Player Dialogue & Thoughts
This system allows the player to express internal thoughts, spoken reactions, and context-aware dialogue in response to game events, driven by LLM prompts. It blends narrative depth with character voice, enabling SkyrimNet to act like a true interactive roleplay engine.
✅ Core Concepts
1. Player Dialogue
- Direct dialogue spoken by the player character.
- Can be manually initiated or generated in response to gameplay events.
- Often injected into conversation trees or scene interactions.
2. Player Thoughts
- Internal monologue generated by the LLM.
- Not voiced aloud (unless overridden); shown as thoughts in logs or text.
- Driven by the
"thought"
response type in config. - Uses the
Player Thoughts
virtual entity (voice, location, behavior can be customized).
3. Player Reactions
- Autonomous responses to gameplay events.
- Can be either:
thought
(internal)audible
(spoken)
- Triggered by configurable event types like
combat
,book_read
, ordeath
.
⚙️ Configuration Overview
🔩 System Enabled
- Global toggle for all autonomous player thoughts and reactions.
- If disabled, no reactive thoughts or internal monologues will be generated.
🧩 Autonomous Response Events
Each event includes:
Field | Description |
---|---|
Event Type | What triggers the reaction (e.g., book_read , combat , crime ) |
Enabled | Whether the response is active |
Response Type | thought (internal) or audible (spoken aloud) |
Probability | Chance (0.0 to 1.0) that a reaction will occur |
Cooldown | Minimum time between this event type’s responses |
✅ Example Settings:
Event | Response Type | Probability | Cooldown (s) |
---|---|---|---|
book_read | thought | 1.0 | 300 |
combat | thought | 0.8 | 120 |
crime | thought | 0.6 | 90 |
death | audible | 1.0 | 300 |
dragon_soul | thought | 1.0 | 30 |
hit | audible | 0.1 | 90 |
🎭 Virtual Entities
Used to distinguish voices, locations, and narrative context for different types of AI-driven outputs.
Entity Name | Voice ID | Location | Purpose |
---|---|---|---|
Game Master | malecommoner | Meta Space | World controller, narrative injection |
Narrator | dlc1seranavoice | Omniscient Space | Descriptive narration or transitions |
Player Thoughts | playervoicefemale01 | Player's Mind | Internal monologue of the player |
System Voice | femaleeventoned | System Space | Optional meta/system messages |
💬 Prompt Types Involved
1. Player Thoughts Prompt
Example Template:
[Internal Monologue]
{{ actor_name }} has just experienced: {{ recent_event }}.
Context:
{{ recent_context }}
What does {{ actor_name }} think?
🧠 Prompt Handling Details
1. Player Thought Prompt
- Only used when
response_type = thought
- Injected silently unless voice output is configured
2. Player Audible Reaction Prompt
Example Template:
[Spoken Player Reaction]
Situation: {{ triggering_event }}
Location: {{ actor_location }}
Mood: {{ current_emotion }}
Generate a natural verbal response.
🗣️ Audible Reactions
- Used when
response_type = audible
- Spoken aloud using the Player voice or TTS configuration
🧠 How It Works (Internally)
- Event fires (e.g., player enters combat)
- System checks:
- Is Player Dialogue & Thoughts enabled?
- Is this event type enabled in the config?
- Has the cooldown expired?
- Does it pass the probability check?
- If all checks pass:
- Chooses the appropriate prompt type (
thought
oraudible
) - Invokes the LLM to generate the response
- Logs or outputs the result using the assigned virtual entity (voice, location, etc.)
- Chooses the appropriate prompt type (
🧠 Use Cases
-
Let players comment on the world naturally
"This book is about... interesting."
-
Enable emotional roleplay after major events
"Another soul claimed by my blade..."
-
Create reactive immersion through fear, anger, reflection, or awe
-
Tie into virtual entities like Game Master, Narrator, and System for layered storytelling
✅ Tips for Customization
- Use lower cooldowns and high probabilities for frequent inner thoughts (e.g., when exploring ruins)
- Mix audible and internal reactions for a rich, immersive experience
- Customize the Player Thoughts virtual entity to match your character’s voice and personality
- Combine with GameMaster, Narrator, and System entities to produce deeply layered narrative moments