Out of curiosity, does this have anything to do with TurboQuant?
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There was, but the process has been simplified from what it was. Dev is working on a tutorial for generating images with art style similar to the game's art style. Hopefully, it will also have an updated tutorial for custom characters with it.
For now, you mostly just need the image of your character you are going to use for the game. If you don't have one, have an AI generate one for you using Civit.AI or Perchance. Preferably a full-body portrait in 2:3, around 2k resolution though it can be less, with a neutral pose, and a simple plain background for editing in GIMP.
Look online for a free 2d to 3d model converter to make a 3d mode of your character. You should get a .glb you can import during character creation for your directionals.
Make a copy of the full image and resize it to 32x32 for the small no direction image, if you care about that.
Edit the full body image in GIMP, add alpha channel to image and remove background to make it transparent. Save and Export as a .PNG, then import the image during character creation. That should be it for the minimum requirements.
I know that probably won't answer all your questions, but at some point you'll have to learn to figure it out on your own. Ask ChatGPT for more specific help like prompt hierarchy or how to remove background from an image. I know I've done that to figure the small things out myself.
Apparently, the Fitness Trainer job can force remove your traits, and it doesn't even ask the player.
So after a session the Fit trait get "upgraded" to the Athletic Build trait, but I had both to begin with. So, instead of nothing happening. It eats the Fit trait and I lose it and gain nothing for it. I'm a little frustrated at the loss, considering I just got it, and it's gone already.
I'm going to stop playing for now considering the state the game seems to be in.
I'm getting a bug where the 'Attempt Trade' button lights up, I click it, and nothing happens.
To give you an idea of the trade I'm trying to attempt:

I suspect whatever is lowering the value of 'Their Offer', (the two Trading feats?) isn't working properly here, because it still thinks the trade isn't fair. I'm also not sure why it's set to 17 and not 19 since it's supposed to lower it by 1 then by 5.
There is also an extra -3% Modifier that's not listed coming from somewhere, (probably from one of the detrimental traits not being listed properly?) though I can live with that if it's supposed to be there.
The best argument against doing that, that I can see, would be because the dev would have to rebalance the effects of enchantments if players could scale enchantments like that per individual enchantment.
Take the Scroll of Charming for example : +10% better prices in your favor and some relationship score boost. Everyone starts at 50% item value when selling. So, if you enchant every equipment slot with the Charming effect, you can neutralize that 50% penalty, and it would be a flat 100% item value to sell. Seems pretty balanced to sell back an item for its normal value.
If you made such an enchantment any stronger or add another item slot. Making sell prices 110%, let's say. You'd easily break the games' currency by buying everything Aldric owns at <100% item value and selling it back at 110% item value. You'd be able to infinitely generate gold until Aldric has no more gold on him.
Similarly, with the Parry Chance enchantment (forgot the scroll name). If you enchant every slot with it and use a staff you can get around 75% or 85% Parry Chance. Which is pretty high already, but there is enough room for you to still get hit sometimes. Anymore, and you can almost guarantee you'd never get hit if you reach 100% Parry chance.
That's just the two things I am aware of when I mentally considered trying to break the game by stacking enchantment when I was playing casually.
In case you didn't see my recent reply:
https://itch.io/post/15849492/
Feel free to correct me if I got it wrong, dev. I'd like to be sure it's right.
Your Shed should be decently sized for a large house. Here is how big it should be. Black line is property limit:
If you want more space, then you'll have to befriend the NPCs. Every NPC has an area in Silverpine they own that you can't build on, unless you are close friends with that NPC. They will give you their house key, which also gives you permission to build on their land.
There are 9 as far as I and some others are concerned. Technically there are 10 NPCs, but one of which is... well I think several people would agree they aren't a real NPC at the moment. Which is to say there isn't the same range of interaction to be had. You can talk to this NPC, it has AI behind it, but there is no reason to and that's about all I can say without getting into spoilers.
When asking Gareth about buying the shed there is a specific (in-game)system popup that asks you if you want to buy the shed. If you just give Gareth money he isn't likely to give you anything, unless you use that pop-up to buy the shed key. Though you can totally get the key from him without the system pop-up. Even get it for a good discount or for free if you know how or get lucky like I did a few times.
I believe you can't build structures out in the wild because the world is randomly generated every day. Presumably, anything you could build will be lost. You can only build a camp fire and place items like a tent if you're making a temporary camp out in the wilderness.
You export NPC Memories. You can find the file in your AppData\LocalLow\Three Eyes Software\Silverpine folder. Open it with notepad or something, and you can edit relationship scores, there current limit, and other memories an NPC has. Note you can only see the information of an NPC you've met.
Edit: You then have to import the edited file. I forgot to mention that part, but it should be fairly obvious.
Out of curiosity and maybe this can help, can the input and output be in typical Latin letters that English (and other languages) use, but the language it'self be different? Which is to say, using the phonetics of the other language, but with Latin letters.
I ask because I tried testing this once several releases ago, and it seemed to work fine. Though it was a very brief test, I asked an NPC to talk in Russian, but without Cyrillic and the translation seemed good. (using google)
However you want to? It's in RP so whatever and however you want. Unless you meant, how to describe yourself doing actions in RP? Then you'd use asterisks around your description.
NPC will often hallucinate things with their quests, so don't take them too seriously. You can go and perform the request to the best of your ability, or you can just say you did it, and they'll likely believe you. If you get a quest that seems mechanically impossible for you to do as the player, like your request, you can use RP to give a brief montage description of your character performing the actions over however many hours, getting the request done, and coming back to the NPC to continue the conversation. You might even get rewarded for it.
Just realize that not everything that happens in RP can be reflected mechanically in game. If they promised a reward, they might say they did in RP, but you'll get nothing. Though they aren't too bad about that, it still happens. Save beforehand and reload if you really want the item/gold.
Edit: Size correction
Try both out to see which one you like, but first one is probably best, since it's closer to your original and still has the black ventral scales. Its size isn't the same as the NPC portraits, which is around 2400x 3800, but you probably won't notice the size difference too much. Only the style.
Yeah, the ventral scales don't look as black now, maybe you can edit it some day? It was an accident anyway, but it came out really cool, so I'm letting you decided if you want to use/keep it, if you like the style. If you want to use it in game, you might have to make a copy and scale it down for the game, around 1900x2800 - 2400x3800, but It probably won't be an issue.
Well dang. My base image is 2:3. I guess I can add empty space to the sides and fill it with white to match background so its 1216x1216 and scale down to 1024x1024 in Gimp. Is the 1:1 ratio have something to do with generation the image or is it a clipvision/tiling the image thing? Or is it just for the lowered buzz cost or model training preferring square images over tall ones and it starts guessing?
I've been keeping the LoRA weight for Smooth 2 at 0.7 - 0.8, CFG at 6.5, and Steps at 30, also leaving the CLIP Skip at 2, but I've been having issues getting the denoise to affect the image much so I've been playing with it. I didn't realize you were running it through multiple times, so this might be the answer I was looking for.
I've been using the DPM++ 2M Karras Sampler, since I can't find the 3M SDE anymore, unless I'm generating in the wrong function? I should ask just to be sure, you're using the Image Variation and not Image to Image, right? I'm not sure what the difference is, but the latter seems more for photos.
Thanks again for the advice.
Thalassar is the capital city of the Kingdom of Vyrndal. Silverpine is located in Vyrndal and is west of Thalassar. The road that leads east from Silverpine and all the way to the map edge leads to Thalassar. Thalassar isn't currently reachable as a playable area, but the NPC that leave Silverpine to visit the capital do walk all the way over there and back.
Poor, Mirel walks it nearly every night/morning.
Edit: Rosalyn might mention a friend she visits in the capital, Isolde. She's in lore as a fennec fox and is energetic. She isn't a current NPC that we know of.
NPCs aren't reliable when they say they will give you something. Sometimes they say they will and they do. Other times they say they will or did and give it to you in role play, but not in game mechanics. If they don't, you can't make them give it to you. You can only ask and hope or cheat it in.
It's recommended to not rely on what they say. You're better off asking for an expensive item instead of money. You can sell it for 50% to Aldric. Or ask for several smaller items you can sell to the market. I once bought 50 turnips (not seeds) from Aldric at a low price per turnip (around 3.5 gold per)and he actually gave me 50. I sold them on market when the price was high. (15 or 16 gold per) Good profit. I don't know if I can get him to do it again since that was in an older release.
Here, I got bored and made him bigger(1696x2528): https://postimg.cc/Hjby8LxP
I also accidentally made him look badass and too big (3392x5056): https://postimg.cc/w7tnQnCZ
You don't need to generate another large picture with AI for the nude sprite. The nude sprite will be small and easier to edit by hand with an editor. So, you can use the dialog picture you had AI generate, make a copy for editing, shrink it to around 32x32. Change the pixels so it looks nude. That way it looks like the same character and the pose is the same.
For facial expressions, you'll probably want to find an AI that can use 'inpainting' or 'iterative editing' on the generated image.
An example the dev gave several releases ago was an AI called Flux Kontext:

You can probably use this to help with the facial expression to make it easy.
If you already have your character's big dialog image, you can resize it to 32 x 32 pixels and edit it with GIMP or other editor to make the sprite look nude. Doesn't have to be perfect, because it's pixels.
For example:
Oriana doesn't have a nude sprite, but I made one by resizing her full image to a 22x32 image and editing the pixels.
Original resized: 
Edited nude: 
It's not perfect, but I only spent an hour or two on it. You can try to do similar with your character to make the nude sprite.
To add an item to the bar you right-click on the slot you want, your inventory will come up, and you can choose which item from inventory, (I think only consumable items like drinks, food, potions, etc can be selected) and click select. It should be on the bar now. Left-click the bar item to use or use num-pad for hotkey. You can go into settings to config your hotkeys.
In regards to how Oriana treats other NPCs in multi conversations. Oriana tends to be more warm, open, and friendly with NPCs if the player has a high relationship score with those NPCs. And more reserved, stoic, and cold with NPC's the palyer's have lower scores with. (minus Celandine of course,)
I noticed this when I had a multi conversation with Oriana and Rosalyn, I had both with max rep, and Oriana was open and friendly with Rosalyn. Same with Mirel, both of which I was surprised to see. I then later talked to Darian, who I had around 40-49 rep score with and Oriana was noticeable more reserved, stoic, and said less, but still respectful, and it seemed to be because Darian was present, but she went back to acting normal at max rep when I talked to her without Darian present.
This was all back in the 1.1.* and 1.2.* releases, on Nemo, but I wanted to share this since it's niche information I noticed, and I'm curious if you've noticed similar encounters like this?
OH! That formatting, I've seen in the game data for NPC houses. I didn't realize that was the naming structure for the sub-zones. I just thought you named and categorized the rooms neatly. I never thought to try using it when naming an area.
Thanks, this actually helps me a lot for if and when I build an add-on for the shed and other NPC buildings, if they let me. I'll be sure to reference those base zone structures when naming the subzone.
Oh, I see. My bad, I had gotten back from a strenuous 2-hour couch lifting session and was tired and wasn't focusing last night.
I actually also did that as well, used the shed as a sort of foyer for the rest of the house. I had this same problem last year, but I caught the issue early and reloaded to rebuild it a few time to figure out why Mirel was sleeping on the floor in the shed and not in her new room. But, yeah, I agree it did seem to break something in Mirel's pathing, but I still think it's because of the naming of isolated buildings not being the same name as the shed. Making them the same worked for me, but I can imagine you do not want to redo all the floors to work around the effect of the issue.
What specifically about the update do you think is causing the issue if you think it's not the named isolated building trying to merge with the shed? You think it was something else in the update?
Hey, using scaffolding to mark out your build plan is also a good idea.
Fines? On my land? Never! Though speaking of possible fines and Darian's ire. Did you know you can build about 4 tiles out onto the road? A corner of your property is diagonal from the corner of Hayden's house. I found this bizarre, since it means I could theoretically block the road with a wall to the river and the whole village who uses said road would have to go around Hayden's house instead to get to and from the bathhouse. I feel like I would actually annoy the NPC's and get Darian yelling at me if I did that, so I haven't tried it yet. But I could...
You don't have to name the flooring, you know. A least from my experiences you can just not name it, and it seems to stay unamed like the rest of the tiles until you connect it to something, like the shed. Or you can build from a flooring tile next to the shed flooring, and it will assume it's part of the shed and never ask. That is how it looks like it works to be anyway, but that was from several releases ago, so it's possible things could have changed since.
I personally like using graph paper to map out the squares onto the page, lightly filling squares for nearby buildings, roads, bridge, waterline. Then go around the property and see where I can and can't build any structure and map out the border of the property. Then I plan out the building design, walls doors, windows room layout and furniture. I surprisingly find it fun to do, and I suppose it also fits my character's lore as a carpenter/builder, so I tell the NPCs I'm "surveying" the land and "drafting" up build plans if they ask.
That could be something new. In the past, when checking Oriana's memories I've never seen her go to the Capital, it's always been Celandine who goes there. Oriana would always "meditate in the mountains" when it's her turn to be away from Silverpine for the day. She usually goes straight south from her house and doesn't use the road to leave the area. Which was always weird if she was going towards the mountains, why go south and not west?
Anyway, you might be right, but I know she doesn't like to go to loud/noisy places, or at least that's how the AI spins it when I asked if she goes there or why I never see her in Gareth's tavern.
Interesting that she can't. I'd expect a rep loss and her to go back to her usual schedule. Not that I would know what's going on with her, I haven't had Mirel move in. I'm waiting for the Custom NPC update to see if I can get someone else in there.
Glad, I could at least clear it up for you, I had a similar problem once, but I caught it early and reloaded to redo the first half of my building. Other NPC will look at buildings similarly, so if you want to expand another NPCs house or the Bathhouse, just build out from their building.
Out of curiosity, do you have a hoard room for your dragon character? Like an opulently furnished room with high valued items littered around. If you don't, it might be a fun to make one and give you something to do for your character, see how other NPC react to it.
When you built the add-ons for your "Shed" did you build the floor tiles disconnected from the "Shed" floor tiles and get a pop-up to name the new building/construction, and you entered a name like, 'House' or 'Bedroom'? If you did, Mirel won't see that new area as "Shed" but as whatever you named it.
If you didn't, then it's probably a bug. But if you did, then I can possibly give some advice, assuming what I know hasn't changed or was wrong to begin with.
Mirel will stick to the designated "Shed" area unless you undo the entire flooring on the add-on and rebuild it outwards from the Shed flooring to keep it connected. If you remove the "Shed" flooring (also under the walls) and make it something else like, "House" before she moves in, I don't think it'll cause any issues.
If you completely remove the "Shed" flooring area while she's living in it and expand the other area into it, she'll probably complain about not having a place to live, since the original area is gone, and will probably leave back to Thalassar. Not sure how well she'll handle it, but you can try to get her to move out and into the other side of the "House" and then remove the "Shed" side altogether afterward?
