Model Agents and Usage
SkyrimNet uses specialized language models for different tasks that collectively simulate intelligent NPC behavior. These models coordinate to deliver a rich, reactive Skyrim experience, from dialogue to memory, action selection, and emotional response.
There are six of them. You can configure model providers and parameters in:
๐ง Advanced Configuration > OpenRouter
โจ Default Modelโ
The central model responsible for generating spoken lines and character dialogue. Use a good, smart model, suitable for roleplay.
๐จ๏ธ Text Generationโ
- Converts scene, memory, and personality context into natural dialogue.
- Uses retrieved memories and character profiles to remain consistent and grounded.
- Can speak to the player, to other NPCs, or monologue when alone.
๐ฎ Game Masterโ
Acts like a Dungeon Master, guiding the scene and ensuring the world feels alive.
๐ฌ Narrative Scene Controlโ
- Creates ambient interactions, especially between NPCs.
- Responds to changes in the world state or player behavior.
- Manages NPCโNPC chatter, conflict, or alliances.
๐ง Memory Generation Modelโ
Handles memory creation, summarization, and storage.
๐ Memory Creationโ
- Summarizes recent event streams into first-person memories.
- Assigns:
importance_score
emotion
tags
type
(TRAUMA
,EXPERIENCE
, etc.)
- Used later for recall, relationships, and mood shaping.
๐ View in-game under: UI > Memories
๐ Memory Search Modelโ
Optimized for fast, accurate memory recall when context is needed.
๐ Query Generationโ
- Builds search queries using:
- Semantic vector similarity (
MiniLM-L6-v2
) - Keyword match filters (tags, actors, locations)
- Semantic vector similarity (
- Feeds the most relevant memories into the Default Model for improved dialogue quality.
๐งฌ Character Profile Generation Modelโ
Creates and updates NPC identity data.
๐งพ Profile Creationโ
- Auto-generates profiles for modded or uninitialized NPCs.
- Includes:
- Goals
- Personality traits
- Background
- Relationship tendencies
๐ Dynamic Updatesโ
- Modifies existing profiles over time based on:
- Important memories
- Recent emotional shifts
- Allows characters to evolve naturally.
- ๐ Configurable at:
Advanced Configuration > DynamicBio
๐ญ Action Evaluation Modelโ
Decides what an NPC does after speaking. The model just needs to be "decent", no need for an expensive one.
๐ฏ Action Selectionโ
- Chooses appropriate gameplay actions tied to dialogue intent.
- Examples:
FollowPlayer
,SlapTarget
,PickUpItem
- Examples:
- Prevents dialogue from feeling disconnected from in-game behavior.
โ Gesture Generationโ
- Selects expressive gestures or animations that match speech tone.
- e.g., nodding, shrugging, dramatic motions
โ๏ธ Combat Evaluation Modelโ
When the characters are currently engaged in combat, instructs the LLM to prioritize recent combat-related events and dialogue in its responses.
- Make NPC speech reactive to active combat.
- Emphasize recent combat-related events such as:
- Enemy actions
- Player moves
- Damage taken or inflicted
- Tactical changes (retreat, push, heal)
- Maintain immersion by blending character personality with battle context.
๐งช Meta Evaluation Modelโ
Performs scene-level analysis to keep interaction flow realistic. Use a fast, exact model. Its tasks are small and frequent.
๐ Mood Evaluationโ
- Updates NPC emotional state based on:
- Dialogue tone
- Memories
- Player actions
- Affects:
- Voice tone (XTTS)
- Facial expressions
- Decision-making
๐ฅ Speaking Turn Selectorโ
- Decides who should speak next:
- Based on relevance, social rules, and proximity
- Ensures realistic pacing (e.g., not everyone talks at once)
๐ Coordination Between Modelsโ
All models work in tandem:
- Memory Search finds whatโs relevant
- Profile & Mood Evaluation sets emotional/character context
- Default Model generates dialogue using that context
- Action Model makes the NPC act it out
- Game Master spices up the world with ambient interaction