And you got it! A pale (trout) like you asked for!
Wonkiness aside, I really do love the food descriptions sometimes.
Crayshen
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I mean you still do ultimately get out what you put in. Can you make Hayden into a chain smoking angry cynic? Yes, you heartless monster.
I've done at least one with Remy where he was Mirel's brother and after a bit of reinforcement rather than constantly hitting on me, she was giving me noogies and complaining that Mom liked me best. When she's firing on all cylinders, she great and probably has the wittiest and most sarcastic personality of the group.
I'm also a big Orson fan but also I kind of like the fact he's out of the way? It's incentive to get up and get moving if you want to and to get out of the village.
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.
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.