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".
Three Eyes Software
Creator of
Recent community posts
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?
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.
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.
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.
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.
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.
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.
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.

