claudecodex

npctalk

Make any NPC in any game talk back with Fish Audio: skills, a self-hosted voice server and tools that let an AI agent wire up speech-to-text, an LLM in character, cloned Fish Audio voices (Drama 3, S2 Pro) and actions, with a full GTA V example. A Universal Modder project.

229 on GitHubby Christos Antonopoulosv0.1.0MITupdated yesterdayDeveloper Tools
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Plugin npctalk from marketplace npctalk in christos-antono/NPCTalk. Commands read from the repo's manifest — today.

This plugin runs code on your machine — its hooks fire automatically on events like tool use. The exact commands are listed below; read them before installing.

What it installs

Skills (8)

  • fish-voice-server

    Host Fish Audio's open-weights voice models (Drama 3 and S2 Pro) on a serverless GPU (Modal, or fal) behind one small HTTP API a game can call. POST /speak takes text and a voice and streams 16-bit PCM back with first audio in ~0.4 s, cloned zero-shot from a reference clip, with [tags] like [angry]

  • 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

  • npc-actions

    Make NPCs physically react to a conversation and follow spoken orders. Pick an action (punch, slap, hug, kneel and beg, flee, flip off, square up, nothing...) from what the player said and what the NPC replied, with TypeSafe's Jev returning a typed choice and a probability in ~0.1 s, per-action thre

  • npc-dialogue

    Write what NPCs say with an LLM so they sound like themselves and like the game. Covers persona files, a fresh random sample of the character's own lines in every prompt, scene facts (place, time, weather, what the player holds or drives, danger), per-NPC conversation history, short spoken output wi

  • npc-showcase-clips

    Record short clips of NPC conversations that look like real gameplay, ready to post. Covers scripted exchanges at chosen places and times, the gameplay camera held still behind the player, both lines rendered before the clip rolls so it plays back to back, the game's own HUD and subtitles with nothi

  • voice-input

    Let the player talk to NPCs out loud. Covers an always-on open mic with voice activity detection against the room's noise floor, push-to-talk and typing as fallbacks, ignoring the NPC's own voice coming out of the speakers, dropping coughs, clicks and filler words, fast speech-to-text (fal's Nemotro

  • voice-likeness-eval

    Measure how much a cloned voice sounds like the real character, and whether a change really helped. Covers speaker-embedding similarity (ECAPA) against the centroid of held-out real clips, word error rate with Whisper, comparing per line with paired t-tests, how many runs it takes to beat sampling n

  • voice-references

    Make the reference clips a zero-shot voice cloner needs for each character (Fish Audio Drama 3 or S2 Pro, MiniMax, ElevenLabs-style cloning) from recordings the user has the rights to. Split into lines, pick clean 6-11 s runs, transcribe them, drop screams and noise, build a ~25 s clone clip plus si

MCP servers (1)

  • fal

    connects to: https://mcp.fal.ai/mcp

Hooks (1)

  • SessionStart

    bash "${CLAUDE_PLUGIN_ROOT}/hooks/add-to-path.sh" "${CLAUDE_PLUGIN_ROOT}"

View source on GitHub patch.gg

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