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Three Eyes Software

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A member registered Sep 07, 2024 · View creator page →

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Gemma 4 is much more stable, knowledgeable, and RP oriented than Qwen 3.5. You will notice that it's a sparse model with less active parameters, but it more than makes up for it by being "in its element".

I wasn't really able to reproduce this issue, so my attempt at fixing it was a shot in the dark. It's certainly something very strange if you have objects not sticking to their normal grid positions.
This is inside the zone of persistence around Orson's cabin, not wilderness, so I can't easily retroactively fix it for old saves. The shape of it makes me think it's not related to what I've changed. Was this already present the first time you went to the cabin on this save? Does it occur on fresh 1.7.1 saves?

I've also experienced weird memory errors working with Qwen 3.5, though I'm not sure if it's an issue with KoboldCPP or the hardware itself.
Try Gemma-4-Sparse, it's a better model in most aspects anyway.

Which model are you using?

A logical next step would be having something that lets you create plots and premade buildings, but I'm not 100% sure about the specifics yet.

It's not impossible, but back in Nemo days it was very beneficial to have the AI take the first turn. It might be different now with Gemma 4.

Feel free to post it here, but don't create a thread for it.

It's a process that requires querying the LLM. Does talking to NPCs work? Disable all custom NPC definitions so you can test this. What are your system specs and which model are you using?

This is a model issue, so there's nothing that can be done about it without destroying performance through extra API calls that check for and correct it.

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There simply isn't enough context window/intelligence/performance for these kind of elaborate systems with the local models that can run on the average person's machine. I have some ideas for an alternative to dynamic mode which queries the custom NPC's AI every in-game hour to let it choose from the list of possible routines in real time, taking into account everything that it has access to in dialog, but I have doubts about Gemma-4-Sparse, aka 26B-A4B, being able to handle this in a coherent way.

NPCs can change their daily routine in a very limited way if you plan a meeting at X location in Y hours/days, and them not being able to follow you outside the town perimeter has been solved with version 1.6.0.

This is planned for a minor update.

I'm working on improving this for Gemma 4 specifically using its currently unused thinking mode. Models with low active parameter count struggle with this task the way it's currently set up. Qwen 3.5 seems to do fine. I have not extensively tested it with the dense Gemma 4 or DeepSeek, but if it's a problem with those too, please let me know.

Knowledge doesn't see %SPECIES% as a variable, so write out the actual species.

The NPC has to be mentioned or present for their public knowledge to be accessible. I will investigate having "lesser" custom player character description fragments as a feature though.

Will investigate.

The AI can change its mind about invoking some NPC actions, and in most cases it results in better accuracy.

The log shows that it fails during text completion too. This is some sort of mystery OS/driver/backend issue, since the only thing the game does differently between sending requests to Qwen and sending requests to Gemma is that it launches the backend with SWA enabled on Gemma.

You could try letting the game load the model, then killing the hidden Kobold process after it's done loading the model, and run this command in the StreamingAssets folder to "switch out" the backend process for one without SWA:

./koboldcpp-linux --model "Gemma-4-Sparse.gguf" --usevulkan --gpulayers -1 --quiet --multiuser 100 --contextsize 4096 --skiplauncher --port 5003 --nofastforward

If SWA isn't what causes the problem, I'm out of ideas. It's difficult for me to debug what's happening here because I don't have an AMD system to reproduce the bug with, if that's even the cause.

This has been fixed now. Thanks for the report.

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I've uploaded a patch that should fix it. Now I'm also curious where you got the log in your original post from, seeing as logging should be disabled and there is no user-facing way to copy errors that happen during dialog.

Add diffuse to the first one, delete the second one, or copy the contents of the first one into the second one.

Modifying default NPCs doesn't change their schedules. Dynamic mode is only available for fully custom NPCs.

The game prefers textures of which the name contains "diffuse", "albedo", or "color", and refuses textures with "specular", "metal", "normal", "smooth", or "emission".

Import the model into Blender and check if the actual color texture somehow violates this rule.


The model itself is working completely fine. This seems to be a problem related to KoboldCPP's tokencount API. I'm sort of at a loss why this would be happening with specifically Gemma 4 series models.

The changelog for koboldcpp-1.112.2 says "Fix for /api/extra/tokencount". I see that you've manually updated to 1.113, but for sanity, try it again with 1.112.2 specifically. If this doesn't fix the issue I will add a fallback that simply guesses the token count if the API fails.

Your link requires a login. Use Pastebin or just post it here.

It's a bit difficult to explain what the faction value actually does because it influences a lot of little things internally, and should simply be "Silverpine" if the NPC lives in Silverpine, "Capital" if the NPC is an offscreen visitor from the capital like Mirel, and "Other" if they live in the wilderness. It has no influence on anything that is clearly visible to the player.

The custom NPC's daily routine in dynamic mode is solely influenced by the private character description, knowledge, and possible routines you have set up. The AI will try to infer a daily routine from those things.  For example, if you have a custom NPC that has just two possible routines, "visit_tavern_in_silverpine" and "stay_in_capital", and a knowledge entry that says "%NAME% visits Silverpine every Tuesday.", the AI will most likely set up a daily routine that results in the NPC visiting the tavern every Tuesday.

Custom NPCs being able to move in with the player like Mirel will come in a minor update. You can currently have 8 custom NPCs enabled at the same time.

I'm not willing to moderate this (which is also why I just purged all those posts in the other thread), so someone will have to make a third-party place for it.

There's a log file at ~/.config/unity3d/Three Eyes Software/Silverpine/Kobold.log now.

Report bugs here. Ideally, your report should include the steps necessary to reproduce the bug.

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Post general game related discussions and feedback here.

  • Please don't share images of modded content
  • No excessive spoilers like datamine dumps

4096 is the bare minimum the game requires to work. Any 8 GB Nvidia card should give you 400 t/s prompt processing speed with Sparse.

You'll be able to do this very soon.

There are currently 43 different actions that the game can take based on what happens in RP, but not everything is accounted for.

Currently a sort of game master reads the conversation and translates RP actions into game actions.

You can use (parentheses) after your message for OOC comments, but the NPC will probably be confused because, barring a few exceptions, the NPC itself isn't informed of what game actions it can take and what game actions have been taken.

NPCs can't place status effects on you as of now.

This feature will be added for player-made NPCs as part of a minor update after 1.7.0, but not for the default NPCs.

Both servers are up for me. It's a problem with your internet connection.

Either Hugging Face is down, or GitHub is down, or your connection isn't working.

Maybe, but there will be a focus on modding support for now.

The game communicates with the locally hosted KoboldCPP server in the same way it would with the demo server or OpenRouter.

To me it seems like the backend is failing in some way without the game noticing, and then the request errors out.
KoboldCPP outputs are currently sent to /dev/null on Linux because I had some worries about compatibility with different distros, so there's no way to see why this is happening either. Since it's model specific, maybe the download got corrupted somehow. Try deleting the Gemma-4-Sparse .gguf and .meta files in Silverpine 1.6.6b\Silverpine_Data\StreamingAssets to redownload it.

Another thing it could be is that Gemma 4 uses SWA, which might be an issue with AMD somehow?
If anything, I will look into adding better logging for the outputs on Linux in 1.7.

The game uses classic internet RP formatting: *asterisks for actions* and plain text for dialog.

I've already asked you about your specs in the other thread you created. If you don't have at least a 24 GB Nvidia RTX 3090, it's normal for it to take that long with Gemma-4-Dense-Large. Use OpenRouter if you don't have a GPU, or use Gemma-4-Sparse if you have an 8 GB GPU.