Wow, this is like opening Pandora's box. I have no experience with programming or AI but i installed this game, read the thread and have been tinkering a lot since.
I have now reached a stage where I get a nearly 100% coherent narrative over 50+ prompts that takes twists and turns i never imagined or planned.
In my most recent game (no smut so far, but i don't care; also exclusively picking AI-generated choices) my char developed the ability to time travel and now ponders to travel back to see what happens if she kills her grandfather before he sires her parent.
There have been dozens of choices i didn't make that make me wonder what would have happened had i gone down that road.
is there a way to make AI read the entities description when a new event is created. i mean, i made a creature that turns agressive when exposed to sunlight, and no matter how much i specify that sunlight was present on the place, sunlight reaching the creature, etc, the event just describes how sunlight is present and that, but doesnt trigger that "mechanic" of the creature
is there a way to make AI read the entities description when a new event is created. i mean, i made a creature that turns agressive when exposed to sunlight, and no matter how much i specify that sunlight was present on the place, sunlight reaching the creature, etc, the event just describes how sunlight is present and that, but doesnt trigger that "mechanic" of the creature
Hmm. I'm not entirely sure how well trying something like that would go. It would probably be best to create a condition in prompts that will force the AI to basically add a block of text to every response that defines data related to sunlight rather than just location description, however it's still very unreliable getting it to be tracked consistently long term.
Basically, the instant the AI thinks you're not at a place exactly defined in the locations 'for ai' description, the AI throws just about everything in it out the window, which is why you can see quite a few people complain that you very often just suddenly get put in a forest even if they're supposed to be in an urban area.
You'd have to either try editing the world file and the world rules/prompts, or try the game text prompts, and get creative.
To be fair, I've already tried working on relatively similar stuff for keeping track of randomly generated traits, and that works fairly well, but they're just linked to very direct effects on the player, and not based on the environment, which is still very tricky to get tracked properly.
I'm also working on a, should we say, 'conditional action override' similar to your idea, which I was hoping to basically get to situationally interrupt and override whatever you try to input as a prompt, but even that is very much a "Nah, don't wanna" or "okay, will do", maybe even "I'mma do it anyway and just say it's hypothetical" coin flip from the AI. (basically, scenarios involving hypnosis, possession and getting overwhelmed by animalistic instincts - and yes, if you've read this far you MIGHT've realized I'm tweaking the hell out of Serpream's mutagenic outbreak scenario while waiting for next version to be dropped)
Basically, just know that getting a single thing to be tracked consistently and recognized for a long time is tricky, much less getting two such values tracked at once AND interact.
You could try adding something like this which ought to make 'sunlight strength' a trackable value for your entity description (IE make "If intensity value of 'sunlight strength' is greater than x%, it gets very aggressive" possible, possibly, maybe.), 'ought' as I'm pretty much an amateur myself, and no promises it will work (untested), AND be aware it WILL slow down response generation some:
Found a bug. When you press the abort button to prevent the AI from continuing a bad message, and you try to rollback, it doesn't actually rollback and keeps the stopped message stuck there. The animations don't roleback either when its bugged either.
Any chance of a simple guide on making custom worlds?
Like adding entities you can encounter.
The type of interaction, like they're hostile, neutral/friendly or just horny bastards you play cat and mouse with.
Just something simple for us plebs that rely on visual instructions to understand how something works.
The Slime world scenario is what I would like to make, but with different entities like zombies or something.
Any chance of a simple guide on making custom worlds?
Like adding entities you can encounter.
The type of interaction, like they're hostile, neutral/friendly or just horny bastards you play cat and mouse with.
Just something simple for us plebs that rely on visual instructions to understand how something works.
The Slime world scenario is what I would like to make, but with different entities like zombies or something.
You can edit the slime entity, change some words in location, prompt at the first page and other places where it says slime and what they do. then click download then upload the world so you don’t override the slime world.
Any chance of a simple guide on making custom worlds?
Like adding entities you can encounter.
The type of interaction, like they're hostile, neutral/friendly or just horny bastards you play cat and mouse with.
Just something simple for us plebs that rely on visual instructions to understand how something works.
The Slime world scenario is what I would like to make, but with different entities like zombies or something.
Basically, what Snide_Krul said. Aside from that, main parts you want to look at is the World Prompts on the first screen you see when editing a world, along with Locations and Entities.
Strictly said, it's not required to create entities, and NOT having entities defined usually creates a much bigger variation, at the cost of persistence and detail, which may function better for zombie style scenarios in general.
To be fair, you could edit the Veilwood module, and look at how the location and entities in there are made, which should easily give an idea of how to make stuff yourself.
Having tinkered a lot for the last few days a few things potential players may find useful:
1. Keep notes (notepad file, a piece of paper if you wish) about important stuff. You may have to remind the game quite a few things from time to time attaching hints " ** Talk to Renee ** (Game: Renee is your girlfriend) " or "** Examine Room ** (Game: Location Parent's house - Kitchen)" This is particularly useful when for example, you didn't interact with a character for a long time (the game will tend to forget locations, key events, names and relationships)
2. If you edit world data, keep the rules and statements simple. Use names instead of pronouns ("Alex is your sister, Alex is a doctor" instead of "Alex is your sister, she is a doctor") I know it sounds unnatural, but the LLM will have a better chance of not confusing which Noun the pronoun is referring
3. You can add a lot to the dialogues generated by adding descriptions in the rules such as "Elaine is Scottish and frequently uses Scottish slang and terms" or "Peter often curses, even when it is not appropriate"
4. Speaking of language, it can be useful to add rules describing how you expect the generation to go, for instance "Descriptions about characters are extra verbose" or more general rules like "Language usage: English, uncensored, crude and foul language allowed"
5. You should add a rule describing (in general terms) the first event. Can be as descriptive as you wish, but something short and simple is usually the best choice "First Event: You and your friend Alex wake up lying on the sand in an unknown island"
6. You can add named characters with predefined characteristics by adding rule descriptors similar to "Character: Alex (You), 24, white male, 6'2" or "Your mother Patricia, 46, black female, 5'8, muscular"
7. Be aware that some things will work better or worse depending on which LLM you are using (or not at all!)
Any chance of a simple guide on making custom worlds?
Like adding entities you can encounter.
The type of interaction, like they're hostile, neutral/friendly or just horny bastards you play cat and mouse with.
Just something simple for us plebs that rely on visual instructions to understand how something works.
The Slime world scenario is what I would like to make, but with different entities like zombies or something.
ya just edit in the world i did the school one there is a tab for entities just if you have something spasific just add it to the desciption or you can leave it vague and keep it lika a blank slate and molde it to the story you have going
Overview:
An advanced, AI-powered text RPG engine with extensive 3D character customization, you can create your ideal avatar and watch as your body changes and evolves throughout your adventures. From hairstyle and eye color to starting body shape (hourglass, pear, apple), the customization is in your hands.
The engine focuses on the bodily transformative aspects of adventure. You can experience changes such as the size of your belly/breasts or the overall fat distribution in your body. You can undergo virtual pregnancy, breast/belly inflation, weight gain, and more. With AI-powered storytelling, each playthrough is unique and tailored to your choices.
As of right now, unfortunately the 3D model is female only. It has been asked before, but I don't know how much (if at all planned) progress has been made to add a male one.
I did type that the player character grew a dick, and it was consistent for a while until a few encounters later that the AI forgot my character had a dick.
Though now I am curious if I input in the world rules in world editor that the player character is male if the AI will be less likely to goof it up.
I did type that the player character grew a dick, and it was consistent for a while until a few encounters later that the AI forgot my character had a dick.
Though now I am curious if I input in the world rules in world editor that the player character is male if the AI will be less likely to goof it up.
With a bit of tweaking of the prompts (in settings), and a bit of ingenuity... (The world setup is:
You were with your family and friends on a trip to Greece, you visited an ancient ruin and picked up a figurine
You and your companions were whisked away. You are in an ancient room with a sealed arch to the north. There is a stone tablet in the middle, it reads "Welcome to my Labyrinth, you will face challenges. Find the exit, but beware, even if you do, you won't be the same as you are now"
As soon as you finish reading the tablet, it changed to show you the rules and the arch unseals... will you find the exit?)
So far from the original 15, one is a dog (Eric was a Football Quarterback, a Jock) and another is a Drider (originally the main character's twin sister)... I'm having fun AND learning to deal with the game's limitations (I even went as far as using a paid LLM)
The easiest way to keep it consistent is to edit the world rules and add a line that explicit the MC's characteristics.
Something like "Character: You (Name Here), male, 25, brown skin, 6'1, muscular"
But if yo want to allow changes, you'll have to remind the game from time to time, otherwise it will default to the world rule when the memory fills-up and the "change" is pushed out of the memory.
I am back and less ill with some minor free time.
Will get my version up on weekend so peeps can see how I use tables to track details. Sadly still having issues with loops, so gonna start removing commands to make things simpler.
I am back and less ill with some minor free time.
Will get my version up on weekend so peeps can see how I use tables to track details. Sadly still having issues with loops, so gonna start removing commands to make things simpler.
I feel like I've been waiting forever for the next version now lol. Will be interesting to see what's new and how you've changed things, the stability, and how potentially viable it'll be to port over my own tweaks from the old version... but the fact I'm still messing with it, tweaking it, and most of all, enjoying it should show you just how much fun I've had with your world so far.