damndami3n
Newbie
- Jun 9, 2021
- 39
- 39
Hey, a few years back I made a small BepInEx plugin here to add dialog to scenes in the game.
It wasn't very polished because I mostly made that one just for me and shared it to see if the community would be interested.
Recently with all the AI text stuff going around I made a library that allows you to generate text in C# using a local large language model on your computer. I thought it would be cool if I used that library to implement dynamic dialog into a game, and I remembered I made this mod, so for fun I tried to see if I could mix them together get it working.
So, I remade the mod with a bunch of configuration options and my library and now it's much easier to add handwritten dialog, with the added bonus of AI dialog.
I updated the mod to allow for the ability to generate dialog in game and got rid of the old dialog builder exe with a built in GUI you can trigger with [Left Ctrl + G] when you're in a scene to generate dialog.
Based on the conditions for the trigger of the dialog it automatically feeds a prompt to a KoboldCPP AI model and generates dialog for a squeezer.
Should be a lot easier to use than before.
Not every possible dialog condition is implemented, though I'm open to adding more later, especially if someone requests it specifically.
Just drop it into your BepInEx/plugins to install, it requires the latest version of BepInEx 5.
If you want to learn how to use the plugin it is pretty much essential to read the MUST README.txt.
Before you ask any questions about this, just check the readme, I covered everything I could think of there.
The AI features all requires additional setup and changes to the plugin's configuration file in BepInEx/config.
The CKBL folder (for my AI library) comes with JSON files filled with prompt information that the plugin uses to
A. Generate AI Dialog
B. Supplement the ai prompts with better context that (hopefully) makes the dialog better)
I hope someone gets some enjoyment out of this!
Also, if you figure out some magical solution to always get the type of dialog you want from the AI, please let me know!
Despite hours of banging my head it's still not perfect.
EDIT: I noticed a small bug where sometimes the GUI box doesn't appear. You can get around it by just spam tapping Left CTRL + G a few times or holding it until it pops up. I'll fix it tomorrow.
CHECK THE BELOW POST FOR A NEWER VERSION, DELETED THIS ONE.
I'll probably post future updates in the discord once I add the new dialog file system.
It wasn't very polished because I mostly made that one just for me and shared it to see if the community would be interested.
Recently with all the AI text stuff going around I made a library that allows you to generate text in C# using a local large language model on your computer. I thought it would be cool if I used that library to implement dynamic dialog into a game, and I remembered I made this mod, so for fun I tried to see if I could mix them together get it working.
So, I remade the mod with a bunch of configuration options and my library and now it's much easier to add handwritten dialog, with the added bonus of AI dialog.
I updated the mod to allow for the ability to generate dialog in game and got rid of the old dialog builder exe with a built in GUI you can trigger with [Left Ctrl + G] when you're in a scene to generate dialog.
Based on the conditions for the trigger of the dialog it automatically feeds a prompt to a KoboldCPP AI model and generates dialog for a squeezer.
Should be a lot easier to use than before.
Not every possible dialog condition is implemented, though I'm open to adding more later, especially if someone requests it specifically.
Just drop it into your BepInEx/plugins to install, it requires the latest version of BepInEx 5.
If you want to learn how to use the plugin it is pretty much essential to read the MUST README.txt.
Before you ask any questions about this, just check the readme, I covered everything I could think of there.
The AI features all requires additional setup and changes to the plugin's configuration file in BepInEx/config.
The CKBL folder (for my AI library) comes with JSON files filled with prompt information that the plugin uses to
A. Generate AI Dialog
B. Supplement the ai prompts with better context that (hopefully) makes the dialog better)
I hope someone gets some enjoyment out of this!
Also, if you figure out some magical solution to always get the type of dialog you want from the AI, please let me know!
Despite hours of banging my head it's still not perfect.
CHECK THE BELOW POST FOR A NEWER VERSION, DELETED THIS ONE.
I'll probably post future updates in the discord once I add the new dialog file system.
Last edited: