I'm having a genuinely great time with everything from the interplay between characters, to multiple timelines with different PC's from travelling priests to exiled nobles, and the Ys like combat, though I wish my staff didn't snap like a twix bar.
Couple questions! The NPC's all have individual memories, so to help keep things straight, I try to keep all the plotlines happening at the same time. Is it easier to just have the NPC's tell each other what's going using thingsThatHappened or would I get better results from just pasting the same event into advancedMemories for each character? I'm mostly just tired of having to recap each time I speak to someone.
Secondly as far as give_item goes, since it's a coin flip whether or not this will actually function on request, if a conversation fails to add the item, is exported, and the NPC action added to give the item, will it give it when continuing the conversation within 10 turns? I can still save scum if anything happens, just curious.
I mean Rosalyn basically pins everyone down and force feeds them a bucket of tea every time I talk to her, but when when requesting the item outright in OOC, Deepseek just folds it's hands and whistles having no idea what I'm talking about 50 percent of the time. I get a lot of that is the text gacha, just wondering if there's an easier way to force it.
Really you're not meant to edit the exported NPC memories at all, and I can't imagine editing them not causing confusion in some way. NPCs receive information by being part of a conversation, or by having information shared with them by another NPC.
I see that people like having overarching plotlines, so I'd rather have a system that handles this better, than having people edit the exported memories. I'm very much open for suggestions about this if you feel like there's something missing, or that maybe there should be more detailed/frequent/reliable communication.
The field that contains the used actions does nothing if you don't have "Native NPC Actions" enabled. Otherwise it tells the AI what actions were already used. Again, it's not meant to be edited.
Maybe an extra billboard to 'post' information to or rumors that could be spread at the inn? Or maybe a 'broadsheet' item that could be handed to the character of one's choosing?
I'm not quite sure what DOES trigger conversations and communication. It's not every conversation you have, so I'm assuming it's what the NPC determines as 'important' (as decided by the model). More of them wouldn't be the worst thing but it probably wouldn't help if Hayden was running across the street arms flailing claiming that someone bought two pretzels and a sweetroll everyday.