AI Roguelite

AI Roguelite

Medieval Mod
16 Comments
Raluk  [author] 9 Mar, 2024 @ 4:49am 
It was a custom model I made, a merge of some of my favorite models at the time that I then replaced with the default one in the games folder; I remember I had to make it in a smaller variant for the game to be able to load it. However nowadays you can use automatic1111 or comfyui to connect with the game and easily use any image model of Stable Diffusion and also switch between them. My merge used ChilloutMix, Experience and Kotosmix I think. But there are a lot of good models if you visit civitai. If you can only run SD 1.5 and not SDXL I recommend 720x in size, going higher has chances of making images with multiple people when it shouldn't because 1.5 was trained with 512x sized images; 720 is good enough to not make various details look bad imo. Wildcards is also nice to use so that you can have random prefixes for more variations on every image generation; text files you can write multiple prefixes in that can be linked with one prefix in the game.
DoofMaster4000 9 Mar, 2024 @ 2:39am 
What image generation are you using in the screenshots? Looks way better than what mine is producing
Raluk  [author] 15 Apr, 2023 @ 8:27pm 
Awesome! Thank you so much. I'm gonna try out a vampire scenario with it :) later I can update this mod with new presets for bloodthirst
̋̊̑͂͆̅¢h³MÏǪ£ Ør9 15 Apr, 2023 @ 5:15pm 
I just tested and uploaded the new Bars and Meters mod; this one includes Bloodthirst. Keep in mind the mod is only working for chatGPT (Sapphire) at the moment.
Raluk  [author] 10 Apr, 2023 @ 2:28pm 
You're welcome, it's nice having some more bars that can be used togheter with this mod and others! Sounds interesting, and I see you've updated the description, nice. Yes, if you don't mind making it, that would be great :D
̋̊̑͂͆̅¢h³MÏǪ£ Ør9 10 Apr, 2023 @ 12:34pm 
FYI I added a Loot bar that's pretty neat. Do you want me to add a vampire blood thirst bar too?
̋̊̑͂͆̅¢h³MÏǪ£ Ør9 10 Apr, 2023 @ 12:33pm 
Thanks for the plug :)
Raluk  [author] 3 Apr, 2023 @ 7:21am 
Restored and updated the description
Raluk  [author] 3 Apr, 2023 @ 6:14am 
Oh.. it's because I had the shorter description in the mod text file. It over wrote my edit when I updated the mod. :I
Raluk  [author] 3 Apr, 2023 @ 3:29am 
Weird.. the description has rolledback to the previous one.. I have to rewrite it again later.
Raluk  [author] 31 Mar, 2023 @ 11:36am 
Might do that later.

I see, yea that makes sense. Those are some good uses and that trick might work. I’ve tried to make a ‘vampire blood thirst’ bar, but couldn’t manage to do so. Made some files. However I couldn’t get the testing.exe to run with any models, although I’m not even fully sure what I’m doing and if I’m doing things correctly. So checks is something I can’t really do, at least for now. The thing is pretty advanced for me lol.
karlkablisk 29 Mar, 2023 @ 11:39pm 
that could work,youd just need the game to recognize a condition.like if world is x then follow these conditions.i think youd need to talk on discord to ask the dev if anything is in place for that. i can see several uses though. isekai, a game that has phases like xcom planning and battle, spy being in home country vs enemy. all it would really take is some sort of state and a blocker in the games logic.

so if you are isekai and you say "i go home" the game recognizes you cant, gives negative response,you try to go home but realize theres no way back you make due and go to an inn.

The game has rpg checks in it already it would be an extension of that but more contextual or situational. see if you can use the games checks for now. like require 99 charisma before they can return home. then plant a 99 charisma mission at the end of the main mission. a workaround like that might be possible currently.
Raluk  [author] 27 Mar, 2023 @ 5:02am 
Thanks, cliftut!
Raluk  [author] 27 Mar, 2023 @ 5:01am 
Karlkablisk, my wish is that mods could be set for worlds individually within a campaign so that when you discover a portal you could pick what mods would be active inside that new world. This would allow travel between a standard world and one with this mod active for instance. How to get quests to work around that I don’t know (maybe with checks?), but it’s a very interesting idea. I remember there were talks/ideas previously about a feature that would block you from entering some places unless a certain action was done. If that’s implemented in the future it might be able to be used as a condition to block a portal unless certain numbers of quests are completed.
Sylverone 26 Mar, 2023 @ 10:44pm 
Nice, sounds cool.
karlkablisk 26 Mar, 2023 @ 8:42pm 
Modern stuff and being able to return to the modern world in an isekai setting is definitely a problem I've had trying to do this genre with just worldgen. Hopefully with a proper mod you can classify anything as modern and set the game to give a negative prompt along the tune of you can't return unless its connected to the results of a main quest as a condition. Or, to make sre the first quest doesn't do it, maybe after a certain number of main quests, setting another condition that if 1 quest under x number of quests WOULD be an attempt to return to the modern world (just because quests are random), it will fail. Just some ideas I had.