Releases: Coelacanthiform/TALKER-Expanded
Releases · Coelacanthiform/TALKER-Expanded
alpha-testing-00028c
Hotfix 2
- Added double trigger prevention
alpha-testing-00028b
Hotfix
- Fixed a bug where visit count in Map Transition script was not being saved properly
alpha-testing-00028
CHANGELOG
New Features
- Added proper support for player's weapon status in the scene context, both holstered and wielding. Lowering your weapon counts as having it holstered for the purposes of scene context. Includes support for weapons in knife and binocular slots.
- Added a list of 110 different questions for NPCs to ask the player as part of Idle Conversation triggers. The questions are different than the already existing topics and shouldn't involve too much overlap. This should alleviate the repetitive nature of the previous questions while maintaining the nice interactivity of emulating interest in the player character.
- Added an MCM option to only allow companions to ask the player questions (default Off). If selected, non-companions will always use random discussion topics instead, regardless of question percentage chance.
Tweaks
- Idle conversation question percentage chance default back to 50%.
- Added the flag "is_junk_response" to any dialogue directly generated by Anomaly, Reload, Weapon Jam, Callout, Taunt, and Injury triggers. Memory management now filters out both the junk events themselves, and any immediate dialogue they produced. This should keep long-term memory cleaner.
Fixes
- Went ahead and implemented the was_response_valid function Dan had made in dialogue_cleaner, but that wasn't actually used. This should catch and discard most types of AI content policy rejections, instead of delivering them as dialogue responses. Also made some tweaks to the list of rejection strings to make it more comprehensive, as well as removed some potentially risky entries that could concievably filter out valid RP dialogue. Since this has only come up once in many months of use it should make no noticeable difference to most users.
alpha-testing-00027g
Hotfix 6
- Added filter for anomaly and radiation damage to the Injury trigger.
- Improved injury trigger event info to account for self-damage and environmental damage
alpha-testing-00027f
Hotfix 5
- Added yet another safety check for task giver rank check on Task trigger
- Maybe reduced console spam from weapon_unstrapped
alpha-testing-00027e
Hotfix 4
- Added nil fallbacks to Task trigger, and fallbacks against dummy objects
- Added protection against a race condition in the Task trigger that could cause crashes if the task giver was deleted at the exact moment of task completion
- Removed token limits for memory management replies and disabled the long-term memory safety reset. This will stop "out of memory" errors on very long save files.
- Reduced default chance to ask the player a question in Idle Conversation trigger from 50% to 15%
Long-term memory is now effectively uncapped, and could theoretically get very long if you have a really long save file. Will monitor feedback on how this behaves on very long save files and if a better long-term solution needs to be implemented.
alpha-testing-00027d
Hotfix 3
- Idle Conversation script now uses neither actor_binder nor CreateTimeEvent. Should be busyhands-proof.
alpha-testing-00027c
Hotfix 2
- Stricter XML loading for anomaly trigger to prevent misattribution
alpha-testing-00027b
CHANGELOG
- Fixed anti-spam function for repeat callouts (dynamic event info format broke it, but using flags instead of string matching is probably better anyway).
- Increased max token limit for responses from 2500 to 3500
- Increased memory reset threshold from 8500 characters to 13500 characters. Hopefully combined with the above gives the AI a little more leeway to break long-term memory character limits on very long save files.
alpha-testing-00027
CHANGELOG
- Added MCM option for dialogue message display length
- Added improved weapon context for characters - current weapon status now show whether their weapon is holstered or not
- Inject current weapon status of all nearby characters into the prompt's scene context, hopefully creating less confusion about who is using what weapon
Fixes
- Added missing tonumber in injury trigger
- Added missing initial load of queries in sleep and reload triggers