Authorization notice. NPC Talk is dual-use. Only use it on software, sites and systems you own or have explicit permission to test.
Credentials. TypeSafe, fal, Cerebras and Modal keys go in environment variables, never files; run npctalk check before sharing anything.
Who it is forA game developer or modder who wants NPC conversations to change what happens in the game.
The problemTalking NPCs feel hollow if they never move, react or do what the player asks.
The outcomeNPCs that choose actions while they talk and follow spoken orders, mapped to your game's animations with per-action thresholds.
What you need first
- A game you own, ideally single-player (the README says never inject into online games with anti-cheat)
- Git, Python 3.10+, uv and ffmpeg
- A Modal account for the GPU voice server, with the NPCVOICE_TOKEN environment variable set
- A fal key (FAL_KEY) for speech-to-text and the MCP server
- A Cerebras key (CEREBRAS_API_KEY) for the NPC's lines
- Optional: a TypeSafe key (TYPESAFE_API_KEY) for actions and spoken orders
- Windows and the .NET SDK (8+) only if you follow the GTA V example
Steps
- Get one NPC answering typed text in the game first with the make-npcs-talk skill
- Set TYPESAFE_API_KEY as an environment variable
- Ask the npc-actions skill to define the actions and orders your NPCs can follow
- Set per-action thresholds and map each action to an animation
- Verify in the real game with every step's timing logged
Prompt for your agent
With christos-antono/NPCTalk, add the npc-actions skill to my <game> NPCs so they can <actions> when the player asks, set conservative per-action thresholds, map them to animations, and log timings while I test.
Caveat.
Use this in your AI agent
Ask your agent
Using the Deduped MCP, get the setup steps for christos-antono/NPCTalk and "Make NPCs act on what you tell them"
Add Deduped to Claude Code once
claude mcp add --transport http deduped https://dedupedai.com/mcp
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