I noticed this a few times in group conversations: if you use the Talk button while reading one character's line, you don't actually address that character. Whatever action or response you make, it gets "targeted" at the next character in the group. And you don't actually know who that is, unless you hint at that in dialogue. I ended up giving money to some other characters when talking to Gareth at the tavern more than once.
In my most recent interaction it looked like this: Aldric, Gareth, Darian and Mirel are in the tavern and I start a conversation with all of them. In the course of the conversation I give an item to Aldric (that works as expected) and he pays me by sliding 20 gold onto the counter. For some reason the game does not give the money to me directly, but I noticed this is not a problem usually. I then explicitly say I slide the money to Gareth for some drinks, but it ends up as if i gave the money back to Aldric. And to make maters worse, now it deduced that sum from my personal inventory.
On another occasion I was talking to Rosalyn and Hayden and one of them proposed something. I said that it was a great idea, lets do that. Then the other one responds as if that remark was addressed to them, and not the previous character.
Not strictly a bug per se, but something that could be improved.
Frederoo
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That is quite annoying for me as well. Looking at the console while playing, i see a lot of those situation come form misinterpreting "follow" by the AI. Instead of "In this excerpt, is Mirel currently following Sybil somewhere?" I'd try "... did Mirel agree to physically follow Sybil somewhere?" because I sometimes see that the logic is sound, just the question asked was not precise enough.
In my example below, the reasoning for starting the follow routine was just talking by the crate: "Mirel is actively engaging Sybil with playful banter and offers to show her around, indicating she wants to continue the interaction." - and they would still be talking if the dialogue was not terminated due to following. Above that there is a check if the location changed, which seems to confirm that the AI knows what is happening: "The conversation does not mention a change in location; it focuses on the crate and tools."
Actually, maybe it would be best to just remove the part of the procedure that terminates the dialogue? That way we could role play our way out of it - I told NPCs to stop following me many times, just to start a new conversation to stop the follow behavior.
I'm on Linux. Good to know I can just change the URL in the config! koboldcpp 1.108.1 runs really smoothly.
What I meant by the wrapper script: compiling by hand builds no single binary, just a koboldcpp.py script and library files, so I created a bash wrapper with the expected name to start it up and altered the seal file to match the file size. I'm happy to say i don't need that now! Still, just putting an API URL in the config to use what I already have instead of downloading another miniconda all-in-one package would be more efficient.
Hello! I ran into some issues with koboldcpp - namely, my dual Xeon CPU system does not support AVX2. That crashes the precomplied binaries that are automatically downloaded off of GitHub. I recomplied it from sources and it now runs fine on my system. Unfortunately, even using a wrapper script in place of the original binary, the game fails to load the local GGUF model. Would it be feasable to add an option for the game to just accept a URL to the KoboldCpp API?