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alpha-testing-00021
Pre-release
Pre-release
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CHANGELOG
NEW FEATURES:
- REPUTATION: Repuation is now a part of the general character object. Current reputation of involved characters is included in events in memory store, just like Faction and Rank information (meaning the AI will be aware of the reputation of other people). Repuation definitions are part of the prompt: the AI is told to use Reputation as a general measure of morality, diligence and attitude. They are told to act differently according to their own reputation, and treat others differently according to other's reputation. Needs testing to see if it's too subtle currently or feels right. In theory a Loner with "Dreary" reputation should have a different attitude than one with "Excellent". A player with Great reputation should be treated better than one with Awful repuation..
- DYNAMIC FACTION STANDINGS: Current faction standings for factions involved in recent events is injected to the prompt. Should make the mod compatible with dynamic faction standings, or other mods that change faction relations. Need feedback on whether the current context-aware injection works properly. Instead of flooding the AI with 100 faction relations only those that are relevant to recent events are injected. Theoretically this should suffice - needs testing.
- PLAYER GOODWILL: Goodwill is defined in the prompt and current player goodwill tier is injected. NPCs should hopefully treat you differently if you have very good or very bad goodwill with their faction. Might need to make this more pronounced - I don't have any extreme goodwill saves to test with.
- IMPROVED LOCATION CONTEXT: Location now pulls the name of the nearest smart terrain, as well as whether you are close to a campfire and whether the campfire is lit. This should hopefully be a very subtle detail, but might make some responses more immersive.
- DEFINED WHISPER EVENTS: When whispering to your companions, the event is clearly defined as a "whisper to your companions" so your companions should better realize that it's a private conversation.
- RESETTING PERSONALITIES/BACKSTORIES IN THE MCM: Checkboxes to easily reset personalities/backstories on load. Useful for updating to a recent version, or if you don't like your companion. NOTE: These should default to "off", but make sure to check if you don't want your companions reset. Untick them again when you get personalities/backstories you are happy with, then just save and proceed normally.
TWEAKS:
- RESTRUCTURED AND REFINED DIALOGUE PROMPT: Removed the old single-block static prompt part from config.lua. All parts of the prompt are now handled by prompt_builder.lua, which is more logical and practical. Restructured the order of the sections of the prompt slightly, segmented each section into their own system message for better attention, rewrote some parts, added minor refinements, added some details about character development and interaction.
- INCREASED PICK_SPEAKER EVENT CONTEXT: Uses up to the 8 most recent events now. Feedback appreciated on whether picking the "correct" speaker is better or worse.
CONTENT
- Added Clear Sky-specific backstories (finally).
- Minor tweaks to a handful other faction backstories
- Rewrote talker_anomalies.xml to use the lore-appropriate name for anomalies to the extent I could find (like Fruit Punch instead of "buzzing anomaly"). Added small descriptions to each entry, which should hopefully make anomaly trigger more immersive. Haven't been able to check every one of them, so give feedback if I screwed up somewhere and used the wrong name mapping.
- Attempted adding the anomalies from Arrival to talker_anomalies.xml.
- Added "past work as medic" and "compassionate" to Anna's (from Duty Expansion) backstory and personality, respectively.
FIXES
- Removed traits_Monster and stories_Monster to prevent an odd bug where human NPCs were assigned monster traits. Monsters shouldn't be picked for speaking anyway - these were probably not needed.
- Added another safeguard to callout script: if an NPC that is NOT hostile to you attempts to callout your companion, the callout is aborted. Same thinking as the "He Is With Me" mod, and prevents constant callouts in friendly bases if you have a companion from a hostile faction.