A companion system that works with the MVU Zod Status Menu Builder.
MVU Game Maker is a converter that transforms SillyTavern character cards into MVU-based character cards with persistent stat tracking, real game mechanics, and customizable GUIs.
Two genres supported:
- โ๏ธ RPG / Fantasy Adventure โ Full battle system, equipment, familiars, quests
- ๐ Slice of Life / Dating Simulation โ Trait-driven partners, D20 social checks, relationship progression, multi-partner support
In short, it's a character level stats tracking system + built in rule base game engine + GUI Stat menus + D20 dice roll for unpredictable outcome all inside Sillytavern.
-
๐พ Persistent memory โ All stats for your main character, familiars, and partners are stored locally on your disk.
โ The AI no longer needs to remember them. It's been proven to track 30+ stats 100% without forgeting on each characters and 10+ members acorss the whole team. That's 300+ stats of tracking! -
๐ฎ Stats GUI inside Sillytavern โ All stats for your main character, familiars, and partners can be viewed in GUI.
โ A real GUI inside SillyTavern that would allow you to view all the stats in one single screen! Yes, we track every single one of the stats you see in the GUI. -
โ๏ธ JavaScript enabled โ Works inside SillyTavern and lorebooks, allowing:
- Advanced scripting
- Variable manipulation
- Dynamic systems
-
๐ฒ Real game mechanics โ D20 rolls, stat-driven outcomes, formula-based calculations.
โ AI cannot hand-wave away results. Failures stay failures. Success has to be earned.โ Console game like experience. Rule based engine to govern what AI can write. You can't beat a lv 50 boss when you are lv 10. You can't kiss a girl when she has low affection towards you. AI can write in any tone or any prose all it wants, but it can't work around the rules to make you win, or force you to lose when your stats well above the requirements.
It converts your SillyTavern character into a system where stats are always remembered with multi-character tracking support.
Whether you're hunting dragons or trying to win her heart, everything stays consistent โ EXP and HP for RPG, Trust and Affection for Dating โ across every member, every reply, no matter how long the session runs.
Because real game mechanics drive the simulation:
- In RPG: your character WILL die if you fight monsters way above your party's level. AI will NOT magically save you.
- In Dating: a failed flirt stays failed. Repeated rejection is a real consequence. The AI cannot fudge a critical failure into a win.
Convert existing SillyTavern RPG character cards into MVU format and play with a full game system.
- ๐ฎ Character creation panel at game start
- ๐ Automatically generated Stats Menu GUI for Main Character and Familiars (team members)
- ๐งฐ Equip / unequip weapons and armor via GUI
- ๐ฆ Inventory management (including deleting items)
- โ๏ธ Full battle system
- Formula-based (scales up to level 150)
- No random damage generation by AI
- ๐ก๏ธ Real equipment system
- Gear carries real weight in damage calculations
- Five rarity grades supported: Common, Fine, Rare, Epic, Legendary
- Weapons, armor, and accessories
- ๐ง Points allocation panel when leveling up
- ๐ผ๏ธ Full picture support on Familiars โ use your own picture for each team member
- ๐ Complete quest system โ every AI-generated quest is recorded and viewable in GUI
- ๐ Dynamic World events saved in variable so AI remembers groundbreaking events
- ๐ค Familiar / team member system โ recruited NPCs join your party with full stat tracking
Convert (or create) SillyTavern Slice of Life / Romance character cards into a deep dating simulation with persistent personality, real social mechanics, and multi-partner relationship tracking.
- 3-layer stat hierarchy: static Traits (Dominance, Confidence, Shyness, Patience, Curiosity, etc.) form an unbreakable personality ceiling; Dispositions (Trust, Comfort, Attraction, Respect, Affection) shift through story patterns; Pulse (Mood, Arousal, Excitement) updates every reply.
- Personality is locked โ repeated story events shape disposition, but who she is never changes.
- Archetype templates (e.g. The Pragmatist) are preset trait combinations, not personality overrides.
- Flirts, persuasion, apologies, confessions, jealousy defusal, boundary pushes โ all resolved by a D20 check against a dynamic DC.
- DC is locked before the roll โ no cheating, no re-rolls, no "let me try again" loops.
- Failed checks stay failed โ the AI must write the rejection. No hidden warmth, no "she secretly liked it" softening.
- Repeated failure โ NPC walks away โ grace mechanics make the next approach easier (no dead-end stories).
- Five independent act types: Incidental Touch, Sustained Contact, Kiss, Heated Contact, Sexual Encounter.
- DC scales with relationship stage, situation (privacy, alcohol, mood), partner traits, and disposition.
- No forced ladder โ any act can happen at any time if she's ready for it.
ConflictActiveflag triggers on critical failures, trust betrayals, or boundary violations.- Partner's argument style, escalation speed, and scope-creep are driven by her Traits (Dominance, Patience, EmotionalStability).
- Apology checks resolve conflicts. Resolution writes ImportantEvents memory.
- Partners autonomously initiate flirts, plans, confessions, physical escalation, or confrontation โ without {{user}} prompting.
- Triggered by stat thresholds and trait combinations every reply.
- You don't always make the first move โ sometimes she does.
- Stages: Stranger โ Acquaintance โ Friend โ Close Friend โ Crush โ Dating โ Girlfriend โ Partner / Wife.
- Intimate route: Friend โ Friends With Benefits โ Stable Sex Partner.
- Each stage has gate conditions (Affection + Trust/Comfort/Attraction thresholds) and many require a story milestone (e.g. successful Confession check, marriage event).
- On advancement: Affection resets to 0, Stage Promotion Decay applies (50% reduction to Trust/Comfort/Respect/Attraction) โ fresh dynamics for the new stage.
- Each partner is a fully independent entry under
Partner.<EnglishFirstName>. - Independent stat pools, memory collections, traits, secrets, and relationship timelines.
- Cross-partner Friends collection โ partners can have opinions about each other based on direct interaction.
- PositiveMemories (max 5) โ written on Critical Success or D20 โฅ 18 with Success.
- NegativeMemories (max 5) โ written on Critical Failure or D20 โค 3 with Failure.
- ImportantEvents (max 10) โ relationship stage advances, conflict resolutions, milestones.
- FIFO replacement when at capacity (oldest by TimeStamp gets removed).
World_Calc.NPCstracks named non-partner characters (friends, rivals, coworkers) with relationship, occupation, personality, last_seen.World_Calc.Eventslogs groundbreaking world events that override stale lorebook information.- NPC promotion path โ recurring named characters can be elevated to full Partner status with romantic intent.
- Each partner tracks her own social circle (her friends, your friends she's met, etc.).
- FriendshipScore (0-100) updates only on direct interaction between the two characters โ not on shared witness or co-presence.
- Partner-to-Partner friendships tracked symmetrically.
- Currency: ษ JPM (Japon Mark) โ fictional currency at JPY scale.
- Monthly salary auto-deposited on the 1st of each month for {{user}} and all employed partners.
- Salary bracket affects social check DC (status modifier).
- Spending tracked through narrative events (gifts, dates, dinners).
- Quests have
Desc(stable brief),Objective(testable finish condition),ProgressSummary(rolling status),Reward,Status,LastUpdated. - Relative deadlines ("in two weeks") are auto-converted to absolute in-game dates on creation.
- Quest completion grants stat rewards based on quest theme (Trust, Respect, Affection, etc.) and any explicit rewards.
- Configure {{user}} at game start: Name, Age, Gender, Race, Occupation, Charisma, Social Energy, Monthly Salary.
- Charisma and Social Energy directly affect social check DCs.
- Partner has a two-part Boundaries text: 1 social/non-sexual + 1 sexual.
- Boundaries can evolve through explicit story renegotiation OR de facto supersession (when prior story events render the limit moot).
- Anti-abuse guards prevent the AI from bypassing boundaries that are merely high-DC.
- ๐จ Fully customizable GUI via MVU Zod Status Menu Builder โ click and drag, no coding required
- ๐พ Persistent stat storage in SillyTavern variables
- โ๏ธ Advanced scripting directly inside lorebook (JavaScript supported)
- ๐ง JSONPatch-based variable updates with strict validation
- ๐ก๏ธ Schema enforcement via Zod โ invalid values are rejected before they corrupt your save
Works with:
๐ MVU Zod Status Menu Builder
Customize everything in the stats menus by click and drag (No coding required although we do support javascript for advance scripting):
- GUI layout
- CSS styling
- Logic & scripting
- Variable structure
Having a console game like experience with GUI + Stat tracking on multi-heroine + all these rule base system in places right inside SillyTavern takes a lot of tokens. RPG genre takes about 75000 tokens/reply on 2000th+ replies while the Love genre is even more demanding. Due to the complexity of running script and having AI to understand complex rule base logic inside SillyTavern, a frontier AI model is required.
This is not something for people who is on budget. And for best experience you would want to use Gemini 3 flash at the minimum for the full experience and working correctly. GLM 5.1 is a borderline minimum for something that works 95% of the time. However, for those who don't have pressure on budget, I would want to say that using Sonnet 4.5 or Opus 4.6 with 800 to 1000 words output is addictive on this MVU engine. My testbed uses Gemini 3 flash and Sonnet 4.5, and I do play on opus 4.6 on my own game from time to time.
All extensions are open source.
- Open SillyTavern โ User Settings
- Set Language = English
3. Install required extensions: (In case you have difficulty to install first two extensions, you can watch the video here)
- ๐ง Tavern Helper
- ๐งฉ ST-Prompt-Template
- โจ Megumin Suite v5+ (pick v6 dreamteam lite and COT v6 lite if you are using v6)
Thanks Kazuma for helping troubleshoot MVU compatibility!
- โจ Izumi English Preset - If you don't want to use Megumin Suite, you can use this simpler preset also support MVU
- โจ Frankenstein v4.2 fatman preset works but without extensive testing.
โจYou install extension at SillyTavern at this location, just copy and paste the link above.

โจMake sure you set the Preset Context no smaller than the following

โจYou might want to set the Target word count 1000 to 1500 so that it will better to describe the story in Megumin preset

โจCheck the MVU Compatiblity icon in Megumin preset
โจUnder Extension > Regex , make sure thinking hide is off and thinking box is on

โจIf you are using Megumin v6, Use DreamTeam Lite and COT v2

4. Download:
- ๐ฆ MVU Game Maker
You'll need a fairly capable AI model. The dating system is more sensitive to model quality than RPG โ it needs a model that can follow complex conditional logic and resist the urge to soften failures.
Tested on:
-
โ Gemini 3 Flash (Recommend for normal user)
-
โ Gemini 3.1 Flash lite
-
โ Gemini 3 Pro
-
โ Claude Sonnet / Opus (Recommend for best use of the system)
-
โ GLM 5.0/5.1 should work 95% of the time
-
โ Minimax 2.7 somehow works but thinking leaks to main story.
-
โ Deepseek v4 flash does NOT work, Deepseek v4 pro is trial and error, it doesn't always update variables.
-
โ Local model most likely do not work. I didn't have extensive testing on most Chinese AI model (GLM, Minimax, Deepseek)
Make sure all required extensions are installed first.
-
Extract the MVU Game Maker ZIP
-
Double-click
index.html -
Select RPG or Love Genre on upper left corner under template (DO THIS FIRST)
-
Click Load Character Card
-
Select your SillyTavern RPG character
-
Click JSON Export (top-right corner)
-
Click Download PNG Card
-
Open SillyTavern โ Import character card
-
Click Import โ OK โ OK
-
Click the Megumin preset icon (top-right):
- Enable โ
MVU Compatibility
โ Found under Format Blocks - Click Save
Start your game with a fully persistent, system-driven console like experience with GUI and rule base system right inside SillyTavern powered by MVU Game Maker.
- Supports RPG / Fantasy Adventure and Slice of Life / Dating Simulation character cards.
- Designed for advanced users who want full control over systems and UI.
- Slice of Life genre is more sensitive to model quality than RPG โ the trait-driven personality system and D20 social check enforcement need a model that can resist the urge to "soften" failures.
- MVU system & tools by Tavern Helper extension, ST-Prompt-Template and MVU ZOD creator
- Megumin Suite compatibility support from Kazuma
- System should pick up team members when you ask the NPC to join your party. The system will populate stats into the Familiar tab. For a more defined profile, look at the lorebook entry
[Demo Characters] Engnifor the recommended way to define a character.
- A character is promoted to Partner only when she meets all four criteria in
<encounter_guide>(named character, recurring presence, personal interaction, romantic intent). Friends, mentors, coworkers without romantic signal stay as NPCs inWorld_Calc.NPCs. - Repeated social check failures are not a dead end. When the partner walks away due to repeated rejection, the system automatically resets ConflictActive to false, lowers Stress, and (if she was a Stranger) advances her to Acquaintance โ so the next encounter is meaningfully easier.
- Boundaries evolve, they don't disappear. The system supports two paths: explicit verbal renegotiation, OR de facto supersession when prior story events have already objectively resolved the named condition.
- System should pick up and populate as partner when the **the NPC play a major role in lorebook **. The system will populate stats into the Partner tab. For a more defined profile, look at the lorebook entry
[Demo Characters] Minafor the recommended way to define a character.
- You can mod the GUI of the stats menu using MVU Zod Status Menu Builder to whatever color and presentation you want โ no coding needed.
- You can view what variables was saved on your PC by using the variable manager