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RimTalk Event+

[b]It focuses on one thing: let RimTalk understand the major events (e.g. raids, refugees, mech cluster, solar flare) happening on the map when generating dialogues.[/b] Built to be lightweight, with basically 0 TPS impact in practice. Has no known incompatibilities. You can safely add or remove it mid-save. What to expect in-game A few examples: 1) Raids [b]Before this mod:[/b] RimTalk basically only knows: [list] [*] There is danger right now (from its own danger/threat checks). [*] Maybe the initial raid letter text, [b]once[/b], if the letter filter triggered. [*] Plus the usual tiny context window (last few messages, current pawn's status, etc.) [/list] After a bit of time, that original raid info scrolls out of context, and the model starts guessing. [b]With RimTalk Event+ enabled:[/b] Whenever RimTalk initiates a dialogue during an active raid, the model now awares information provided by letter, such as: [list] [*] Which faction is attacking. [*] How they arrived (prepare-then-assault, edge walk-in, center drop, etc., depending on the letter). [*] Why do they attack (pollution retaliation, quest related, etc) [/list] Conversations can stay anchored to the real situation instead of drifting into pure imagination. 2) Refugee / guest quests [b]Before this mod:[/b] RimTalk only knows there are extra pawns marked as "lodger" on the map, but it doesn’t really understand: [list] [*] Whether they’re temporary friendly visitors, refugees who seek shelter, or an arrogant aristocrat, etc. (Sometimes the model even mistreats them as colonists.) [*] How long they’re staying. [*] That they’re tied to a specific [b]quest[/b] with expectations and possible consequences. [/list] [b]With RimTalk Event+ enabled:[/b] It clearly knows: [list] [*] Their identity. [*] Number of days they will stay in the colony, and how many days have passed. [*] Their names and roles matter in the story. [/list] How this mod works Since RimTalk’s design focuses conversations mainly on the characters’ surroundings, it can’t reliably “feel” what events are active on the map. When an event fires, it may trigger one related dialogue [b]once[/b] (if you have letter filters enabled). After that, pawns become effectively unaware of most ongoing events. This mod is meant to fill that gap and tell RimTalk what’s still happening. Whenever RimTalk asks the LLM to generate dialogue, this addon: [list] [*] Looks up ongoing events that affect the current map (for example, refugee hospitality quests where guests are physically staying with you). [*] Grabs information from each event: title, how long ago it was accepted, related pawn names, and the event description. [*] Adds the most recent threat letter and its detail (raid, siege, etc.) if RimTalk already thinks the colony is in danger. [*] Builds a compact “Ongoing events” block and appends it to the RimTalk prompt. [/list] So the model sees something like: [Ongoing events] Pickles the Destitute [accepted ~1.3 days ago | characters: Pickles] A desperate refugee named Pickles is staying at your colony for 15 days… Poor Drifters [accepted ~0.4 days ago | characters: Casces, Felix, Petronas] 3 desperate refugees are staying for 9 days. They work and fight for free… [Event list end] This gives the model enough context to talk about guests by name, reference ongoing obligations, and react to current dangers more believably. Limitations I tried to keep the mod as lean as possible, so there [i]are[/i] some intentional limits: [list] [*] [b]It currently does not pick up minor, short-lived events like blight, cargo pods, etc.[/b] Right now, it focuses on events that significantly affect conversations over the long term (ongoing quests, active threats, and map conditions). Including every tiny effect would bloat the LLM request and waste tokens for little narrative gain. I’ll keep looking for lightweight ways to include more useful event info without adding heavy systems like extra LLM calls outside of RimTalk’s own requests. [*] Some event descriptions (especially refugee/visitor quests) can be quite heavy, so in those cases the mod may feed a [i]noticeably large[/i] chunk of text to the request [b](see Token usage / performance notes)[/b]. The good part is that conversations become more accurate and vivid. The bad part is that it can cost more tokens. 💵 [/list] Token usage / performance notes Because this mod sends extra text to your LLM, it [b]will[/b] increase token usage a bit. Rough rules of thumb: [list] [*] Up to about [b]1200 characters[/b] of event text are added per request; this upper limit is only reached in rare, very “busy” situations. [*] In English, that’s roughly [b]~300 extra tokens[/b] at most. [*] In typical play (1–2 relevant ongoing events), the block will be much shorter and usually costs around [b]~100 tokens or less[/b]. [/list] Confirmed compatible [list] [*] [b]RimTalk - Enhanced Prompt and Announcement[/b] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3628795263]https://steamcommunity.com/sharedfiles/filedetails/?id=3628795263[/url] Both mods aim to improve event awareness, but they do it in different ways and prioritize different things. To avoid duplicated context (and wasted tokens), when Enhanced Prompt’s "Auto Event Capture" is enabled, Event+ will automatically disable the overlapping parts. [*] [b]Rigor Mortis RimTalk Patch[/b] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3603930710]https://steamcommunity.com/sharedfiles/filedetails/?id=3603930710[/url] Slight functional overlap, but runs alongside this mod without issues. [*] [b]RimTalk - Expand Memory[/b] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3608181242]https://steamcommunity.com/sharedfiles/filedetails/?id=3608181242[/url] Expand Memory only generates memories based on conversations and pawns’ actions, so there’s no functional overlap. This mod pairs nicely with it by making those conversations more accurate before they’re turned into memories. [/list] Source: [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fgithub.com%2FSaltGin%2FRimTalkEventPlus]https://github.com/SaltGin/RimTalkEventPlus[/url] Last but not least, thanks to Juicy for introducing the amazing RimTalk mod in the first place.