AI Roguelite

AI Roguelite

First-Person Realism Mod
47 Comments
John-Silver  [author] 18 Aug @ 2:22pm 
Added new system feature scene facts, you won't see it but it helps AI story gen stay on track.
John-Silver  [author] 17 Aug @ 10:18am 
Contains all fixes to work with new location system, better skills, uses new entity system, streamlined several prompts, works with universes, realm sizes, conflict scenarios are fully functional again, give AI a bit more sentience, changes to plaus-checks to function more smoothly with first-person and more.
John-Silver  [author] 11 Aug @ 9:40am 
working on it lol
Name-Giver 11 Aug @ 9:13am 
Hey friend, update 6.0 in Alpha build broke this mod again.
John-Silver  [author] 31 Jul @ 8:02am 
I'd imagine so, haven't stress tested beyond sapphire tier and my own setup
Trex 31 Jul @ 7:15am 
is good for llama 4 scout/mavevick with 128k context window?
John-Silver  [author] 30 Jul @ 6:36pm 
updated for 5.20
John-Silver  [author] 24 Jul @ 8:00pm 
Everything should work with the newest update in alpha.
John-Silver  [author] 20 Jul @ 7:46am 
I'm past that, lol I'm trying to figure out why the item's randomly won't provide the detailed item information. I'm sorry I have a bad habit of just diving into something else without uploading what I've done.
questionable 19 Jul @ 2:46am 
i really like this mod but since its a bit buggy i cant really use it so again good luck on fixing the issues (and making the naming better)
John-Silver  [author] 18 Jul @ 2:38pm 
That I don't understand why it's happening it doesn't do it mostly, but it will other times do that with this version yes, I believe it's because the NPC's name isn't contained in something so I'm putting them in brackets, I'm currently trying to make the locations naming and sub-location naming work better so their's more unity and cohesion to what you want inside a locations based on what you would see from a distance, like a field with a castle in the distance would go from highland fields to slopping hills, to a long stretch of plain or savanna to the road approaching the castle's looming gatehouse, into the actually districts and streets to homes etc.
questionable 18 Jul @ 2:21pm 
i assume what you were referring to with the game getting confused is generating way too many characters because i encounter that when using this mod
questionable 17 Jul @ 9:22am 
good luck on that
John-Silver  [author] 17 Jul @ 7:24am 
It does work I'm just in the process of changing everything with the mod to put NPC + location names inside brackets so they don't confuse the game as much.
questionable 17 Jul @ 5:36am 
does this work with the newest alpha? the newest alpha changes a TON of stuff so i wouldnt be suprised if so
AdmiralSnackbar 29 Jun @ 10:16pm 
can confirm it is now fixed. thanks for the awesome mod!
John-Silver  [author] 29 Jun @ 7:31am 
I'm sorry everyone I forgot I had to unsub to my own mod when updating
John-Silver  [author] 29 Jun @ 7:22am 
should be fixed in newest update
Name-Giver 29 Jun @ 5:25am 
@AdmiralSnackbar I found out how to fix it: Go to the "generate_item_description_cheat.txt" file located in the prompts-chatgpt folder and switch ${item_name} to ${entity_name}
AdmiralSnackbar 28 Jun @ 9:41pm 
fantastic mod. only issue is still not being able to spawn in items with the console commands, it simply puts writing on the screen and doesnt spawn the item. great otherwise though, and only a minor inconvenience.
Billy 24 Jun @ 10:47am 
awesome, keep up the great work. If i find anything else ill let you know.
John-Silver  [author] 24 Jun @ 6:35am 
The item problem was a spelling mistake-related issue I haven't pushed the fix yet just so I could update a full other things at the same time, fix is coming today along with a few other things.
Billy 24 Jun @ 5:03am 
Also with the mod activated you can no longer cheat items in with the itemx command. I know you said your town got hit with a tornado, so i aint pressuring just keeping you updated on issues i find, fix them at your leisure, or not. Just thought you'd want to know.
Billy 23 Jun @ 3:50pm 
Hey found another issue, in the file substr_status_bars_template, both Improvement reasons and Regression reasons say "might cause it to move in the bad direction aiming for realism and immersion". When the Improve should say move in the good direction.
John-Silver  [author] 23 Jun @ 10:50am 
Fixed conflict scenario names not being properly generated along with updated item descriptions
John-Silver  [author] 23 Jun @ 9:01am 
Thanks I'll have to take a look at the beta build of the game, I'm not sure if beta-version will be viable with the mod going forward since the alpha build has a bunch of new feature that I take advantage of, ty for letting me know.
Billy 23 Jun @ 8:48am 
Hey just giving you the heads up, if your not in Alpha the mod isn't functioning right since your new update. I was using it fine in beta, then when it updated, i was no longer getting the correct entities, like the environmental NPC, and the Location generation was had returned to normal. I updated to Alpha branch and its all fine now. Not a mod issue really, works as intended as long as your in Alpha Branch.
Name-Giver 23 Jun @ 4:53am 
Damn, that's harsh. I hope you, your family and your friends are okay.
John-Silver  [author] 23 Jun @ 12:51am 
Mod is fully updated and should be functioning
John-Silver  [author] 22 Jun @ 11:55pm 
Max released an update to aid mod-users with updates, my town got hit my a tornado in Canada, Ontario, had no power or internet for the last few days, will be updating ASAP
Name-Giver 22 Jun @ 11:43am 
I am playing on the alpha build, through.
Name-Giver 22 Jun @ 11:26am 
Hey dude, I am the guy that asked you if you could create a version for free tier. I ended up buying Sapphire and I used your mod. I really enjoyed the changes you made, but it seems that since yesterday, your mod is no longer generating just 1 NPC to represent the ambient or puzzle enemies. It seems to be generating vanilla NPCs and enemies, even with your mod on.
John-Silver  [author] 21 Jun @ 9:06am 
Managed to bring everything over to the newest version, works with all new updates.
John-Silver  [author] 3 Jun @ 8:44pm 
I've been working on making "conflict scenarios" work with the new plausibility updates, I'm going to be overhauling both the quest and crafting system, along with changing the item descriptions to include base-level materials and other rpg-esk information at the end.
questionable 31 May @ 9:50am 
i like this mod apart from a few minor issues occasionally its kind of like a all in one improvement pack
Otherversian 29 May @ 6:39pm 
Excited for the next update!
John-Silver  [author] 29 May @ 10:42am 
@Questionable their's a thread in the discussions for AIRL, names are suppose to have a description afterwards I'm in the process of making the after name description update with things like the AI getting naked etc. as the NPC's descriptions don't update often enough and will often revert to an NPC being clothed if their not constantly stated to be naked by the player, I'm going to add personalities to it also to see how that behaves, not all NPC's are generated with this description just yet as it was a work in progress thing when I needed to update the mod because I accidentally set a 15 word maximum as 155 lol.
questionable 29 May @ 9:27am 
is it intentional for names to have descriptions in them? atleast some of them, characters generated from the event check seem to have this issue, but not in new areas, location names can either be a name and a description, or just a description, they aren't the same as the actual description as they are a bit more brief than the actual description, but also i've noticed that the npcs generated in a new area seem to be only one, cant really give more details right now though since i've only just barely started a new game with this mod, so once i've played a bit more of it i might give some more details
questionable 29 May @ 6:27am 
i wonder if you could add a consistent personality system like reactive realms has? reactive realms uses MBTI (though sometimes the ai can randomly just not use mbti, even if you have a smart ai) but it doesn't have to be that, it can be anything else
Bāsil 29 May @ 6:12am 
Is there a version without a First-person perspective, just with other changes?
John-Silver  [author] 29 May @ 6:12am 
This mod isn't compatible with any other mod without going into the reactive realms mod and changing it's wording to be in the first-person. As it is now from what I see from looking at RR's mod files a bunch of things wouldn't work without a bunch of changes, some things would have to be changed like add to things that it's generations have to be in the first-person, plus a lot of event checks from the mod won't work with other mods because I've essentially changed what a lot of the event checks check for beyond their normal scope.
questionable 29 May @ 5:40am 
is this compatible with reactive realms or does some aspect of it cause reactive realms to perform worse in some way
John-Silver  [author] 25 May @ 12:28pm 
Sapphire is denfinately worth the upgrade just in the quality of the story-telling AI being able to keep track of more history.
Dreyd 25 May @ 11:23am 
Hi, I'm thinking of trying your mod after purchasing a subscription to saphir. But I would be glad to receive feedback about the Sapphire subscription. How much better does the game get with its acquisition?
Name-Giver 25 May @ 7:56am 
Hello, dude. Would you consider creating a version of this mod for free tier?
Касим 16 May @ 8:10am 
Yes, there are certainly some moments of plot (strange logic, getting an Ancient Metal with a description longer than the title of a modern anime in the genre of issekai when parsing a simple coin), but these are more likely to be scripting flaws or flaws related to the root elements of the game
Касим 16 May @ 8:02am 
Honestly, at first when I read your text in “discussions” - I was extremely skeptical. Even after looking at your account and the accounts of your friends, I still had suspicions that there was some kind of trick.

I took the risk and I don't regret it. You are good and your mod fulfills all the stated functions.

I wish you all the best and further development in the intended direction. Such “underground” creators - gems of projects like AI RogueLite