RimWorld

RimWorld

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RimDialogue - Real Conversations
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Mod, 1.5, 1.6
File Size
Posted
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14.382 MB
14 Nov, 2024 @ 4:19pm
21 Jul @ 8:18pm
43 Change Notes ( view )

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RimDialogue - Real Conversations

Description
Have you ever wished your RimWorld pawns could really talk? RimDialogue is an extension of Jaxe’s excellent Interaction Bubbles mod, but instead of simply displaying the system-generated interaction text, it takes these interactions and uses a language model to transform them into real dialogue. This dialogue is then displayed in-game above each character’s head in a speech bubble.

What does it do

For example, an interaction like, "Huynh and Nila chatted about crazy eels," could turn into something like:

Huynh: "I've heard the crazy eels in this jungle are as unpredictable as Bowman's sense of humor, Nila."
Nila: "Tell me about it, Huynh. I've seen them leap out of the water and attack anyone who gets too close."

This mod can do even more! By adding “Additional Instructions”, you can influence the entire culture of your colony. For instance, try adding instructions like:

  • "Everyone in the colony is obsessed with David Hasselhoff."
    Now, many conversations will include references to “the Hoff” and Baywatch.
  • "Bob speaks like Albert Einstein."
    This will cause only the pawn named “Bob” to talk about astrophysics.
  • "All the men in the colony speak French."
    Now, only the male pawns will speak exclusively in French.

For more on getting the most out of RimDialogue check out the tips page at:

https://rimdialogue.proceduralproducts.com/Home/Tips

RimDialogue Hosted
Hosted RimDialogue requires an internet connection and comes in four flavors:

RimDialogue Free* - A free hosted version of the mod. This is the default version of RimDialogue. Just subscribe to the mod and this will work with no other configuration required.
  • 1 Conversation Per Minute
  • 5 Models to Choose From
  • Maximum Prompt Length 5,000 Characters
  • Maximum Dialogue Length 50 Words

Bronze, Silver, Gold Tiers (Patreon)
  • Increased conversation rates (up to 60/min)
  • More complex models (up to 18 models to choose from including uncensored models)
  • Longer, richer dialogue (up to 200 words)

To get access to RimDialogue Bronze, Silver, or Gold join my Patreon at:
https://patreon.com/RimDialogue

RimDialogue Local Server

Want an even more control of your RimDialogue experience? Run the RimDialogue Local Server!
RimDialogue Local Server is a free, open-source version of the server that you can use with a local LLM or with an API key to a cloud provider. With the local server, you can set the throttle and pawn data to whatever you want and whatever AI model you would like.

You can get the RimDialogue Local Server here:
https://github.com/johndroper/RimDialogueServer

Join the Discord!

Have bugs, questions, or feedback? Join the RimDialogue Discord server: https://discord.gg/KavBmswUen

Mod Version: v0.81.0 BETA
This mod requires Harmony
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2009463077
This mod requires Interaction Bubbles
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1516158345

* - The thresholds of the free version are subject to change based on server load and my bank account balance. If I start to go broke, I may have to reduce the free version's capabilities.
Popular Discussions View All (6)
3
6 Jul @ 2:40am
Does this work with Qwen 3?
Fantasy System
1
5 Jul @ 3:24pm
Bug Report: System.MissingMethodException and Dialogue Placeholders (RimWorld 1.6 Beta)
Zeccky
1
5 Jul @ 3:25pm
getting an error on latest version,
Fantasy System
167 Comments
тетеря, блин 14 hours ago 
also noticed: with speak up bubbles it enters an empty line in the end that makes them bigger.
тетеря, блин 30 Jul @ 7:09pm 
tested once again. it does behave strange, showing SpeakUp.Talk.Replies, but right now it showed me a whole prompt in the RimDialogue window (and in SpeakUp, imagine how big the bubble was):

https://gist.github.com/HugsLibRecordKeeper/317e26d52bb719e31812b7e461fc99a3
тетеря, блин 30 Jul @ 7:35am 
adding this line to the prompt («At the same time speakers realize they're in game and comment on how cruel it is to play their lives.») gave a funny twist:

«Gasparich and his crafting ideas... Gods, this game is sadistic. Hope he knows what he's doing, or we're all screwed.»

or

«Crashed with Irma, huh? Game's twisted sense of humor. Stuck with the kid-philosopher. Could be worse, I guess. Still, feels like someone's writing bad fanfic with our lives.»

meanwhile Irma: age 13, has a «Genetic Reincarnation» backstory starting with «Irma was vat-clone of an ancient philosopher-tyrant…»

I'm impressed.
тетеря, блин 30 Jul @ 7:24am 
seems like it doesn't work well with «SpeakUp». throws too many errors, haven't seen them much before adding this mod to the game (new playthrough).

Exception ticking Gasparich (at (56, 0, 175)): System.NullReferenceException: Object reference not set to an instance of an object
[Ref 40D957F4]
at SpeakUp.Talk.Reply (System.String tag) [0x00007] in <516b4465dcf94f92a900ae722f1c795a>:0
<0x252db628b40 + 0x000b2> <unknown method>
at SpeakUp.DialogManager.Ensue (System.Collections.Generic.List`1[T] tags) [0x0004e] in <516b4465dcf94f92a900ae722f1c795a>:0
...
https://gist.github.com/HugsLibRecordKeeper/8ad1b0b34fb56fb0d429b2554956c261

also, if possible, please, add compatibility with RimLanguages, so this mod could take into account if two pawns know the same languages. and, yeah, high hopes for SpeakUp compatibility – I don't see any bubbles.
[KOR]Bichang 29 Jul @ 11:59pm 
I found RimDialogue.OnlyColonists in my language files, but it doesn't exist in my settings. Is this an error?
[KOR]Bichang 29 Jul @ 11:07pm 
Couldn't dialogue generation be faction-based? When enemies raid, there's a ton of dialogue between them.
Ronin 28 Jul @ 5:05am 
Got it working. Turns out it just wasn't displaying the Models for me, I thought "Default" defaulted to the one I'd edited but now I see the full list and it's working. A quick technical question, is there a way to increase the context length of a model on Ollama or through the local server? I noticed that if you fill in the colony prompts, responses/conversations regarding things mentioned in the prompt become a bit mixed up/nonsense. This is with a prompt of only 200 characters and not that many conversations. I assume not storing many conversations will help with this, do they get deleted and so the context length becomes less full / can't get full?
Ronin 28 Jul @ 4:17am 
Can we get a guide for how to get this working with Ollama. There are 3 separate sections explaining how to install each and set up the mod but then upon launching the game, all I get is this error -

[RimDialogue v0.81.1] Error fetching ScenarioInstructions: System.Exception: Entry -1 - Error posting to ' http://localhost:7293/home/GetScenarioPrompt' . ---> System.Exception: Entry -1 - Network error: HTTP/1.1 500 Internal Server Error
[Ref 23A69FCB]
at RimDialogue.Core.InteractionData.DialogueRequest.Post (System.String action, UnityEngine.WWWForm form, System.Int32 entryId) [0x0011a] in <129907cf6cfd45d8b395f2388d4bfd84>:0
Schnorf 27 Jul @ 4:51am 
First off- amazing mod. This has breathed a lot of life into the day-to-day stuff of my colonies.

Second, a question: Since 1.6, I've quite often had conversations and thoughts of pawns that were no longer on the map pop up, both after I left the tile with the gravship, but also from a slave that escaped. This persists until I save and reload - is this an intentional feature, or a quirk caused by some change in 1.6?
ZAX 26 Jul @ 11:43pm 
I had the same issue with 猫与星象仪. Often, it's megaspiders or cats having "conversations" instead of actual colonists. I'd love to have an option to filter out wild animal dialogues. Maybe even disable dialogues between enemies or less important colonists once the colony gets large.