There's an example included in the folder you can open from the settings menu. Just copy that folder, replace the assets inside, and change the options in the CharacterConfig.json file.
Three Eyes Software
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I'd love to when it's done, but steam currently has a special policy for live-generated AI content:
Live-Generated: Any kind of content created with the help of AI tools while the game is running. In addition to following the same rules as Pre-Generated AI content, this comes with an additional requirement: in the Content Survey, you'll need to tell us what kind of guardrails you're putting on your AI to ensure it's not generating illegal content.
The only exception to this will be Adult Only Sexual Content that is created with Live-Generated AI - we are unable to release that type of content right now.
Meaning as of now I wouldn't be able to release it since adding guardrails would go against the spirit of the game.
Do NPC's base your appearance off of the portrait, or can you write in your own description somewhere? Is it possible to upload your own portraits?
They're based off of descriptions. I've been thinking about having a system for adding custom player characters, so I might add that with the next update.
Especially Aldric, he'll often make up items, say he's put them in my inventory
That's called a "hallucination" and it's an unsolved problem with current LLM technology. Unless the NPC is opening the trade menu for you or straight up gifting you an item, which they can do (but sometimes fail to do), they're hallucinating and making things up.
After ending a dialog with an NPC, you can continue it by talking to them again within 10 turns as long as you don't leave the room (which also allows you to do things like unequipping your weapon during dialogs), so you can save and load within those 10 turns, but you have to be quick if realtime mode is active.
#1 Is a problem with the model itself. The AI gets passed information like when the character went to bed or got up, Nemo (the model) just doesn't have the brains to connect the dots sometimes. Nemo is a 12 billion parameter model so that's one factor, but even 70-400 billion parameter proprietary models by OpenAI or Anthropic blurt out nonsense sometimes.
What is needed is a proper reasoning model alla OpenAI's o1 or DeepSeek's r1 that thinks about the situation for a dynamic amount of time before talking. It will be a while before we see an open model like that in the same size class as Nemo though.
#2 I'm trying to find ways to curb this but again, Nemo is just very likely to nonsensically order the NPC to follow you. I've already limited certain function calls to certain keywords in the dialog, but once Nemo gets the opportunity to call the follow function, it will do so for reasons I don't understand. I should have the NPC eventually give up though.
The AI that does the function calling also only "exists" for the moment of the decision after the NPC says something (that's the little "thinking" label on the input box). Having the same AI do both the talking and the function calling is too confusing for Nemo. A reasoning model would be able to handle this in one go.
I've also had it where I should've been speaking to two people at once
This should be possible with Nemo, but it's not implemented yet.
And a way to pass longer stretches of time.
Check the abilities tab. I will make this more obvious though.
I limited it to about 33 words as a lazy way to have guarantees on the maximum possible amounts of tokens left after updating the long term memory of an NPC without having to do multiple API calls asking for tokenization, since I didn't think people would type that much in one message.
I'll find a way to uncap it again for 0.4, which will probably be ready on monday.
I double-checked everything on my end, so my only guess at this point is that's your're using an ancient CPU without AVX2 support, or something is preventing KoboldCPP from creating the _MEI folder in temp.
If you're using a very old CPU (pre 2013 for intel and pre 2015 for AMD) you could try replacing your koboldcpp.exe with https://github.com/LostRuins/koboldcpp/releases/download/v1.76/koboldcpp_oldcpu.... and/or selecting "Use Vulkan (Old CPU)".
If you're not using an ancient CPU you could try disabling your antivirus, but I doubt that's the reason.
If you only have 6 gb of graphics memory combined with 16 gb of ram, it might choke while loading the model if you have your other applications taking up too much ram.
If you have exactly 10 gb of graphics memory, the game will fully offload the model to the GPU which should take 9.17 gb, but I have no way of verifying if this actually works under real-world conditions since I only have 8 gb myself.
To see what the problem is, open a command prompt in the StreamingAssets folder like on the picture and do this:
koboldcpp.exe --model "model.gguf" --usecublas --gpulayers 17 --multiuser --skiplauncher --highpriority
Replace --usecublas with --usevulkan if you don't have an Nvidia GPU.
Replace 17 with 27 if you have 8 gb or vram, or 43 if you have 10 gb or more.
This way it won't close when it throws the error.
If it's running out of memory it should throw something like:
ggml_vulkan: Device memory allocation of size 1442316288 failed.
ggml_vulkan: vk::Device::allocateMemory: ErrorOutOfDeviceMemory
llama_kv_cache_init: failed to allocate buffer for kv cache
llama_new_context_with_model: llama_kv_cache_init() failed for self-attention cache
You can use the KoboldCPP GUI to manually adjust things until it works if this is the case, since the game just use whatever KoboldCPP process is running in the background if you launch the game while KoboldCPP is already running.
Do let me know what the problem is though so I can fix it for the next version.