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.
Look... I was speaking normally with Garet in my language, and despite him unfortunately only responding in English, he was still able to answer me! Then I go to another NPC and this happens...
You can turn off Realtime Mode to make it turn based. This will give you all the time you need to read and make decisions. Time moves when you do and when sleeping.
If you say something that it wont read as really anything such as * - or _ the character that should have said something will say what they were going to, works the same if you want them to just keep talking I've noticed.
Is there a guide somewhere on how to use AI in the game? How to implement it into the game, etc.? I've never used AI in a game outside of Nemo, and I'd like to try others out of curiosity
One thing that kinda irks me about the bathhouse is the fact that even if you take off your armor/clothes you still inflict the soaked status on them from having them in your inventory. The present solution would be to drop them on the floor, but I think a storage box would be a neat addition to the bathhouse. This also got me thinking about how the NPCs can view what a player has equipped. I know the game is feature complete, but would a towel lower clothing that keeps the player's nude sprite be something that could be implemented? You could pick one up from the same storage box.
I've gotten so used to dropping my clothes before bathing I forgot this was even a minor issue I used to have.
I only ever had one problem with dropping my clothes and it was when Oriana picked up my shirt when she RPed getting clothed after a steamy bath session. I had to RP that I lost my shirt and ask her if she's seen it to get it back. It was enchanted so I kind of wanted that specific shirt back and not a basic one. Luckily I got it back no problem.
I like the towel sprite idea since it lets you talk to NPCs with low Relationship while in the communal baths without wearing your clothes in the bath. I still remember talking to Hayden my first time in the bathhouse and I got him all passive aggressively mad at me cause I was naked. I'm over here confused, wondering why I'm getting heat for being naked in a communal bath? I'm surprised Hayden doesn't use the private rooms since he's such shy guy.
To replicate the style of the dialog sprites in the game, please refer to this post:
I used Pony with "Smooth Style 2" at 0.8 weight mixed with "Watercolor Anime Style" at 0.3 weight, but extensive Img2Img of smaller sections of the base image is required to achieve the same style, since it'd be too coarse otherwise. The base images were created using various other models and manual editing.
Pony meaning Pony Diffusion V6 XL. For base images I recommend NovaFurry.
I've been meaning to ask you about that post. I've looked for "Smooth Style 2" but couldn't find it. Did the model name change or is there a better model with the same/similar style? Like the NovaFurry you recommended.
I have Try to download the Ai model Gema-2 twice but the game always Stop at 50% and Suddenly A pop up in game Message says that it failed to Run the Model. I have try to Copy the Old Ai model From Stream asset of old Version I have (1.1.1 ) to the current one (1.2.4). But it said Failed to load ai model : mono-io-layer-error (193). I wonder if anyone Can Give me solution for this. I have tried to download it for 8 hour now, my internet are to bad to use the server model.. 🥲
P. S
Oh yeah I also wanted to ask how does to do something while We do Conversations with NPC like Hug them or something..
In AppData\LocalLow\Three Eyes Software\Silverpine\ModelDefinitions\Gemma-2-Large.json replace
"skipSealCheck": false,
with
"skipSealCheck": true,
Then manually download the model here, rename it to "Gemma-2-Large.gguf", and put it into the KoboldCPP folder as normal. If you have a very slow connection there is probably a chance of the download randomly failing at some point.
In regards to actions or emotes, the classic *stuff*. style works fine. So for example: Observe my glorious dance in tight clingly pants! *you dance the merry jig*. So here your characters says a thing, followed by the dancing questionably merry jig.
In fact the engine is fairly flexible (if scattershot with the results) so you can do things like *OOC: Clean up the hypens and dashes and focus on physical descriptions*
Or *Chat/AI: My character has x color fur, not y*. Stuff like that, so you can coax it to hopefully cater the text the way you want when it misses this or that detail that annoys you.
You can RP doing something to an NPC while in conversation with them by using asterisks.
For example: *hugs Rosalyn*, *waves to Darian*, *helps Gareth*, *spanks Celandine for being a naughty snake*
Tip: I like using *turns to (NPC name)* When in a conversation with more than one NPC, so I can direct my dialogue at a specific NPC and get them to respond to it first in the dialogue. Usually works.
Are there plans to increase the daily limit on communicating via a remote server in the future? 1800, if you play all day, it's very low. And, of course, if you take off your clothes or NPC's clothes, see the naked model and not always that they are wearing clothes. It would be interesting to see this in a public bath in the game :)
Currently, custom characters can/have an alternate nude sprite in the overworld and the large onscreen chat art if you strip down (no clothing or armor top/bottom). NPCs do not.
I've heard people here talk about Mirel, along with characters in game talk about her, but i've never even seen her at all in like 20 hours of playing. Is she an actual character? If so, where is she?
The answer can be found further down the thread, but essentially she works as a late night courier and can be found at the trading box (the first box you see when you start the game just before Hayden's bakery) around 10:30-12 at night for a brief window.
In addition she can be found at Garth's tavern every four or five days or so, where she sleep for the night after relaxing in the tavern for the bulk of the afternoon.
She's technically intersex but you can easily guide the narrative towards whatever way you feel suits best, and is romanceable just like any other character. Unlike others, you can eventually have her 'move' to your home (re: Gareth's shack that you have hopefully rebuilt at this point) at very high affection, and this is a permanent decision, which the game warns you about in large, friendly letters.
Have fun with her, she's one of my favorites in terms of personality, like a happy medium between Celandine and Rosalyn.
She also has a little secret I revealed in a older post. I don't think you can find it out without interacting with her a lot or diving into the game files.
I started to realize something was up before I happened to find out from curiously browsing compressed game data. It was a funny moment for me to have my suspicions confirmed.
I know what you're talking about. It's part of why she's a fun character. Kind of odd that most of the other characters don't have secrets like this, though.
There is still one character that is "Secretly extremely gay." I still have no idea who. Might have to bluntly ask everyone and reload to find out. Although... if it's so secret, they might not be aware of it themselves? At least, not until you make them gay. Lol
Is it permanent in the sense the market is no longer available if you do it?
I think the main thing that's kind of annoying/borderline a bug is if she follows you you can no longer talk to her, because the instant you talk to her again she disappears if it's not a day she's staying at the Inn. I don't know if Three Eyes will fix/address is or if it's just a thing we're supposed to expect.
It's annoying because you basically have to walk on eggshells talking to her and avoid saying anything that might trigger the follow command because of that.
Anyway, I agree. She's a very fun character who's actively fun to woo.
>She's technically intersex
There's actually a hidden option in the new version's setting.json to disable this, if you wish.
It's annoying because you basically have to walk on eggshells talking to her and avoid saying anything that might trigger the follow command because of that.
I imagine a "world generation" thing where you can pick NPCs to slot into the different town roles. Could have a couple pre-made options first, and then work out how customs would work after that.
Probably unlikely, but is there a way to prime a location for the NPC's to travel occasionally? Such as the bathhouse? Playing with the narrative of Hayden opening a cafe. I'll build it just because it's fun, but it'd be neat if I could have characters reference or interact with it.
...Maybe just rebuild a chunk of his bakery or something, although I don't see too much foot traffic there either. Hm.
There's currently no way to influence them like that. When you start a new isolated floor area, you can name it, which the NPCs can see when inside it, but it won't become part of the world lore database the game retrieves information from.
Actually, I kind of did this with Gareth back in 1.0.6 or 1.0.7 when I first got the shed key on my first play. He "followed" me to the shed. By that I mean, he said he'd follow me, but he never actually used the 'follow' mechanic. Instead he decided to cut a tree two spaces away from the of the shed door and I just happen to be going in the same direction while we walked together.
In RP I was suppose to be fixing the shed for Gareth because I needed money and asked him for a job and he offered to let me fix his shed. At the time I didn't know if the shed was actually damaged or not, so I asked if I could look at the damage first before deciding, He gave me the key and said he'll follow me over to hear my decision.
I'm not sure why he decided to cut a tree in front of the shed instead of following me to it, but it seemed like I made him go there through dialogue alone. Unless this is a niche mechanic for Gareth?
Also, an NPC cutting a tree? What?! I forgot about this, but now I should try asking an NPC if they can construct a wall.
Same. I often get told by an NPC they'll help but I usually ignore or give some excuse not to let them, as it would likely just end in them RPing they helped instead of actually helping. Still, I should probably actually give it a try a few times, just in case they can actually help.
Okay. This is less planning than the AI going wild, but here's something that happened just now:
Mirel and mine PC were flirting in the woods and getting... eager. We were adjacent to a tree. The very next passage of text is accompanied by the same very tree getting knocked over like it was just felled by an axe.
Visually. Sounds, effects, the works. Left a log to be sawed in its wake.
I was laughing for like, five minutes. Well played, AI. Well played indeed.
Okay, so, here's a new one, I *think* bug report style? So, a while back I mentioned the game 'reporting' emotional furniture spinning. But it's gotten a bit more... aggressive with the oddness.
I'm using the openrouter style with one of the 'white' options, for reference.
So, injected in the game every so often at the end of a dialogue are things such as: *For tactile reassurance* *For baking instructions*
*For smug justification* You get the idea. It only grew more emboldened as time progressed.
...and this strange one:
\ud83c\udf52\ud83d\udd25\ud83d\udca6\u2728
Hahaha. It took me over twenty minutes to prune the oddities from the memory text. We'll see how things go after!
...Welp. I may have traded one demon for another, or perhaps this just unfortunate timing.
I am utterly besieged with hyphens - and asterisks *. For example:
But *between us*? That fox *needs* more *fun* in his life. *Leans in, voice dropping to a whisper* Last week I *caught* him *polishing his spear* for the *fourth time* that day. *Not* the *fun* kind of polishing, *unfortunately*. *Sighs dramatically* Honestly, if *someone* doesn't *distract* him soon, he'll *wear out* the poor thing.
It's lost all semblance of proper sentence structure and just... ugh. It's fairly painful to look at. I'm trying to fix these so hopefully it won't emulate it any further, but unfortunately I can't just copy and replace, due to the use of the *.
I disabled automatic short-term memory clearing for this version to see if people prefer the increased character consistency, but it seems DeepSeek specifically develops schizophrenia over time if you don't clear it out occasionally.
Maybe I'll make it something you can toggle in the settings.
hahaha. Oh, good. I thought I was doing something wrong, somehow. It does recover a bit after pruning all of the - and * but it takes a *while* to that.
I also noticed laced up and down the events are things where it adds // here's an alternate smaller version of the above, would you like to tweak it any further?
I assume that's just a deepseek trying to be a helpful chatbox thing.
Worth mentioning, I've been a little more aggressive lately stating things such as: *AI/Chat use less hyphens and dashes, concentrate on physical details and complete sentences, please.*
Plus or minus some variation, and it seems to be helping quite a bit without requiring a 30 minutes text edit purge.
Greetings. I wanted to ask you a question. Will there be any debug menu or something like that in the future to spawn some things? Just acting out my character's role in finding specific things could be useful. And yet, as for me, the character's hunger and thirst are growing too fast, maybe this can also be adjusted in the future to make the speed lower or higher?
I can' speak for the debug stuff, But for your hunger and thirst issues, I have a suggestion that might help.
Try going to in-game settings and switching Real Time Mode off. This make everything turn based. Should give you more time to sit and think about your next moves without the world moving on and taking your hunger and thirst with it.
Hello, I might be a bit of a moron, but I can't get a custom character working for the life of me. I've tried following the directions as closely as possible using TRELLIS and GIMP to edit an AI image and changed the sizes of portraits to match. I keep getting an error on Silverpine startup along the lines of "Failed to initialize custom character "Rhae": Failed to get custom character directories." I added the custom character to both Silverpine 1.2.4\Silverpine_Data\StreamingAssets and AppData\LocalLow\Three Eyes Software\Silverpine\Characters and don't think I made any mistakes when it comes to the .json file but whatever I am doing, something must be wrong. I have all app permissions turned on for Silverpine other than "Special Permissions" in security on windows 11, I'm going to add images in replies to this comment hopefully to not chaff out the comments section but if it does I will absolutely delete them.
First of all, I want to apologize because that error message is misleading and can also occur if there's a problem parsing the JSON.
The reason this is happening is because there's an unescaped " character in the description. It should be a \" instead. It's very unintuitive if you don't know JSON, so I'm working on an ingame editor for these.
That absolutely fixed it! Thank you so much! My brain defaulted to using " as in inches when I should have known better, but an ingame editor sounds amazing as long as you don't have to work too hard to get it into the game.
Bit of an odd request, but you miss every shot you don't take:
Would it be possible to have a folder similar to the custom protagonist, but for NPC's? To basically override or tweak their ingame art. Hayden's story has gone a little wild, and it's left me inspired to do some drawing due to it. I know there are several expressions and such, but if it's possible, I'd like to take a crack at it.
...Still struggling on figuring out how to access the base art files, but one has to learn somehow.
Semi related to an idea below, but is there any way we could do the same sort of setup for a custom PC, regarding showing expressions? I have no clue if that's possible or not with the AI and engine, but I'm certainly curious.
Hah! That'd be great. I'm running a story with Hayden sporting a whole different look, and I'd love to be able to have the ingame art reflect it. Also, the kitty there is one of my favorites.
I'll leave this as a suggestive idea if you ever get back to adding player expressions.
Let players choose an expression, maybe from a drop down(or up?) list from the expressions you've already implemented. This would happen while replying to NPCs and be the equivalent of a short and simple RP in dialogue, (eg: *surprised*) before the actual dialogue from the player is given.
Having an odd issue where certain parts of the map completely stall text generation. Gareth's Tavern, the private rooms in the bathhouse, and sometimes the bakery to be specific. If a NPC leaves one of these locations, I can have conversations just fine; but the moment they enter any of the above, it sits endlessly till it times out. (hosting locally, not using server.)
3070ti and using Nemo. Started a fresh save and same problem. Fresh installation and deleting its folder in appdata doesn't provide a fix for it, either.
I have run into a new strange oddity, and I'm not sure what triggered it: Rosalyn traveled to my character in her home for a conversation. After which she stayed and slept on the bed.
But now she's a permanent fixture on said bed. Even leading her away to her own shop resulted in her dashing back to the protagonists house and sleeping there once again. It's been two ingame days now, more or less, with Rosalyn snoring contently in the same space.
This playthrough did tease the idea of being a polycule between the MC, Mirel, and Rosalyn. Would that be the cause? Or something else entirely? Also, how do I fix, haha!
Edit: Looks like it just needed more time, she finally warped away back to her own flat.
Oh yeah! I completely forgot about this. I've also had this happen with Rosalyn. It was back in... 1.0.7 or 1.0.9. I was rather new to exploring the game, so I thought it was possibly a game mechanic or some kind of event, since I wasn't sure if there were any at the time.
I remember having Rosalyn follow me into the shed for some fun one night. I wake up and leave early and she was still sleeping. Later in the day, I get drinks with Mirel and Darian. Darian had some RP about someone leaving tracks around Rosalyn's house. The three of us RPed searching and following the tracks and they went past my shed. I went to check inside to be sure no one was in there and we find Rosalyn still sleeping in my bed. The plot thickens. I get knowing looks from Darian and Mirel which I can't exactly refute.
I pulled her into a 4 way conversation between me, Darian, Meril, and her, about what happened and why she was sleeping in my bed for nearly a full day. She was confused, said she was just tired and was a bit concerned why she was sleeping all day. She helped us finish Darian's RP. She goes back to sleeping in my bed for a few more days, while I occasionally RP about being worried about her to the other NPCs. Darian says I need to let her rest at night. Then he or Mirel starts some kind of rumor about me keeping Rosalyn up every night. My concerned RP about Rosalyn's constantly sleeping in my bed got twisted into me keeping here there by sleeping with her every night. I had to endure jests about my incorrigible appetite from Mirel, Darian, Celandine, and occasionally from Gareth and Aldric whenever Rosalyn got mentioned for a while after that.
It was only one night, people! I'm innocent!
But, yeah, she just slept in the bed until she stopped. I started staying at Oriana's and Celandine's house more around the time and didn't see when she stopped, but it fixed itself eventually.
Is it possible during conversations, when for example 3 people are talking, to make a button to continue and not to say something yourself? Because there have been cases when someone turns to someone and instead of continuing the game offers to say something to me. Will it be possible to make two buttons in the future to just skip your action and let the other one speak?
I agree with Foxymillian I've had some minor inconsistencies with who should be speaking. I'm typing in "continue" to move the conversation forward and let another NPC talk because they haven't said anything in a while, but instead the first NPC keeps talking to me with a very short token response that doesn't add much of anything.
Maybe I need to change to "*says nothing*" instead of prompting for the NPCs to "continue"? I'll give it some more time to see if I need to adjust, but I will say I find having to type instead of clicking on a button to be annoying.
I liked how it was in 1.1.1. I could just let NPCs continue to talk to each other until I wanted to interject with the Interrupt option.
But I do think putting the Interrupt button next to the Continue button in the dialogue instead of in the options would make it more obvious for new players that its an option.
First time on 1.1.1 I let two NPCs talk for several, and I mean a lot, of dialogue boxes, because I was used to waiting for them to let me reply. When they didn't, that's when I noticed the new Interrupt button in the options. Which I thought was a great idea, just needs to be more obvious in multi-NPC conversation.
The changes I had to make to have this properly work with OpenRouter seem to have introduced some kind of regression here, so the game will now fall back to the old behavior when not using it.
Something I noticed last night as I was playing around with the Openrouter style is the change for the dialogue was utterly fantastic. I mean, it was good before but yow. And the game seems to be calling back things or references constantly and tying it back into the narrative. Great stuff!
However, after a certain amount of time the character - would say - thing like - this with -two words - or three - at most~ All the time, unless the game is narrating.
It's cute, until it isn't. I tried 'asking' or directing chat or *emotes* for them stop, but no dice. Any suggestions?
Also, maybe it's due to the new active AI, but those NPC's are a menace regarding interior design. They would occasionally turn an object/furniture during chat before, but now it seems much more common. No bed shall go untilted. No shelf failing to fail the laws of physics.
I will investigate it, but as a quick fix: Export NPC Memories -> open the .nmem file in notepad -> CTRL-H replace " - " with just " " -> save -> Import NPC Memories should resolve it.
They would occasionally turn an object/furniture during chat before, but now it seems much more common. No bed shall go untilted
Do you have "Native NPC Actions" enabled? It's an experimental feature that doesn't seem to work too well with current models, and it caused just that during my testing.
Hello, i think there are still problems with using the GPU Server. Before the updates, there was no problem with it. It took time to time to make conversations, but now there always this problem:
[17:41:00] CtxLimit:2290/6144, Amt:194/512, Init:0.01s, Process:3.33s (23.15T/s), Generate:143.30s (1.35T/s), Total:146.62sGenerate: The response could not be sent, maybe connection was terminated?
I am using the Gemma 2 Large because is the one that describes better the role play with the NPC's than Nemo. And i was playing with it, but after the updates... is always the connection terminated even with just greet the Npcs.
can you please make a discord or somewhere we can ask questions?
can you add the ability to que up the AI by just standing somewhere and pressing T or something? basically RP in place. this can be used to get your character to do things in the environment, or to cause things to happen.
and second, allow RP combat and RP/chat with the monsters/animals!
perhaps in the future the ability to spawn custom npcs, or generate sprites/etc on the fl
Generating sprites on the fly would be very taxing, since it would require either the dev to have another cloud instance for Image gen that everyone could use the current tokens for, or have you run a local image gen engine in attention to the local LLM. It would be cool to get custom CGs like that, but I don't think it's very viable. Keep in mind that the sprites in-game are NOT just raw generated, but have a lot of Img2img touch ups done, or at least I believe that's what Three Eyes said. So raw image gen of the sprites wouldn't look the exact same/nearly as good.
Chat with Monsters wouldn't work because of the way the LLM context is set up. It MIGHT in theory, but it would be extremely messy and no where near as good as the current Agent setup with the townsfolk.
I'd love to see it tbh, but there's a lot of limitation that prevent it from happening. I wouldn't mind seeing the MC able to move around in chat like NPCs can, though, and I think it's do-able?
I have no way how the game would determine your expression from ones chat or otherwise, but I'd *absolutely love* it if we could set up a set of images for our custom characters so they have and can demonstrate the same range of expression as the NPC's when they chat. It'd take a bit of time to do art wise, but darned if I don't love me a challenge, hahaha.
I have a problem again. Why is it that using the GPU server I have an error in the game and in the Koboldcpp console.
[00:12:25] CtxLimit:3698/4096, Amt:114/512, Init:0.03s, Process:10.28s (348.64T/s), Generate:52.52s (2.17T/s), Total:62.80sGenerate: The response could not be sent, maybe connection was terminated?
You need to create an account/API key on https://openrouter.ai/, and add credits to it. There's an input field you paste the key into, which for some reason seems to be missing its label in the build I uploaded.
There's a "Show Recommended" option when you press the model selection button. The list of options you get after that only shows all the providers hosting that specific model.
Huh. I've managed to get it to work ... once. Otherwise it's reoccurring permission or something error. Not entirely sure how to fix it, currently spelunking through google land.
Messing around thus far, and I've discovered a few primary weapons types:
Bow. (Ranged, obv. Probably the only means of doing so thus far, unless you can fling magic or goop like the monsters do somehow.)
Sword (Looks one handed. Balanced for crit, parry, damage.)
Dagger (Slightly smaller than the sword, better at parrying, seems like.)
Quarterstaff (You start with this. Great parry. Bonk.)
Morning star/flail. (Impossible to parry, but massive crit chance. Game considers this synonymous with whips, which is fine.)
Axe ( For trees. Can be used in melee, loses durability quickly if used in combat. I have yet to see a martial/fighting style axe that doesn't have the durability issue.)
Unarmed/Claws (Custom character creation, specific characters. Martial arts is one of my favorites in games and RL, but it's not really viable here. For one, the energy drain is ABSOLUTELY IMMENSE if using your claws. For the other, there is no way to shove a Rune stone or enchant your hands. So clearly not as effective as the above. It *would* be nice if there was a brass knuckles or melee 'style' weapon you can find that takes in consideration if you have the claws racial or not. Enchanted fingernails, let's go!)
Despite Aldric's constant claims, there are no throwing daggers or throwing type weapons. You can smash pots like Link, but no boomerangs for you, protag. Or big 'ol warhammers. Or at the very least, every time I've been given or purchased one it's just ended up being a base construction hammer.
Might mess around and see if I can tease a crossbow out of the game, but I'm almost certain it will be one in name only.
So far I've tried (and failed) hunting/shopping/other for base models such as:
Spears/polearms.
Large swords. (base sword is what you get. Not that it's a bad thing, and at least the game will RP it properly.)
Blunt weapons other than the quarterstaff.
Magic pew pew stuff.
Flintlocks/Gun pew pew stuff.
Unarmed (which makes sense. Though slapping a monster with the hands of ANOTHER monster is both graphic and entertaining.)
Lute/music instrument. (Sometimes you wanna spoony bard.)
Fun fact, NPC's REALLY react to whatever your weapon is, conversation wise. I coaxed some gilded dancer's chains out of the game, and it predictably has a much different stylish impression than running around with an axe in hand, for example.
At the very least Hayden didn't hyperventilate when I had it equipped. (Or did, but for very different reasons. One time it gave me an adult toy in the form of another base weapon, which was predictably raunchy and earned some volatile reactions.)
I'm holding off exploring any more until the new update manifests so I won't have to keep reminding npc's about this and that every two convos, haha.
Anybody else have any luck with weapon discoveries?
Hi. I've spent quite a long time in the game and I have a couple of comments and suggestions.:
1. Can I add an internal notebook or journal for the player? Since there are long breaks, there are situations when I just forget about a quest or some small things and it would be convenient to have a notebook.
2. Is it possible to create a save in the dialog? The game focuses on dialoging, and often, in order for the AI to understand me correctly, I have to bring the dialogue to an end. Sometimes it can take 30 minutes or more...
3. I don't know why, but the bartender can't give out money, only request it for check-in.
4. This is no longer a problem, but rather a matter - Is it possible, when creating a character, to indicate your past in a text for roleplay?
Every time you start the game, you are asked about who you are, what brought you here, etc. It would be interesting if player could choose 1 or more NPCs and indicate how you are connected to them.
For those who are wondering how to describe this product:
Imagine Skyrim, where you are free to do anything, but instead of responding and speaking in prepared phrases, you can say ANYTHING, and they can react to it and pass the information on to others. (As an example, Darian almost arrested me for suspicion of harassment because I made a bad joke and Mirel took it as harassment!).
The game does occasionally hiccup. Especially with Darian, seems like. I was doing a bit of truth or dare with Mirel and Rozy, and at one point while we were talking about the nightwatch the guards were called on me.
Turns out despite Mirel egging the convo on and being the one to tempt Rosalyn with streaking she called the guards on me for being loud-in the bar-and being nude.
(We were in Rosalyn's flat, and all characters to my knowledge still had their garb on.) Very silly stuff.
The dev is creating a more advanced memory system so you can hopefully write in some of those story ties you are keen on. That along with making a custom character (curse you, tiny 300 character description limitation!) should help.
And yes, the game has been a blast. I've been recommending it to my friends and I'm about to purchase another copy to gift it to another. 8 dollars well and truly spent, haha!
She tends to show up at the trading box late at night around 10-12 pm. Otherwise her staying at the tavern seems to be an occasional thing, every couple of days in my playthrough.
1. You can export NPC Memories and read through what they remember about any jobs, or quests they gave you. If you don't see any you do remember, then they forgot and you can consider any like that concluded. If you and any NPCs don't remember a quest, then it's not really worth worrying about it.
2. You can leave in the middle of any conversation, save the game and click back on the NPC to resume your conversation where you left it. This might not work if you leave while an NPC is talking to another NPC and you haven't interrupted.
3. I believe the pop-up dialogue box for renting a room is from the system and not Gareth. Though Gareth can change the price it shows if you haggle him down before it appears. Its not suppose to give money, but you can ask any NPC for money and they might give some to you. It might only be in RP sometimes.
4. Not at the moment, no. The best you can probably do is try adding to your character's description that they wear a crest that designates they're from (wherever) relative to Silverpine. Alternatively, constantly editing their memories so they always know is another suggestion, but it's a hassle to continuously upkeep and the more NPCs you want to do this to make it many times more annoying.
Your Skyrim comment reminded me of a video where the player was speaking to the NPCs with a mic and the AI was speaking back through the game as the NPCs in their voices with all of their background lore and world lore to roleplay them believable. It was impressive.
There's a daily AI server limit that resets at 23:00 UTC, but version 1.1.0 introduced a bug that makes the game unable to display the message properly, so it displays this instead.
You'll also be able to use an OpenRouter key next update, which should be out soon.
Silly question, but did the download finish completely? The first time I tried using an internal server it crapped out and I had to delete the partial file so it would install it right and proper.
Any shot at adding a few furniture pieces such as braziers, curtains/drapes, or wolf/bearskin rugs? Statues would be nice, too. For worship or art.
Is there a way to make the game flag something in your house or on the floor as something else? Aka, a 'stone statue of Rosalyn' or if we are feeling spicy, a stripper pole. The npc's have often handed me odd objects, so I'm curious if things like that have that effect.
Or the ability to build a bridge/extend your home on the water.
Can one forge items/arms/armor, or create ammunition for the bow as a fletcher?
...I wonder if there is any unique furniture in the dungeons you can lug over to your home. Hrm.
Here's a silly question: if you connect your home to Rosalyn's will she use and explore the interior of your home, or just stick to her preset route?
The Fletcher thing makes me wish there was a way for the LLM to work with you attempting to bullshit things together. Like say you have sticks and Stone in your inventory, and you type something to yourself and the LLM would 'judge' if this action makes sense, and either allow it and give you arrows in exchange for your items, or deny it.
I've been goofing off with dialogue, but I love the idea of setting up a smith or stonework project in Silverpine. No smith? Become smith. Mash those monsters into a fine paste and then build stuff out of 'em Monster Hunter style, bwhahaha.
Go really wild and get comissioned to make stone statues of the serpent sisters for the bathhouse and such.
Hm. Depending on how effective the update is with regard to long term direction, maybe suggest to Mirel for a career change from Courier to blacksmith. That could be fun.
I suspect you’re going to find this out first hand before most of us. A discord would be awesome for these discoveries to get stacked in an FAQ or a sorted collection of builders advice.
...Hm. Typically you can't access the narrative by yourself, which would be trying to fletch or forge impossible. But thinking on it, if I play around with the idea of convincing another character/NPC to work an anvil, then act as a team/ use the follow command... then maybe it could work. The downside is how the game and the character will quickly forget narrative beats I have in place/want to keep established, but still.
I'd also have to swap away from Nemo (which typically feels better for dialog, for me). My rig can't handle the biggest mode, but 'new' one is pretty good for narrative stuff.
And of course, it would probably just be quicker and easier to ask for goodies from a NPC instead of taking this long way around... but in terms of content and in the name of entertainment, it shall be done.
It could be a fun experiment! I'll mess around with the idea and report back later.
I think I will genuinely play this game until I have it as close to completely explored as I can get it, or until it has a major update, and then learn how to custom character the next playthrough and get it perfect. One blind run. One legendary. Two thousand hours well spent v.v
I'm gonna be really curious if the other models will handle some of the repetition problems Nemo has better, like with the NPCs constantly asking the exact same question you've answered before.
Awesome news! Will the requirements be around the same as Nemo/"New"?
...I wonder what sillyness I can get up to with better long-term goodness...
Will export and import memories still be a thing? It really is quite handy to steer the convos in a desired direction, or clear up the random mention of being a him when that's clearly not the case.
I think it's max range is two, but it could also be three. It's about the same range an NPC can be from the player to rope them into a conversation, but you still need an NPC next to you to do so.
NPC's can overhear your conversations so that might also be the same range or larger. NPC's in the same room as other NPCs usually notice them and sometimes mention them if they aren't in the conversation. I'm not sure if that range is the same or different.
I saw there was a fox statue listed as furniture in the game files, when I was looking through them. I was wondering where that was, or if I had to haul it from a dungeon to have it at home?
I'd like to recommend adding some flowers. By that I mean making the two flower looking herbs place-able outside. Like planting a turnip only it gives you the item back. For decoration purposes.
Statues would be great. Build up a shrine or just end up styling a home. Same deal for flowers.
Honestly, I'd like a way to color stone differently or at least mark a path/walkway beyond wood and stone. A path of flowers doesn't sound half bad either!
I don't know how I didn't notice this sooner, but I suppose its still worth mentioning as a minor cosmetic bug. My carpet seems to be haunted and disappears when the lights go out.
I only noticed because it's storming in game and the lightning slightly illuminates it in the dark. Spooky.
The only other thing interesting I found was how the light gradients the carpet between opacity and transparency the further away it is from the light.
EDIT: Latest update seems to have fixed my carpet as it's not acting all spooky with lighting.
If the NPC’s are regularly cutting themselves off mid idea and the scene is losing whatever they had meant to add afterwards. Is that context gone for good or is there some out of context command to get the rest of their input? I’ve been running into a cut off and follow loop on a pretty regular basis.
And an unrelated issue. Meril is disappearing for me. “Hi! Let me follow you.” Follows, click her to converse, *poof*. Into the ether she goes.
Only bringing it up cause it’s been twice in a row, separate instances on different days that I couldn’t save/load troubleshoot a fix out of.
When an NPC stops the conversation to follow, you can simply leave, and click on them again right away to pick back up where you left off the conversation. This also stops them from following. You may need to wait a turn (R key) to let the AI "think" if your not in Real Time Mode.
As for Mirel, I've seen her do that once or twice before. I'd guess it's a scheduler bug, but I don't know. She's usually suppose to be in Thalassar, most of the time, so it might throw her over there.
I've seen this happen a few times. Not just to Mirel, but Rosalyn as well. My working theory is they are supposed to be 'somewhere' else when you are talking with them, and that's the game sort of moving them along.
For example, Mirel was vanishing on me. But when I met her where she normally shows up follow mode was smooth sailing.
Quick update on my growing knowledge for community service notes. Darian is a monogamous creature. He is not taking any of my after the fact honesty well AT ALL. So. Do with that what you will. I wish you all better luck than mine.
Here's a fun tip I'd like to pass along. Tired of your friends and lovers staring at you while you are on the bed? Get *another* bed and place it adjacent.
I made a nice looking double bed for the house I made [][] with them lined up horizontally. Now when Mirel comes to sleep she at least has a place to crash, and better yet it's in clicking distance for chat and rp sillyness, haha!
I’ve put so many hours in and feel like I’ve barely progressed with my house/equipment game. But, I cleared out some space around the shed. I need a tent AND the repair table the next time Aldric is selling them. And maybe I need to talk my way into more things, yesterday Aldric sold me some exotic potions (both were bloodlust) with an emphasis on “Be careful these will start to consume you if you let them.” And then he threw in a map, which would be awesome considering my disdain for the current map, but his map, was a Map of Protection. Free friggin protection enchantment!
Then, same day, I found the dungeon for the first time and got train wrecked. The teleport trap was the most absolute nail in the coffin moment. I have to drop a crate for different loadouts I can switch to and start stocking up to go back in.
The worst is when there is a narrow corridor and the teleport trap is in the way, and now way around it. You can avoid contact wings or levitation, but it is still a very nasty surprise.
In regards to house stuff, I set up a stone bath, which has been referred to as my character and friends being in the bathouse, haha. It's a nice tub, but not *that* nice.
An observation while roaming through the dungeon and exploring: my night vision (goggles), they do *nothing*. For one, the drain in energy is immense, for the other I read that it's suppose to work in pitch black darkness. That doesn't ... seem to be working for me?
It'd be nice if they would work like a lantern or something, improving what you can see around you, while draining the energy.
-------
Another shameless pitch: Since you have racials such as slow, slow, thick skin, hollow bones, and such, here are some silly others that come to mind, maybe one will suit your fancy:
1. Broad back. Your musculature is stronger than most others your size. --Increased carrying capacity.
2. Short stature. The height of your race can be considered well below average. --Natural buff to dodge/deflect due to being small and harder to hit, reduced max HP.
3. Well rounded/Boon of divinity. Due to the far distant divine blood flowing in your veins, the gods have blessed you. Perhaps a little too much. You are curvier or larger endowed than the norm. Possibly both. --Natural charm effect along with one level of 'ward' against the elements. Sightly reduced critical chance due to being distracted by your own big bits getting in the way.
4. Rock and Stone. Your race has a knack for working with materials. --Reduced final cost for ore repairs. Improved chance of better quality ore when mining. For Carl!
---
Is there any chance of adding a third catch all accessory slot for the rest of the body? For those potential magical belts/bracers/anklets/charms/belly button rings/tail adornments, whatever. Perhaps a 'shield' accessory could take this slot.
At one point Celandine was dressing my PC up and I was gifted a garter belt. Of course, it goes in the neck slot. Hilarious stuff!
---
Lastly, this is more of a knowledge check. I know rune stone improves base stats with higher gradual tiers of use, but is there any way for that to extend for accessories? Those all seem to have base defense of 0, and using precious rune stones only improve their value, not the stats or the effect of the enchantment on them.
One NPC gifted me with their literal ring (Mirel's Wedding Ring) so I'd like to keep improving and zipping around with that if at all possible.
Sorry for the wall of text, and thanks for taking the time to read the mess, haha.
Racial would probably be overpowered unless it worked like night vision, but an ability that shows ore/plant locations closest to you. Another fun thing might be Max Reputation granting something related to that. Like Max Rosalyn giving you a map that shows the highest density of certain herbs for each map title, or Max Aldric giving you the same, but for ores.
I'm pretty sure there will never be a third accessory slot or armor slot without Dev re-balancing enchantments.
Why? I made a personal theory that one could enchant all 5 slots(2 armor, 2 accessory, 1 weapon) with the Charming enchantment and that would give you +50% to your selling price. You sell at half value already, so its balanced at 100% of the items value.
If there was another slot it could be abused to make your sells 110% which means you can continuously buy items at it's normal 100% value and then sell them at 110% value. An obvious infinite money exploit.
Though you'd probably earned it after waiting for 6 Scrolls of Charming to randomly appear in Aldric's shop. Sheesh.
Also, you could get parry up to like 93% which is a bit too much.
For the racials, I was actually trying to keep the suggestions in line with the stuff that already existed. Not like any of it is a demand or set in stone, regardless.
As to the enchants, I understand. That's certainly possible with enough time and effort. But at that point as you say, you (as the player) would have invested so much energy into gathering all of that you probably should be that potent anyway. Assuming you are focusing on only one style of enchantment, that is still days of playing, at the very least, unless exploiting this and that.
And the suggestion aren't intended to be so much for exploit (though clearly that would be a possibility), but adding a little extra detail and spice to the furry fantasy fare of the players adventure, and enhancing an already fun narrative experience, haha.
I like your racial suggestions, since they allow more fun with custom characters beyond just making an anthro, though Third Eye kept the original set to "animal" related traits like claws and fur, and I don't know if they'd want to maintain that style or not. This is why I suggested something related to 'endurance' since there's not a trait for that, and it could work for a variety of species.
Eh, most of them are just fantasy tropes with some potential to cross over. Aside from the obvious dwarf reference, but dwarves are awesome, full stop.
Currently there are racial stuff in place for big tough types already in game, so I thought I'd suggest stuff for smaller bodied anthros out there too. Cats, Corgis, Rodent types, Yordles.
Goofing around playing a shortstack yordle in my recent playthrough after making the art. I need to remind the AI now and then that NPC's are often looking *down* at my MC instead of *up*, but otherwise it's a pretty fun time.
I'll be honest, a debug option would really help those frustrating times when the NPC 'says' they're giving you gold, but it doesn't actually transfer over. I'm really not sure why it works sometimes, and other times it doesn't. Does the NPC currently being in "merchant mode" somehow override it?
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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.
Look... I was speaking normally with Garet in my language, and despite him unfortunately only responding in English, he was still able to answer me! Then I go to another NPC and this happens...
You can turn off Realtime Mode to make it turn based. This will give you all the time you need to read and make decisions. Time moves when you do and when sleeping.
so i keep running in to a problem of talking to some one and randomly getting a blank text is there a way to fix it ?
Are you using Gemma 2, or Nemo?
nemo i try gemma 2 and gemma 2 L got the same thing a few words if any thin blank
If you say something that it wont read as really anything such as * - or _ the character that should have said something will say what they were going to, works the same if you want them to just keep talking I've noticed.
in release 1.2.6 a character called jabari is mentioned, where can they be found? never seen them before
It's the serval player character option.
thanks for response dev
Is there a guide somewhere on how to use AI in the game? How to implement it into the game, etc.? I've never used AI in a game outside of Nemo, and I'd like to try others out of curiosity
One thing that kinda irks me about the bathhouse is the fact that even if you take off your armor/clothes you still inflict the soaked status on them from having them in your inventory. The present solution would be to drop them on the floor, but I think a storage box would be a neat addition to the bathhouse. This also got me thinking about how the NPCs can view what a player has equipped. I know the game is feature complete, but would a towel lower clothing that keeps the player's nude sprite be something that could be implemented? You could pick one up from the same storage box.
I'll add it.
Let me just say thank you on all our behalf for continuing to maintain this.
This game is really one of a kind and I've greatly enjoyed it.
I've gotten so used to dropping my clothes before bathing I forgot this was even a minor issue I used to have.
I only ever had one problem with dropping my clothes and it was when Oriana picked up my shirt when she RPed getting clothed after a steamy bath session. I had to RP that I lost my shirt and ask her if she's seen it to get it back. It was enchanted so I kind of wanted that specific shirt back and not a basic one. Luckily I got it back no problem.
I like the towel sprite idea since it lets you talk to NPCs with low Relationship while in the communal baths without wearing your clothes in the bath. I still remember talking to Hayden my first time in the bathhouse and I got him all passive aggressively mad at me cause I was naked. I'm over here confused, wondering why I'm getting heat for being naked in a communal bath? I'm surprised Hayden doesn't use the private rooms since he's such shy guy.
I wanted to make custom sprites and stuff that fit with the game but don't know any good engines or places to look. Any advice?
The custom character folder has an example as well as two useful links within the text file in it for the creation of world sprites.
The larger sprite to use as a base for it though is pretty much on you.
This has been superseded by the GLB import option that automatically generates these for you now.
Fancy! I'll have to try it.
As will I, thanks mate.
To replicate the style of the dialog sprites in the game, please refer to this post:
Pony meaning Pony Diffusion V6 XL. For base images I recommend NovaFurry.
I've been meaning to ask you about that post. I've looked for "Smooth Style 2" but couldn't find it. Did the model name change or is there a better model with the same/similar style? Like the NovaFurry you recommended.
https://civitai.com/models/264290?modelVersionId=333587
https://civitai.com/models/264290?modelVersionId=725772
Ooooh, I see why I couldn't find it. Thank you.
One last question: Do you have a specific sampler you used?
For Pony Img2Img: DPM++ 3M SDE, 30 steps, usually around ~1300 pixels resolution, CFG 6.5 since it's a bit softer.
I have Try to download the Ai model Gema-2 twice but the game always Stop at 50% and Suddenly A pop up in game Message says that it failed to Run the Model. I have try to Copy the Old Ai model From Stream asset of old Version I have (1.1.1 ) to the current one (1.2.4). But it said Failed to load ai model : mono-io-layer-error (193). I wonder if anyone Can Give me solution for this. I have tried to download it for 8 hour now, my internet are to bad to use the server model.. 🥲
P. S
Oh yeah I also wanted to ask how does to do something while We do Conversations with NPC like Hug them or something..
In AppData\LocalLow\Three Eyes Software\Silverpine\ModelDefinitions\Gemma-2-Large.json replace
with
Then manually download the model here, rename it to "Gemma-2-Large.gguf", and put it into the KoboldCPP folder as normal.
If you have a very slow connection there is probably a chance of the download randomly failing at some point.
mono-io-layer-error might also be a Unity bug.
In regards to actions or emotes, the classic *stuff*. style works fine. So for example:
Observe my glorious dance in tight clingly pants! *you dance the merry jig*. So here your characters says a thing, followed by the dancing questionably merry jig.
In fact the engine is fairly flexible (if scattershot with the results) so you can do things like *OOC: Clean up the hypens and dashes and focus on physical descriptions*
Or *Chat/AI: My character has x color fur, not y*. Stuff like that, so you can coax it to hopefully cater the text the way you want when it misses this or that detail that annoys you.
You can RP doing something to an NPC while in conversation with them by using asterisks.
For example: *hugs Rosalyn*, *waves to Darian*, *helps Gareth*,
*spanks Celandine for being a naughty snake*Tip: I like using *turns to (NPC name)* When in a conversation with more than one NPC, so I can direct my dialogue at a specific NPC and get them to respond to it first in the dialogue. Usually works.
Are there plans to increase the daily limit on communicating via a remote server in the future? 1800, if you play all day, it's very low. And, of course, if you take off your clothes or NPC's clothes, see the naked model and not always that they are wearing clothes. It would be interesting to see this in a public bath in the game :)
Currently, custom characters can/have an alternate nude sprite in the overworld and the large onscreen chat art if you strip down (no clothing or armor top/bottom). NPCs do not.
Theatre of the mind take the wheel.
I think it's mainly a rating thing why NPCs don't have nude sprites, or perhaps it's hard for the LLM to reliably strip them.
I've heard people here talk about Mirel, along with characters in game talk about her, but i've never even seen her at all in like 20 hours of playing. Is she an actual character? If so, where is she?
The answer can be found further down the thread, but essentially she works as a late night courier and can be found at the trading box (the first box you see when you start the game just before Hayden's bakery) around 10:30-12 at night for a brief window.
In addition she can be found at Garth's tavern every four or five days or so, where she sleep for the night after relaxing in the tavern for the bulk of the afternoon.
She's technically intersex but you can easily guide the narrative towards whatever way you feel suits best, and is romanceable just like any other character. Unlike others, you can eventually have her 'move' to your home (re: Gareth's shack that you have hopefully rebuilt at this point) at very high affection, and this is a permanent decision, which the game warns you about in large, friendly letters.
Have fun with her, she's one of my favorites in terms of personality, like a happy medium between Celandine and Rosalyn.
She also has a little secret I revealed in a older post. I don't think you can find it out without interacting with her a lot or diving into the game files.
I started to realize something was up before I happened to find out from curiously browsing compressed game data. It was a funny moment for me to have my suspicions confirmed.
I know what you're talking about. It's part of why she's a fun character. Kind of odd that most of the other characters don't have secrets like this, though.
There is still one character that is "Secretly extremely gay." I still have no idea who. Might have to bluntly ask everyone and reload to find out. Although... if it's so secret, they might not be aware of it themselves? At least, not until you make them gay. Lol
Is it permanent in the sense the market is no longer available if you do it?
I think the main thing that's kind of annoying/borderline a bug is if she follows you you can no longer talk to her, because the instant you talk to her again she disappears if it's not a day she's staying at the Inn. I don't know if Three Eyes will fix/address is or if it's just a thing we're supposed to expect.
It's annoying because you basically have to walk on eggshells talking to her and avoid saying anything that might trigger the follow command because of that.
Anyway, I agree. She's a very fun character who's actively fun to woo.
>She's technically intersex
There's actually a hidden option in the new version's setting.json to disable this, if you wish.
Pft. I'd make *more* characters intersex. By default. More options and fun innuendo, huzzah.
This will be fixed next patch.
Will we be able to add custom characters as NPC's at some point? IE could we have our own character be an NPC in Silverpine, or be a visitor?
Eventually, but I need to think about the specifics of how this would work first.
I imagine a "world generation" thing where you can pick NPCs to slot into the different town roles. Could have a couple pre-made options first, and then work out how customs would work after that.
Probably unlikely, but is there a way to prime a location for the NPC's to travel occasionally? Such as the bathhouse? Playing with the narrative of Hayden opening a cafe. I'll build it just because it's fun, but it'd be neat if I could have characters reference or interact with it.
...Maybe just rebuild a chunk of his bakery or something, although I don't see too much foot traffic there either. Hm.
There's currently no way to influence them like that.
When you start a new isolated floor area, you can name it, which the NPCs can see when inside it, but it won't become part of the world lore database the game retrieves information from.
Gotcha. So if I want to RP some sillyness with others it'd have to hitched to an existing area then, like the bathhouse or the tavern.
Is that why my PC's home is never referred to by its new name when I built it, and quite often 'Gareth's Shack' despite being all big and shiny?
I'll think of a way to better handle this.
Actually, I kind of did this with Gareth back in 1.0.6 or 1.0.7 when I first got the shed key on my first play. He "followed" me to the shed. By that I mean, he said he'd follow me, but he never actually used the 'follow' mechanic. Instead he decided to cut a tree two spaces away from the of the shed door and I just happen to be going in the same direction while we walked together.
In RP I was suppose to be fixing the shed for Gareth because I needed money and asked him for a job and he offered to let me fix his shed. At the time I didn't know if the shed was actually damaged or not, so I asked if I could look at the damage first before deciding, He gave me the key and said he'll follow me over to hear my decision.
I'm not sure why he decided to cut a tree in front of the shed instead of following me to it, but it seemed like I made him go there through dialogue alone. Unless this is a niche mechanic for Gareth?
Also, an NPC cutting a tree? What?! I forgot about this, but now I should try asking an NPC if they can construct a wall.
Huh. You know, I've had NPC's *say* they will help with the home construction or whatever, but never actually do it. That's pretty interesting!
Same. I often get told by an NPC they'll help but I usually ignore or give some excuse not to let them, as it would likely just end in them RPing they helped instead of actually helping. Still, I should probably actually give it a try a few times, just in case they can actually help.
Anything that requires planning from the AI is out of question right now, unless I can come up with a performant way of doing it.
Okay. This is less planning than the AI going wild, but here's something that happened just now:
Mirel and mine PC were flirting in the woods and getting... eager. We were adjacent to a tree. The very next passage of text is accompanied by the same very tree getting knocked over like it was just felled by an axe.
Visually. Sounds, effects, the works. Left a log to be sawed in its wake.
I was laughing for like, five minutes. Well played, AI. Well played indeed.
Okay, so, here's a new one, I *think* bug report style? So, a while back I mentioned the game 'reporting' emotional furniture spinning. But it's gotten a bit more... aggressive with the oddness.
I'm using the openrouter style with one of the 'white' options, for reference.
So, injected in the game every so often at the end of a dialogue are things such as:
*For tactile reassurance*
*For baking instructions*
*For smug justification*
You get the idea. It only grew more emboldened as time progressed.
...and this strange one:
\ud83c\udf52\ud83d\udd25\ud83d\udca6\u2728
Hahaha. It took me over twenty minutes to prune the oddities from the memory text. We'll see how things go after!
...Welp. I may have traded one demon for another, or perhaps this just unfortunate timing.
I am utterly besieged with hyphens - and asterisks *. For example:
But *between us*? That fox *needs* more *fun* in his life. *Leans in, voice dropping to a whisper* Last week I *caught* him *polishing his spear* for the *fourth time* that day. *Not* the *fun* kind of polishing, *unfortunately*. *Sighs dramatically* Honestly, if *someone* doesn't *distract* him soon, he'll *wear out* the poor thing.
It's lost all semblance of proper sentence structure and just... ugh. It's fairly painful to look at. I'm trying to fix these so hopefully it won't emulate it any further, but unfortunately I can't just copy and replace, due to the use of the *.
I disabled automatic short-term memory clearing for this version to see if people prefer the increased character consistency, but it seems DeepSeek specifically develops schizophrenia over time if you don't clear it out occasionally.
Maybe I'll make it something you can toggle in the settings.
hahaha. Oh, good. I thought I was doing something wrong, somehow. It does recover a bit after pruning all of the - and * but it takes a *while* to that.
I also noticed laced up and down the events are things where it adds // here's an alternate smaller version of the above, would you like to tweak it any further?
I assume that's just a deepseek trying to be a helpful chatbox thing.
Worth mentioning, I've been a little more aggressive lately stating things such as: *AI/Chat use less hyphens and dashes, concentrate on physical details and complete sentences, please.*
Plus or minus some variation, and it seems to be helping quite a bit without requiring a 30 minutes text edit purge.
Greetings. I wanted to ask you a question. Will there be any debug menu or something like that in the future to spawn some things? Just acting out my character's role in finding specific things could be useful. And yet, as for me, the character's hunger and thirst are growing too fast, maybe this can also be adjusted in the future to make the speed lower or higher?
I can' speak for the debug stuff, But for your hunger and thirst issues, I have a suggestion that might help.
Try going to in-game settings and switching Real Time Mode off. This make everything turn based. Should give you more time to sit and think about your next moves without the world moving on and taking your hunger and thirst with it.
Hello, I might be a bit of a moron, but I can't get a custom character working for the life of me. I've tried following the directions as closely as possible using TRELLIS and GIMP to edit an AI image and changed the sizes of portraits to match. I keep getting an error on Silverpine startup along the lines of "Failed to initialize custom character "Rhae": Failed to get custom character directories." I added the custom character to both Silverpine 1.2.4\Silverpine_Data\StreamingAssets and AppData\LocalLow\Three Eyes Software\Silverpine\Characters and don't think I made any mistakes when it comes to the .json file but whatever I am doing, something must be wrong. I have all app permissions turned on for Silverpine other than "Special Permissions" in security on windows 11, I'm going to add images in replies to this comment hopefully to not chaff out the comments section but if it does I will absolutely delete them.
First of all, I want to apologize because that error message is misleading and can also occur if there's a problem parsing the JSON.
The reason this is happening is because there's an unescaped " character in the description. It should be a \" instead. It's very unintuitive if you don't know JSON, so I'm working on an ingame editor for these.
That absolutely fixed it! Thank you so much! My brain defaulted to using " as in inches when I should have known better, but an ingame editor sounds amazing as long as you don't have to work too hard to get it into the game.
Bit of an odd request, but you miss every shot you don't take:
Would it be possible to have a folder similar to the custom protagonist, but for NPC's? To basically override or tweak their ingame art. Hayden's story has gone a little wild, and it's left me inspired to do some drawing due to it. I know there are several expressions and such, but if it's possible, I'd like to take a crack at it.
...Still struggling on figuring out how to access the base art files, but one has to learn somehow.
Semi related to an idea below, but is there any way we could do the same sort of setup for a custom PC, regarding showing expressions? I have no clue if that's possible or not with the AI and engine, but I'm certainly curious.
This will be a thing eventually.
I took a quick gander at this while adding the NPC expressions system, but it didn't work terribly well. I might try again in the future.
Hah! That'd be great. I'm running a story with Hayden sporting a whole different look, and I'd love to be able to have the ingame art reflect it. Also, the kitty there is one of my favorites.
Appreciate all the hard work you've been doing!
I'll leave this as a suggestive idea if you ever get back to adding player expressions.
Let players choose an expression, maybe from a drop down(or up?) list from the expressions you've already implemented. This would happen while replying to NPCs and be the equivalent of a short and simple RP in dialogue, (eg: *surprised*) before the actual dialogue from the player is given.
Having an odd issue where certain parts of the map completely stall text generation. Gareth's Tavern, the private rooms in the bathhouse, and sometimes the bakery to be specific. If a NPC leaves one of these locations, I can have conversations just fine; but the moment they enter any of the above, it sits endlessly till it times out. (hosting locally, not using server.)
What's your GPU? Does this happen on fresh saves?
3070ti and using Nemo. Started a fresh save and same problem. Fresh installation and deleting its folder in appdata doesn't provide a fix for it, either.
Try replacing the koboldUrl line in AppData\LocalLow\Three Eyes Software\Silverpine\settings.json with
"koboldUrl": "https://github.com/LostRuins/koboldcpp/releases/download/v1.91/koboldcpp.exe",If that doesn't work, please post the last lines in the console before the problem occurs.
I have run into a new strange oddity, and I'm not sure what triggered it: Rosalyn traveled to my character in her home for a conversation. After which she stayed and slept on the bed.
But now she's a permanent fixture on said bed. Even leading her away to her own shop resulted in her dashing back to the protagonists house and sleeping there once again. It's been two ingame days now, more or less, with Rosalyn snoring contently in the same space.
This playthrough did tease the idea of being a polycule between the MC, Mirel, and Rosalyn. Would that be the cause? Or something else entirely? Also, how do I fix, haha!
Edit: Looks like it just needed more time, she finally warped away back to her own flat.
Oh yeah! I completely forgot about this. I've also had this happen with Rosalyn. It was back in... 1.0.7 or 1.0.9. I was rather new to exploring the game, so I thought it was possibly a game mechanic or some kind of event, since I wasn't sure if there were any at the time.
I remember having Rosalyn follow me into the shed for some fun one night. I wake up and leave early and she was still sleeping. Later in the day, I get drinks with Mirel and Darian. Darian had some RP about someone leaving tracks around Rosalyn's house. The three of us RPed searching and following the tracks and they went past my shed. I went to check inside to be sure no one was in there and we find Rosalyn still sleeping in my bed. The plot thickens. I get knowing looks from Darian and Mirel which I can't exactly refute.
I pulled her into a 4 way conversation between me, Darian, Meril, and her, about what happened and why she was sleeping in my bed for nearly a full day. She was confused, said she was just tired and was a bit concerned why she was sleeping all day. She helped us finish Darian's RP. She goes back to sleeping in my bed for a few more days, while I occasionally RP about being worried about her to the other NPCs. Darian says I need to let her rest at night. Then he or Mirel starts some kind of rumor about me keeping Rosalyn up every night. My concerned RP about Rosalyn's constantly sleeping in my bed got twisted into me keeping here there by sleeping with her every night. I had to endure jests about my incorrigible appetite from Mirel, Darian, Celandine, and occasionally from Gareth and Aldric whenever Rosalyn got mentioned for a while after that.
It was only one night, people! I'm innocent!
But, yeah, she just slept in the bed until she stopped. I started staying at Oriana's and Celandine's house more around the time and didn't see when she stopped, but it fixed itself eventually.
Game is damned wild how it can create moments like that, is it not?
It definitely can make some special moments you don't see elsewhere.
Is it possible during conversations, when for example 3 people are talking, to make a button to continue and not to say something yourself? Because there have been cases when someone turns to someone and instead of continuing the game offers to say something to me. Will it be possible to make two buttons in the future to just skip your action and let the other one speak?
I'll consider it, but if the AI mistakenly assigns you as the next speaker, I recommend simply emoting *says nothing* or *watches* instead.
Thanks, I'll try it in the future.
I agree with Foxymillian I've had some minor inconsistencies with who should be speaking. I'm typing in "continue" to move the conversation forward and let another NPC talk because they haven't said anything in a while, but instead the first NPC keeps talking to me with a very short token response that doesn't add much of anything.
Maybe I need to change to "*says nothing*" instead of prompting for the NPCs to "continue"? I'll give it some more time to see if I need to adjust, but I will say I find having to type instead of clicking on a button to be annoying.
I liked how it was in 1.1.1. I could just let NPCs continue to talk to each other until I wanted to interject with the Interrupt option.
But I do think putting the Interrupt button next to the Continue button in the dialogue instead of in the options would make it more obvious for new players that its an option.
First time on 1.1.1 I let two NPCs talk for several, and I mean a lot, of dialogue boxes, because I was used to waiting for them to let me reply. When they didn't, that's when I noticed the new Interrupt button in the options. Which I thought was a great idea, just needs to be more obvious in multi-NPC conversation.
The changes I had to make to have this properly work with OpenRouter seem to have introduced some kind of regression here, so the game will now fall back to the old behavior when not using it.
Something I noticed last night as I was playing around with the Openrouter style is the change for the dialogue was utterly fantastic. I mean, it was good before but yow. And the game seems to be calling back things or references constantly and tying it back into the narrative. Great stuff!
However, after a certain amount of time the character - would say - thing like - this with -two words - or three - at most~ All the time, unless the game is narrating.
It's cute, until it isn't. I tried 'asking' or directing chat or *emotes* for them stop, but no dice. Any suggestions?
Also, maybe it's due to the new active AI, but those NPC's are a menace regarding interior design. They would occasionally turn an object/furniture during chat before, but now it seems much more common. No bed shall go untilted. No shelf failing to fail the laws of physics.
I will investigate it, but as a quick fix: Export NPC Memories -> open the .nmem file in notepad -> CTRL-H replace " - " with just " " -> save -> Import NPC Memories should resolve it.
Do you have "Native NPC Actions" enabled? It's an experimental feature that doesn't seem to work too well with current models, and it caused just that during my testing.
Hello, i think there are still problems with using the GPU Server. Before the updates, there was no problem with it. It took time to time to make conversations, but now there always this problem:
[17:41:00] CtxLimit:2290/6144, Amt:194/512, Init:0.01s, Process:3.33s (23.15T/s), Generate:143.30s (1.35T/s), Total:146.62sGenerate: The response could not be sent, maybe connection was terminated?
I am using the Gemma 2 Large because is the one that describes better the role play with the NPC's than Nemo. And i was playing with it, but after the updates... is always the connection terminated even with just greet the Npcs.
Everything is the same for me, so for now I'm using a server with a limit of 1800. I'll wait until the GPU issues are fixed.
can you please make a discord or somewhere we can ask questions?
can you add the ability to que up the AI by just standing somewhere and pressing T or something? basically RP in place. this can be used to get your character to do things in the environment, or to cause things to happen.
and second,
allow RP combat and RP/chat with the monsters/animals!
perhaps in the future the ability to spawn custom npcs,
or generate sprites/etc on the fl
Generating sprites on the fly would be very taxing, since it would require either the dev to have another cloud instance for Image gen that everyone could use the current tokens for, or have you run a local image gen engine in attention to the local LLM. It would be cool to get custom CGs like that, but I don't think it's very viable. Keep in mind that the sprites in-game are NOT just raw generated, but have a lot of Img2img touch ups done, or at least I believe that's what Three Eyes said. So raw image gen of the sprites wouldn't look the exact same/nearly as good.
Chat with Monsters wouldn't work because of the way the LLM context is set up. It MIGHT in theory, but it would be extremely messy and no where near as good as the current Agent setup with the townsfolk.
I'd love to see it tbh, but there's a lot of limitation that prevent it from happening. I wouldn't mind seeing the MC able to move around in chat like NPCs can, though, and I think it's do-able?
I have a 4090 I dont need them to host a server and I wont have trouble running both AI at once.
I also have funding money for the dev if they can make my experience neat.
I have no way how the game would determine your expression from ones chat or otherwise, but I'd *absolutely love* it if we could set up a set of images for our custom characters so they have and can demonstrate the same range of expression as the NPC's when they chat. It'd take a bit of time to do art wise, but darned if I don't love me a challenge, hahaha.
It seems like any received food item from an NPC through conversation is "string". Not sure if this is a bug or not.
Is this happening with Nemo/Gemma or OpenRouter/DeepSeek?
Nemo right now.
I have a problem again. Why is it that using the GPU server I have an error in the game and in the Koboldcpp console.
[00:12:25] CtxLimit:3698/4096, Amt:114/512, Init:0.03s, Process:10.28s (348.64T/s), Generate:52.52s (2.17T/s), Total:62.80sGenerate: The response could not be sent, maybe connection was terminated?
I've lowered the timeout to 1 minute, but perhaps that's too low. I'll fix it tomorrow.
So how does one use OpenRouter support and such? Can any kind folks point me the right direction to get started with it?
And how does the scratchpad work? Is there an example for a character I can read and edit, or does it do its own thing automatically?
You need to create an account/API key on https://openrouter.ai/, and add credits to it. There's an input field you paste the key into, which for some reason seems to be missing its label in the build I uploaded.
The scratchpad is automatic.
Awesome, I'll give it a go. And thanks again for making this delightful game, and all the work you put into it!
Edit:... that's... a LOT of models. Any that you recommend, preferably one that doesn't balk if things get frisky or intimate?
There's a "Show Recommended" option when you press the model selection button. The list of options you get after that only shows all the providers hosting that specific model.
Huh. I've managed to get it to work ... once. Otherwise it's reoccurring permission or something error. Not entirely sure how to fix it, currently spelunking through google land.
If it says "Unauthorized" you should double-check the API key.
Messing around thus far, and I've discovered a few primary weapons types:
Bow. (Ranged, obv. Probably the only means of doing so thus far, unless you can fling magic or goop like the monsters do somehow.)
Sword (Looks one handed. Balanced for crit, parry, damage.)
Dagger (Slightly smaller than the sword, better at parrying, seems like.)
Quarterstaff (You start with this. Great parry. Bonk.)
Morning star/flail. (Impossible to parry, but massive crit chance. Game considers this synonymous with whips, which is fine.)
Axe ( For trees. Can be used in melee, loses durability quickly if used in combat. I have yet to see a martial/fighting style axe that doesn't have the durability issue.)
Unarmed/Claws (Custom character creation, specific characters. Martial arts is one of my favorites in games and RL, but it's not really viable here. For one, the energy drain is ABSOLUTELY IMMENSE if using your claws. For the other, there is no way to shove a Rune stone or enchant your hands. So clearly not as effective as the above. It *would* be nice if there was a brass knuckles or melee 'style' weapon you can find that takes in consideration if you have the claws racial or not. Enchanted fingernails, let's go!)
Despite Aldric's constant claims, there are no throwing daggers or throwing type weapons. You can smash pots like Link, but no boomerangs for you, protag. Or big 'ol warhammers. Or at the very least, every time I've been given or purchased one it's just ended up being a base construction hammer.
Might mess around and see if I can tease a crossbow out of the game, but I'm almost certain it will be one in name only.
So far I've tried (and failed) hunting/shopping/other for base models such as:
Spears/polearms.
Large swords. (base sword is what you get. Not that it's a bad thing, and at least the game will RP it properly.)
Blunt weapons other than the quarterstaff.
Magic pew pew stuff.
Flintlocks/Gun pew pew stuff.
Unarmed (which makes sense. Though slapping a monster with the hands of ANOTHER monster is both graphic and entertaining.)
Lute/music instrument. (Sometimes you wanna spoony bard.)
Fun fact, NPC's REALLY react to whatever your weapon is, conversation wise. I coaxed some gilded dancer's chains out of the game, and it predictably has a much different stylish impression than running around with an axe in hand, for example.
At the very least Hayden didn't hyperventilate when I had it equipped. (Or did, but for very different reasons. One time it gave me an adult toy in the form of another base weapon, which was predictably raunchy and earned some volatile reactions.)
I'm holding off exploring any more until the new update manifests so I won't have to keep reminding npc's about this and that every two convos, haha.
Anybody else have any luck with weapon discoveries?
Hi. I've spent quite a long time in the game and I have a couple of comments and suggestions.:
1. Can I add an internal notebook or journal for the player? Since there are long breaks, there are situations when I just forget about a quest or some small things and it would be convenient to have a notebook.
2. Is it possible to create a save in the dialog? The game focuses on dialoging, and often, in order for the AI to understand me correctly, I have to bring the dialogue to an end. Sometimes it can take 30 minutes or more...
3. I don't know why, but the bartender can't give out money, only request it for check-in.
4. This is no longer a problem, but rather a matter - Is it possible, when creating a character, to indicate your past in a text for roleplay?
Every time you start the game, you are asked about who you are, what brought you here, etc. It would be interesting if player could choose 1 or more NPCs and indicate how you are connected to them.
For those who are wondering how to describe this product:
Imagine Skyrim, where you are free to do anything, but instead of responding and speaking in prepared phrases, you can say ANYTHING, and they can react to it and pass the information on to others. (As an example, Darian almost arrested me for suspicion of harassment because I made a bad joke and Mirel took it as harassment!).
I don't regret spending 8 dollars!
The game does occasionally hiccup. Especially with Darian, seems like. I was doing a bit of truth or dare with Mirel and Rozy, and at one point while we were talking about the nightwatch the guards were called on me.
Turns out despite Mirel egging the convo on and being the one to tempt Rosalyn with streaking she called the guards on me for being loud-in the bar-and being nude.
(We were in Rosalyn's flat, and all characters to my knowledge still had their garb on.) Very silly stuff.
The dev is creating a more advanced memory system so you can hopefully write in some of those story ties you are keen on. That along with making a custom character (curse you, tiny 300 character description limitation!) should help.
And yes, the game has been a blast. I've been recommending it to my friends and I'm about to purchase another copy to gift it to another. 8 dollars well and truly spent, haha!
Speaking of Mirel, do you happen to know their schedule? Do they come by the tavern every night?
She tends to show up at the trading box late at night around 10-12 pm. Otherwise her staying at the tavern seems to be an occasional thing, every couple of days in my playthrough.
1. You can export NPC Memories and read through what they remember about any jobs, or quests they gave you. If you don't see any you do remember, then they forgot and you can consider any like that concluded. If you and any NPCs don't remember a quest, then it's not really worth worrying about it.
2. You can leave in the middle of any conversation, save the game and click back on the NPC to resume your conversation where you left it. This might not work if you leave while an NPC is talking to another NPC and you haven't interrupted.
3. I believe the pop-up dialogue box for renting a room is from the system and not Gareth. Though Gareth can change the price it shows if you haggle him down before it appears. Its not suppose to give money, but you can ask any NPC for money and they might give some to you. It might only be in RP sometimes.
4. Not at the moment, no. The best you can probably do is try adding to your character's description that they wear a crest that designates they're from (wherever) relative to Silverpine. Alternatively, constantly editing their memories so they always know is another suggestion, but it's a hassle to continuously upkeep and the more NPCs you want to do this to make it many times more annoying.
Your Skyrim comment reminded me of a video where the player was speaking to the NPCs with a mic and the AI was speaking back through the game as the NPCs in their voices with all of their background lore and world lore to roleplay them believable. It was impressive.
There is problem. How can i fix this?
Well, I can't download NEMO to my computer, it crashes after installation.
There's a daily AI server limit that resets at 23:00 UTC, but version 1.1.0 introduced a bug that makes the game unable to display the message properly, so it displays this instead.
You'll also be able to use an OpenRouter key next update, which should be out soon.
Silly question, but did the download finish completely? The first time I tried using an internal server it crapped out and I had to delete the partial file so it would install it right and proper.
Any shot at adding a few furniture pieces such as braziers, curtains/drapes, or wolf/bearskin rugs? Statues would be nice, too. For worship or art.
Is there a way to make the game flag something in your house or on the floor as something else? Aka, a 'stone statue of Rosalyn' or if we are feeling spicy, a stripper pole. The npc's have often handed me odd objects, so I'm curious if things like that have that effect.
Or the ability to build a bridge/extend your home on the water.
Can one forge items/arms/armor, or create ammunition for the bow as a fletcher?
...I wonder if there is any unique furniture in the dungeons you can lug over to your home. Hrm.
Here's a silly question: if you connect your home to Rosalyn's will she use and explore the interior of your home, or just stick to her preset route?
The Fletcher thing makes me wish there was a way for the LLM to work with you attempting to bullshit things together. Like say you have sticks and Stone in your inventory, and you type something to yourself and the LLM would 'judge' if this action makes sense, and either allow it and give you arrows in exchange for your items, or deny it.
I've been goofing off with dialogue, but I love the idea of setting up a smith or stonework project in Silverpine. No smith? Become smith. Mash those monsters into a fine paste and then build stuff out of 'em Monster Hunter style, bwhahaha.
Go really wild and get comissioned to make stone statues of the serpent sisters for the bathhouse and such.
Hm. Depending on how effective the update is with regard to long term direction, maybe suggest to Mirel for a career change from Courier to blacksmith. That could be fun.
I suspect you’re going to find this out first hand before most of us. A discord would be awesome for these discoveries to get stacked in an FAQ or a sorted collection of builders advice.
...Hm. Typically you can't access the narrative by yourself, which would be trying to fletch or forge impossible. But thinking on it, if I play around with the idea of convincing another character/NPC to work an anvil, then act as a team/ use the follow command... then maybe it could work. The downside is how the game and the character will quickly forget narrative beats I have in place/want to keep established, but still.
I'd also have to swap away from Nemo (which typically feels better for dialog, for me). My rig can't handle the biggest mode, but 'new' one is pretty good for narrative stuff.
And of course, it would probably just be quicker and easier to ask for goodies from a NPC instead of taking this long way around... but in terms of content and in the name of entertainment, it shall be done.
It could be a fun experiment! I'll mess around with the idea and report back later.
There will be better long-term memory and OpenRouter support that lets you use large models like e.g. DeepSeek-V3 soon.
I think I will genuinely play this game until I have it as close to completely explored as I can get it, or until it has a major update, and then learn how to custom character the next playthrough and get it perfect. One blind run. One legendary. Two thousand hours well spent v.v
I'm gonna be really curious if the other models will handle some of the repetition problems Nemo has better, like with the NPCs constantly asking the exact same question you've answered before.
The answers to those questions will hopefully be properly stored in memory now, which should prevent this.
Awesome news! Will the requirements be around the same as Nemo/"New"?
...I wonder what sillyness I can get up to with better long-term goodness...
Will export and import memories still be a thing? It really is quite handy to steer the convos in a desired direction, or clear up the random mention of being a him when that's clearly not the case.
Well, OpenRouter is a marketplace for API models that run on a remote server, so there aren't any requirements at all.
It does cost money. I estimate about $0.4 for the equivalent of the 1,800 daily requests you get using the AI server, if you're using DeepSeek-V3.
The improved long-term memory will work with any model though.
I'll consider adding more furniture.
Mirel uses things in your home if you have her move in, but other NPCs currently don't.
Ah, I see! It's a really cool feature, by the by!
A question: what is the "range" on a character detecting nearby props or objects for interactions? One square away? Two?
I think it's max range is two, but it could also be three. It's about the same range an NPC can be from the player to rope them into a conversation, but you still need an NPC next to you to do so.
NPC's can overhear your conversations so that might also be the same range or larger. NPC's in the same room as other NPCs usually notice them and sometimes mention them if they aren't in the conversation. I'm not sure if that range is the same or different.
I saw there was a fox statue listed as furniture in the game files, when I was looking through them. I was wondering where that was, or if I had to haul it from a dungeon to have it at home?
I'd like to recommend adding some flowers. By that I mean making the two flower looking herbs place-able outside. Like planting a turnip only it gives you the item back. For decoration purposes.
Statues would be great. Build up a shrine or just end up styling a home. Same deal for flowers.
Honestly, I'd like a way to color stone differently or at least mark a path/walkway beyond wood and stone. A path of flowers doesn't sound half bad either!
I don't know how I didn't notice this sooner, but I suppose its still worth mentioning as a minor cosmetic bug. My carpet seems to be haunted and disappears when the lights go out.

I only noticed because it's storming in game and the lightning slightly illuminates it in the dark. Spooky.
Will fix.
I'm struggling to reproduce this. I've seen it myself before, but it might actually be a Unity related bug.
The only other thing interesting I found was how the light gradients the carpet between opacity and transparency the further away it is from the light.
EDIT: Latest update seems to have fixed my carpet as it's not acting all spooky with lighting.
If the NPC’s are regularly cutting themselves off mid idea and the scene is losing whatever they had meant to add afterwards. Is that context gone for good or is there some out of context command to get the rest of their input? I’ve been running into a cut off and follow loop on a pretty regular basis.
And an unrelated issue. Meril is disappearing for me. “Hi! Let me follow you.” Follows, click her to converse, *poof*. Into the ether she goes.
Only bringing it up cause it’s been twice in a row, separate instances on different days that I couldn’t save/load troubleshoot a fix out of.
When an NPC stops the conversation to follow, you can simply leave, and click on them again right away to pick back up where you left off the conversation. This also stops them from following. You may need to wait a turn (R key) to let the AI "think" if your not in Real Time Mode.
As for Mirel, I've seen her do that once or twice before. I'd guess it's a scheduler bug, but I don't know. She's usually suppose to be in Thalassar, most of the time, so it might throw her over there.
Responses can't be more than ~200 words long, because maximum output length also eats into valuable maximum input length.
I just wish the characters knew when to stop their sentences. They definitely try to say more.
I've seen this happen a few times. Not just to Mirel, but Rosalyn as well. My working theory is they are supposed to be 'somewhere' else when you are talking with them, and that's the game sort of moving them along.
For example, Mirel was vanishing on me. But when I met her where she normally shows up follow mode was smooth sailing.
Quick update on my growing knowledge for community service notes. Darian is a monogamous creature. He is not taking any of my after the fact honesty well AT ALL. So. Do with that what you will. I wish you all better luck than mine.
Here's a fun tip I'd like to pass along. Tired of your friends and lovers staring at you while you are on the bed? Get *another* bed and place it adjacent.
I made a nice looking double bed for the house I made [][] with them lined up horizontally. Now when Mirel comes to sleep she at least has a place to crash, and better yet it's in clicking distance for chat and rp sillyness, haha!
I’ve put so many hours in and feel like I’ve barely progressed with my house/equipment game. But, I cleared out some space around the shed. I need a tent AND the repair table the next time Aldric is selling them. And maybe I need to talk my way into more things, yesterday Aldric sold me some exotic potions (both were bloodlust) with an emphasis on “Be careful these will start to consume you if you let them.” And then he threw in a map, which would be awesome considering my disdain for the current map, but his map, was a Map of Protection. Free friggin protection enchantment!
Then, same day, I found the dungeon for the first time and got train wrecked. The teleport trap was the most absolute nail in the coffin moment. I have to drop a crate for different loadouts I can switch to and start stocking up to go back in.
The worst is when there is a narrow corridor and the teleport trap is in the way, and now way around it. You can avoid contact wings or levitation, but it is still a very nasty surprise.
In regards to house stuff, I set up a stone bath, which has been referred to as my character and friends being in the bathouse, haha. It's a nice tub, but not *that* nice.
An observation while roaming through the dungeon and exploring: my night vision (goggles), they do *nothing*. For one, the drain in energy is immense, for the other I read that it's suppose to work in pitch black darkness. That doesn't ... seem to be working for me?
It'd be nice if they would work like a lantern or something, improving what you can see around you, while draining the energy.
-------
Another shameless pitch: Since you have racials such as slow, slow, thick skin, hollow bones, and such, here are some silly others that come to mind, maybe one will suit your fancy:
1. Broad back. Your musculature is stronger than most others your size. --Increased carrying capacity.
2. Short stature. The height of your race can be considered well below average. --Natural buff to dodge/deflect due to being small and harder to hit, reduced max HP.
3. Well rounded/Boon of divinity. Due to the far distant divine blood flowing in your veins, the gods have blessed you. Perhaps a little too much. You are curvier or larger endowed than the norm. Possibly both. --Natural charm effect along with one level of 'ward' against the elements. Sightly reduced critical chance due to being distracted by your own big bits getting in the way.
4. Rock and Stone. Your race has a knack for working with materials. --Reduced final cost for ore repairs. Improved chance of better quality ore when mining.
For Carl!---
Is there any chance of adding a third catch all accessory slot for the rest of the body? For those potential magical belts/bracers/anklets/charms/belly button rings/tail adornments, whatever. Perhaps a 'shield' accessory could take this slot.
At one point Celandine was dressing my PC up and I was gifted a garter belt. Of course, it goes in the neck slot. Hilarious stuff!
---
Lastly, this is more of a knowledge check. I know rune stone improves base stats with higher gradual tiers of use, but is there any way for that to extend for accessories? Those all seem to have base defense of 0, and using precious rune stones only improve their value, not the stats or the effect of the enchantment on them.
One NPC gifted me with their literal ring (Mirel's Wedding Ring) so I'd like to keep improving and zipping around with that if at all possible.
Sorry for the wall of text, and thanks for taking the time to read the mess, haha.
Racial would probably be overpowered unless it worked like night vision, but an ability that shows ore/plant locations closest to you. Another fun thing might be Max Reputation granting something related to that. Like Max Rosalyn giving you a map that shows the highest density of certain herbs for each map title, or Max Aldric giving you the same, but for ores.
I'm pretty sure there will never be a third accessory slot or armor slot without Dev re-balancing enchantments.
Why? I made a personal theory that one could enchant all 5 slots(2 armor, 2 accessory, 1 weapon) with the Charming enchantment and that would give you +50% to your selling price. You sell at half value already, so its balanced at 100% of the items value.
If there was another slot it could be abused to make your sells 110% which means you can continuously buy items at it's normal 100% value and then sell them at 110% value. An obvious infinite money exploit.
Though you'd probably earned it after waiting for 6 Scrolls of Charming to randomly appear in Aldric's shop. Sheesh.
Also, you could get parry up to like 93% which is a bit too much.
For the racials, I was actually trying to keep the suggestions in line with the stuff that already existed. Not like any of it is a demand or set in stone, regardless.
As to the enchants, I understand. That's certainly possible with enough time and effort. But at that point as you say, you (as the player) would have invested so much energy into gathering all of that you probably should be that potent anyway. Assuming you are focusing on only one style of enchantment, that is still days of playing, at the very least, unless exploiting this and that.
And the suggestion aren't intended to be so much for exploit (though clearly that would be a possibility), but adding a little extra detail and spice to the furry fantasy fare of the players adventure, and enhancing an already fun narrative experience, haha.
I like your racial suggestions, since they allow more fun with custom characters beyond just making an anthro, though Third Eye kept the original set to "animal" related traits like claws and fur, and I don't know if they'd want to maintain that style or not. This is why I suggested something related to 'endurance' since there's not a trait for that, and it could work for a variety of species.
Eh, most of them are just fantasy tropes with some potential to cross over. Aside from the obvious dwarf reference, but dwarves are awesome, full stop.
Currently there are racial stuff in place for big tough types already in game, so I thought I'd suggest stuff for smaller bodied anthros out there too. Cats, Corgis, Rodent types, Yordles.
Goofing around playing a shortstack yordle in my recent playthrough after making the art. I need to remind the AI now and then that NPC's are often looking *down* at my MC instead of *up*, but otherwise it's a pretty fun time.
I'll be honest, a debug option would really help those frustrating times when the NPC 'says' they're giving you gold, but it doesn't actually transfer over. I'm really not sure why it works sometimes, and other times it doesn't. Does the NPC currently being in "merchant mode" somehow override it?
An NPC opening the trade window does override it, but it should be working better next patch.
Please and thank you.