Happy to hear that you've got more plans for this game, thanks for clearing things up. I'm glad to be wrong, lol.
Akatosh193
Recent community posts
I got to thinking about custom characters again, and it would be nice to have a place to share custom characters, both PC and NPC, especially since each character is now contained in their own file. Whether it's a Discord, some other forum, or even a menu in the game, it'd be nice to have somewhere to share characters.
Three Eyes is currently working on eventually getting custom NPCs implemented, and done a lot of work on the back end to support it, but I don't think we'll see any more "official" NPCs, save for maybe an example one if they don't re-use the example custom PC. I did hear that work had begun on another project, but I'm not sure what has priority now, what form that project will take, or what the timeline is on custom NPCs or any other projects.
It would be nice to have the option to have directional nude sprites, or at least the ability to use the normal directional sprites when the player character is nude.
I'd also like to have the option for a higher character limit for custom player descriptions, or at least an understanding for the limit. If it's performance related for the AI, perhaps a higher cap could be reserved as an option in "settings.json" for those that have the performance headroom? Maybe we could also have a dialog at the start of a new game that allows us to give our character a brief backstory? Just some basic stuff so that we can set up scenarios like "I am a famed historian," or "I grew up in Silverpine and left, but now I've come back," that way appropriate characters can recognize the player when they first meet. It's not hard to nudge the AI into the backstory I want, but it would be nice to do the nudging before I even start. Even just having an option to say whether I'm a stranger or familiar in Silverpine would be a huge improvement and open up more options for role-play.
Finally, perhaps it could be set up so that the relationship cap mechanic is disabled when in relaxed mode, or at least optional in that mode? I get that it's likely to make relationships more organic, as it's unrealistic to go from acquaintances to lovers in a single day, but I think it's also nice to have the option to turn it off. I do like that you can see where the cap currently is while talking with that character, and that the meter starts off empty now instead of having a little bit by default.
I might have found out where the problem may be, or at least where it isn't. I decided to try out running the latest version of Koboldcpp standalone, and I used Nemo as the model to run everything through, and it did eventually have that random drama happen (power outage this time). I think the problem might not actually be entirely with Silverpine, though 1.4.1 did reduce the frequency. I think the problem is with Nemo, Koboldcpp, or with how my hardware interacts with everything in the stack. It's not super helpful, since I don't have anything really concrete, but it might at least mean that the problem isn't your fault this time.
You should be able to just tell the female characters that they're intersex, and probably the males too. LLM's don't really push back if you're insistent enough, unless it thinks you want an argument.
Actually I just checked, and easily got Aldric to claim he was born with massive breasts on the first meeting by saying "Nice rack~" and asking him how he got them. He wasn't amused, but the point still stands.
Not included with the game, no. You do have the option to make your custom player character images nude, but the NPCs will remain clothed in their images no matter what. There might be an option in the future for custom NPCs to have clothed/nude images, if and when they get added. But for now, it's just the base NPCs in their clothes.
First, I've got to commend you on the house building and furniture placement system. Most other games that have a similar system, have to force me to engage with that system, but I actually like building a house in Silverpine and decorating it. Somewhat related to that, though, is that Darian will patrol right through my house if I use enough of the available plot for the abandoned shed. Another complaint is that Nemo will frequently try to inject random drama into things, I.E. a home invader, characters having sudden health issues, or a character taking a random phrase or name as a slur. Typically it'll be as I'm getting ready to end that dialogue session, it's like Nemo's trying to keep me in that session, but the phrase or name as a slur one can happen at any point.
Not sure if you're aware, but the arrows around the box that shows the imported .glb lets you fix the directional sprites. I'd guess it's for compatibility with any different orientations that you might get from the different .glb export services. I've been wrong before, though, so take what I say with a grain of salt. The other two things are definitely a bit of a nuisance.
Go into your file explorer, select the "View" tab at the top and make sure the option "Hidden Items" is activated. Then navigate to
C:\Users\"Your Username Here"\AppData\LocalLow\Three Eyes Software\Silverpine
with the username of your computer account in place of the "Your Username Here" part. Open the file "settings.json", you can set the option "useAIServer" to "false" and "showAIModelSelectionOnStartup" to "true", this will have the game show you the options for running a model locally.
If you want to try connecting to the server again, you can change the "AI Processing" setting in the ingame settings menu to "Server". You will have to restart the game for it to actually try and connect again, though.
There is a tool, called AssetRipper, that allows you to extract the the images used for all of the characters, you can then use those images to create your own custom character out of one of the included character's assets, but you'll have to cut out each directional sprite, and put your own description in for the new custom character. For the background, it is stated for visual aspects only, but you can add some background info if it's important, like saying that your character is wearing something from a specific place or is a variant of their race/species that is commonly found in a certain region or speaks a certain language/ has a certain accent. Typically you give the characters your background as you play, they will repeatedly try to get you to answer questions about yourself, so you could talk about how you're an escaped convict or the chosen one or whatever, the game has a lot of room for you to make your own past. As for making .glb files, I've found that Trellis gave me the most usable results.
Just to add to the list, I've noticed a couple issues with houses. On saves from before 1.3.0, Hayden's house doesn't get updated, so he starts homeless maxing and sleeps outside. The other issue is that the northern walls of the shed are indestructible on saves that were started on 1.3.0, and those walls fall outside the build boundary for the shed so you can't replace said walls even if you could destroy them.

Worked like a charm. I've been playing around with the latest version and haven't run into any real memory poisoning, a few times a character has repeated themselves, but it's always been with a day between the first time they use that output and the time that they repeat. It could be me getting better at steering Nemo away from the things that would cause the poisoning issue, but it definitely feels a lot more stable. I've made sure to try with "shortTermMemoryClearingEnabled" set to false at first, and the only "issue" was outlined above. Nemo's dialog is massively improved from 1.2.5 and now feels a lot more stable than 1.2.6, also I really appreciate the addition of a bar next to the status effects indicating how many turns they have remaining.
I seem to be a lightning rod for issues, I'm not able to get 1.3.0 or 1.3.0b to connect to KoboldCPP when using Nemo. It always stops at the point where it tries to connect to "http://localhost:5001". This is after letting the game download both KoboldCPp and Nemo fresh from the server. Using the dedicated server or a different model seems to work fine, it's just choosing Nemo that caases Kobold to get stuck.
After playing around for a while, it seems that numbers are the biggest cause of the memory poisoning issue. If Nemo tries to quantify something, it'll get stuck with that data. On top of that, with "sTMCE" set to true, the model seems to get more stable as I go forward. I'll have to wait 12hrs ingame to clear the memory once it gets poisoned, but after a few times it seems the model picks up on the fact that something is going wrong, and is either "fixing" itself for that save or just avoiding whatever's causing the issue.
Just in the spirit of not crushing your hopes completely, Three Eyes had stated about a month ago that they plan on adding the ability to add custom NPCs at some point in the future, when they figure out how to best implement the feature. It may not be too big of a stretch that there may also be a way for them to make it so we can add our own modifiers to the game's base lore and characters, like changing the official language of Vyrndal, as you suggested. The final say is up to Three Eyes though.
I realized I left out some important info, I frequently start over and swap out whichever character I'm playing by swapping the save files out. So, most times I've run into the memory poisoning have been on fresh starts, but if there's any data that the AI uses outside of those save files, I could be the one causing the poisoning by swapping around saves or starting fresh.
I did as you asked and downgraded koboldcpp, on a save that started on 1.2.6d and had gotten memory poisoned with shortTermMemoryClearing set to true. It had an interesting effect.
Rosalyn started reading from WorldLore.md. I realized that I had forgotten to wait 12 ingame hours, so I decide to see what would happen if I did. After the wait, Rosalyn had gone back to normal but did eventually start doing the "x (unit of time) later..." again. After waiting at least 12 ingame hours from that point, Rosalyn went back to timestamping on the second response.
I had Rosalyn eventually start counting with "shortTermMemoryClearingEnabled" set to true, this was after about an hour within the same dialogue "session" without any turns passing in game. Waiting for at least 12 hours ingame cleared things out and she stopped counting, but she quickly started just repeating herself verbatim. Turning the setting to false, just has Rosalyn continue counting even if you wait. Which sounds like the expected outcome if the problem has to do with the AI model's short term memory.
Was able to go for quite a while without Nemo ever doing any of those annoying things. The character consistency was noticeably worse but at least the conversations weren't getting derailed because someone mentioned a number or the passage of time.
Now if only I could figure out how to get the AI to have the character actually follow me instead of role-playing that they're following me.
Edit: Since this thread got a little long, I'll add this to the beginning. This issue has been fixed as of 1.3.0c. I did eventually have some annoying output on 1.3.2 in the form of a section preceded by "RP Emote:" at the end of a character's output, but was easily able to just tell the AI to stop adding said segment.
From 1.2.6 on I've had an issue with Nemo getting stuck in an annoying behavior or some kind of loop. The most common one will have it start every sentence with "X (unit of time) later" I've also had the snake sisters just start counting up and becoming unresponsive. I've tried every way I could think of to get it to stop, and it will acknowledge what I'm trying to do, but will continue doing it. I'm running Nemo locally on a GPU with more than 10 GB VRAM, I don't have the necessary 24 GB for Gemma-2 Large though.
Also a couple QOL features I'd like to see is an actual button that lets you request a character follow you, as a fallback for if the AI doesn't start following and just RPs following you. It'd also be nice to have a bar under each status effect for how long it has left before it expires, or in the case of being soaked, show how wet the player is.
