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Make Npcs Talk

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christos-antono
make-npcs-talk

Make NPCs in a game talk back. The player speaks or types, the NPC answers in character, in a cloned voice, about 1-2 seconds later, and can act on what was said. Covers the whole loop and the order to build it in (who is being talked to, what the scene is, speech-to-text, an LLM in character, Fish Audio voices on a GPU, streamed playback from the NPC, subtitles, mouth movement, actions), the four hooks a game has to provide, latency budgets, costs, testing in the real game, and the rules (single-player, voices you have the rights to, nothing of the game shipped). Use when the user wants NPCs, characters, villagers, companions or enemies in any game to hold conversations, react to the player's voice, or be voiced by Fish Audio (S2 Pro or Drama 3) and an LLM.

Overview

Publisherchristos-antono
RepositoryNPCTalk
Skill namemake-npcs-talk
Stars
201
Forks
17
Bundled files
3
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 3 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by christos-antono on GitHub. Read the source before you install it.

Installation

Install the Make Npcs Talk AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/christos-antono/NPCTalk/tree/main/.agents/skills/make-npcs-talk
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/christos-antono/NPCTalk.git /tmp/NPCTalk
mkdir -p .claude/skills
cp -r /tmp/NPCTalk/.agents/skills/make-npcs-talk .claude/skills/make-npcs-talk
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Make Npcs Talk in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Make Npcs Talk on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Make Npcs Talk is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Make NPCs talk

The finished loop, as built for GTA V (examples/gta-v), with times measured in the game:

player's mic ──► voice activity ──► speech-to-text ──► who? + scene ──► LLM in character ──► voice server ──► NPC speaks
   (open mic,       (end of the       (fal Nemotron,     (the game)      (Cerebras, with      (Fish Audio on     (streamed PCM,
    push-to-talk,    sentence)         0.4-0.8 s)                         persona + lines,    an H100, first     panned, subtitles,
    or typing)                                                            0.3-1.0 s)          audio ~0.4 s)      mouth, action)
                                                                │
                                                                └──► action choice (Jev, ~0.1 s, in parallel) ──► animation

From the end of the player's sentence to the NPC's voice: 1.2-2.2 s warm with push-to-talk (logged exchanges: 1.15 s, 1.20 s, 1.57 s, 2.19 s); the open mic adds the 0.7 s of silence it waits for before deciding the sentence ended. The LLM sometimes spikes to 5-8 s, so log every step's time per exchange.

The loop: build it in this order

  1. Recon the game. Version, how code runs inside it (script hook, mod loader, plugin API, or your own engine), single-player or not, how other mods find nearby characters and play sounds. Read references/game-hooks.md for the engine, and knowledge/ for anyone who already did this game.
  2. Pick the engines (table below). Default: Fish Audio Drama 3 on Modal for voices, Cerebras for the LLM, fal for speech-to-text.
  3. Stand the voice server up first, outside the game (skill fish-voice-server): npctalk health, then npctalk say "..." --voice Name/clone. A game is the worst place to debug a GPU server.
  4. Make reference voices for two or three characters (skill voice-references).
  5. Vertical slice in the game: one NPC, typed text → LLM → voice → playback. Implement the four hooks below, nothing else. Log stt / llm / tts / total for every exchange.
  6. Voice input (skill voice-input): push-to-talk first, then the open mic.
  7. Characters (skill npc-dialogue): persona files, the character's own lines as style samples, scene facts, per-NPC history, output cleaning.
  8. Actions (skill npc-actions): what they physically do, and doing what they're told.
  9. Verify in the real game, with a dev mode that shows the target, the timings and the mod's state (below).
  10. Show it (skill npc-showcase-clips), and if voice likeness matters, measure it (skill voice-likeness-eval) before claiming a setting is better.
  11. Write it down: a field note in knowledge/games/<game>/ (see knowledge/README.md).

The four hooks a game has to provide

Everything else is game-free code. In the GTA V example about 2,450 of the mod's ~5,500 lines (dialogue, LLM, voice clients, streaming playback, speech-to-text, open mic, action picking) build and run outside the game: examples/gta-v/tools/npcvoice-check compiles exactly those files into a console app.

HookWhat it returnsGTA V (ScriptHookVDotNet)
Who is being talked toThe NPC, or nobodyLiving humans within 12 m; within 5 m always counts, 5-12 m only if the camera points at them (dot > 0.85). Named characters win ties; the last partner sticks while within 6 m
Scene factsA few short stringsZone and street name, time, weather, the player's vehicle and weapon, wanted level, health, whether this is the NPC's home
Voice at the NPCPlay streamed PCM from that NPCNAudio playback, panned by screen position, faded 4-30 m, mouth driven by the audio level, the game's subtitle style
ActionsName → animation or behaviourAnim dictionaries checked at load (a missing one falls back), clothing swaps, tasks (flee, fight, kneel)

Keep the hooks thin. If a game exposes them, the rest of this repo's code carries over.

Choosing engines

NeedDefaultAlternatives
Voice, realtimeFish Audio Drama 3 self-hosted on Modal (server/drama3.py): first audio ~0.4 s warm, acts [tags] wellS2 Pro (server/s2pro.py, smaller, fine-tunable); MiniMax via fal (no GPU to run, $1.50 per voice clone, 2.5-4.5 s per line)
Voice, pre-rendered (cutscenes, demos)Drama 3 with best_of: 8 (best likeness measured)ElevenLabs (scored lowest here, 0.612)
LLMCerebras qwen-3.8-27b, reasoning off (~0.3 s)Any OpenAI-compatible endpoint; reasoning models add seconds
Speech-to-textfal nvidia/nemotron-asr-multilingual/asr (~0.4 s, audio inline)Whisper anywhere
ActionsTypeSafe Jev (typed choice + probability, ~0.1 s)A second LLM call with a JSON schema (slower, less calibrated)

Costs: an H100 runs about $4/hour while it's up; it scales to zero 5 minutes after the last request, and the next request waits 1-3 minutes for a cold start. The game pings the server while it runs, so it stays warm exactly while someone plays (server/keepwarm.py holds it up for a demo without the game).

Verify like you mean it

  • Log every exchange with each step's time and what was heard and said. Most "it doesn't work" reports are answered by the log (in GTA V: "open mic -> nobody near" 755 times = the target lookup found nobody).
  • Show the mod's state on screen. A mod switched off with a hotkey looks exactly like a broken one; say "off" somewhere visible. Show who would be talked to (a marker) in a dev mode.
  • Test the network half without the game (npcvoice-check in the GTA example, npctalk say for the server).
  • Measure, don't eyeball, voice likeness (skill voice-likeness-eval). Two runs of ten lines fooled us once; ten runs didn't.

Rules

  • Single-player, or servers you run. Never inject into online games with anti-cheat (for GTA V: never launch GTA Online with a script hook installed).
  • Voices you have the rights to. Your own, an actor who agreed, a licensed or generated voice. Cloning a game's characters for your own single-player experiment is one thing; publishing those clones is another. Never commit voice clips, game audio, or the game's dialogue (npctalk check blocks audio and transcripts).
  • No secrets in the repo. Keys come from environment variables. A server URL is a secret too when its /health needs no token: anyone with it can keep your GPU awake.
  • Content. NPCs swear if the game's characters do. Slurs are filtered by default and opt-in per persona (skill npc-dialogue).
  • Ask first before driving the user's keyboard and mouse in a running game, installing into game folders, or publishing anything.

Full reasoning: references/safety.md. Architecture and file map: references/architecture.md.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Make Npcs Talk AI skill do?

Make NPCs in a game talk back. The player speaks or types, the NPC answers in character, in a cloned voice, about 1-2 seconds later, and can act on what was said. Covers the whole loop and the order to build it in (who is being talked to, what the scene is, speech-to-text, an LLM in character, Fish Audio voices on a GPU, streamed playback from the NPC, subtitles, mouth movement, actions), the four hooks a game has to provide, latency budgets, costs, testing in the real game, and the rules (single-player, voices you have the rights to, nothing of the game shipped). Use when the user wants NP...

Why use Make Npcs Talk on TypingMind?

Because you install it once and use it with any model. Make Npcs Talk is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Make Npcs Talk in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/christos-antono/NPCTalk/tree/main/.agents/skills/make-npcs-talk. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Make Npcs Talk?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Make Npcs Talk?

As many as you like. As long as a model supports skills, you can use Make Npcs Talk with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Make Npcs Talk AI skill free?

Yes. It is published on GitHub by christos-antono under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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