Ah, I was looking for a folder of files or something within my current game, not from the starting setup - which makes sense. Not sure why or how I missed that.
Question: Is it possible for a whole different 'pose' along with the expression, so long as it fits within the same size? The ingame says the top portion only, but of course my immediate thought is monkeying around more than intended.
"Expressions are chosen based on their names." So by that logic, we could supply expression that aren't shown in the example? Like a heavy sigh, and such?
Thanks for the reply and the awesome update.
budgethero4hire
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Posted this on the usual thread, but it couldn't hurt to have a second option here: Can we get a short guide or example how to make the facial expression possible for a custom character? Very much please and thank you?
Even better if there is an example batch of images we can download or whatever without having to extract from the game files, for the less technical among us. I've no issue doing the art myself, but the matter of *where* it goes is tricky. And as others asked, is there a nude alternate version we can plug in?
Heck, getting greedy, could we personally make the same for the npc's for the game to use? I think you floated the idea of allowing us to substitute alternate art for them at some point, so this is kind of brand.
Kudos to you for all the fun additions and adjustments! It's great!
The first time I was trying to duplicate something that has worked before: Knuckle Dusters (which the game made a flail and is currently in my inventory.) Used the exact same name as before, or different descriptors, the result was usually the same, jewelry for days. I get why it associated knuckles with rings, but if it worked before, I don't see why it wouldn't now.
Tried coaxing or pleading with ooc/chat/AI, no real difference there. Specified that it is a weapon, not an accessory, or ingredient, or hammer tool. Same deal.
So after wrestling with that for a good dozen tries, I tried something simple: A spiked baseball bat. The dialogue was amusing, but once again it ended up being an ingredient.
So then annoyed at the whole thing, I wrote: Sword. Just a basic garden variety sword. Basic, no embellishments, nothing fancy, no narrative backstory.
Tried three times, no dice. Very strange.
On a whim I tried to make a ring, and it repeatedly gave me ice elemental alchemy parts instead. Eventually got it to work after another dozen tries. May just be rose colored glasses looking at earlier versions fondly, but I swear this was easier before, haha.
Huh. For whatever reason with this new lore style of item creation, I cannot manage to have it create a weapon in any capacity. Regardless of how specific, or how little or how much story I attach to the writing, after nearly two hours all it is handing me is accessories, the occasional hammer, and ingredients. From a basic ass sword to fancier descriptions, I am having zero luck, and I could swear I'm writing in much the same style as I had many versions before.
Bug? Suggestions?
Edit: Ugh. Try and make a ring or accessory, it stubbornly decides it's an alchemical ingredient. I don't even...
Well that's darned cool. One last question- I'm not a massive fan of cheating, but redoing items is time consuming and expensive when it comes to runestones. Is there any reliable way to create/spawn/gift items of higher quality, or find runestones in the game beyond annoying our plucky cat merchant daily?
Interesting! So if I had something hand built in the past, should I "remake" it with this update for some extra lore goodness? I assume it's not retroactive.
Also, the seasons are a really nice touch. I know that's not a new new thing, but it's still rather nice, and figured worth mentioning.
Also also, saw you added the player is a lightbulb racial in the notes. Neat! How does it work? (I don't see a toggle or whatnot on it.)
Silly idea for a racial, as we already have 'low light vision', but perhaps there could be a bioluminescence trait? For example, a race that has a light source or flame on its tail, or the skin, or tattoos, etc.
Essentially it would be a lantern, maybe with a different color, maybe not, that is powered by energy. Which can be great, but I can see it backfiring if you have it active while swinging a heavy weapon around.
So through trial and error I've done a few different things. I've scoured the game and attempted to find every last elixir and chuck it on the ground in the maps outside the village, so they will vanish after a day, taking them out of the picture entirely.
I've been going through the narrative / npc memories and nuking any mention of them specifically.
When I chat with either I immediately told the chat/ai in *this* not to give any of those items in bulk or large number.
It... sort of is working. Game loves to backslide into it now and then, but that's what saving and loading is for, I suppose.
They allude to giving a gift, for example there was a plot thread I wheedled into the story that Mirel and the protag were starting up a forge, so she was gifting the PC ore (which never worked out, haha).
Rosalyn was occasionally giving gifts of healing potions or whatnot.
Sometimes they don't even mention the act of giving an item, sometimes they do. But the result is often the same oddly named potion and in massive amounts.
I did try purging any mention of the item from the NPC memories (there wasn't much) or gift giving in general, as well as several restarting the save a few times here and there, but it ended up with the same result.
Last time Mirel didn't immediately launch into the gift, so I thought I was safe, but nope. Tail end of the convo she snuck in 300x the moonfire whatever elixir (which takes like, 30 seconds for the computer to process).
Truly a head scratcher.
I haven't played much for a few updates, if that helps narrow things down at all.
Ack! I know it's been mentioned before, but it's come back with a vengeance: Rosalyn and Mirel are shoving 100s of potions at me at a go, which I never asked for.
How does one fix this?
Edit: Ugh. Yep, any time they 'gift' something to me, it's now 300x elixirs. Impossible to function this way, unfortunately.
In regards to actions or emotes, the classic *stuff*. style works fine. So for example:
Observe my glorious dance in tight clingly pants! *you dance the merry jig*. So here your characters says a thing, followed by the dancing questionably merry jig.
In fact the engine is fairly flexible (if scattershot with the results) so you can do things like *OOC: Clean up the hypens and dashes and focus on physical descriptions*
Or *Chat/AI: My character has x color fur, not y*. Stuff like that, so you can coax it to hopefully cater the text the way you want when it misses this or that detail that annoys you.
The answer can be found further down the thread, but essentially she works as a late night courier and can be found at the trading box (the first box you see when you start the game just before Hayden's bakery) around 10:30-12 at night for a brief window.
In addition she can be found at Garth's tavern every four or five days or so, where she sleep for the night after relaxing in the tavern for the bulk of the afternoon.
She's technically intersex but you can easily guide the narrative towards whatever way you feel suits best, and is romanceable just like any other character. Unlike others, you can eventually have her 'move' to your home (re: Gareth's shack that you have hopefully rebuilt at this point) at very high affection, and this is a permanent decision, which the game warns you about in large, friendly letters.
Have fun with her, she's one of my favorites in terms of personality, like a happy medium between Celandine and Rosalyn.
Okay. This is less planning than the AI going wild, but here's something that happened just now:
Mirel and mine PC were flirting in the woods and getting... eager. We were adjacent to a tree. The very next passage of text is accompanied by the same very tree getting knocked over like it was just felled by an axe.
Visually. Sounds, effects, the works. Left a log to be sawed in its wake.
I was laughing for like, five minutes. Well played, AI. Well played indeed.
Worth mentioning, I've been a little more aggressive lately stating things such as: *AI/Chat use less hyphens and dashes, concentrate on physical details and complete sentences, please.*
Plus or minus some variation, and it seems to be helping quite a bit without requiring a 30 minutes text edit purge.
Probably unlikely, but is there a way to prime a location for the NPC's to travel occasionally? Such as the bathhouse? Playing with the narrative of Hayden opening a cafe. I'll build it just because it's fun, but it'd be neat if I could have characters reference or interact with it.
...Maybe just rebuild a chunk of his bakery or something, although I don't see too much foot traffic there either. Hm.
hahaha. Oh, good. I thought I was doing something wrong, somehow. It does recover a bit after pruning all of the - and * but it takes a *while* to that.
I also noticed laced up and down the events are things where it adds // here's an alternate smaller version of the above, would you like to tweak it any further?
I assume that's just a deepseek trying to be a helpful chatbox thing.
...Welp. I may have traded one demon for another, or perhaps this just unfortunate timing.
I am utterly besieged with hyphens - and asterisks *. For example:
But *between us*? That fox *needs* more *fun* in his life. *Leans in, voice dropping to a whisper* Last week I *caught* him *polishing his spear* for the *fourth time* that day. *Not* the *fun* kind of polishing, *unfortunately*. *Sighs dramatically* Honestly, if *someone* doesn't *distract* him soon, he'll *wear out* the poor thing.
It's lost all semblance of proper sentence structure and just... ugh. It's fairly painful to look at. I'm trying to fix these so hopefully it won't emulate it any further, but unfortunately I can't just copy and replace, due to the use of the *.
Okay, so, here's a new one, I *think* bug report style? So, a while back I mentioned the game 'reporting' emotional furniture spinning. But it's gotten a bit more... aggressive with the oddness.
I'm using the openrouter style with one of the 'white' options, for reference.
So, injected in the game every so often at the end of a dialogue are things such as:
*For tactile reassurance*
*For baking instructions*
*For smug justification*
You get the idea. It only grew more emboldened as time progressed.
...and this strange one:
\ud83c\udf52\ud83d\udd25\ud83d\udca6\u2728
Hahaha. It took me over twenty minutes to prune the oddities from the memory text. We'll see how things go after!
Bit of an odd request, but you miss every shot you don't take:
Would it be possible to have a folder similar to the custom protagonist, but for NPC's? To basically override or tweak their ingame art. Hayden's story has gone a little wild, and it's left me inspired to do some drawing due to it. I know there are several expressions and such, but if it's possible, I'd like to take a crack at it.
...Still struggling on figuring out how to access the base art files, but one has to learn somehow.
Semi related to an idea below, but is there any way we could do the same sort of setup for a custom PC, regarding showing expressions? I have no clue if that's possible or not with the AI and engine, but I'm certainly curious.
I have run into a new strange oddity, and I'm not sure what triggered it: Rosalyn traveled to my character in her home for a conversation. After which she stayed and slept on the bed.
But now she's a permanent fixture on said bed. Even leading her away to her own shop resulted in her dashing back to the protagonists house and sleeping there once again. It's been two ingame days now, more or less, with Rosalyn snoring contently in the same space.
This playthrough did tease the idea of being a polycule between the MC, Mirel, and Rosalyn. Would that be the cause? Or something else entirely? Also, how do I fix, haha!
Edit: Looks like it just needed more time, she finally warped away back to her own flat.
Thought I'd update, I wrote in response to Celandine: *AI, stop - writing - character - dialogue - like - this - and use complete sentences instead, please.*
After which it immediately cleared up her and Mirel's odd speech. Victory!
And yes, I do. (Native NPC Actions) Though it's also made for some amusing moments of them roaming around and grabbing items on the ground and commenting on them, so it's not a total loss.
Edit: The game has officially gone wild. Rosalyn is apparently doing emotional support furniture spinning. I kid you not. It's written in the actions and even the scratchpad, hahahaha!