Files
talemate/docs/user-guide/howto/infinity-quest-dynamic/4-get-organized.md
veguAI 61d01984ba 0.30.0 (#184)
* 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
2025-06-03 12:26:12 +03:00

4.7 KiB

4 - Get organized

Before increasing the complexity of the current graph any further, lets do a couple things.

4.1 - Create a new submodule

--8<-- "docs/user-guide/howto/infinity-quest-dynamic/.snippets.md:load-on-scene-init"

As graphs get more complex it may make sense to split out certain parts of the graph into separate node modules.

Hold Ctrl and drag a rectangle to select node chain from <Generate Thematic List> to <Contextual Generate|>.

node chain selected

Then click the :material-plus: CREATE MODULE button and select Module.

create module

When a group of nodes is selected and you create a new module, the nodes will be copied into the new module. The Create new module dialog that appears will state:

You are creating a new module from a selection of 10 nodes.

!!! note "Number of nodes" Make sure its 10 nodes, if you have more or less, your selection is not correct.

Fill in the Name and Registry fields and click Continue.

  • Name: Generate Premise
  • Registry: infinity-quest-dynamic/$N

create module

Click Continue to create the module.

You will be taken to the new module.

new module

As we can see it has copied the nodes, but it has also created some input and output socket nodes.

Input socket Output socket

It will do its best to label and type those correctly, but we will need to do some cleaning up.

Regroup

We lost the group, so select all the nodes (hold Ctrl and drag a rectangle around them) then right click the canvas and select Creater group from selection.

You may also want to move some of the nodes around to tidy up the group, especially the automatically generated input and output socket nodes may be positioned poorly.

Title the group to Generate Premise.

Fixing the input sockets

The IN - state socket it created can stay as is. It will be state socket that we will feed the switch condition into.

But hold on, it looks like it created two IN - state sockets. We only need one.

Delete the other and connect the first one in its place.

Fixing the output sockets

The OUT - text socket is good as is, it will pipe the result from the <Contextual Generate> node into a text socket.

Cleaned up!

Your cleaned up module should look like this:

cleaned up module

--8<-- "docs/snippets/common.md:save-graph"

Replace in On Scene Init

--8<-- "docs/user-guide/howto/infinity-quest-dynamic/.snippets.md:load-on-scene-init"

Replace the node chain we just made into a submodule with the submodule.

First select the node chain we want to replace.

node chain selected

Then hit the delete key.

Find the Generate Premise node and add it to the graph.

  1. <Switch>.no :material-transit-connection-horizontal: <Generate Premise>.state
  2. <Generate Premise>.text :material-transit-connection-horizontal: <Set Introduction>.introduction

replaced module

--8<-- "docs/snippets/common.md:save-graph"

Push the :material-play: button to confirm it still works.

play

Looking good.

4.2 - Some polish

Lets improve the module a bit.

  • Style the node so its more obvious its going to call agent actions.
  • Add an output socket for the theme so we can investigate what theme was generated.

--8<-- "docs/user-guide/howto/infinity-quest-dynamic/.snippets.md:load-generate-premise"

Hold Alt and drag the existing OUT text node to clone it.

Change the output_name to theme. Increase the num to 1.

Hold Shift and click the title to auto title it to OUT theme.

  • <Theme>.value :material-transit-connection-horizontal: <OUT Theme>.value

theme output

--8<-- "docs/snippets/common.md:save-graph"

Add a Module Style node to the graph and place it anywhere. It does not need to be connected to anything.

Right click the node and Select Style Presets -> Agent Generation.

module style

applied style

--8<-- "docs/snippets/common.md:save-graph"


--8<-- "docs/user-guide/howto/infinity-quest-dynamic/.snippets.md:load-on-scene-init"

Confirm that the Generate Premise node now has a theme output and a color style applied. (You may need to resize the node to fit the new output socket.)

style applied

Add a new Watch node, set its title to Theme and connect it:

  • <Generate Premise>.theme :material-transit-connection-horizontal: <Watch>.value

watch node

--8<-- "docs/snippets/common.md:save-graph"

Lets :material-play: play it. And we once again can observe what theme was generated.

play