#Neuro Somnium Files - A WIP AI Somnium Files mod for Neuro/Evil to play with a human.

1 messages · Page 1 of 1 (latest)

wraith tusk
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Hi!

I'm working on an AI Somnium Files mod for Neuro/Evil to receive the game texts and make the choices instead of a human.

The current code can already read information from the game, but I don't understand how the Neuro SDK/integration is supposed to work. So while I'm going to try to figure out how it works, I wanted to ask if someone from the modding community understands it and could explain it to me. Even a good resource/ tutorial would be appreciated.

The mod is on this Github: https://github.com/maxumvt/NeuroSomniumFiles

If you want to contribute to this project then I have to say that I kind of now how Github works, but I've never used it for team projects. So branching and pull request are alien to me, but I'm willing to learn.

GitHub

AI Somnium Files mode for Neuro/Evil and a human to play together. - maxumvt/NeuroSomniumFiles

leaden blade
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any other questions with the api you can either ask in your thread and hope someone with knowledge of the api visits your thread or ask in #1336984506489376779

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good luck

old galleon
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(posting the game, just for good measure)
https://store.steampowered.com/app/948740/AI_The_Somnium_Files/

In a near-future Tokyo, detective Kaname Date is on the case of a mysterious serial killer. Date must investigate crime scenes as well as dreams on the hunt for clues. From the mind of Kotaro Uchikoshi (Zero Escape series director), with character design by the Yusuke Kozaki (NO MORE HEROES, Fire Emblem series), a thrilling neo-noir detecti…

Price

$3.99

Recommendations

8568

wraith tusk
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Update 1: I guess for anyone that wants to be up to date with the project, I can give updates here so you don't have to dig through my messy github commits.

The first investigation scene is now navigate-able with Randy. Dialogue options, looking at objects and receiving context is all communicated.

Some of the text needs some filtering/clean up and the people speaking are just their codes at the moment, but it is consistent.

Because I have most of the necessary functionality in place, it's mostly copy pasting it so it works in new scenario's.

wraith tusk
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Update 2: Filtering of the game text is mostly in place, just have to check for special cases throughout the game. I also have been working on changing the characters codes with their actual names and will be doing that continuously. The Somnium is now 40% implemented and I know where the other information is stored and should be able to access it.

I have also refactored the code like three separate times to make it easier to add new stuff and I dare say that it kinda works.

I do have a problem; the game uses text placeholders in some windows and others start empty. I dont want to send Neuro the placeholder texts, so I need a way to clear those. I used a countdown timer before text can be send to Neuro, but it is inconsistent. I probably need to find some other way to not send the placeholder texts and will probably have to rework everything again to make it work.

Despite this problem, the mod is getting along just fine.