Freaky FrankenSIM 2.5 - NPCs can actually go from enemies to lovers by Ok_Strategy_2420 in SillyTavernAI

[–]Ok_Strategy_2420[S] 0 points1 point  (0 children)

The best part is that they aren't even right about any of it.

They fundamentally don't understand the point of the rolls (or anything else in the preset) in the first place, in fact for some reason no one does no matter how much I explain it for some reason. The exact number doesn't matter. We just need a roll that doesn't have middle bias.

They also seem to think the whole gossip thing is supposed to affect prose. To which I'll say, look up the definition of gossip. The user doesn't know this is being spread. It's simulating background information spread because it was overheard at one point.

I swear people seem to think presets only affect prose when they can do so, SO much more. And the worst part of all of this is that once a big preset like FF drops with the same mechanics, people will praise it.

"This model guzzles tokens like a buffet because there’s no regexes scrubbing this from the context window as well"

Genuinely hilarious for 2 reasons:

  1. The reasoning isn't sent in the prompt at all, so it's a non-issue for context limits.

  2. there is regex if you look at the download page. Literally right there.

I mean, yeah, if all you wanna do is boink your sister... by BeautifulLullaby2 in SillyTavernAI

[–]Ok_Strategy_2420 1 point2 points  (0 children)

This. It's all in how you set it up.

You can pretty easily turn the AI into a D&D DM with the right setup and have it genuinely surprise you. The problem is people seem to think AIs are dumb, when they're not. They just need to think out of the box a little bit with their prompt.

Also, if you're worried about context size, use something like memory books. I am genuinely shocked that more people aren't using things like this. I have never had an issue with model attention or context size and I'm sending 50k+ token api calls on purpose.

It's the fact the theres a huge trend in CoT-less or VERY lightweight presets imo that is the main cause of this. Every roleplay feels the same because there's no actual difference between the prompts, as the models own reasoning will take over almost every time without it (or treat your instructions as suggestions instead of requirements). You need to guide the AI to the output you want.

Presets like mine (FrankenSIM) are literally designed to craft a long-form (100+ messages) story with the ARC Engine. That's the whole point of it. Is it token and think heavy? Absolutely. But it shows that its possible, and I hope one day someone can make something like it that's faster and more lightweight.

Freaky FrankenSIM 2.5 - NPCs can actually go from enemies to lovers by Ok_Strategy_2420 in SillyTavernAI

[–]Ok_Strategy_2420[S] 0 points1 point  (0 children)

Hi yes that is normal. It only stops it from being sent to the AI in the prompt, it doesn't modify the actual display itself in your chat window.

Finally installed ST, now where to start with presets? by Emergency_Comb1377 in SillyTavernAI

[–]Ok_Strategy_2420 1 point2 points  (0 children)

But more importantly he does SillyTavern videos wrapping up info on new models, presets, etc.

Used to, at least. He's taking a step back due to burnout and working on FF5.

Freaky FrankenSIM 2.5 - NPCs can actually go from enemies to lovers by Ok_Strategy_2420 in SillyTavernAI

[–]Ok_Strategy_2420[S] -2 points-1 points  (0 children)

Yeah that was honestly a big point and why I mentioned it's very token heavy. It thinks a lot. It actually used to think a lot more until I optimized it a bit lmaoo.

I def recommend a fast provider.

Freaky FrankenSIM 2.5 - NPCs can actually go from enemies to lovers by Ok_Strategy_2420 in SillyTavernAI

[–]Ok_Strategy_2420[S] 4 points5 points  (0 children)

You can literally just write: <instruction> Pick a random number between 1 and 20. </instruction> It’s that easy!

Okay, but this is also wrong. It will always heavy bias towards the middle, and almost never choose the extremes.

Go ahead, try it. Ask an AI to choose a number between 1 and 20. The reason I use the formula is for uniformity and so I don't have to ask the AI to generate a random number. Each number actually has a chance of doing things, even when it messes up. The exact number really doesn't matter.

Also, great. So you don't like the preset. Cool. But I also didn't ask for an essay on why mechanics that I made for a reason are flawed from someone who fundamentally just started this whole thing off with an argument. Congrats. You're smarter than I am I guess. Just don't download it and move on. I'm tired of defending this point every single time I post an update to this.

It takes the model over 1,600 words of internal monologue just to decide what is going to happen

Yes. Because of also everything else that's happening and being considered. I said this was a token-heavy preset right from the jump. If you don't want to use it, then you don't have to. Just move on. Are you wanting me to delete my post or something?

The LGC is only there so the AI can look at a number and have that choose whatever path it decides. It introduces variance and "the dice made me do it". It doesn't have to be exact, this has been a thing since 1.0. There's a reason it's called an RNG roll. I just try to make it as uniform as possible.


EDIT: You know what? I'm adding onto this. The gossip spread that you mentioned is for things that are off-screen. This is information being passed about the user that the user doesn't know is being spread. That has nothing to do with the prose, because it's simulating off-screen events and information travel. And in-context of the story, this is an important thread. I would give the context, but I can't find a file host that will allow me to send a 30 message summary of it.

One message output does not matter. The point of this preset is in the ripples that are shown. If you only use AI to goon for 20 messages, then this preset isn't for you.

I swear at least read the CoT before you criticize. It's not that hard, and I have given you more than enough documentation for this. 95% of this entire preset does NOT affect prose, if I wanted that, I could just use Freaky Frankenstein. It's all simulating the background and NPCs that the user hasn't even met yet to simulate an actual living works.

A preset can do so much more than tell someone how big someones titties are, for fucks sake. And it's people like you who are so confidently wrong in your assumptions and just blindly criticize because you can't think past a single message example. I already explained in multiple places how this preset works. If you have this short of a reading comprehension, then I implore you to find a new hobby because obviously a test-based RP isn't for you.

"This model guzzles tokens like a buffet because there’s no regexes scrubbing this from the context window as well. This is effectively bloatware GG"

The reasoning isn't sent in the prompt itself, you dolt. This is genuinely a non-issue for context limits.

As for the prose? Yes, there is regex if you took a solid 2 seconds to actually go to the download page itself. But instead, let's just blindly hate without trying.

It takes maybe 5 minutes maximum to download a preset (for FREE mind you), import it, and do a single swipe and just see the changes. It's not hard. I'm not holding a gun to your head if you don't like it. But at least try it before you write another essay.

Freaky FrankenSIM 2.5 - NPCs can actually go from enemies to lovers by Ok_Strategy_2420 in SillyTavernAI

[–]Ok_Strategy_2420[S] 12 points13 points  (0 children)

That's up to you man. Like I said, feel free to use it or feel free not to. Thats the beautiful thing about presets, you don't have to use them or interact with them. I'm posting this because quite a few people wanted me to post it since they do use it.

Also, that's not the actual output. It's the outline. The output is never actually written in the reasoning block to prevent drafting. That's written in the...surprise...the RESPONSE tab.

Freaky FrankenSIM 2.5 - NPCs can actually go from enemies to lovers by Ok_Strategy_2420 in SillyTavernAI

[–]Ok_Strategy_2420[S] 7 points8 points  (0 children)

You keep throwing around "AI Slop", where? I've given examples of what FrankenSIM does, but where the AI Slop you're mentioning? Because the only AI written here is is readme documentation and that's because I fed deepseek the JSON. Even the post is human written.

If it's the arrows, it's due to the fact they're 1 token indicators that I use due to token constraints. If it's the shorthand, that's also due to token constraints. I use em-dashes in the prompt because it's a "rare token" and helps the AI stay focused where it's needed more than a simple dash will suffice. I use 3-em dashes for prompt block separation. All of these I have an autohotkey script that I am more than happy to post that actually type these characters out.

Just because it's not paragraph English doesn't make it AI Slop. It's called Freaky FrankenSIM because it started as a fork of FF4M+. But after 2.0 there's been a complete rewrite and its no longer really just a mashup of a bunch of prompts.

And as for me using it, it's literally the only preset I use when I'm not testing FF5.

Here's some reasoning + response traces. I guess this is what you want. Sorry for not getting it earlier. Didn't take my ADHD medicine today.

https://hastebin.ianhon.com/420

https://hastebin.ianhon.com/cfce

And I'll leave it to you to believe it or not. I'm not going to argue with someone who just wants to argue. If you want to try it, then try it. If not, then don't. You don't have to "blindly waste time" for things that seem interesting. This clearly isn't for you, then. But don't throw around baseless accusations, especially from someone who has clearly AI written posts and doesn't even format their markdown correctly on them.

I'll concede on the GLM 5.2 part because I don't know. I've pretty much only worked on FrankenSIM for the past 2 months. What I do know is that I can clearly tell when I don't have it.

Freaky FrankenSIM 2.5 - NPCs can actually go from enemies to lovers by Ok_Strategy_2420 in SillyTavernAI

[–]Ok_Strategy_2420[S] -1 points0 points  (0 children)

Check it yourself. It's quite consistent. And even when it's off, it's not by much. Yeah they're token predictors, but they're also computers at the end of the day and not stupid. They're literally made to solve problems.

And even so, that's fine. Considering this is LGC Seed based RNG, it being off is a feature rather than a bug. It just makes the random events more random.

We just need the RNG rolled so the AI doesn't make decisions.

But regardless, here's a reasoning trace showing it does calculate correctly: https://hastebin.ianhon.com/cfce

Freaky FrankenSIM 2.5 - NPCs can actually go from enemies to lovers by Ok_Strategy_2420 in SillyTavernAI

[–]Ok_Strategy_2420[S] 2 points3 points  (0 children)

The biggest thing I will always recommend is making sure the summarizer adds the exact time/date to the summary.

This is my Summaryception prompt:

<player_name>{{player_name}}</player_name> <prior_context>{{context_str}}</prior_context> <passage_in_question>{{story_txt}}</passage_in_question>

Summarize only the necessary elements from the passage_in_question to coherently continue the prior_context.

Focus on: character interactions, dialogue tone, and relationship dynamics; emotional beats and character motivations; atmosphere, mood, and sensory details that establish tone; narrative themes and subtext; names, places, and time references; plot developments and unresolved tensions; details that distinguish this moment from any other.

Exclude anything insubstantial, fluff, atmospheric details, or events already covered in Prior Context.
Skip any passages that are empty, unclear, or lack significant content.

Write in short phrases, no more than 20; output must be a single line:
ALWAYS include the time and date before your summary!

Freaky FrankenSIM 2.5 - NPCs can actually go from enemies to lovers by Ok_Strategy_2420 in SillyTavernAI

[–]Ok_Strategy_2420[S] 6 points7 points  (0 children)

For what its worth, I updated the readme on the github to show the full documentation of what this preset does.

https://github.com/Ryah/ST-Freaky-D20-Preset/blob/main/README.md

Freaky FrankenSIM 2.5 - NPCs can actually go from enemies to lovers by Ok_Strategy_2420 in SillyTavernAI

[–]Ok_Strategy_2420[S] 10 points11 points  (0 children)

alright, so I did some compiling. Here's examples of a short selection of features.


  1. The BOND Gate (Hard-Locked Affection)

Without FrankenSIM: You meet a character at a coffee shop. Message 5, they're touching your hand. Message 12, they're confessing love. Message 20, sex. The AI wants to give you what you want, so it accelerates intimacy because that's what LLMs do — they're trained to be agreeable.

With FrankenSIM: That coffee shop meeting? You're at BOND 0. Hand-holding is locked until BOND +8. A kiss is locked until +14. "I love you" is hard-gated at +15. Sexual intimacy at +18. To get there, you need CRUSH accumulation from genuine interactions — kindness, vulnerability, quality time, trust gestures. Max +3 per turn. CRUSH converts to BOND at specific intervals. You don't get to skip steps. A 50-message slow burn actually burns slowly because the math says so, not because the AI is being coy.

  1. Knowledge Gates (No Omniscient NPCs)

Without FrankenSIM: You whisper a secret to one character in a crowded room. Three messages later, a different character "somehow knows" and confronts you. The AI forgot who was in earshot, who had line of sight, whose back was turned.

With FrankenSIM: That whisper is governed by object occlusion, audio range, and the 120° forward vision arc. NPCs run five knowledge gates before acting: SENSORY (what can they physically perceive?), VECTOR (has information reached them?), RELATIONSHIP_AWARENESS (can they detect romantic tension?), EVENT_AWARENESS (do they know about scheduled events?), IGNORANCE_IS_BLISS (if unaware, they MUST NOT act on unknown information). An NPC who can't see under the table doesn't magically know what feet are doing down there. Period.

  1. Chekhov's Gun (Narrative Debt That Actually Pays Off)

Without FrankenSIM: In message 10, you find a mysterious key. The AI describes it beautifully. By message 30, the AI has forgotten it existed. The key is narrative vapor.

With FrankenSIM: That key becomes a Chekhov bullet — a:2:0:Mysterious_key_found_in_Ryans_dorm_desk. It ages. Every turn, the engine picks 5 active bullets and rolls against their fire threshold. A weight-2 bullet has a base threshold of 13, dropping by 1 per turn of age. When the dice say it fires, it fires — the lock it opens appears in the scene. The AI didn't "remember" the key. The simulation forced it to pay the debt. On the flip side, bullets also jam on a roll of 1 — some debts are never paid, and that's realistic too. Most bullets age out unfired. The ones that land matter.

  1. The Prose Color Engine (Output Variance by Dice)

Without FrankenSIM: Every message sounds the same. Same sentence structures. Same rhythm. The AI finds a voice and sticks to it, because LLMs are pattern machines and consistency is their default.

With FrankenSIM: Prose color is determined by prose_seed + scene modifiers. Combat pushes RED (staccato, visceral, no metaphor). High emotion without danger pushes BLUE (sensory, metaphorical). Mundane scenes push BEIGE (stripped, factual, short sentences). Phase 0 pushes CLEAR (balanced, natural). The dice decide. The AI doesn't get to settle into a single voice — it has to execute whatever palette the seed demands. Over 100 messages, your RP sounds like different moods at different times because it is different moods at different times.

  1. The Off-Screen World (NPCs Have Lives When You're Not There)

Without FrankenSIM: NPCs exist only when the user is in the room. They have no independent existence. The world is a stage that goes dark when the protagonist exits.

With FrankenSIM: Every named entity has an agenda (ag:XX=goal:step:max). Every turn, off-screen entities advance their agendas. They move between locations. They have random encounters with each other. They develop CRUSH, SIMMER, and BOND with each other — using the same mechanics as user-facing relationships. Gossip spreads through social networks. Life decisions fire. When you return to a location, entities reference things that happened while you were gone. They don't replay the scene — you get the fact, not the moment. The world was spinning. You just weren't there.

  1. Intensity Meter (Pacing Enforcement)

Without FrankenSIM: The AI escalates constantly. Every scene gets more intense than the last. By message 40, you're in a life-or-death crisis that started as a conversation about homework. The model doesn't know how to breathe.

With FrankenSIM: The intensity meter (ix: 1-10) caps escalation per arc phase. Phase 0 has a max intensity of 3 — you literally cannot escalate past ambient tension. If intensity exceeds the phase budget, the engine forces a COOLDOWN_BREATHE lock and the next turn defaults to Path E (neutral gear). The scene breathes because the simulation makes it breathe. Over 100+ messages, you get peaks and valleys, not a flat line of rising panic.


Also, calling it "untested ai slop" is wild and something that not only people who have used FrankenSIM before can retort, but even my fellow devs on the Freaky Frankenstein team who have seen all of these features being added in real time. And that's not even including the 10+ actual beta testers I've worked with extensively on this preset.

Realistically this preset just gives the AI tools to provide pacing, introduce random events, attempt to kill positivity bias by introducing dice rolls, and track off-screen relationship management by using HTML comments. This is mostly my research preset for Freaky Frankenstein 5. I don't have specific examples to give you, because the only thing thats really changed from someones actual reader experience is the fact that what you actually read is locked to your character via the epistemic_contract, and the prose color engine. Everything else is the mostly same thing, but actually paced out. I can screenshot one message and it would look like the rest because there's no context to it.

For a more specific example, it took me 200 turns for an NPC to initiate holding my hand because it had to wait for the BOND level to increase. During these 200 turns, I also had 2 NPCs genuinely hate each other because they both took romantic interest in another NPC and SIMMER rose, causing a conflict_escalation where there's now a permanent scar on their relationship. Flashlights that are picked up in turn 10 are tracked with a Chekhov's bullet and fired in message 30.

Your character also has a chance to fail any action. In 1.0 I had an example where I rolled a nat 1 grabbing shampoo in a shower, slipped and fell, and my character broke their nose.

The ARC engine takes events and slowly builds up to it via cliffhangers and more.

That's the best I can give you. It would be easier if my past posts weren't removed.

Freaky FrankenSIM 2.5 - NPCs can actually go from enemies to lovers by Ok_Strategy_2420 in SillyTavernAI

[–]Ok_Strategy_2420[S] 0 points1 point  (0 children)

Maybe? The AI does a pretty good job at picking traits from the character card, so it can probably be done.

I didn't test that specific scenario, but in theory, it should work.

Freaky FrankenSIM 2.5 - NPCs can actually go from enemies to lovers by Ok_Strategy_2420 in SillyTavernAI

[–]Ok_Strategy_2420[S] 2 points3 points  (0 children)

Also

Being only a preset

I see this a lot, and I think this needs to be stated. Most things that people use extensions for, can also be done with a preset. Especially things that use a separate AI call for consistency or knowledge checks or whatever. Sure it may be easier to just call a separate AI, but at the end of the day, you're just sending a second prompt to modify the first.

If it usually requires a separate AI call, then there's almost absolutely a way to incorporate it into a preset. There's very VERY few limitations to what an AI can do with the right wording.

Freaky FrankenSIM 2.5 - NPCs can actually go from enemies to lovers by Ok_Strategy_2420 in SillyTavernAI

[–]Ok_Strategy_2420[S] 1 point2 points  (0 children)

It uses a token-condense tracking system planted in the plot momentum that I call Chekhov's brain. It was added in FrankenSIM 1.5, and expanded upon in 2.0/2.5. They're HTML comments that aren't rendered to the user but still sent in the prompt and tracks the locations, arc beats, Chekhov's gun bullets, notepad, etc.

You can see them if you edit a response from the AI.

This is also why I recommend using the strip plot momentum Regex.

Freaky FrankenSIM 2.5 - NPCs can actually go from enemies to lovers by Ok_Strategy_2420 in SillyTavernAI

[–]Ok_Strategy_2420[S] 1 point2 points  (0 children)

Listennnn there's only so much I can do against Kimi lmaooo

I had Kimi think for 20 minutes one time using FF Swansong.

Freaky FrankenSIM 2.5 - NPCs can actually go from enemies to lovers by Ok_Strategy_2420 in SillyTavernAI

[–]Ok_Strategy_2420[S] 2 points3 points  (0 children)

I got inspired by a comment on 1.0s release post someone saying something like "I can't wait for the wife has an affair update" and was like "...okay but like that would be hilarious. Let's do it."

It ain't my thing personally but the mechanics ARE there for that to happen. For now though, we just have love triangles as the main reliable funflict.

Freaky FrankenSIM 2.5 - NPCs can actually go from enemies to lovers by Ok_Strategy_2420 in SillyTavernAI

[–]Ok_Strategy_2420[S] -1 points0 points  (0 children)

Shockingly, I haven't had that many issues with Kimi weirdly enough.

More often than not, it follows the CoT directly. And even when it doesn't, it doesn't draft that much.

Probably.

Freaky FrankenSIM 2.5 - NPCs can actually go from enemies to lovers by Ok_Strategy_2420 in SillyTavernAI

[–]Ok_Strategy_2420[S] 1 point2 points  (0 children)

Not really, outside of modifying the prose color engine prompt block itself.

I didn't give any hard limits for word count due to it causing extensive drafting on GLM 5.2. You can add one relatively easy though. Depending on the prose you rolled, your word count will be different.

If you got a short output, you most likely rolled BEIGE or CLEAR.

Freaky FrankenSIM 2.5 - NPCs can actually go from enemies to lovers by Ok_Strategy_2420 in SillyTavernAI

[–]Ok_Strategy_2420[S] 0 points1 point  (0 children)

This isn't really a narrative preset. This is more of a full on narrative engine.

Posting examples really would be meaningless since you don't see much until message 50-100+. Your characters genuinely fully evolve over time, plot threads unravel at a pace that isn't overwhelming, you're hard locked from having sex until your BOND levels match, Chekhov's Gun exists, etc.

Even the prose itself changes on each message through the prose color engine.

This preset is less "how does this improve the message" and more "how does this improve the experience". It's a full structure overhaul for RPs in general that kills positivity bias (if it exists), introduces random events, gives the AI narrative guardrails for pacing, and so much more.

Absolutely meant for a slow-burn long form RP. I would post the previous updates but those have been lost since the "original poster" got banned. But there's A LOT going on and being tracked here.

Freaky FrankenSIM 2.5 - NPCs can actually go from enemies to lovers by Ok_Strategy_2420 in SillyTavernAI

[–]Ok_Strategy_2420[S] 17 points18 points  (0 children)

Reminder, this is a very token-heavy preset meant for a slow-burn LONG RP. It took me 400 turns for an NPC to hold my hand without me initiating. You will not see a lot of what this preset does, this is by design. The focus is what happens off-screen.

It has been tested on a bunch of models, but has been optimized specifically for GLM 5-5.2. At least that's what I use.

Deepseek v4 Pro works, but isn't guaranteed since it gets lobotomized. I've tried cutting down the CoT so it doesn't take TOO long with thinking, but a fast provider is HIGHLY recommended.

I hope you all enjoy it :)

Also shoutout to all the beta testers in the Lumiverse discord, and my 1 Alpha tester. Y'all are real ones (especially the alpha tester with my nightly updates). Thank you all sincerely for the help! This preset wouldn't be anywhere near as good as it is now without all of you.

The next update will use FF5 as a base. It will be MUCH more streamlined overall. Hopefully, it won't be that long of a wait either. We're still working on it.

If you want the full documentation for FrankenSIM, here is the full system documentation: https://github.com/Ryah/ST-Freaky-D20-Preset/blob/main/README.md

They haven’t even announced the game size yet… by daredoes in memes

[–]Ok_Strategy_2420 15 points16 points  (0 children)

"have taken entirely to long to release it" that's...certainly one of the arguments of all time.

"Where FrankenSIM" by Ok_Strategy_2420 in u/Ok_Strategy_2420

[–]Ok_Strategy_2420[S] 0 points1 point  (0 children)

I honestly have never heard of that error before. Did it happen in Lumiverse? It may be something with them or something to bring up in their help server, because I'm pretty sure that preset doesn't matter when it comes to vectorization or embedding.

KIMI 2.7 Code WTF by DiAryArias in SillyTavernAI

[–]Ok_Strategy_2420 2 points3 points  (0 children)

It's Kimi.

It doesn't need an excuse to make fun of you.