You can already have group interactions with her. Either by bringing an NPC to her, or bringing her back to where NPC's are. I've even had her follow me all the way to silverpine before. One thing to note about group interactions though. After 3 turns she will still kill you, it is 3 of HER turns, so after she has spoken 3 times in the group conversation, she will always kill you, no matte what the other NPC's do. If you use a potion of allure, she will be friendly and not kill you and you can actually have group interactions. Oddly enough, NPC's seem to act familiar with her, already know her by name, and don't seem afraid of her at all despite if you mention the thing in the deep woods, they all flip out. But if you bring the "thing in the deep woods" back to silverpine, they act like she's an old friend.
dragyndance
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I'm not using Nemo, I am using Mistral. That said, I'm not asking for brilliant memory or perfect output or anything like that, just a pass over the prompts, refine them a little bit. I don't know if whatever system you're using lets you blacklist terms, but that might be a good place to start. I mess with local LLM's all the time because I compiled my own private server for world of warcraft, and have it filled with AI controlled bots that mimic players, who use LLM's to decide their chat and actions, and I've managed to actually get them fairly diverseish with their prompts, and this is with a much smaller LLM since I usually run ~1,000 bots on the server, and my comptuer has to simultaenously handle 1000 bots all questing, pvp'ing, grinding etc on top of the LLM running that handles their chat and decision making all on the same PC. I think I use Gemma? I can't remember cuz I haven't used it in a while (found out it was DESTROYING my SSD with how much read/writes were happening due to my reliance on SDK databases.) That said, I have no idea what prompts each NPC is running, so I can't offer any other advice then my experiences and the request that they get a prompt pass.
If you're willing, you could DM me what each character's prompt is, and I can DM you back my feedback on each character? Thats kind of a lot of work though, so I feel ya if you're not up to it. Having different prompts for different models could probably improve things a lot--I generally prefer locals models because I kind of hate the commercialization and spread of data centers, and also because I don't want personal data transmitted.
Yeah, I'd like that for there to be an expansion in content for her as well, but the developers says they want her to just be a wandering threat that chases the player. I'm not exactly sure why though, for one thing there isn't really any reason to even go to the deep woods, EXCEPT to find her, so her chasing and killing you for going there doesn't really mean much since players don't have a reason to risk getting killed by her, like she isn't protecting anything valuable. Second, because of the way the survival aspects of the game are designed, THE most dangerous thing in the game is sanity and weather, and that will always be more dangerous then Acacia, especially with a million slimes every other tile just spam slowing you and breaking all your clothing hitting you for 1 or 0 damage so you freeze to death faster. Just getting the deep woods takes an entire in game day, and with how limiting the inventory capacity is, bringing a tent, food, spare clothes because of how quickly stuff breaks, and means to have a fire burdens you so much just to be able to survive one day away from silverpine. So, the annoying survival mechanics are way more threatening and dangerous then her, and I'm sure like myself, 99% of players of this game don't even interact with content outside of silverpine. You can see this by how many people are asking about dungeons for the first time ever now that the potions that let you talk to Acacia are found there. Frankly, the survival and combat in this game has always been it's weakest points and feel super tacked on and basic, and as a result, are just far more dangerous then Acacia is, making the idea of her being a threat laughable. The real threat is the weather trying to kill you while you go out looking for her, lmao.
Though honestly I'd prefer the other NPC's just being brought up to her level.
I mentioned that in the post, you can "train" the NPC's but after a while this falls off and they revert back to their default personality. On that note, you shouldn't have to train them anyway imo, it kind of defeats the purpose of having different characters if you have to mold them to not get them to bleed together personalitywise.
Yeah, Aldric always wants to know "what I've been up to" whenever I talk to him, even with max relationship and playing a good character he always acts like im getting up to stuff/into trouble. When I talk to him, the very first thing he does is try to get me to repay a loan I never took, or to collect a favor I somehow for some reason owe him even though he never did anything for me. If you purchase a service from him, he often forgets that you already paid for it, and will hound you about it until he forgets that the event ever happened at all.
I do tend to learn alchemy with Rosalyn, sort of. Generally what tends to happen is my character has something valuable to alchemists, and often offers it to Rosalyn in exchange for custom potions, ingredients, or the like. The most common example being my main dragon character, sometimes they'll offer Rosalyn a shed scale to see what she'll do with it. So I do interact with her a lot. Don't get me wrong, I like her character, she's just not super interesting to me, I think thats just bias though, her archetype tends to be pretty close to how I like to actually play my main characters personality.
As for Orson, yeah, him being far away is why I don't interact with him too much. That said, thats mainly just laziness on my part moreso then that I think him being out of the way is a problem. You can stay with him at his cabin for a week or so if you want to engage with him, ask him to cook for you if you need food, bring a tent or ask him if you can sleep over inside of it. So I rather like the idea of the huntsman/hermit in the woods as a concept and I don't think it's a problem for the game.
Anyway, I'm not so much asking or requesting a change in character's personality or anything, moreso that I think some of their prompts should get a lookat, maybe re-word some stuff, emphasize some other things, maybe blacklist some words or terms. The game has been out for over a year now, and AI models have more data and have changed how their algorithms process that data. This long text dump is basically just my thoughts in word form after playing this game since January of last year, for the developer to see and consider as another opinion/point of view if they consider doing a prompt pass.
That has nothing to do with what I mean. What I mean is, the update that added that, also added like all this stuff for buildings and areas to be labeled, and that broke Mirel's pathfinding around gareths shed if you built it a certain way. It has nothing to do with having to name floors. In prior versions of the game, every plot of buildable land was just considered it's own area.
I've played this game since long before it's 1.0.0 release, and have rebuilt that shed many, many, many times over this games lifespan, so I don't ever have difficulties actually doing the actual building.
Dang, I think I might actually play this game too much come to think about it. >.<
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Here, I'll list my thoughts on each character as an individual that may give you some food for thought if you decide to do a pass on their prompt. I'll be going from the ones I think are handled by the AI the best at the top, to the least as you go down, skipping Acacia who would be at the top since I already went over her and she's basically what made me decide to finally do this, since I see the potential that every character could have. I am not including Orson because I haven't interacted with him yet enough to get a feel. So far it's the usual with him though, I like talking to him and his character is good and interesting, but as soon as you try anything erotic he becomes generic illiterate dom that wants to make the player beg.
Gareth: Aside from that brief period where he was overly aggressive and hostile, he has remained one of my favorite characters in silverpine. The AI just does gruff, seen everything, so done with your shit, inn keeper dad well. Gareth will either be the dad who will die for you, or the one making sure the rest of the village is safe from you if you are suspicious. If I had one negative thing to say, it'd be that for some reason the AI likes to make him bring up that he's selling the shed as if you mentioned it completely unprompted and out of the blue. Even after you've bought it. If you do want to change anything, perhaps make him talking about how he is selling his shed if the player explicitly states they are looking to settle down, move in, live in silverpine permanently, or if they inquire about it specifically.
Oriana: Everyones favorite snek lady. The AI just handles her personality very well. She's a hard egg to crack and it's always fun for me whenever I do a new run with a new character I just made to see how I break into her good books this time around. The only odd quirks I've noticed with her is that if SHE brings up Celandine in conversation, she is generally endearing about her sister and seems to love her and want to protect her, but if YOU bring up Celandine in conversation she loses her shit and insults Celandine, I can only assume this is because the AI wants to be hostile to the player, so if the player mentioned Celandine, Oriana just kind of forgets she loves her sister. The other one is that engaging with Oriana in a multi NPC conversation, especially with her sister, is basically a reputation bomb. Oriana will get pissed at basically anything anyone else in silverpine says, and the player takes the rep hit for it.
Hayden: The only submissive character in Silverpine it seems, and the AI sticks to it pretty well. It's always cute interactions with him, my characters usually make a habbit of coming to him for breakfast every day since his shop is open so early and it's rather enjoyable seeing him go from a nervous wreck at a stranger talking to him, to looking forward to your visit every day. Not much to note about him, I rather like him.
Rosalyn: Motherly, caring, affectionate herb lady. She's rather one note, but she sticks to it. Interactions between her and Hayden are endearing and enjoyable. No notes, really. She should probably be higher up on the list and my bias might just be because she's not that interesting to me personally, but she is a good character and the AI handles her well.
Celandine: Celandine is right in the middle because from this point on, it's all downhill. She's the medium. She's very one note, and is full of all of those annoying tropes I mentioned with the awful one liners and being overly flirty, but with her character it fits, it just suits her. She should be the only one acting like that. Everyone else below her on this list, also acts like that though. So I think she should stay basically the same, though if I had to recommend a change, it should be that she should pester the player for money in return for her "service". So it's less like she's just a rampant slut, and more of her doing it for the dollar (even if she enjoys doing it.) I think that'd fit her whole bathhouse gal schtick better too, and would give Oriana something to scold her for basically whoring herself out to customers for money.
Darian: Darian is the most unfortunate victim of flirting ruining a character. Darian is at his best when the player is still a stranger to him, and when the relationship is fresh. As you gain positive relationship with Darian, he loses more and more of his personality, and god forbid you flirt with him, then he kind of becomes a horn dog. Still though, one of the enjoyable parts of every new playthrough for me is the first thing I do is knock on the door of his watch tower and introduce my character to him, since he's the town guard, sort of like a test of how I can fit my backstory and character's goal into silverpine through him.
Mirel: I want to like her, on paper she should be my favorite character, since my favorite character to play as is a dragon, and she is a kobold plus she can move in with you and live in your house. I don't expect the AI to make her act like a dragon worshiping dumb little kobold though, but I think she should be more submissive then she is. She's way too brazenly flirty, and always tries to become the dominant as soon as things get erotic. Also as soon as you've flirted back with her once, basically any and every time you talk to her, it will be an innuendo or request for sex. I'd like to see her more as a kind of rugged "been everywhere" traveler type, that likes a bit of banter with strangers due to her job as a courier taking her around a lot, maybe up for a one night stand but not so sex crazed, slowly warming up and becoming submissive to a player as her relationship with them grows. At least, thats my idealistic version of her anyway.
Aldric: Honestly, my main problem with Aldrich is that he is stupid. This is probably not fixable, the AI just can't haggle or understand the concept of economy at all. There's many situations that go along the lines of me offering to sell something to Aldrich, I'll be like "Hey, I'll sell you this thing for 10 coins." And he'll make this rant about how he's a quality merchant not to be scammed, and won't accept any less then 20 coins for it. Uh, well okay then, and he willingly pays me double. I dunno, it's kind of funny. That isn't what bugs me most though, the thing that bugs me most is that he sticks to the merchant thing a bit TOO much. Everything is always a transaction. I mean, thats fitting for a character to a point, but it gets silly when he'll just suddenly out of the blue go "And now that we're done with that, let's talk about the price for these 6 kettles you were interested in." Like right in the middle of doing anything else, even once had him interrupt an erotic encounter to do that, which is funny, but also because it's always some item I never mentioned at all, he just randomly acts like I was interested in it. His AI hallucinates a lot, always manufacturing loans, tithes, products, favors owed or what have you out of thin air, and trying to get you to pay for something that never happened or never existed, unprompted. Whenever I make a new character, they all tend to have some plan or goal in mind, and it requires getting the villagers of silverpine on board. Whenever I talk to the villagers about it, they all mention that basically the opinion/word of Darian, Gareth, and Aldrich are the ones that matter, they sort of act like those three are the council/government of the village. Not sure if you wrote it that way, or if they just always hallucinate that, but I find it rather fitting. To make it more fitting, I would offer maybe leaning Aldrics prompt a little bit away from being the merchant, and more towards a sort of self appointed mayor on top of being a businessman.
So I finally got around to searching the deep forest until I could bump into Acacia and spent a few hours interacting with her with and without an allure potion, and I must say, it is rather disappointing that there isn't more to her planned afaik. Not just because of the obvious reasons or because she's interesting, but rather because the AI seems to do a really good job with whatever prompt the developer gave her. She's just incredibly fun in general to talk to, the AI rather accurately and interestingly having her act like a vicious predator, curious critter, wounded animal, or what have you as appropriate, and you can even convince her to talk with a little encouragement. She is the most unique character in the game so far, avoiding a lot of the traps the other characters generally fall into that makes them bleed together personality-wise. I hope that there will be more to her eventually, but the main reason I bring it up is because I think the prompts for the other characters probably need a pass pretty badly. Some of them are a lot more interesting and in character then others, but some of them are just really flawed. I've been stewing over my thoughts on each NPC over the time I've had with this game, and watching them change as you update their prompts and/or the models get more elaborate, so maybe I can provide some insight that might help them be a little more interesting at least. First I'll remark about them in general, and then I'll go over each character individually, ordered from the characters I think the AI handles the best to least in order from top to bottom.
In General: Aside from their quirks, during platonic encounters this is where the NPC's are at their best. Mostly sticking to their roles, job, and personalities. This especially has gotten more exciting to engage with over time as throughout the games development you have added to their schedules and hobbies and stuff too, I remember when I first started playing NPC's basically existed in two states. At work, or in bed. It's nice to see so much life in them now. However, one thing I've noticed is that as your relationship with an NPC goes up, a bit of their personality starts to deteriorate, not that much, but mostly if you ever flirt with them at all or engage with them erotically, their whole personality basically shifts to "we'll bang, kay?" I'm not sure if you can do anything about this, but like it feels like as soon as an NPC likes you, and then you do or say anything erotically to them, all they do is make sexual innuendos during every conversation, even completely platonic ones. My favorite NPC's I avoid flirting with because of this, which seems counter-intuitive to how you should treat the ones you like the most. On the note of erotic stuff, this is where the main failing point of the AI is. I am not sure if erotic is a focus or even a concern at all, I just assume by the choices in artwork/portraits and gender selections that erotic stuff is intended to be engaged with, so apologies if this is out of line, and if it's not, you can basically ignore the rest of this in general section. But I think the thing that annoys me the most, and generally has me avoid in erotic behavior with any of the characters is because the AI really just doesn't handle it well, they all kind of act nearly identical when it comes to erotic roleplay. Every single character is dominant except for Hayden, all of them. I kind of wish there was more variety in submissive characters, or at least some switches, but every single character wants to be dominant and will eventually course correct back to dominant if you "train" them to be submissive after about or a day or two. I'm a switch myself, though I prefer playing dominant characters so I don't mind a mix but I think the thing that bugs me the most about it is that they all throw the same tired old one liners at you. All of them do it, it's always the same ones. "I'm gonna show you who's in charge." "I'm gonna make you beg." "I'm going to show you what just how much you need me." I really wish I could blacklist words/terms, because I m so tired of hearing all of them say those lines or nearly identical ones.
(The main bulk will be in a following reply, so that this isn't TOO much of an annoying text dump for people to scroll past.)
Oh actually, you could be right, I might have mixed the two sisters up, I just remember one of them would disappear sometimes and the AI generally hallucinates if you ask them where something is so I just checked the memories and they were at the capital. It probably was Celandine and I just mis-remembered it as Oriana.
I do, and they do react to it, but they have for a long time, so that isn't new. I think just whatever changed with the whole system being added where you can name a building when putting down a floor broke Mirels ability to pathfind in your house if you build it a certain way like I did, which was to build an actual full furnished house, and then connect it to the shed and use the shed as sort of an entry-way. I haven't ever and don't plan to ever build on other NPC's houses though, I like having my own place and that's it.
She goes to Thalassar. Sometimes you can see where NPC's go if you export your NPC memories, and then look at their list of things they do, it'll see "So and so exited Silverpine" And Oriana goes to capitol weekly for some reason. I never asked her about it, and it'd be hard to know if the AI will drum up something out of thin air for the sake of roleplay or if there is actually something in her memories put their by the developer for the AI to referance.
Ah, yeah,. thats what happened. Mirel can't leave though, I think if you don't have a place for her to live, she just goes to where the shed used to be and sleeps on the ground, I've had her move in before, but it was a super long time ago before you could name your construction. I guess the change that lets you name your own construction compeltely broke her move in AI.
Mirel has trouble navigating the shed if you rennovate it. If you build additional rooms, and have a bedroom, she usually just enters the first room and falls asleep on the floor rather then looking for a bed, and seems to not be able to find any other rooms other then the original room of the shack.
I should clarify, it isn't the dialogue that takes a long time to generate, that only takes 5-10 seconds, however the text speed on already generated dialogue is painfully slow and often takes longer then the actual generation did. But whenever a character starts to follow me, if I want to continue the conversation, I have to end the dialogue and then talk to them, but they get stuck "thinking" for 40 seconds to a minute or two.
Is it possible the awful follow system could finally get an overhaul? It's annoying how pretty much every other post an NPC starts following you, which completely breaks any sort of conversation or roleplay. It's getting extra obnoxious now because the newer models take longer to process requests on top of how incredibly slow even already processed text crawls onto the text box. Please, please fix the annoying follow behavior. At the very least a solution would be to remove it from chat entirely and just add it to the ... menu where leave, give item, and give gold is, just add it as "ask to follow you" and remove it happening during conversations.
Is there a way to change a characters traits in an existing save file? I want to add Imposing to my old character, because their character description is extremely important to their roleplay (they are a quadrupedal dragon), but I can't seem to find a way to give them imposing without having to start over.
I've heard that there is a consumable item that is a rare drop from chests in dungeons, specifically dungeon 2, and it gives you buff when used for ~30 or so in game minutes, and while it is active, she can't kill you in dialogue. People were discussing it in the 1.6.1 change notes so you might be able to find more info there?
I think I figured out what causes you to no longer be able to gain classes. If you go to the fortuneteller and retrain to change your class too many times? You just lose the ability to unlock classes on your other classes or something like that? IT's very confusing, it works sometimes and sometimes it doesn't work.On my new game I created a new character, got them to priest level 10, they unlocked their classes like normal, then went to the fortuneteller, retrained them to ranger and then retrained them to solider, then re-equipped the ranger class to them and grinded to level 10 without unlocking any classes. Im not sure if this is exactly what causes, there's no way for me to tell without knowing what levels classes are supposed to unlock, and it also takes a long time to test stuff because I have to roll new characters and then grind levels. I did create MORE new characxters and didn't retrain them at all, and ranger unlocked Samurai at 7 and Tech ranger at 9.
That makes sense, it had a placeholder description! Speaking of descriptions, there's a class called "Furry" that is unlocked around... level 8 I think? Priest, and it has the same description as "Sage", which is also unlocked from priest.
Oh, until the max class issue is resolved, would you be willing to share some sort of class flowchart or the like, or a list of what classes unlock what other classes? Just so I can make sure my party unlocks the class I want each member to "main" before they hit the cap.
I started a new game to try out this patch and three things so far. I still can't seem to find any coal, I am not sure if I'm just not looking in the right place or what, I have plenty of every other kind of ore, just no coal and also don't seem to have the recipe for charcoal displaying. Second, the starting character no longer starts with the swordsman class unlocked, but all created characters do. Third, if you go to the bestiary and then try to close it out, the game gives the error "failed to load img/sv_actors/Anton%20Mealy.png"