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Updated today

by christos-antono

NPCTalk

Make any NPC in any game talk back with Fish Audio: skills, a self-hosted voice server and tools for AI coding agents, with a full GTA V example.

  • New — Created in the last 30 days
  • Active — Updated in the last 14 days
Works with
  • Claude

82 GitHub stars (82)

+82 in 2 days

  • 8 skills (8 skills found in its SKILL.md files)
  • 7 forks (7 forks)
  • Today last update (Last updated today)

Install

Skills CLI

npx skills add christos-antono/NPCTalk

Asks which skills and agents to install. Just one: npx skills add christos-antono/NPCTalk --skill fish-voice-server — add -g for every project.

Claude Code

git clone https://github.com/christos-antono/NPCTalkcp -r "NPCTalk/skills/fish-voice-server" ~/.claude/skills/

Copies the fish-voice-server skill into ~/.claude/skills/ for every project (use .claude/skills/ for one project). Repeat for the other skills listed below.

Plugin

/plugin marketplace add christos-antono/NPCTalk

Run inside Claude Code if the repository ships a plugin marketplace, then pick plugins from /plugin.

Skills can run code on your machine — read the SKILL.md first.

What it does

In the author's own words, from each skill's SKILL.md.

  • 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] or [laughing] for delivery. Covers deploying with SGLang-Omni, the API, preparing voices at startup…

    skills/fish-voice-server/SKILL.md on GitHub (opens in a new tab)
  • 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 fou…

    skills/make-npcs-talk/SKILL.md on GitHub (opens in a new tab)
  • 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 thresholds, a repeat cooldown, orders ("get on your knees") that override mood and make the LLM rewrite…

    skills/npc-actions/SKILL.md on GitHub (opens in a new tab)
  • 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 with one delivery tag for the voice model, doing what the player tells them, fast models with reasoni…

    skills/npc-dialogue/SKILL.md on GitHub (opens in a new tab)
  • 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 nothing of the mod on screen, timeline markers for cutting, screen and audio sync, 5-10 s cuts in 16:9 (…

    skills/npc-showcase-clips/SKILL.md on GitHub (opens in a new tab)
  • 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 Nemotron ASR, ~0.4 s, audio sent inline), and routing what was heard to the right NPC. Use when building o…

    skills/voice-input/SKILL.md on GitHub (opens in a new tab)
  • 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 noise, checking a take-picker with an independent speaker model, and simulating picking strategies o…

    skills/voice-likeness-eval/SKILL.md on GitHub (opens in a new tab)
  • 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 single reference clips and mood clips (angry, drunk), check them, and upload them to the voice server…

    skills/voice-references/SKILL.md on GitHub (opens in a new tab)

Review before you install

A skill is a set of instructions and scripts your agent will follow, and it can run code on your machine. Read the SKILL.md and any scripts first — this listing is not a security review.