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?
2 replies, 3 total
Yes, disabling gestures is doable, I'll add it to the next update.
1 reply