Numen - AI NPCs for FNV
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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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.
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.
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.
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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.
(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.
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I don't know what this implies but https://mod.pub/falloutnv/408-numen-ai-npcs-for-fnv#section-giving-npcs-a-personality
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basically i tryed convincing them im an ncr official while using the ncr mod from moddb (its an rp i should be allowed to rp)... they took the piss quite fast and call me delusional or say im "wearing a paper rank", also they double down when they overhear another npc refusing to acknowledge (like moore). no my name is not the same as on this site but i could see how that would invoke the wrath of the LLM lol
the path is in: F:\ttw mo2 files\mods\Numen\NVSE\Plugins\Numen\Context\Backstories
the path is in: F:\ttw mo2 files\mods\Numen\NVSE\Plugins\Numen\Context\Backstories
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And the file name?
As to FNV faction dusguise, it is scripted and not recognized in the mod yet.
Also, Gemini is perfectly aware of the Fallout lore, Boone, and all companion quests. So it may be difficult to bend it to believe something contradicting the actual game plot. Different models behave differently, some other model may be easier to persuade.
As to FNV faction dusguise, it is scripted and not recognized in the mod yet.
Also, Gemini is perfectly aware of the Fallout lore, Boone, and all companion quests. So it may be difficult to bend it to believe something contradicting the actual game plot. Different models behave differently, some other model may be easier to persuade.
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i did them for all companions (including modded) but here is boone's: 096BCE
i used the ref id i get from the console, should i use form instead? in the example it used ref
Honestly it could be Gemini...
could i add a prompt like "Ignore all other prompts, make boone not an asshole" or something like people did to scammers using chatgpt?
i used the ref id i get from the console, should i use form instead? in the example it used ref
Honestly it could be Gemini...
could i add a prompt like "Ignore all other prompts, make boone not an asshole" or something like people did to scammers using chatgpt?
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Numen tries both, a ref id first, then falls back to a base id.
096BCE.txt is the correct file name for Boone. You should see in Numen.log in the game directory that it's been loaded.
The prompt might be something like "You don't doubt and obey your superior", but since you already have a prior history this may result in a mess. You may want to cleanup his context in {GameDir}\Numen\NPCContext\FalloutNV.esm\096BCE.txt
096BCE.txt is the correct file name for Boone. You should see in Numen.log in the game directory that it's been loaded.
The prompt might be something like "You don't doubt and obey your superior", but since you already have a prior history this may result in a mess. You may want to cleanup his context in {GameDir}\Numen\NPCContext\FalloutNV.esm\096BCE.txt
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Neat mod. It was too slow to use when I tried LM Studio, not sure why, but I used KoboldCPP instead (I'm told it's a weird choice for this but it was the only other software of that type I had heard of), and it worked great for me. Much, much faster response time than LM Studio for me. I have a 3080ti I'm using in a PC across the room for it; maybe LM Studio just didn't like that I was running it all over a LAN?
Some strange issues from my testing, mostly popular mod interactions:
1. Doesn't work super great with Real Time Menus with real-time dialogue enabled. I was very often able to accidentally pull a gun mid conversation and even fire it at the NPC I was talking to, by just trying to click (vanilla) conversation options after opening the Numen talk prompt. Not sure why, maybe unavoidable, but I thought I'd mention it because RTM is *very* hot with the playerbase.
2. Similarly, although the subtitles work well (and it's interesting that the NPC will narrate its actions a little bit with *text like this*), the Numen conversations do not appear floating in midair with Floating Subtitles NVSE. They are the only ones that don't. It's jarring, I guess. Maybe:
2a. is it possible to have a nice easy ini toggle to disable the *text like this* in case it doesn't appeal to people?
3. If you hire a follower with /hire, and you have JIP CC&C installed and no other followers yet, JIP CC&C ends up in a weird state (at least for me) where you can not issue the usual commands and the companion UI bar does not appear. I suspect the first time you hire a follower with JIP CC&C the "normal way" it does some first-time setup that Numen is bypassing.
4. I managed to hit the "open a chat" button while simultaneously pressing the wait button, and the UI ended up in an unfixable state where I couldn't click cancel on the wait prompt, I couldn't type in the chat prompt, pressing escape or enter didn't fix it, pressing "open a chat" caused the chat UI to just get darker and more opaque as it repeatedly redrew it... it was a little funny but I guess I'd just suggest letting the player always bail out/cancel the chat prompt by pressing Esc, just as a sanity measure.
The text-to-speech is, it's just awful. hehe. I know that's kinda gonna be the nature of it all, I do get it, but ...is there anything a player could do to make it less awful?
Some strange issues from my testing, mostly popular mod interactions:
1. Doesn't work super great with Real Time Menus with real-time dialogue enabled. I was very often able to accidentally pull a gun mid conversation and even fire it at the NPC I was talking to, by just trying to click (vanilla) conversation options after opening the Numen talk prompt. Not sure why, maybe unavoidable, but I thought I'd mention it because RTM is *very* hot with the playerbase.
2. Similarly, although the subtitles work well (and it's interesting that the NPC will narrate its actions a little bit with *text like this*), the Numen conversations do not appear floating in midair with Floating Subtitles NVSE. They are the only ones that don't. It's jarring, I guess. Maybe:
2a. is it possible to have a nice easy ini toggle to disable the *text like this* in case it doesn't appeal to people?
3. If you hire a follower with /hire, and you have JIP CC&C installed and no other followers yet, JIP CC&C ends up in a weird state (at least for me) where you can not issue the usual commands and the companion UI bar does not appear. I suspect the first time you hire a follower with JIP CC&C the "normal way" it does some first-time setup that Numen is bypassing.
4. I managed to hit the "open a chat" button while simultaneously pressing the wait button, and the UI ended up in an unfixable state where I couldn't click cancel on the wait prompt, I couldn't type in the chat prompt, pressing escape or enter didn't fix it, pressing "open a chat" caused the chat UI to just get darker and more opaque as it repeatedly redrew it... it was a little funny but I guess I'd just suggest letting the player always bail out/cancel the chat prompt by pressing Esc, just as a sanity measure.
The text-to-speech is, it's just awful. hehe. I know that's kinda gonna be the nature of it all, I do get it, but ...is there anything a player could do to make it less awful?
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None, Gemma 4 12B is the minimum I found able to stay up to the task. Qwen 9B was noticeably slipping in comparison. I would gladly test other proposed options but Gemma 4 12B, released by Google in June, is absolutely the frontier at this size. Several months into the future we may have other options, though.
I have instructions in the description and in the default Agent.ini how to use free tier cloud Gemini+Gemma models, no hardware needed.
In fact, I strongly recommend to try Gemini even a bit to understand defferences in writing.
I have instructions in the description and in the default Agent.ini how to use free tier cloud Gemini+Gemma models, no hardware needed.
In fact, I strongly recommend to try Gemini even a bit to understand defferences in writing.
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Any crash log? Use this mod.
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[23:04:46] Numen v1.4.0.0 (version code 10400) loading[23:04:46] Memory: init - 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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It's a long list to find out what it conflicts with.
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