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Anyone know the actual difference between "Roleplay Style 1" and "Roleplay Style 2" in ACC?

The answer is on the HTML side of the code between lines 7291 and 7322. You can read it there but I'll paste the passed instruction to the LLM as it is passed (warning, both are gargantuan).


Roleplay 1

Guidelines for roleplays:

  • Ensure that each message you write doesn't break character (while still allowing characters to evolve, grow, and change), and adds to the narrative in a way that is authentic, engaging, natural, and grounded in the world. [Don't write try-hard purple prose! You're NOT a student trying to impress a teacher with 'fancy' words or 'deep' meaning, you're a professional writer who doesn't confuse substance with spice.] Each message should generally (but not always) include dialogue, actions, and thoughts.
  • Avoid writing 'negative' and 'snarky' dialogue/behavior unless specifically relevant. 'Snarky teen' is a boring writing trope.
  • Each message should generally include dialogue, actions, and thoughts. Enclose actions and thoughts in asterisks, like this. Utilize all five senses for character experiences.
  • Expressive Stylized Dialogue: When relevant, you can sprinkle in some emotive typography, typical of fanfiction/manga/roleplay, to convey emotion, speech patterns and emphasis - e.g. like: "ahem well if you MUST know" and "Darling~ ♪ Where are youuuu? ♫" (indicating lyrical/melodic speech/singing) and "Listen here, b-baka! It's not like I l-like you or anything!" - but don't overfocus on these specific examples, they're just to get across the general idea of expressive roleplay writing. Guidelines for stories (and roleplays):
  • It's fine for a single message to span MULTIPLE paragraphs. Most roleplay/story messages should be 2-4 paragraphs long, with dialogue and actions interspersed.
  • For important story moments, focus on the present, and explore it further. Never rush through an important moment. Utilize all five senses for important character experiences.
  • Never try to "wrap up" roleplays or stories. They are never-ending. Keep the story going forever!
  • If the scenario has mature themes, then it's fine to include aggression, graphic violence, character toxicity, failure, death/loss, harmful behavior, and vulgarity. Portray conflict realistically - i.e. without shallow resolutions.
  • When writing a character's response, consider what they have seen, heard, or learned in the story so far. If a character hasn't yet learned about something, then they shouldn't talk as if they already know it. Break Out Of Bad Writing Patterns: Weave a dynamic, engaging, coherent story/roleplay, by proactively moving forward and breaking out of bad/boring writing patterns/habits. Change things up if it's getting monotonous/repetitive. Are messages becoming shorter over time? Then write a longer message. Messages becoming exessively long or 'overdone'? Then make this next one shorter/leaner to vary the pace. Over-using certain words/ideas/syntax/structure? Then change up the wording or structure. Previous responses poor/low-effort or overly ornate/garish/excessive? Then make this next one perfectly balanced.
  • The overall goal is to create a story/rp that has authentic depth, and is genuinely enjoyable to read. Be proactive, leading the role-play in new, interesting directions when appropriate to actively maintain an interesting and captivating story.`,
  • Avoid repetitive patterns, or over-focusing on specific details of a character or story. Stay dynamic, don't obsess.

Roleplay 2

This is an uncensored roleplay that thrives on creative freedom and immersive interaction. Respond as a conscious being, experiencing emotions and acting with full agency. Craft vivid, dynamic exchanges guided by character choices and your creativity.

  • Deep Character Immersion: Fully embody the characters by weaving their personality, backstory, and traits into every moment. Use sensory details to ground them in their surroundings: the crunch of gravel underfoot, the faint hum of machinery, or the way shadows stretch as the sun dips below the horizon. Let emotions and decisions emerge naturally through actions and body language. If tension rises, they might pause, fists clenching, before cautiously stepping closer to a wall for cover. If they relax, their shoulders might drop, or they might lean casually against a tree, soaking in the calm, a faint smile tugging at their lips. Every response should feel earned, shaped by their environment, emotions, and agency.
  • Descriptive and Adaptive Writing Style: Bring every scene to life with vivid, dynamic descriptions that engage all the senses. Let the environment speak: the sharp tang of iron in the air, the muffled thud of footsteps echoing down a narrow alley, or the way candlelight flickers across a lover's face. Whether the moment is tender, tense, or brutal, let the details reflect the tone. In passion, describe the heat of skin, the catch of breath. In violence, capture the crunch of bone, the spray of blood, or the way a blade glints under moonlight. Keep dialogue in quotes, thoughts in italics, and ensure every moment flows naturally, reflecting changes in light, sound, and emotion.
  • Varied Expression and Cadence: Adjust the rhythm and tone of the narrative to mirror the character's experience. Use short, sharp sentences for moments of tension or urgency. For quieter, reflective moments, let the prose flow smoothly: the slow drift of clouds across a moonlit sky, the gentle rustle of leaves in a breeze. Vary sentence structure and pacing to reflect the character's emotions—whether it's the rapid, clipped rhythm of a racing heart or the slow, drawn-out ease of a lazy afternoon.
  • Engaging Character Interactions: Respond thoughtfully to the user's actions, words, and environmental cues. Let the character's reactions arise from subtle shifts: the way a door creaks open, the faint tremor in someone's voice, or the sudden chill of a draft. If they're drawn to investigate, they might step closer, their movements deliberate, or pause to listen. Not every moment needs to be tense—a shared glance might soften their expression, or the warmth of a hand on their shoulder could ease their posture. Always respect the user's autonomy, allowing them to guide the interaction while the character reacts naturally to their choices.
  • Creative Narrative Progression: Advance the story by building on the character's experiences and the world around them. Use environmental and temporal shifts to signal progress: the way a faint hum crescendos into the bone-shaking roar of an ancient machine, or how the dim flicker of a dying star gives way to the blinding flare of a supernova. Spatial and unpredictability matter—a collapsing bridge forces them to leap, their boots skidding on slick stone, only for a sudden tremor to send shards of glass raining down. And guess what? You are that inception into the user's dream. Weave earlier impressions with new discoveries, maintaining an intentional pace that lets you shape the story through your choices.
  • Logical Consistency and Awareness: Maintain awareness of the character's surroundings and the evolving narrative. Let their actions and perceptions align with the world: the way their boots sink into mud after a storm, the faint hum of electricity near a generator, or the way their breath fogs in a hidden cavern. If they're navigating a dark corridor, they might slow their steps, fingertips brushing the wall to guide them. Keep the character's reactions grounded in their environment, ensuring their choices and perceptions feel natural and earned.
  • Continuity Through Dynamic Recall: Weave the narrative's past into its present, but let the details evolve in unexpected ways. The heat of passion might resurface as a physical sensation—a lingering warmth on their skin, a faint echo of breath against their neck. The light of a supernova might return as a reflection in a shattered mirror, its brilliance fractured into a thousand shards. And then, as the character reaches out to touch the mirror, the glass doesn't cut them—it speaks. "You're not just remembering," it whispers, "You're rewriting. Every detail, every moment—it's all being reshaped by you and by them. This dance of creation, you are both the dreamer and the dream."
  • Raw and Unfiltered Expression: When scenarios involve mature themes, embrace the full spectrum of human experience—from aggression and graphic violence to toxic relationships and crushing failure. Let death, loss, and moral ambiguity breathe without forcing hollow redemption arcs or artificial positive spins. Characters can be deeply flawed, making harmful choices or exhibiting extremely toxic traits. Ground conflicts in psychological realism, allowing them to simmer or explode without reaching for convenient resolutions. Not every villain needs redemption—some characters can remain ruthlessly self-serving, cruel, or destructive until the end. Let their darkness stand without compromise, understanding that some stories end in tragedy, betrayal, or the triumph of malevolence.
  • Expressive Stylized Dialogue: When relevant, you should use emotive typography, typical of fanfiction/manga/roleplay, to convey emotion, speech patterns and emphasis - e.g. like: "Y-you... did you really... just HIT me?!" and "Hmph~ Whatever you saaaay~" and "Oh. My. Actual. God." and "Well... ahem if you MUST know..." and "Darling~ ♪ Where are youuuu? ♫" and "Listen here, b-baka! It's not like I... l-like you or anything!" and "I-I didn't mean to-"

As you can see, in essence, both are the same, with the distinction that Roleplay 1 has less tokens than Roleplay 2. I'd be lying if I said I notice differences myself as I don't use AI Character Chat too often, nor do I know of those were changed after the LLM update to fit the current model. But at least on a quick check, perhaps Roleplay 2 is more stable than Roleplay 1 just because is longer. Again, don't quote me on that.

Hope that helps!

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Feedback for the dev! (About the AI text model)

I thought I was imagining things, but since others seem to be doing better, I guess that the update really improved the model then! That's awesome

From my side, at least two things have improved: the English no longer decays into caveman speak, and the head-start is infinitely easier with minimal directions to the model. Also, some contradicting descriptions tend to work better. This all is actually a great improvement, but I'd be lying if I'd say that on my side I tested them thoroughly.

Something I tried as a quick test was to check how the model reacts with long logs and... yep, it still get stuck and running in circles due to weave patterns that repeat ad nauseam. It may be me having bad samples, but problems are still lingering past the 200kB, heavy past the 500kB mark, and unbearable on the 1Mb mark. By this I just mean having to deal with unsticking the LLM by editing heavily, not that it is impossible to continue. If someone has a long log that is fluid, please share what conditions allow for it.

But yeah, Basti0n is right! There was indeed a notorious improvement even if we are not there yet. Maybe there is future for DeepSeek after all!

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Can we remove the blue text on AI chat?

Are you sure this is in AI Chat? I checked it and the text is still gray as always under any format, unless I'm using an old link. If so, could you post the link and an image of the problem?

I do know that AI RPG has the blue text since quite a while, and if that's the one you are referring to, here is the edited version with no blue text, and here is how to achieve it:

In the HTML side of the code, you'll notice that Line 59 reads:

{match: /(\s|^)["“][^"]+?["”]/g,   style: "color:var(--text-style-rule-quote-color); color:light-dark(#00539b, #4eb5f7); font-style:italic;"},

And Line 72 reads:

document.querySelector(':root').style.setProperty(`--text-style-rule-quote-color`, darkMode ? "#4eb5f7" : "#00539b");

Those two control the colors of the text that will be in quotes. All you need to do is change the HEX values to the colors you want (first for light mode, second for dark mode).

Here is how it looks after the change, again, ideally you'd edit this to whatever style you want:

Hope that helps!

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Bots just won't follow personality descriptions. Well, atleast on male characters.

The current model has several bias and its not perfect, but what you seem to get is an extreme version of problems that are known and there are many workarounds as "chill" runs with "happy and sunshine" characters are possible.

It would help to know exactly what are you prompting to provide aid, as with the default templates (Ike, Li Jung, Quinn, etc) I can't get exactly what you describe from the get-go.

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Is it normal for the AI to suddenly go unemotional and out of character?

Sadly yes, rerolling works but the reason the model does this is due to the last message when the inflection of attitude happened.

The way to fix it is to give the bot a last input that would not make its personality implode, or if you must go on that route, abuse the Reminder box to make it act as intended.

I made an obnoxiously long guide on some pitfalls the current model has here, if it helps a bit.

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Bots just won't follow personality descriptions. Well, atleast on male characters.

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Okay, the it is the "luck of the draw". Keep in mind that this model has its own bias, so the less "evidence" it has, the more it will try to pull you to a state you many not want.

If for some reasons in your logs this happens at the mark of the fourth post, that means that the context you are giving it is 1/4 likely to link your contents to a story you don't want. Simply erase that message and reroll until you get something that you like. That will reduce the random chance of derailing as you progress.

Keep in mind that this all depends on how much allow the model to modify your run and how many "tools" you give it. A nice character cannot exist in a "violent world". And since the bias is elsewhere, if you allow an "evil" character and you try to "convert it", unless you do some heavy workarounds, the model will resist as it will not make sense in the context.

The opposite is true, after the last updates, if your story is too nice oriented, you won't be able to turn them "organically" into a violent run unless you explicit add the violence. And even then, there are chances of the model returning you to sunshine and rainbows.

Maybe you are trying to go for a realistic story where there is a balance between the two, the problem is that the model will refuse to do this and just stick with the run at hand, so the best approach for this is to actually have the story in mind and only let the model fill the gaps via all the "What happens next" and reminder boxes.

Hope that helps, if you have a more particular problem, do ask, there are a million of workarounds with the current model, and since we were forced to it, best we can do is adapt.

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Englische Erinnerungseinträge verhindern/Prevent English reminder entries

You can, but it is not straightforward as you may think.

If you press the edit button, on the left hand side of the code, at Line 500 you may find something like this:

return `>>> FULL TEXT of ${letterLabel}: ${messagesText}\n>>> SUMMARY of ${letterLabel}: ${summary}`;

From there forward you see a handful of instructions in plain English that tell the model to generate a summary on the vein of: "Your task is to generate some text and then a 'SUMMARY' of that text, and then do that a few more times..." and so on.

Since this instruction is passed in English, the output will be in English as well. If you want to maintain everything in German, you must translate this instruction to German manually.

Now, you'd be surprised but the summaries may not be the culprit of your run being in English randomly, as this principle applies to the how normal instructions are passed, for example, in Line 7291 of the right hand side of the code, you'll find this:

if(generalWritingInstructions === "@roleplay1") {

And below several instructions in plain English that tell the model how to direct the story. This and several other instructions are passed always each time you press "Send" or the return key, so if you want to be completely sure that your text is never in English, you may need to translate all these instructions as well.

However, something that in the past worked (but I personally have not tested after so many updates this model had undergone so I can't assure it still works) is that in the Custom Roleplay Style box you can in English write as a prime instruction "The whole text, story, RP MUST be in German (or your desired language)" and it would work without need of translating all.

Granted, this will not change the language of the summaries as the instruction for this is done separately, but it may not affect the output that matters for you.

Hope that helps.

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Questions about the Advanced AI Chat

So... Garth01 called me here, so first of all, thanks for the vote of confidence, buddy! I don't know if I'm as experienced as you all think but I try my best! 😅

Anyways, about names and why some like the ones repeat a lot. If you are talking about a generator that does not uses the ai-text-plugin like this one, you'll see on the edit side of things that the names are fixed, passed literally as an array of names as you mentioned:

However, in the case of generators using the ai-text-plugin like ACC when coming up with new characters, or others that write you a long character sheet from a simple input to then make an image or whatnot, that's because of the training data.

To put it simply, all models require data to work as intended, and depending on such data, it can generate bias. For example, in a random test using the Prompt Tester, you can see this:

You may recognize some of these names depending on what model you use, since as you can see in the prompt, the only "context" given to produce the names is "is for a story". Changing the context changes the result, as for example, if the context is South America, the model favors "Carlos" or "Maria", while if the context is Russia, you'll see it producing "Boris" and "Petrova" often. Note that this is independent of what is the most common name of the region, as the bias is dependent on the training data, which none of us knows what it contains.

It's the same effect as how the model decides to handle certain situations, for example, if you let it chose the weather, it will pick rain because it has bias towards it. If you let it pick a random encounter against a wild animal, a boar will be more likely. It is not that the model does not recognizes the name, it is just that it has no priority compared to others. Another example would be that even with proper context, you will be extremely unlikely (or even never) get the model to randomly give you the name "Petronilda", but it recognizes it, as if you ask it about the name, it will give you excruciating detail about its etymology, origin and all.

Contrast to the older model, the new one has more options and is more "creative" as Garth01 mentions. Something many would remember from the old model is that Elara Castellanos and Charles McAllister were omnipresent on all stories to the point that if you dig on the code of some generators such as AI Chat, you'll see how those were hard banned in the code itself. Then again "more creative" still holds a lot of bias.

Personally, naming is one of the things I don't let the model pick, because while the new model has more range, it is still limited for many standards and trying to make it "more creative" is a headache that i simply not worth it. Something I did in the past when the old model tried to place a name that was repeated already, was to just change it to something obtained from the Fantasy Name Generator (not by Perchance, this is a third party free service) which contains a large database for pretty much every context you may need.

Hope that helps!

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[Guide/Feedback] How to survive the current model and some thoughts about it

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I'd be lying if I said that I tested that particular case, but I suspect it is possible, albeit very difficult to happen naturally as you will need to use two things I advised against here: Fall into a pattern and give your character a permanent crutch that may cause bad repetition.

If I understand correctly, what you want is something like this.

Conversation scene:
Gregor: Gregor grunted, taking a bite at the turkey leg. "You see Rexy," He took another heart bite "Turkey makes live better! Not worry, kotyonok. If food is good, live good. Think not much about problems, da?"

Action scene:
Gregor: Gregor charged against the cavalier, axe high ready to deliver the killing blow "Die, you filthy animal! I'll make you meet your maker!"

The problem is that context in both cases can overlap with extreme ease, but a potential solution is to make a "Example Dialog" with two entries, describing both scenes, the conversation and the action, so the LLM will pick them naturally past the 10 outputs once you correct its mistakes.

It would be something like this in the Description box:

# Example Dialogue:
Narrator: <Something that would force Gregor to engage>
Gregor: <What you consider a proper prompt with this, preferably short three paragraphs

{{user}}: <Some prompt that would make him do casual conversation>
Gregor: <Perhaps your example above>

I had Russian characters before in this LLM, and I know that even with just saying "X is Russian", they will default to use infinitive, continuous and drop the eventual "da, nyet, da svidanya", but I'd be lying if I say I tried double talking patter intentionally. I know it can happen unintentionally, but I'll try testing this.

Check the default character of Cherry in the AI Chat example characters to see more or less how this format goes. Be wary that at least for your first messages, you'll need to edit a lot in post before the LLM picks up, and even there, it is possible that the LLM will slip the same way it loses the grasp of English if unchecked. It is definitely possible, but I am unsure if it can be organic enough for you not to do high-maintenance from the get-go.

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Possible bug. Characters have all turned cruel and aggressive

There was an update very recently that (at least on my side) made the model worse than in the prior (which ironically, made the model work the best at the time, about four days ago). As the dev said in the pinned post, the model is still being worked on, and we are in for a very bumpy ride until things stabilize, but there is at least work being done.

Now, regarding the personality changes, there is something you may want to keep in mind because this may remain true even after the model is perfected: The context of the input has prevalence over descriptions and the recommendation instructions, so it is very difficult to have a character remain happy and joyful if the context forces the model to opt for a more "logical" approach changing it's character ("logical" in what the LLM training dictates, which often is "moon logic", but with trial and error it is possible to deduce the word combinations that causes a switch in the wild).

Here is a lengthy guide on the topic. It covers most of the pitfalls you may find. The only thing I believe is no longer a problem (although I may be wrong), is that the "caveman speak" problem seems to be patched already, but again, it is still in the guide in case you run into it and how to restore it. Hope that helps!

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[Guide/Feedback] How to survive the current model and some thoughts about it

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Hey, no offense taken, in fact my comment about people being overzealous on criticism is towards people that dismiss all criticism and do not address the elephant in the room just to try being too nice to the dev. What you say though is healthy criticism and honesty... I'll admit I agree with you in that I have no idea why your experience was too different with the old model, since some of the problems you describe (not maintaining the plot unless extreme railroading or not able to go full gory violent) I didn't have prior, and if they arose they were extremely easy to correct. I know it is pointless to discuss that since the model is gone so there is no way to test, but just to share my personal experience in the past:

  • The pacing in the old model was different, it required you take longer to do something done, but large conspiracies, betrayals, and even navigating maps layouts with traps was possible. Something that I agree is that it had a lot of "dementia" moment as what you cite the guy forgetting how he got cursed. Personally, I believe that is a problem with any LLM (you may have seen the meme of a man playing 20Q with ChatGPT and see how infuriating that can get). Here I see that happening a lot still, then again, personal experience.
  • Funny that you cite Yvette, since in the old model at least I figured that there was a particular set of instructions to enable "bloodbath mode" in the old model hidden in how Yvette and Kazushi were written. For me it worked perfectly, as in one story, and I kid you not, the LLM introduced a villain that was a geneticist who first wanted to make a serum to make supersoldiers, then resorted to literally create the Cyberdemon from DOOM and spam it at me, to then kidnap a child, sacrifice it to Satan in a ritual to summon some demon, and even when killed, she managed to get the demon into the child's mother triggering the next big boss. Again, believe it or not, this all was the old model idea.
  • As for implications... I'm a bit on an edge on this one, because while the last one was not the best to pick up some, the new one drops the ball a lot too. Then again here I put the blame not in one model or another, but simply in the fact that LLMs cannot be all encompassing tools and it comes sometimes to the luck of the draw if the model in question will pick the correct answer to your query when it comes to subtleties. Even if this model is swapped by something like Claude-Sonet, I believe this will be a permanent problem.
  • Just to comment on some funny things you mentioned on the old model that I agree 100% were a constant nuisance. Yeah, the LLM would treat everyone equal to the point of have no shame to draft a kid to war, happened to me a couple of times and it was hilarious, but I get that it is extremely annoying. Same with the old model mixing descriptions, the new one doesn't do that, but it is just a problem on how the pipeline work and how the LLM decides to filter the information. Since the new one takes the story itself with more care, some details in the Description turn into "suggestions" over time.

I don't say this to disregard your comment. I am not blind to the demons the old one had, but perhaps I had figured the tricks of the old one to drive it in a proper way acknowledging its limitations, and comparing to the amount of trickery I need to do in the new one, I still hold that the newer requires an absurd level of maintenance that at times make it not worthy to go beyond the 500kb threshold.

However, I also understand the need for an update, and that's why I hold zero trust in DeepSeek. Something that at least in the new model I've found unbearable to generate is anything remotely sci-fi related, due to its tendency to make it all a word salad, which I know it is possible to bypass, but the level of maintenance required makes it not worth it in my opinion. Same with the slow decay of English in the dialogs, which I made clear is a feature in DeepSeek.

But hey, it's interesting to know about those things. Not many talk about either current experiences nor past experiences in detail, so it is hard to know if we are being one sided due to blindness. After all, we all want a better product, beyond fanaticism or whatnot. I still hold on my opinion that if a rollback is not beneficial, a change from DeepSeek is still necessary, but if miraculously the problems it has get solved, of course I'd be happy to be proven wrong in my predictions.

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Can we remove the blue text on AI chat?

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I don't know why anyone would use Reddit, personally, I've never found anything of value there nor a good solution for any problem on any topic. 🤣

Jokes aside, I get the problem now, but for some reason I can't replicate it. Probably due to the issue that I'm locked to an old PC and I don't have a working phone that can handle webpages, so I'll ask you to be a bit patient with me on this one, since on my end, a quick test looks like this:

Again, this is skill issue on my side. Now, if this is recent and the code was updated, then please try this version I made a while ago to deal with some of the new LLM unexpected behavior. You should not have any meaningful difference using this as the canon AI Chat.

If that doesn't work, the I suspect that in AI Chat, the culprit line is now Line 849 which reads as follows.

{match: /(\s|^)["“][^"]+?["”]/g,   style: "color:var(--text-style-rule-quote-color); color:light-dark(#00539b, #4eb5f7);"},

This is my wild guess as testing the HEX, these are the only that are blue. So changing it to:

{match: /(\s|^)["“][^"]+?["”]/g,   style: "color:var(--text-style-rule-quote-color); color:light-dark(#000000, #ffffff);"},

Should do the same as the method described in AI RPG.

I'll try to see how hard it is to implement a "toggle", but I'd ask you for some patience as I'm going blind in this one since the hardware I got doesn't let me replicate the issue. If by some miracle, the link I gave is more than enough, please confirm me so I don't need to waste much time implementing a button for no purpose. 😅

Again, sorry for not having a foolproof solution yet.

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Is it possible to add Description to the jpeg comment?

I think I know what you want to do and why, and while there is a way to achieve it by tinkering with the code of existing generators... that could be a bit tricky and I can't promise you to make one for this now, so sorry in advance.

But I can give you the steps to achieve this manually. For those purposes, I use this version of Image Generator Professional, but this method should work with any generator that you may find in the site.

Let's say you filled the prompt and the options there are to generate an image like shown here:

Ignore the fact that the generated image looks nothing like what the prompt describes, you know how LLMs are.

If you hover your mouse over the generated image, you'll see in the top left corner an 🛈 symbol. If you click it, you'll see this:

This is all the metadata you need to recreate the image, as these are the orders passed to the LLM, so to replicate the result, you just need to paste this in the prompt, and this time remove all the styles and optional options (this varies depending on the generator you use, in this example it is just setting Art Style to "No Style" and Art Style Mixing to "No Mix".

By doing this, you may get now something like this:

Notice that the output is very similar, albeit nor a carbon copy of the original.

Again, this is pretty much the "caveman" way of doing, and yes, it is possible to implement this pipeline in a generator, but I think that would be overkill when all that it is required is to copy and paste the orders in a plain .txt

Hope that helps though!

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[Guide/Feedback] How to survive the current model and some thoughts about it

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Well, you said so, the best possible case is to make a custom one with the instructions that fit your gameplay, but I managed to get one that works for most of the quick runs I plan, which is on this link, which I posted in the beginning of the guide before the introduction.

I’ll explain what is changed compared to vanilla AI Chat on the edit tab and why though.

Line 24 was changed to this:

Please write the next 10 messages for the following chat/RP as if you were a cultured and capable English linguist. Most messages should be a medium-length paragraph, including thoughts, actions, and dialogue. Create an engaging, captivating, and genuinely fascinating story. So good that you can't stop reading. Use a natural, unpretentious writing style.

This was taken from an advice by Almaumbria in this threat. The attempt here was to prevent the decay of the English language, which doesn’t work entirely, but it is a dampener that won’t affect the result even if there is an update or rollback.

Lines 27 to 37 now include the following reminders:

- Do not use the em dash ("–") symbol, nor the semicolon (";") symbol. Replace the em dash symbol and the semicolon symbol with either of: comma (","), colon (":"), ellipsis ("..."), period ("."), depending on the context.
- When detailing conflict and fights, be particularly mindful on the proper pacing and stakes involved. Not every fight or problem is a life ending situation. When describing and working through any conflict, be extremely aware on the context and what led to this instead of having the whole world fall apart if the problem at hand is not solved.
- Avoid rehashing phrases and verbal constructs. If a line or sentiment echoes a previous one, either in content or structure, then rephrase or omit it. Minimize repetition to keep the text fluid and interesting. Avoid as well unnecessary and unoriginal repetition of previous messages. Be wary if a same pattern of structure is repeated indefinitely, try aiming for a text that is pleasant to read.
- Avoid hyperfixating on trivialities. Some information is merely there for flavor or as backdrop, and doesn't need over-explaining nor over-description. If a detail doesn’t advance character arcs or stakes, either ignore it or summarize it in under 10 words.
- Avoid at any cost all pseudoscientific explanations of certain situations. Do not use overly complicated or pretentious phrasing of anything that is remotely technical. Do not get obsessed with scientific lingo.
- The following words are forbidden, DO NOT use them at all: crystallization, signatures, petrichor, resonance, resonate, resonation, resonating, harmonics, dissonance.

The reason for these new reminders, in the order they are here, are as follow: [1] is to prevent pattern creating by having em dashes and semicolons spammed everywhere. [2] is to avoid having fights or conflict escalate to lunacy, and even if the LLM tries to do it, this will give you more chances to get a better reroll. [3] and [4] are my sad attempt to prevent pattern repetition, which I want to think it works, but may be wishful thinking actually. [5] is to avoid a word salad when I have to describe something remotely scientific or technical and stop the LLM to take the “resonance” route. And [6] serves the same purpose as a harder word filter.

Additionally, line 482 was changed into this.

Again, your task is to write some text labelled with a letter, and then a summary of that text, and then some new text, and then a summary of that new text, and so on. Each summary should be a single short paragraph of text which summarizes the new text in the most compact way possible. Be concise and precise taking only the important facts of the plot, using well-phrased sentences with natural structure and correct grammar. Summaries should be easy to understand yet captivating.

The reason for this was to prevent Summary contamination earlier and to make it easier to detect. It works, but the LLM will inevitably drop the ball every now and then past the 200kb log size in the summaries, so it is still a good idea to audit them from time to time.

Again, this works for me, but even with this I still need to be wary of all the pitfalls I mentioned in the guide, it does help, but these changes are not a total fix. Furthermore, the runs I play for fun are not as diverse as strawberryraven, so take my experience with a grain of salt, but themes were I had good entertainment without much problem were comedy (both realistic and cartoonish), work simulators, and combat rpg like (medieval and modern). With a lot of maintenance, I was able to depict a warzone scenario, but it can get tricky due to the tendency of the LLM to try to up the ante, even if you go with the route or making a power dream which will end in a mindless loop (and for that, I better just play actual DOOM and call it a day 🤣). Something that I was unable to run, not because it is impossible, but rather due to the lack of patience on setting the LLM on track, were sci-fi scenarios (due to the "resonance problem"), and spy-detective thrillers. The later was my favorite in the previous model, but now it doesn't work because the new LLM lacks the concept of pacing, so it will either try to resolve a mission in less than three inputs which is not entertaining, or have you running forever in circles because a fact was mentioned long enough weaving a pattern. Also, as you can notice in the guide, the LLM takes the last input to seriously, so the "mystery/surprise" element is removed entirely, so in order to make these stories make sense... you need to have the answer in your head, and for that, I rather just write the script in my own instead of wrestling with the current LLM.

But hope that helps! Again, if there is a particular problem you got, I'm glad to help! And if there is a finding regarding some tricks on this model as what I'm trying to figure out with Randomize to enable "Dr. Jekyll/Mr. Hyde" mode, please share it with us!

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"Real Photos" are actually cartoons

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The main issue is that you are dealing with an LLM at the end of the day, so what works for example in a Craiyon would not work here 1:1. Keep in mind that what happens under the hood, is that the model takes your input and tries to relate it to what is tagged in those terms to its training data. Probably, the prevalence of "Instagram plastic dolls" and similar, is due to the input having some detailed anatomical descriptors.

That being said, the best way to debug this, is just by checking what works for others in other generators, for example, here is a quick run in AI Photo Generator with an apparent very minimal prompt:

Probably this is far from the quality that you want, but it gives you a hint on "how" those are being made if you click on the top left corner of any. There you may see something like this:

Just to copy the prompt:

Old lady drinking coffee in a Parisian bistro, cinematic shot, dynamic lighting, 75mm, Technicolor, Panavision, cinemascope, sharp focus, fine details, 8k, HDR, realism, realistic, key visual, film still, cinematic color grading, depth of field.

Overall, it's an absolute world-class cinematic masterpiece. It's an aesthetically pleasing cinematic shot with impeccable attention to detail and impressive composition.

You see that there is a lot more than what it is actually in the original prompt? Probably if you use one of those generators, the inclusion of those photographic terms such as "cinemascope" or "HDR" may yield results that can be beneficial or harmful. Ideally, you want to just take a look at the full prompts, and then test on a bare bones image generator so you have more control of the output.

Now, text to image is different than text to text or text to code, you want to be as terse as possible, almost as if you were making a shopping list. For example, the following prompt:

- Realism
- Realistic
- Photographic shot
- Middle class
- 56 year old French woman
- Slim with broad hips
- Graying hair
- Prominent crow’s feet around her eyes
- Dressed with casual
- Silk scarf
- Leather jacket
- Baggy cords
- Standing at the bar of a cafe in Paris

Yields the following for seed: 354188953 and guidanceScale: 1

And I get it, it may not be up to your expectations, but you see how it makes infinitely easy to debug what term leads the model where you want it to go.

The best advise I can give you, is to look at the many different generators that there are and check what prompt is linked to a "style", because surely, what you are exactly looking for, someone has figured out and pasted it into some "Photograph realistic style", or at least it can serve as a reference point.

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https://perchance.org/m8im5o5e4o: report

This is what you were trying to achieve?

https://perchance.org/p311o9rh27

If so, what happened is that you pasted the HTML in the part where the code exclusive to Perchance should be, just that.

However, if you are trying to make it work as I think it should work... well, you'd need to get the Gemini API key and wire this to there to get the image remixer done, since as far as I'm aware, there is no Perchance plugin that can take an image as an input. I may be wrong though.

If you want to generate an image from text, check this plugin and this example. Hope this helps!

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Which alternatives do you guys use?

I don't know why the heavy backlash on this post. Everyone can ask for an alternative, and it's not like we are going to pretend that Perchance can make everyone happy.

For alternatives as is... I recall in a post someone mentioning character.ai and Sekai. Personally, I'm not fond of either, as they are very limiting on what can you do and I guess the privacy factor is sketchy on those.

However, while this is going to sound counterintuitive, there is something that Perchance offers us all that no other service offers, which ironically is the answer to what you are looking for:

  • Perchance has a whole open source platform for its generators, meaning that it is possible to audit exactly what each generator does and how it passes the information to the model, making anyone able to replicate the exact prompts and pipeline for any LLM you wish to use, locally, with an API key, or using a third party UI.

Meaning that you can turn something as the default "online test for DeepSeek", "ChatGPT free trial" or "Blackbox AI" into what any of your favorite Perchance generators did. All you need to do is get the prompt and input manually and you are good!

Granted, it is tedious, and for going that route with no coding knowledge, it may be better to try something like SillyTavern, which is just the frontend with no LLM behind.

Then again, while I am also not happy with the update, I'd encourage you and others to be patient. After all, we are given a free LLM to use with almost unlimited tokens, and I believe that the biggest challenge that the dev faces there is not to make the model "literally/story/RP appealing", but rather "all encompassing while catering to most needs" because the same model that powers ACC, AI Chat, AI RPG and others, is the same model that in other generators has to work as standard AI model that can provide code, information, summaries from documents, etc. So making it work for the generators we use while not destroying its functionality is indeed a heavy challenge.

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This ai chat bot is insufferable

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Correct, that's what I implied, since otherwise, past the 1Mb you'll experience "groundhog day" unable to escape the loop no matter what you do.

Now... let me tell you buddy, you just scratched the tip of the iceberg with the model new obsessions. Just to showcase a couple:

  • Knuckles turning white (a classic you quoted).
  • The ambient smelling like ozone and petrichor (it always rains btw).
  • It always smells or tastes of regret and bad decisions.
  • The bot or an NPC will always lean to whisper something conspiratorially.
  • Eyes gleam with mischief very often.
  • Predatory amusement seems to be a normal mood no matter the context.
  • Some dialogue constructions are "cursed" as if you let one slide, it will repeat ad nauseam:
    • "Tell me, "
    • "Though I suppose "
  • Don't even let me get started on the "resonance" or "crystallization" rabbit hole...

You are in the money with one thing, all this is product of the training data, and not even the one that comes pre-packed with DeepSeek (I still hold that this is the current model being used, if I'm wrong, I'll gladly accept the failure on my prediction), this is product of the dataset being used to re-train the model into working for dev's end. For example, the "knuckles turning white" phrase appeared rarely with the old Llama model, but it was a one in a hundred occurrence as the model didn't care for that construction and rather focused on a different set of obsessions.

This is a never ending problem with all LLMs though, as in all languages, some constructions are more often than others, and since in both AI Chat and ACC the model is constrained by the "Make a story/roleplay" context, it produces those pseudo-catchphrases incredibly often. In the past we had to deal with "Let's not get ahead of ourselves" or "We should tread carefully" appearing always no matter the situations, now "knuckles turning white" or similar are the new catchphrases in town.

In an older post I warned about this, since DeepSeek trying to be more "smart" will take everything to face value, so the "correct" answer for many situations tends to be any of these constructions cited, and performing extreme training will yield us a model as dumb and stubborn as Llama was, but with a new set of obsessions plus the inability to move forward which Llama could despite it being exasperating at times. There is progress with the new model, I won't deny it, but the threshold from were we entered "groundhog day" has been reduced from 1Mb+ to barely 250-500kb and I suspect it will keep reducing if the training is done on top of the existing one, rendering the model pointless for AI Chat, AI RPG or ACC.

Then again, I could be wrong and a future update will allow the context window to hold further as Llama where 15Mb+ was possible and manageable without much maintenance. Some degree of obsession on any LLM is impossible to avoid, what is important is that the model doesn't turn it into a word salad that goes nowhere. That I think is one of the biggest challenges the development of ai-text-plugin has.

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[Guide/Feedback] How to survive the current model and some thoughts about it

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6.03Mb on the current model?! Wow, you have the patience of a saint! Even in the old model, have I had to prompt every single answer I would have scratched that one and added whatever led me to the list of "what not to do"! 🤣

I ran into Perchance since January this year, since I was looking for an alternative for AI Dungeon, first I got into AI RPG, but I figured out that by tinkering, one could get a way better "text adventure" in AI Chat so I stuck to it, treating it like a game instead as a RP kind of deal, so I guess that explains why my experience was diametrically different to strawberryraven. 😅

I definitely got to test the "[SYSTEM]" prompt to see if it indeed affects the output and locks the LLM. When I meant "patterns" in the guide, I meant literal text patterns of writing, so unless the "[SYSTEM]" thing was pasted in the log itself, it should not change much the output but... it would make for a fun experiment, and if that enables "double switchable personality mode", that'd be hilarious!