Sometimes the game just:
">chat about sports with your friends on the couch"
"'Did you see the game last night?'"
"'Oh wow, that game was incredible, do you remember when Jenkins threw that?'"
"'Yeah, that was great.'"
"'Yeah.'"
"'What's on now?'"
"'Sports.'"
"'Wow, wonder who's on?'"
"You chat for hours while watching the game. It was a good game."
-and there's no way to tell which speaker was who.
Comments: 33
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03 Feb, '20
SteamzombieYou can trick the AI into using theater style dialogue by using it in the custom prompt and typing like this: !You: "Hello."
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14 Feb, '20
Doubtful_Sm0k3r MergedThe option to see characters name beside the conversations, to differentiate who's talking as it become complicated to understand who's talking and when.
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15 Feb, '20
Aaron Jones MergedAbility to assign custom colors to a specific PCs/NPC's Dialogue so that knowing who says what in a conversation becomes easier. Example if you meet a NPC named Becky you can assign pink text to her and anything she says will show up as pink.
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25 Feb, '20
XLuckyCharmsX MergedThe AI makes characters say some random things. I'm OK with this, as I understand this is an AI and will never be perfect, and I WOULD be able to work with what the AI throws at me but it doesn't justify who said what. It will just have some gibberish in quotation marks. If the AI could say who said the gibberish I would be having a lot more fun. Something like the picture I provided. Thanks for reading.
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26 Feb, '20
Sayor MergedSometimes it gets hard to differentiate which character talking. It would be great if AI mentions character name before each dialogue.
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05 Mar, '20
ChristinewhoBut, I still want this fun fact a YouTuber (he isn't that big) said that he couldn't tell who was talking so yeah.
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05 Mar, '20
ChristinewhoAt least, you can use Alter or use the theatre speech which I hadn't thought about a bit like if you were writing a fanfiction from a third person point of view.
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14 May, '20
KiYou can teach the AI to use "he said" "she replies" etc by putting them into your inputs and editing the AI outputs, it will start to use them
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19 May, '20
Devon Admin"Name mention before dialogue" (suggested by Sayor on 2020-02-26), including upvotes (5) and comments (1), was merged into this suggestion.
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19 May, '20
Devon Admin"Assignable color coded Diaologue" (suggested by Aaron Jones on 2020-02-15), including upvotes (2) and comments (1), was merged into this suggestion.
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20 May, '20
Devon Admin"Have the AI Justify Who is Talking" (suggested by XLuckyCharmsX on 2020-02-25), including upvotes (6) and comments (2), was merged into this suggestion.
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20 May, '20
Devon Admin"Characters names besides conversations." (suggested by Doubtful_Sm0k3r on 2020-02-14), including upvotes (6) and comments (0), was merged into this suggestion.
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21 Jun, '20
dragranis MergedFor now without premium you can train it manually.
Let's say it generates something like this:
"Dialog 1"
"Dialog 2"
"Dialog 3"
Try to figure out who is saying which dialog and use alter to make it like this:
Character X:"Dialog 1"
Character Y:"Dialog 2"
and so on.
It's not perfect solution, but allows you to control AI a bit. It will catch up this style of writing and use it. -
21 Jun, '20
Niko Mercerdefinitely would be very helpful
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22 Jun, '20
Gooch88 MergedOh yeah it does seem to work so you can see who's talking but I'll just try that untill the dev decides if it's a good idea or 😁
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22 Jun, '20
Devon Admin"Reduce Confusion" (suggested by Gooch88 on 2020-06-20), including upvotes (6) and comments (2), was merged into this suggestion.
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28 Jun, '20
AnonWould be good. I'm not a fan of that 'Character X: "Dialog"' type of system that some of the others mentioned. It removes a lot of flavor from the text, you won't get things such as '"Dialog", you say as you lean against the wall and cross your arms.'
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01 Jul, '20
Steamzombie@Anon
Character: [leaning against wall and crossing his arms] "Dialog"
works as well.
I started using
"Dialog," he says.
In alter mode. It reads even better and character confusion isn't really an issue for me anymore in the new models. -
05 Jul, '20
Devon Admin"Different colored text for different characters." (suggested by Mike on 2020-07-05), including upvotes (4) and comments (0), was merged into this suggestion.
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10 Jul, '20
Devon Admin"Easier Talk Recognition (Idk what name to give it)" (suggested by Illyrian Legend on 2020-07-09), including upvotes (1) and comments (0), was merged into this suggestion.
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21 Jul, '20
HPabAt this point, I feel like the AI is doing a pretty good job here. It seems like it's managing to follow normal dialog rules in English, and I don't have any trouble following along. I'd very much prefer that there not be some kind of artificial tagging, either through colors or "PERSON X:" or anything like that, as it completely dumps me out of a written story. If this feature is implemented, I'd hope people would be able to turn it on and off in the options.
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22 Jul, '20
SageThis would be a huge improvement, hope It’s possible.
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12 Aug, '20
Jamie L MillerRecent conversation: What's your name? I give my name. AI Gnome responds "Hi I'm [my name]" that is not helpful. Would love more clarification.
and why am I naming the AI characters? -
14 Aug, '20
TalulaI'm on dragon model with direct dialogue turned off for the better clarification of who's speaking, and it still seems to not list the name of a specific speaker at least half the time
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17 Aug, '20
Lucas Augusto Cherubinto tell you the truth, I’ve seen a scenario with this, I don’t know how to set this as the norm but it’s there.
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24 Aug, '20
Devon Admin"A different color text for every existed characters dialogues" (suggested by FRS27 on 2020-08-24), including upvotes (1) and comments (0), was merged into this suggestion.
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29 Aug, '20
OmnomTo be fair, in instances like that it's not that the AI isn't telling you who's talking, it's that the AI isn't even considering who's talking. The dialog you're seeing is literally the entirety of the AI's context on that conversation. No speaker mentioned in the dialog means no speaker in the AI's perspective either.
I often go back and add "[Name] says," before all dialog. This really helps keep the AI on track. -
30 Aug, '20
Devon Admin"Differentiate characters by color or name at the beginning of the sentence" (suggested by Bia on 2020-08-30), including upvotes (2) and comments (0), was merged into this suggestion.
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01 Sep, '20
TECh MergedI'm not sure if adding this (if it gets added) will bug the game more but I'm pretty excited to know who's talking.
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01 Sep, '20
Devon Admin"Could you add the name of the person talking?" (suggested by TECh on 2020-09-01), including upvotes (1) and comments (1), was merged into this suggestion.
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21 Sep, '20
Devon Admin"Characters on dialogue" (suggested by Warlike on 2020-09-20), including upvotes (1) and comments (0), was merged into this suggestion.
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15 Oct, '20
JamesersonOften times the AI doesn't know who is talking either.
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25 Oct, '20
Dark harthDonavon says "hey how's it going peeps?" Work's well to clarify who is saying what. Type it this way and the ai will follow your lead. Just edit the ai's work as well.
It should read;
Donavon says "hello? Is anybody out there?"
Buddy replies "I'm out here."
Donavon says "oh good I thought someone was hanging around the house."