* pytorch update * github workflow for tests * tests set up config * tests download nltk punkt * punkt_tab * fix world state not updating on new initial scene load * fix new character creation from scene tools * py 312 py 313 support remove unreliant cuda detection and just lock poetry with cuda * fix tests * dont auto install cuda * remove unused StrEnum import * separate cuda install * fix auto progress OFF no longer working * fix debug logging options not sticking * disable revision during image prompt generation * prompt tweaks * prompt tweaks * fix some issues with directed character creation * tweak the continue generation button so its less prone to pop into a new line on itsown * fix context db filter field layout * handle error when trying to regnerate passthrough narrator message * prompt tweaks * increase auto direct evaluation length * fix node library on windows * auto direct eval tweaks * prompt tweaks * prompt tweaks * allow updationg of scene phase through director console * add generate action to director console phase intent text fields * prompt tweaks * track iteration count in scene loop always yield to user at initial start / load of a scene * fix issue with Split and Join nodes when passed \n as delimiter * sim suite only generate auto direct requirements if auto direct is enabled sim suite fix issues with title generation * autocomplete button disable until there is text to autcomplete * update installation docs * update scenario tools docs * docs * writing style phrase detection * typo * docs * fix issue where deleting an applied preset group would prevent selection of a different preset group in the affected client * fix @-Instruction is broken when using apostrophes * editor never attempt to fix exposition on user input if input starts with command characters @, ! or / * prompt tweaks * editor revision: automatic revision setting, prompt tweaks, docs * missing files * fix issue where narration responses starting with # would result in empty messages * prompt tweaks * fix issue with autocomplete not working at the beginning of a scene * fix issues where cached guidance would result in no guidance * editor revision analysis now has access to scene analysis and director guidance if it exists * fix issue where all nodes in the node editor would be locked on winsows OS * add `scene/SetIntroducation` node * fix issue where generating narration in a scene with zero characters would always come back blank * SceneIntroduction node state output fixed * node editor docs progress * fix issue with loading scene from file upload no longer working * better handling of what to do when there are no characters in a scene and no default character is defined * typo * silence trigger game loop debug message * docs * GenerateThematicList node * docs * docs * stubs * allow creation of module from existing nodes * move function into plugin * separate graph export functions into own .js file * group from selected nodes * remove debug output * tweak create module dialog * docs * docs * graph tests need to assume auto_progres True * add ModuleProperty node * fix some issues in the module creation modal when extending or copying a module * include module name in module deletion confirm dialog * fix node module copy not setting updated registry * module property name output * docs * docs * initializing a scene from a character card will no longer break the node editor * docs * when greeting text and intro do not match, do the greeting text first. * intro is set during card import, there is no need to ever emit character greetings in addition to the intro, its not really something that matches talemate's design philsophy at this point * docs * dynamic premise modules * tweaks * propagate module level property defaults to node * docs * fix issue where the default character would get added to scenes during load even though there already was a player character * prompt tweaks * tweaks to generate-premise module * docs * infinity quest dynamic story v2 * tweaks limits * fix line endings * prompt tweaks * fix some issues with node property editing * formatting * prompt tweaks * group and comment * add talemate tint node style fix gap in nodes when there are no sockets * node style fixes * docs * docs * icon for swtich nodes * conditional emit status node * don't reset dynamic premise * dynamic premise tweaks * dynamic premis status messages * fix issue with Input value error node * validate that topic is specified * fix issue where cancelling a generation triggered during scene loop init would cause the loop to reinitialize * docs * node error handling improvements * docs * better error handling in generate premise module * a connected socket should always override a property of the same value even if the socket connection is not resolved * dynamic premise expose intro length property * fix some issues with node module creation and add registry path validation * correctly title creative loop module so it can be copied * remove debug message * rename to dynamic storyline for clarity and so it doesn't collide with tutorial * import dynanimc storyline node * docs * gracefully handle a node missing during graph load * docs * make agent list a bit more compact * disable node property editing in inherited nodes * rename editor revision events so they are inline with the other agent events * support instruction injection for director.generate_choices action * normalize dynamic instructions * fix director guidance dynamic instructions * docs * generate choices event add choices property * prompt tweaks * add dynamic instruction node * prompt tweak * fix issue where some events could not be hooked into through event node modules * docs * clean response node * docs * docs * docs * module library tweaks * fix some issues with act-as selection * dont allow creation of new modules until scene has been saved at least once * public node modules dir * sim suite module styles * remove debug messages * fix default node titles * fix number input vlaidation in math nodes * context awareness in contextual generate now includes character info * fix dupe id warnings * alt drag to clone multiple nodes * alt drag to clone multiple nodes * docs * docs * fix issue where some scene modules could leak across scenes * dynamic instructions already included through extra context * prompt tweaks * update defaults * docs * make list init from json * socs * fix issue where not all field definitions would get sent * docs * fix issue causing deep analysis to loop * case insentive regex matching * prompt tweaks * fix node title * fix size issue in scene view when node editor was open on smaller resolutions * fix issue with autocomplete sometime loosing markup * add claude 4 * make director guidance and actor instructions available to autocomplete prompt * fix trim node handling of \n * extract node * extract node trim property * remover cruft * charactermessage node only set character if not already part of message prefix * editor revision unslop mode * fix search scenes showing node module files * prompt tweaks * unslop support unwanted phrase detection * define bad_prose * </FIX> seems to get ommitted a lot so lets handle it * cleanup * return on no issues * fix some issues with character creation * fix some character creation issues * prompt tweaks * contewxtual generate and autocomplete signals added * prefix revision_ * use uuidv4 which is already installed and doesnt come with compatibility issues * editor revision support for contextual generations normalize some event objects * add template picker to worldstate character creation interface * prompt tweaks * dont unslop scene intent or story intent generation * prompt tweaks * prompt tweaks * prompt tweaks * prompt tweaks * prompt tweaks * prompt tweaks * prompt tweaks * prompt tweaks * prompt tweaks * prompt tweaks * fix issue of conversation losing edits through signals * support revisions for world state entry generation * task_instructions * dont show rewrite specific options if unslop method is selected * docs * fix issue with setting locked save file when auto saving was turned on * don't trigger player_turn_start in creative mode * better check for when to fire player_turn_start and when not * node editor crash course fixes * docs * fix issue where sometimes wrong system prompt was selected * add world context to contextual generate node * fix node dragging issue when cloning multiple nodes * support editor revision for summarization generation * summarization support dynamic instructions * dedicated template for summary unslop * pass summarization_history to template vars * prompt tweaks * prompt tweaks * not sure how this got blanked * wording * wording * only display debug log if TALEMATE_DEBUG=1 * fix syntax * fix syntax * remove unused cruft * start-debug * log message cleanup * docs * tweak defaults * sim suite polish * remove unused images * add writing style instructions to revision prompts * missing endif tag * prompt tweaks * prompt tweaks * prompt tweaks * use app-busy * prompt tweaks * update readme and screenshots wording wording * add discord link
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Scene Tools
:material-refresh: Regenerate AI response
This will regenerate the most recent message, if it is an AI generated message.
!!! note "Keyboard modifiers"
If you hold ctrl when clicking this button you will be prompted to supply some instructions for the
regeneration. This can be useful to guide the AI in a certain direction.
If you hold `ctrl+alt` when clicking this button you will be prompted to supply some instructions for the
regeneration while keeping the original message as context. This is useful for rewrites.
:material-nuke: Regenerate AI Response (nuke option)
This will regenerate the most recent message, if it is an AI generated message, but with a higher temperature and repetition penalties applied, which can lead to more creative responses. Use this to break out of repetitive loops.
!!! note "Keyboard modifiers"
If you hold ctrl when clicking this button you will be prompted to supply some instructions for the
regeneration. This can be useful to guide the AI in a certain direction.
If you hold `ctrl+alt` when clicking this button you will be prompted to supply some instructions for the
regeneration while keeping the original message as context. This is useful for rewrites.
:material-account-voice: Actor Actions
Will open a context menu that allows you to have the actor perform actions.
!!! info "Recommendation" Turn auto progress off if you want full control and use these actions to guide the scene.

:material-comment-account-outline: Actor Action (Specific Character)
Will pick a character to performan an action.
Hold ctrl to provide direction
If you hold the ctrl key while clicking the menu item it will prompt you for a direction to inform the character's action.
Depending on what the Actor Direction Mode setting in the :material-bullhorn: Director Agent Settings the direction will either be given as an instruction or as inner monologue.
Regardless of mode you should write your instruction so it completets the following sentence: I want you to ...
Some examples:
be angry at the other character
or
be annoyed at the situation and storm off
:material-comment-text-outline: Actor Action
Automatically picks a character to generate dialogue and actions based on the current scene state.
:material-script-text: Narrator Actions
Will open a context menu that allows you to have the narrator perform actions.
:material-script-text-play: Progress Story
Generates narrative text based on the current scene state, moving the story forward.
All actions can be given directions by holding the ctrl key when clicking it.
Scope of progress
By default the progress is aimed to move the scene forward slightly. As of version 0.30 there exist three sub actions here for minor, major and curveball style progression. How weill this works strongly depends on the model.
All they do is try to coerce the narrator to provide a story progression at a bigger scale, with the curveball one aiming for a story upset.
Note that you can still hold the ctrl key to provide further direction for these as well.
:material-waves: Narrate Environment
A special type of narration that aims to narrate the environment, focusing on visuals, sounds and other sensory information that currently exist in the scene.
:material-image-filter-hdr: Look at Scene
Provide a descriptive, visually focused narration of what is currently happening.
:material-account-eye: Look at (Character Name)
Provide a descriptive, visually focused narration of the character's appearance / current action.
:material-crystal-ball: Query
Will prompt you for a question and then have the narrator generate narrative text based on that question.
:material-clock: Advance time
Opens a context menu with options to advance time in the scene, ranging from 5 minutes to 10 years.
By default the :material-script-text: Narrator Agent will narrate the time jump, but you can disable this in the :material-script-text: Narrator Agent Settings.
!!! note "Summarization" Whenever time is advanced, the scene state will be updated, and the next message will trigger the Summarization Agent to summarize any events before the time jump.
:material-earth: World State Actions
Automatic State Updates
Allows you to quickly set up tracked character and world states.
!!! info "What is a tracked state?"
--8<-- "docs/talemate/user-guide/tracking-a-state.md:what-is-a-tracked-state"
Please refer to the World State section for more information on how set up custom states to track.
Any favorited state will be shown in the :material-earth: world state context menu. Your list may be different than the one shown here, depending on what you have favorited.
Clicking on any item in Autoamtic State Updates will generate the current state and keep it tracked until it is removed.
A tracked state will have a checkmark next to it.
:material-book-open-page-variant: Open the world state manager
Will open the world state template editor, where you can view and edit your available world states templates.
:material-refresh: Update the world state
Will cause a regeneration of the world state.
!!! info "Does not run state re-inforcement"
Currently, this will not re-inforce the state of the world or characters, it will only update the world state context that is displayed in the left panel under the :material-earth: World section.
:material-puzzle-edit: Creative Tools
:material-exit-run: Take character out of scene
Will remove the character from the scene. This will NOT remove the character from the character list, it will only remove them from the current scene, making the actor no longer partake in the scene.
If the current narration and scene progress has not yet indicated the character has left, you will be prompted for a reason, which will be used to narrate the characters exit. If you provide no reason it will be automatically narrated.
!!! info "Keyboard modifiers"
You can hold the ctrl key when clicking this action to disable the automatic narration altogether.
:material-human-greeting: Call character to scene
Will add the character back to the scene.
If the current narration and scene progress has not yet indicated the character has entered, you will be prompted for a reason, which will be used to narrate the characters entrance. If you provide no reason it will be automatically narrated.
!!! info "Keyboard modifiers"
You can hold the ctrl key when clicking this action to disable the automatic narration altogether.
:material-human-greeting: Introduce new character - Directed
Allows you to quickly generate a new, interactive character to add to the scene.
Determine Name
If selected will try to generate a reasonable name from both your instructions AND the existing scene context. A reasonable name means "Joseph" instead of "Clumsy Cabbage Vendor".
Active
If selected this means the character will be inserted as an active character into the current scene right away.
If not selected the character will get created but exist as deactivated and will need to be called into the scene manually.
Narrate entry
If selected, the narrator will generate some flavor text for how the character enters the scene (if they arent already there). This will follow the instructions you provide in the text box below.
Instructions for the new character
Write any instructions that you want to pass along for the creation, this can be as little or as detailed as you want.
Narration direction for the character's entry
Write direction on how you want the character to enter the scene.
!!! note "A character already interacting in the scene will not have their entrance narrated" If the narrator has already established the character interacting with your characters this "entry narration" will be skipped. The check for this 100% based on an AI prompt so may not always work correctly.
Templates
Control attribute generation using your existing World State Templates.
Augment Attributes
If you are generating any attributes via templatews the default assumption is that you want full control over the attributes, so no additional attributes will be generated. However if you do want randomly generated attributes alongside your template generated ones you can check this box.
:material-human-greeting: Introduce new character - From context
If narration or dialogue has been generated that references a character that has not yet been created, you can use this action to introduce them and make them real and interactable.
The AI will be prompted to generate a character based on what is known about them in the context.
!!! note "Hold ctrl for advanced options"
You can hold ctrl to bring up the advanced options similar to when introducing a character from scratch.
Once it is done, the character will now be part of the scene and can be interacted with.
!!! info "Indicator" The availability of this is directly tied to the world state on the left panel.

The character needs to appear in the list of characters in the world state context.
 a little human icon will appear next to the :material-puzzle-edit: `Creative Actions` button if there is a character that can be introduced.
:material-image-frame: Visualizer
!!! info "Availability" If the visualization menu is greyed out, it means that the Visualizer Agent is not enabled or ready.
Please refer to the [Visualizer Agent](/talemate/user-guide/agents/visualizer) section for more information on how to set it up.
:material-image-filter-hdr: Visualize Environment
Will generate a stable diffusion prompt and send it to the visualizer agent to generate an image of the current scene.
The generated image can be viewed by clicking on the :material-image-multiple-outline: New images button on the top right of the screen.
!!! note "Early Development" At this early stage of development, all you can do with this generated image is to view it. Future versions will allow you to set it as the background image for the scene.
:material-brush: Visualize Character
Will generate a stable diffusion prompt and send it to the visualizer agent to generate an image of the selected character.
The generated image can be viewed by clicking on the :material-image-multiple-outline: New images button on the top right of the screen.
!!! info This will take longer than the environment visualization, as it will do multiple inquisition prompts to find out more about the character and their current state.
If the character does not have a cover image set the generated image will automatically be set as the cover image.
:material-content-save: Saving
Context menu that will provide you with Save and Save As options.














