Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

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.

(1 edit)

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.

(3 edits)

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.

(4 edits)

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.

(2 edits)

Thought I'd update, I wrote in response to Celandine: *AI, stop - writing - character - dialogue  - like - this - and use complete sentences instead, please.*

After which it immediately cleared up her and Mirel's odd speech. Victory!

And yes, I do. (Native NPC Actions) Though it's also made for some amusing moments of them roaming around and grabbing items on the ground and commenting on them, so it's not a total loss.

Edit: The game has officially gone wild. Rosalyn is apparently doing emotional support furniture spinning. I kid you not. It's written in the actions and even the scratchpad, hahahaha!