Numen - AI NPCs for FNV
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. (i would say it and it would print "lemon's" instead of "lemons")
whole neighborhood probably thinks i have some weird obsession with lemons right now.
also unrelated but it would be cool if there a way we can re-define the PC somehow, like a backstory for your player character that can override everybody's opinion of you to a degree. Like for example put in there "i am god of the wasteland and everyone praises me as lord" and it adds to the conditions everyone you talk to has to obey.
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. (i would say it and it would print "lemon's" instead of "lemons")
whole neighborhood probably thinks i have some weird obsession with lemons right now.
also unrelated but it would be cool if there a way we can re-define the PC somehow, like a backstory for your player character that can override everybody's opinion of you to a degree. Like for example put in there "i am god of the wasteland and everyone praises me as lord" and it adds to the conditions everyone you talk to has to obey.
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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
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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No known issues at the moment.
Any crash log? Use this mod.
Any crash log? Use this mod.
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Here is my numen.log file. Going to find the crash log next.
[23:04:46] Numen v1.4.0.0 (version code 10400) loading[23:04:46] Memory: init - Pastebin.com
[23:04:46] Numen v1.4.0.0 (version code 10400) loading[23:04:46] Memory: init - Pastebin.com
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
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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Looks like you've been busy! ๐ 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! ๐ Keep up the great work. I'm looking forward to seeing how the new NPC instructions affect conversations and personality consistency.
Also... my goodness, I look away for a moment and you've already updated the mod three more times! ๐ Keep up the great work. I'm looking forward to seeing how the new NPC instructions affect conversations and personality consistency.
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.
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.
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:
the companion often interprets it as:
This creates a feedback loop:
However, I could not find equivalent guidance encouraging conservative interpretation of ambiguous social interactions, such as:
combined with
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"โit 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.
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,
- "Treating her as fragile"
- "Insisting on taking care of her"
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.
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.
"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"โit 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.
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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!
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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.
UPDATE: No samples needed in the release.
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