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@@ -13,7 +13,7 @@ Hey all. I was experimenting with Silly Tavern lorebooks and I found a great, no
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<b>2. Create the entries with your lorebook and put them in the same group - add multiple entries first, each representing a given instruction or anything you want to happen in a given situation (like table of results of dice rolls in TTRPG). So for instance: entry1: {{char}} is currently busy, entry2: {{char}} is currently free, entry3: {{char}} will not answer a phone because something happened, do not reveal the {{char}} circumstances yet.</b>
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Each entry must have: a) the same trigger words, b) position =
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<b>2. Create the entries with your lorebook and put them in the same group - add multiple entries first, each representing a given instruction or anything you want to happen in a given situation (like table of results of dice rolls in TTRPG). So for instance: entry1: {{char}} is currently busy, entry2: {{char}} is currently free, entry3: {{char}} will not answer a phone because something happened, do not reveal the {{char}} circumstances yet.</b>
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Each entry must have: a) the same trigger words, b) position = (System) (entries inserterted as system are will be sent to the LLM right with a message you type but automatically and they do not appear in a chat - so they work even if models do not understand OOC and if they do - it is still a more elegant, immersive and smooth experience, it does not eat up tokens because instructions will be deleted from a context automatically), c) depth = 1/0 (it determines if instruction is sent before your actual chat message or after, it does not seem to make a difference to LLM but if you want it to be more elegant in context inspection, use depth = 0), d) order = 100, e) trigger = 100, f) Prevent further recursion option: ON (entry will not activate other entries), g) group weight = 100/number of entries within your group (100 divided per total number of entries in a group) (it is super important since weight determines the probability of a given entry being randomly rolled, you can adjust probabilites for each entry but always keep the whole weights sum within the same group = 100), h) sticky = 4 or more/less (it makes the instruction for LLM remain active for a given number of the following messages - so it actually triggers logically within the scene, LLMs seem to understand it and do things under logical circumstances in the scene".</b>
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