Numen - AI NPCs for FNV

LordGalactus
9
8 August 2026, 19:38
new update is pretty good with the voice cloning

they still cant pronounce lead right however (as in what bullets are made from) and think its lead as in to lead someone somewhere despite context. only thing that really gives them away as being AI.

also voice to text seems to not like using plural words for cancel. Will interchange use of a ' depending on the sentence making them unreliable as it will have a 50/50 chance of using a ' cancelling out your cancel regardless if you have one in it or not. I made the cancel word "lemons" and it turned into me screaming into my mic "lemons" for like 15 min before i noticed the problem.

whole neighborhood probably thinks i have some weird obsession with lemons right now.
1 reply, 2 total
1 reply
JamiKills
8 1
23 July 2026, 23:11
I keep getting crashes when exiting a conversation, but have no issues when chatting to the NPC. The llama server stays running after the game crash.

Is there anything that could be causing this? I'm using a local model and seem to have decent headroom when it keeps to vram and ram consumption. If I can provide any info over to help figure this out let me know. Thanks
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JamiKills
8 1
23 July 2026, 23:23
I just tried again without the llama server running and had the same issue. I'll try on fresh mo2 profile and see if it is a problem with my load order
JamiKills
8 1
23 July 2026, 23:47
Found it! I was pressing esc to try close the conversation for some reason which freezes the game (delayed windows crash without crash log). If you press tab to close the conversation it works fine. This happens on my current load order.

When trying esc with a basically vanilla load order + numen it does not crash.

Here is modlist that had crashes incase you want to have a look. # This file was automatically generated by Mod Organizer.+Numen - AI NPCs for - Pastebin.com
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1 reply
JamiKills
8 1
4 August 2026, 15:16
Got another question.

If I've got a NPC who I end up having a lot of conversations/history with. Would you recommend moving some of the history into the backstories file? Or just use the memory files and leave the compression system to do it's thing?
1 reply
Eddoursul
4 August 2026, 15:31
The memory system is supposed to keep everything important throughout the whole game. How well the memory is preserved also depends on the LLM assigned to MemoryAgent. Normally, you don't have to do anything manually.
MiguekRmz
2
4 August 2026, 03:15
Looks like you've been busy! 😄 I took a quick look at the changelog and noticed the "Improved NPC instructions" entry. That immediately caught my attention because it's very close to the reinforcement-loop discussion we had before. I'm downloading the new version right now to run the same stress tests again and see how the behavior has changed.
Also... my goodness, I look away for a moment and you've already updated the mod three more times! 😅 Keep up the great work. I'm looking forward to seeing how the new NPC instructions affect conversations and personality consistency.
JamiKills
8 1
4 August 2026, 00:21
Thanks again for the great mod, been having a great time playing around with this.

I've got a feature request if you are taking them. I was thinking sometimes when something happens in the environment you want a comment from a companion you are travelling with. Instead of having to ask them you could press another keyboard shortcut when hovering over them and it would prompt the NPC to ask for a reaction to the current situation. This can help conversation flow better as you are not having to ask them for their thoughts all the time.

I guess this feature has quite a lot of overlap with the locational comments functionality, but it would be a way of the player being able to control the situation.

Just an idea I had, let me know if you have any thoughts. Thanks.
1 reply
MiguekRmz
2
29 July 2026, 03:36
Hi! First of all, I'd like to say that I'm really impressed with what you've built. Numen is one of the most ambitious AI companion mods I've seen, and after spending quite a few hours testing it, I wanted to share an observation that might be useful.
I think the memory and social evaluation system may currently be a little too sensitive when interpreting player intent.
During my tests with a custom companion (Ada Wong), I noticed that even with a detailed authored backstory and an established shared history, the AI frequently interpreted ordinary concern or affection as a violation of autonomy.
For example, if the player says something like:
"If you're tired, let me know and I'll take you back to the room."

the companion often interprets it as:
  • treating her as fragile,
  • being patronizing,
  • not respecting her independence,
which then produces trust penalties such as:
  • "Treating her as fragile"
  • "Insisting on taking care of her"
instead of simply recognizing it as genuine concern.
This creates a feedback loop:
  • Companion reacts defensively.
  • MemoryAgent records a conflict.
  • Trust decreases.
  • Future conversations become colder.
  • Even neutral interactions are increasingly interpreted negatively.
After inspecting the plugin (including the DLL symbols and prompts), I noticed that the MemoryAgent contains detailed instructions for detecting conflict, trust violations, disagreements, romance, goals, journal updates, etc.
However, I could not find equivalent guidance encouraging conservative interpretation of ambiguous social interactions, such as:
  • assuming good faith,
  • distinguishing sincere concern from condescension,
  • using mood for temporary irritation instead of reducing trust,
  • requiring repeated or meaningful boundary violations before decreasing trust.
Similarly, the BarkAgent appears to encourage spontaneous complaints with prompts such as:
"tease the player or air a gripe that's been nagging you"

combined with
"Stay quiet only if nothing genuinely fits."

This sometimes produces unsolicited hostile remarks during otherwise calm moments.
My impression is that the AI is excellent at remembering conflict, but a little too eager to infer it.
I think the companions would feel even more believable if ambiguous interactions defaulted to a neutral interpretation unless there is clear evidence of manipulation, disrespect, coercion, or repeated boundary violations.
This wouldn't make NPCs "nicer" or "yes-men"—it would simply make trust feel more proportional and allow relationships to develop more naturally.
Overall, I think Numen is doing something genuinely innovative, and I hope this feedback is useful. Thanks again for all the work you've put into the project.
2 replies
Eddoursul
29 July 2026, 10:16
Thank you for your feedback! Noted on all counts.
The opposite side of the coin is also true -- it's very easy to make a dull and sycophant companion. Reinforcement loops are the bain of LLMs, let's see what we can do about this.
1 reply
Eddoursul
21 July 2026, 19:03
If I properly understand the purpose of player2, it provides infrastructure for AI mods. Numen already implements everything needed on the mod side without a necessity for a third-party service.
JohnLemon67
2
15 July 2026, 19:54
Hey Eddoursul, This is really impressive and Its something I dont think I'll be able to play FNV without now! I had one request/question, is there any update in the pipelie to do with the voices? I saw Chasm for FNV was able to replicate the default fallout voices, so I was wondering if this is something that could be done for Numen... Literally the only crticism i have, Great Mod!
2 replies, 3 total
Eddoursul
15 July 2026, 20:02
I am actually adding PocketTTS support right now which supports voice cloning. Only because its license prohibits cloning voices without written consent, no voice samples will be shipped and will require manual setup.
UPDATE: No samples needed in the release.
1 reply
couriers1x
6
14 July 2026, 18:48
This is not a complaint or bug report. It is, however, highly amusing. I have Wild Animals Of Survival installed, as preamble.

So, after the Ghost Town Gunfight, I decided to rest in the Prospector. The saloon cat walks up to Ringo and demands food from him. In English. Ringo and the cat start roasting each other. Ringo shoots the cat.

Later, Trudy refuses to serve Ringo any more drinks until he takes the dead cat outside and disposes of it.
1 reply, 4 total
Eddoursul
14 July 2026, 19:10
All of this is possible except Ringo shooting the cat -- I deliberately did not add the ability for NPCs to attack each other to avoid chaos outside of player's control. Admit it, you shot the cat?

(I will need to patch out speaking to animals though, I expected only robots to talk to humans.)

UPD: This may be possible if the cat attacked Ringo randomly, and he retaliated. And I do see in bug reports of that mod that NPCs randomly kill donkeys, so this is most likely what happened.
1 reply, 3 total
couriers1x
6
14 July 2026, 22:31
I don't dispute out of spite or animus, but I must dispute: I've seen AI initiate combat twice: Once between the cat & Ringo, and once against me after I roasted "Deadeye" Ricky in the Northern Passage. The AI can and sometimes does [Attack].
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couriers1x
6
15 July 2026, 08:27
I can see that happening - and I have seen the cat randomly aggro before installing Numen. Chalk it up to extreme coincidence, I suppose - but the sequence of events was highly amusing. :D