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I was a little concerned, I might have overdone the pacing. I pushed pretty hard towards momentum and resolution, since in my old games (before 2.0) NPCs were always stuck in choice paralysis and could rarely make up their mind to take any action at all.
So I am a little surprised, it has the opposite effect for you, slowing down the pacing, but I suppose, all taken together the instructions balance out nicely like that.
Mysteries of the AI, I am sure, the next model update will bring new challenges.
But for now, thanks for the feedback!
Happy days.
I hope, the new changes are welcome (and nothing strange is broken now, the AI always finds a way to be weird, I feel.)
Purging all hesitation and vagueness from the NPCs as much as possible is my new goal. While realistic, I eventually found it a little tiring, so now I test a new version where everyone is more decisive and pro-active. Wish me luck. (Not yet updated, just teasing.)
I sat with my character in a teahouse over dozens of incarnations, with different levels of NPC behaviour, I had an ensemble of monks dancing around me, waving silk robes into my face while musing about the transcience of time; I watched an old monk clean the teahouse for 70 turns, while nothing ever happened; I sat in silence while NPCs begged me to speak until I sang.
Still working on some other mods, the quest system haunting me, mostly. Never quite right.
And if nothing else, I still have my changes for my own games, even if a little troublesome with the new implementation, it mostly works fine for me.
On the other hand, the updated models (especially free, which I am using) seem to handle NPC dialogue much better without additional guidance, making the difference between base and my mod barely noticeable for me, so I am unsure how to support this project in the future.
Continue_without_input still works as normal, to fill the scene with NPC momentum, which is the main feature for now, it seems. Mm.