but I would appreciate more tutorialization. There are basic things I still don't understand, like how I can repair equipment or how I sell most items because vendors won't accept them. I would also appreciate something like a paperdoll for equipment because I don't know what slots there even are. For all this, asking the LLM doesn't work because it just makes something up that has no effect on gameplay
I think I found a mistake with the audio settings for fire, since fires aren’t affected at all.
It is fun to play the game, and it isn’t much of a problem, but I thought I should bring this up so it can be fixed.
You're right, it's not getting mixed. Thanks for the report.
Oh, I figured it would be worth mentioning. Under API Processing > GPU / OpenRouter, is there any possible chance of supporting NovelAI API keys? As far as I can tell, OpenRouter doesn't allow for you to run NAI through it. Maybe it's me being dumb, but I can't find anything of the sort after extensive Googling.
NAI has gotten really, really good within the context of narrative driven stories after the recent GLM 4.6 update. It went from a pretty mid dungeon crawler to one of the best in my experience, and I'd love to see what it could do with its extensive memory in Silverpine.
NovelAI doesn't seem to support proper prefill outside of explicitly setting and then unsetting the prefill as 2 additional separate API calls, which would lead to race conditions, so not for now.
Very interesting, although I never seem to have luck with being granted permissions for things. An NPC will offer me a bed for the night because I'm strapped on cash and can't afford the inn, or buy the shack by the river, and they visibly say I can sleep there, but then the game will be like "can't sleep here." I try all the beds, but never have success. It's also kinda spotty on giving the player items after dialogue in where you're meant to be granted a key and such.
Am I doing something wrong?
In my experience it's a 50/50 change they'll give you access to sleep the night. It'll pop up over their head saying "Offers for you to sleep the night". My recommendation is to ask at least a couple times or spread the idea out between two messages or something. I find it 's more likely the game will recognize that you're allowed to sleep there if you warm them up to it first. Generally the spottiness of getting items from NPCs is a bit of a problem, but can be made a little more likely if you really "play things up" with NPCs. I have definitely noticed it's far harder to get items from NPCs in these more recent versions, unfortunately that's all the advice I can give.
Harder to get custom items anyway. Hang out for a game of Hazard at the tavern and Gareth will serve you a full buffet.
I've gotten things to work with OOC notes but even then I have to save scum, so it may just be a placebo.
It's good to know it's not just me being dumb. I imagine it's not an easy task to make AI work seamlessly with game mechanics.
It's been more difficult because I did indeed change something about the way this is checked. I might revert the change, since people seem to prefer actions sometimes happening inappropriately over actions sometimes not happening when appropriate.
I'm genuinely impressed with the direction this game is going. I was...SHOCKINGLY...surprised when suddenly the NPCs were referring to something that just happened between me and another NPC. For example, I was given a pretzel by Hayden, and then in a following conversation with Rosalyn she noticed I was holding a pretzel in my hand while in a room with Hayden. It was completely unexpected, considering the lack of awareness before. It's a very nice surprise how this game is progressing!
I'm having a genuinely great time with everything from the interplay between characters, to multiple timelines with different PC's from travelling priests to exiled nobles, and the Ys like combat, though I wish my staff didn't snap like a twix bar.
Couple questions! The NPC's all have individual memories, so to help keep things straight, I try to keep all the plotlines happening at the same time. Is it easier to just have the NPC's tell each other what's going using thingsThatHappened or would I get better results from just pasting the same event into advancedMemories for each character? I'm mostly just tired of having to recap each time I speak to someone.
Secondly as far as give_item goes, since it's a coin flip whether or not this will actually function on request, if a conversation fails to add the item, is exported, and the NPC action added to give the item, will it give it when continuing the conversation within 10 turns? I can still save scum if anything happens, just curious.
I mean Rosalyn basically pins everyone down and force feeds them a bucket of tea every time I talk to her, but when when requesting the item outright in OOC, Deepseek just folds it's hands and whistles having no idea what I'm talking about 50 percent of the time. I get a lot of that is the text gacha, just wondering if there's an easier way to force it.
Really you're not meant to edit the exported NPC memories at all, and I can't imagine editing them not causing confusion in some way. NPCs receive information by being part of a conversation, or by having information shared with them by another NPC.
I see that people like having overarching plotlines, so I'd rather have a system that handles this better, than having people edit the exported memories. I'm very much open for suggestions about this if you feel like there's something missing, or that maybe there should be more detailed/frequent/reliable communication.
The field that contains the used actions does nothing if you don't have "Native NPC Actions" enabled. Otherwise it tells the AI what actions were already used. Again, it's not meant to be edited.
Maybe an extra billboard to 'post' information to or rumors that could be spread at the inn? Or maybe a 'broadsheet' item that could be handed to the character of one's choosing?
I'm not quite sure what DOES trigger conversations and communication. It's not every conversation you have, so I'm assuming it's what the NPC determines as 'important' (as decided by the model). More of them wouldn't be the worst thing but it probably wouldn't help if Hayden was running across the street arms flailing claiming that someone bought two pretzels and a sweetroll everyday.
Question about performance before I buy this. I have a 5070ti, 16GB vram, (also a 7950x and 96GB dram), should be plenty to run the normal 8GB model. But in the demo at least it takes a little under a minute to locally gen per conversation reply, and that's if nothing else happens like moving around or giving items. If it's trying to do anything like that then it's much longer. Is that normal you think, or might it be because I'm running it on Linux and it's losing performance somewhere? I could get used to it, but it's not the most fun thing to wait around.
For Nemo, it should take no more than 2-3 seconds on a 5070 ti, but I actually worked on porting the game over to Linux today (which also uses a linux native backend for the LLM), so try the native build.
Thanks for working on a native version! Unfortunately, it fails on loading the model. Maybe it's trying to load koboldcpp.exe rather than koboldcpp-linux? Or it could be that you're using windows-based variables for the command line. I can't see any error so I checked diagnostic.bat but that doesn't exactly work.
Instead, I edited diagnostic.bat to turn it into a linux shell file, the contents of which I've pasted below. Linux shell scripts don't have anything like a goto, really, so I just put the questions into while true loops. This does load koboldcpp so I think it's related to the command line arguments you're using.
#! /bin/bash
echo "Welcome to the diagnostic tool. This tool will launch Nemo via koboldcpp-linux with the same arguments as the game, while letting you view the error message in case of a crash."
#GPU_TYPE
while true
do
read -p "Are you using an NVIDIA or AMD GPU? (Type \"NVIDIA\" or \"AMD\"): " GPU_TYPE
if [ $GPU_TYPE == "NVIDIA" -o $GPU_TYPE == "AMD" ]
then
break
else
echo "Invalid input. Please type \"NVIDIA\" or \"AMD\"."
fi
done
#VRAM_QUESTION
while true
do
read -p "Do you have 6, 8, or more than 10 GB of VRAM? (Type \"6\", \"8\", or \"10+\"): " VRAM
if [ $VRAM == "6" ]
then
GPULAYERS=17
break
elif [ $VRAM == "8" ]
then
GPULAYERS=27
break
elif [ $VRAM == "10+" ]
then
GPULAYERS=43
break
else
echo "Invalid input. Please type \"6\", \"8\", or \"10+\"."
fi
done
#LAUNCH_KOBOLDCPP
echo "Launching KoboldCPP with the specified settings..."
if [ $GPU_TYPE == "NVIDIA" ]
then
GPU_ARG="--usecublas"
elif [ $GPU_TYPE == "AMD" ]
then
GPU_ARG="--usevulkan"
fi
./koboldcpp-linux --model "Nemo.gguf" $GPU_ARG --gpulayers $GPULAYERS --quiet --multiuser 100 --contextsize 4096 --skiplauncher
Well it definitely works on Linux Mint 22.2, but the game uses Linux's popen() function instead of the system() function (which i believe the terminal uses) to spawn the process, so I'll add that as a fallback tomorrow. What distro are you using?
Diagnostic.bat is included by mistake.
I'm on arch so it's likely I don't have a lot of common things installed lol
After trying this on Arch, it turned out to be a simple problem caused by Arch being more strict with file permissions.
It can be solved via chmod +x koboldcpp-linux, but I've also uploaded a new version where this happens automatically.
SO I had to wipe my PC and lost the original Kane portrait... is there a way to download prior versions of the game so I can rip it again? I haven't been able to find a way to do so.
I've sent you an e-mail.
Thank you! I know you didn't have to send me a copy, so I really appreciate it!
Might be because i use Linux, but after loading the model, game runs, but i cannot click on the button to actually let me move my character, anyone else have this issue? or is it just linux based?
OK, just tested a few things, for thoes on Linux, use the PortProton version of Itch.io, the controls still work! the Linux varient of Itch.io uses Wine and for some reason, though the game will continue to run, it locks all the controls.
I'm able to run the demo at least through proton. I used umu-run since it's just a quick command (umu-run foo.exe) but I imagine it'd work through other means too like protontricks. No itch.io app necessary if you don't want to use that
What service is this from? It looks like something split up the model into parts. The game currently only supports models with a single submesh/material.
I wanted to throw out a suggestion to add a Look/View to the dialog options to get a full body view of the NPC so is talking to without having to asset rip. Mostly for viewing the NPC if you ever add nude dialog sprites to them. Out of curiosity, do you have any plans to implement those?
Edit: addition suggestion idea; Mirror furniture item. Lets players view their character full body while playing. As a bonus, make it a "magic mirror" and allow for players to edit their character without having to close and rerun the game.
There might be different outfits for the NPCs in the future, but there will never be any explicit visual content.
I figured it was going to be like that, but I wasn't sure and had to ask. Regardless, I understand and thank you for your time and efforts.
Keep up the good work, I think you're doing a great job.
I imagine you'll be able to add custom outfits (including no outfit as an outfit) that the AI can pick from if/when there's such a system.
There was such a problem, on the new version of the game in my save, I am offered to choose either GPU or OpenRouter, but there is no choice where to choose the server? I have a laptop on which everything works and I can play through the server, but there is no server selection on the computer, only GPU and OpenRouter. How can I fix this?
https://three-eyes-software.itch.io/silverpine/devlog/1113365/a-word-on-the-serv...
Check your e-mail inbox.
So if I have both a laptop and a computer, the one key that I had won't work? I have the key, I downloaded it to both my laptop and computer before and everything worked until the new game update, now it only works on the laptop, but not on the computer.
You have to download the ServerKey file and place it in AppData\LocalLow\Three Eyes Software\Silverpine on both your laptop and computer. If it was working before 1.4.1, it's because authentification wasn't actually required until then. If it's not working now, you didn't place the file in the correct spot.
Figured out what the problem was. Because the key file was signed as "ServerKey.txt "he wasn't working. I deleted the ".txt" from the name, leaving just the ServerKey, everything worked on the computer.
我要如何解決這個問題?
您需要在 OpenRouter 上建立一個新的 API Key 並複製它。遊戲會自動偵測您剪貼簿中的 API Key 並繼續。
你有AI檔嗎?
I know that in the settings json theres a noIntersexNPCs toggle, so would you consider one that makes all female NPCs intersex?
You should be able to just tell the female characters that they're intersex, and probably the males too. LLM's don't really push back if you're insistent enough, unless it thinks you want an argument.
Actually I just checked, and easily got Aldric to claim he was born with massive breasts on the first meeting by saying "Nice rack~" and asking him how he got them. He wasn't amused, but the point still stands.
I'll think about it.
Is it possible to get a copy of the original Kane dialog portrait? I tried to screencap the original portrait from character select on the prior version but I am not savvy with image doctoring so I was having issues blowing up the image without destroying the quality. Or would it be possible to add a toggle to change the dialog image between prior versions? I noticed the Aldric images in the custom character folder to help walk through how to create a custom character, would something like that be possible to get? I am just kind of spit balling.
Use this tool to rip it from the old version. It's in sharedassets0.assets/sprite_player_kane_big.
Thanks for the link. I was able to find everything but the small nude file. What you just gave me was more than enough though. Thanks for the help!
Am I tripping or did you add animated long grass textures @ThreeEyesSoftware
Huh. For whatever reason with this new lore style of item creation, I cannot manage to have it create a weapon in any capacity. Regardless of how specific, or how little or how much story I attach to the writing, after nearly two hours all it is handing me is accessories, the occasional hammer, and ingredients. From a basic ass sword to fancier descriptions, I am having zero luck, and I could swear I'm writing in much the same style as I had many versions before.
Bug? Suggestions?
Edit: Ugh. Try and make a ring or accessory, it stubbornly decides it's an alchemical ingredient. I don't even...
What kind of names do these items have?
The first time I was trying to duplicate something that has worked before: Knuckle Dusters (which the game made a flail and is currently in my inventory.) Used the exact same name as before, or different descriptors, the result was usually the same, jewelry for days. I get why it associated knuckles with rings, but if it worked before, I don't see why it wouldn't now.
Tried coaxing or pleading with ooc/chat/AI, no real difference there. Specified that it is a weapon, not an accessory, or ingredient, or hammer tool. Same deal.
So after wrestling with that for a good dozen tries, I tried something simple: A spiked baseball bat. The dialogue was amusing, but once again it ended up being an ingredient.
So then annoyed at the whole thing, I wrote: Sword. Just a basic garden variety sword. Basic, no embellishments, nothing fancy, no narrative backstory.
Tried three times, no dice. Very strange.
On a whim I tried to make a ring, and it repeatedly gave me ice elemental alchemy parts instead. Eventually got it to work after another dozen tries. May just be rose colored glasses looking at earlier versions fondly, but I swear this was easier before, haha.
Since 1.4.1, the game compares the name of the item the NPC intends to give to you to a very large list of related terms, and for weapons and equipment specifically, skips calling the LLM for categorization completely. Evidently this doesn't work that well or there wouldn't be someone talking about it 3 days after the patch, so I'll revert this change (or rather have the LLM call as a fallback).
Less niche terms like items containing "ring" or "sword" in their name should always match with fitting items though, and this did work flawlessly during testing.
How to load the severkey,Is it that I need to insert it into a certain file or did I find the wrong place
Where did you put it?
here
Press Window key + R, then paste in
%localappdata%low and click OK.After that, go to Three Eyes Software/Silverpine and copy it into there.Oh,It's work.Thank you
is there any nudity or is it all text based?
Not included with the game, no. You do have the option to make your custom player character images nude, but the NPCs will remain clothed in their images no matter what. There might be an option in the future for custom NPCs to have clothed/nude images, if and when they get added. But for now, it's just the base NPCs in their clothes.
BUG: Aldric's store wont change each day anymore
Oh noes! And here I thought I was just being unlucky.
Same i thought 'My save borked?' Then i checked on a new save and low and behold. Shop is Borked.
Edit: It's all the Shops not just Aldric
Seems to work fine on my end. Is there anything special you do before it stops working?
I've uploaded a patch for this now.
One small thing I found with the new save system. When you are naming it you can't use the letter "i" as it closes the inventory and with it the save menu.
Oops, will fix.
All is good mate :D not like it is a prio thing to fix. More of an head up for the others till then.
Edit:*NVM I see you already fixed it, cheers!*
Glorious new patch is glorious, dev. Out of curiosity, how do custom items and descriptions work? That sounds like there is ever so much sillyness to be had.
By custom items I mean the customized items NPC can give to you. E.g. if an NPC gives you a green blouse, even though there is no green blouse item in the game's database, it'll take a linen shirt as the closest matching item and rename it. These items now get a little flavor text that'll contain some lore or additional visual description. NPCs can also see these descriptions when relevant.
Having fully custom items built from scratch is something I've tried before, but it doesn't work too well with Nemo.
Interesting! So if I had something hand built in the past, should I "remake" it with this update for some extra lore goodness? I assume it's not retroactive.
Also, the seasons are a really nice touch. I know that's not a new new thing, but it's still rather nice, and figured worth mentioning.
Also also, saw you added the player is a lightbulb racial in the notes. Neat! How does it work? (I don't see a toggle or whatnot on it.)
It's permanent, but it's a faint glow only visible when it's dark enough. The color of it depends on the color of your character.
Well that's darned cool. One last question- I'm not a massive fan of cheating, but redoing items is time consuming and expensive when it comes to runestones. Is there any reliable way to create/spawn/gift items of higher quality, or find runestones in the game beyond annoying our plucky cat merchant daily?
Dungeons contain their own quality tier's runestones as loot.
First, I've got to commend you on the house building and furniture placement system. Most other games that have a similar system, have to force me to engage with that system, but I actually like building a house in Silverpine and decorating it. Somewhat related to that, though, is that Darian will patrol right through my house if I use enough of the available plot for the abandoned shed. Another complaint is that Nemo will frequently try to inject random drama into things, I.E. a home invader, characters having sudden health issues, or a character taking a random phrase or name as a slur. Typically it'll be as I'm getting ready to end that dialogue session, it's like Nemo's trying to keep me in that session, but the phrase or name as a slur one can happen at any point.
I'm not entirely sure what would cause this kind of behavior, but I took a shot in the dark and made a little tweak for 1.4.1. Darian should also no longer patrol through your structures now.
I might have found out where the problem may be, or at least where it isn't. I decided to try out running the latest version of Koboldcpp standalone, and I used Nemo as the model to run everything through, and it did eventually have that random drama happen (power outage this time). I think the problem might not actually be entirely with Silverpine, though 1.4.1 did reduce the frequency. I think the problem is with Nemo, Koboldcpp, or with how my hardware interacts with everything in the stack. It's not super helpful, since I don't have anything really concrete, but it might at least mean that the problem isn't your fault this time.
Heh. For me it decided to 180 a lot of Mirel's personality quirks and make her this vengeful, aggressive drama queen, almost a polar opposite of how she was written initially for my game.
I'm trying to steer it back to something less toxic between dialogue and "commands" to the AI, but yow.
Hey, it is me again... I somewhat borked the AI again. Everyone is thinking in their first person. I went with it for agood while now, but is there a way to convice the LLM to switch back?
Sorry for causing headaches with me beaning things up. But yep, still enjoying it and Thank you.
There's something in 1.4.0 that makes this more likely to happen, which will be fixed in 1.4.1.
You could try straight up telling it to stop OOC, but until the next update it will be biased towards doing this.
Alright, then I just live with it. Thanks for the info, I'll wait for the next update! Cheers for the info and your work!
I completed the task given to me by the NPC. The NPC also said they would give me some gold coins, but in fact, I didn't receive any gold coins.
Will the game be sold on steam?
Nope. Requires guardrails and other troubles, from what I understand.
What AI generator do you use? I would like to make my own custom characters and Where would I go about making the sprites for them?
There's a bit of info much further down in the comments if you search for "Pony". It's not a simple process.
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Link to the post: https://itch.io/post/14277651
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My entire issue with watch tower construction? I didn't have the sisters key yet. Needed to move the foundation five blocks to the right now that I have it >.< I learn this game so slowly.
Fantastic news though, should only be a couple more weeks of my real life for the Western Watch Tower to be built ^^
I'm all too familiar with having a large building project. I spent several days remodeling the bathhouse, adding another private bathing room, then a fireplace drying room, which got a little out of hand. I learn the bathhouse got slightly remodeled in recent updates, and now has a fireplace where I was planning to put a storage room.
I can't see the new structure updates on my old files, and I don't need two fireplaces, so I've decided to give up my 60+ days file and just start over with a new custom character I was working on.
Here's the custom fireplace room I made after several irl days. RIP.
Don't question how stone pillars are on top of a carpet. It's a trade secret.
So much post and it really just raises the biggest question of all. Is it possible to commute your save file across updates?
I just finally put my characters name in the right place and walk around as Kane for now, but if I ever properly get all the images set up to make a truly custom character…. I don’t know if I could restart my file again. So many hours of development in this little village..
Not sure about all of it... It should be possible, I suspect all I need to do is wait an in game day or two or leave Silverpine and come back for the map to update properly. I haven't tried, and I kind of wanted a fresh start...
I also have a custom image, rough as it is, I want to use. Maybe I can make a plot that I went into a dungeon and found a McGuffin to narratively explain my character's changes in appearance? Beats starting over if I can get the map to update properly.
I’m not kidding, that’s my exact plan if I can migrate the story thus far to a proper quality custom character. Poof, I got Magic’d in this beast you see before you! How cool is that!?