Intel NPC
Talk to ANY ped. They remember. They gossip. They snitch.
Stop populating your city with mannequins
Every FiveM server eventually runs into the same wall: the city is empty. You can have hand-painted MLOs and ten years of lore, but a new player still walks past dozens of peds with the same idle animation and nothing to say.
Intel NPC turns GTA V's crowds into a city that is inhabited and reactive. Every random pedestrian gets a personality, a mood, a memory that survives restarts, and a real reputation arc with the player — wired into a witness, gossip, disguise and alibi network that gives your wanted system actual consequence.
Current version: v0.51.2 · ~25,000 lines · full source, no escrow, no obfuscation, no phone-home.
Every NPC is a person
- Seven archetypes — coward, compliant, brave, aggressive, cunning, stoic, plus a dedicated cop type. Each has its own patience and provoke thresholds, fight-vs-flee curve, refusal lines, car-hit reaction matrix and bribe acceptance curve.
- Session moods — friendly, neutral, grumpy, distracted, curious. The mood filters which response pool the NPC picks from, and the mood a conversation ends on carries into the next one.
- Persistent memory — first met, last met, total interactions, every topic you have asked (with per-topic TTL), every state they have seen you in (bloody, armed, masked, wanted), and whether you ever told them your name. All of it survives reconnects and server restarts.
- Trust meter — −10 to +10 across six tiers: hostile, wary, neutral, familiar, friendly, trusted. Idle chatter cannot farm it; real actions move it. Helping someone up is +4, a mugging is −5, a robbery at gunpoint is −6. Queryable from any other resource via GetReputation / GetReputationTier, so a black-market vendor or a job board can gate on a tier.
The social intelligence layer
- Continuous perception — 50m visual, 100m audio, 30m trauma range, with a witness reliability tier based on category, distance and trauma.
- Action memory with TTL — a shooting, a corpse or an explosion is remembered for 24 hours; robbery, assault and bribery for 6; drug use for 30 minutes.
- NPC-to-NPC gossip — memory propagates between NPCs within 8m, fidelity degrading per hop (100% → 80% → 60% → 40% → 20%). Walk into a neighbourhood where something nasty happened twenty minutes ago and the locals already know.
- Disguise scoring — 0–100 obscurity from helmet, mask, hood, sunglasses and a clothing change since you were last seen. Above 65 you are a stranger again; above 70 informants cannot ID you to dispatch.
- Alibi system — static personas remember you for 30 minutes after a conversation and can vouch for you. "I was at the gas station, ask the attendant" becomes a real defence.
- Trauma — NPCs accumulate trauma from witnessing violence. A neighbourhood that just had a drive-by has noticeably more skittish residents for the next hour.
- Informants — personas tagged informant auto-leak witnessed crimes to dispatch through a server event.
The dialogue system
Not a four-option menu. Topic trees recurse indefinitely — every follow-up can have its own follow-ups, its own post-action (buy an item, open a shop, fire a server event) and its own conditional appearance (only if armed, only at night, only at friendly or above).
Responses are picked from a pool based on what is true right now: time of day, weather, player state, reputation tier, persona tags and witness memory. A witness who saw you stab someone does not announce it — they go cagey, refuse to talk, or call the cops behind your back.
- NUI chat panel with typewriter lines, mood badge, visible trust tier bar, witness HUD and a pulsing impatience warning.
- Cinematic over-the-shoulder camera, floating speech bubbles and native GTA voice profiles.
- 1–9 + SPACE + T + ESC keybinds, scrollable past nine topics, auto-scaling from small windows to 4K.
- Six ambient categories with their own refusal rates and topic trees: civilian, gang member, cop, homeless, prostitute and a quiet default fallback.
Scriptable characters
The persona system lets your writers build named NPCs with coords, scenarios, daily routines, dialogue trees, shop catalogues, archetypes, backgrounds, voice profiles and visual customisation. Authoring one is about 40 lines of declarative data plus a dialogue tree as deep as you want — no coding.
Fences, weapon dealers, drug suppliers, underground doctors, loan sharks, forgers, cleaners, mob lieutenants, journalists, quest-givers — all buildable with what ships in the box. Maggie, a 24/7 gas-station attendant in Davis, ships as a complete reference implementation with a full background, a daily schedule and a branching shop menu.
Static personas carry a per-time-of-day schedule, so your city has rhythm: behind the counter in the morning, smoking outside in the evening, back behind the counter at night. Respawns only happen when the player is far enough away that it is not jarring.
The hail system
NPCs talk to you first. Passers-by ask for the time or a light, corner gang members throw territorial lines, the homeless call out and drop neighbourhood intel once they trust you. Per-category cooldowns keep the city from sounding like a constant chorus.
The calm-RP police system (alpha — ships disabled)
Honest disclosure: the police module is strongly alpha, ships fully disabled by default, and we recommend leaving it off. It is being rewritten from scratch on different logic. Everything else — dialogue, memory, trust, witness, hail, disguise, gossip, trauma, alibi, persona, informant, corruption, daily routines — is production-ready and runs day one with the module off.
When enabled it replaces native dispatch with a dialogue-driven cop experience: a 21-cell car-hit reaction matrix, a pre-call window where you can still pay damages, bribe, apologise or threaten before the 911 call goes through, and responding officers who drive in normally, park and walk over without opening fire. The wanted ceiling is hard-capped at one star and anything larger is delegated to your existing wanted resource through server events.
Built for operators
- ~1,300 lines of richly commented config. Every system has its own master toggle.
- Exports for dialogue, reputation, personas, police state and direct reaction triggers.
- Server events for every action — itemBought, jobRequested, witnessReported, informantReported, copBribed, policeEvent, dispatchRequested — ready to hook into your jobs, wanted system or Discord webhooks.
- Discord webhook logging with per-category channels.
- F7 dev menu, map blips on every static persona, 3D overlays above NPC heads and a dozen /intel_* commands for forcing any reaction. One convar toggles the whole debug layer.
- Performance-conscious: spatial pre-filtering, per-ped cooldowns, configurable intervals and a zone-aware density manager. Tested to 64-slot ranges without hitting the per-resource tick budget.
Requirements
- ox_lib — that is the only hard requirement.
- Frameworks: QBox and Standalone are stable; QBCore (QBUS) and ESX Legacy are in BETA.
- Inventory: ox_inventory, qb-inventory (old and new) or ESX — auto-detected.
- Target: ox_target, qb-target, or the built-in fallback (look at the NPC and press E) — works with no target resource at all.
- Notify: LastResort Notify (deep integration — live conversation card, provoke meter, mood toasts, trust rank-ups, dispatch cards), okokNotify, mythic_notify, ox_lib, QBCore, ESX or the native GTA fallback.
Do not run Intel NPC Chat alongside this. Intel NPC ships that entire dialogue system and more, and stops the other resource automatically at boot in either start order. They are mutually exclusive by design.
What you get
- The full resource — complete source, no obfuscation, no escrow, no licence check phoning home.
- ~25,000 lines of commented Lua across client, server and data files.
- A custom NUI chat panel (HTML/CSS/JS) and localisable strings in a clean locales/ folder.
- A 600+ line README with installation walkthrough, configuration reference and an exports / events / callbacks reference.
- Lifetime updates. Every feature on the roadmap is included in the price you pay today. The price goes up later — your access does not.
On the roadmap
Police module rewrite · gang warfare and turf contests · a favour / errand network · persona-driven black market and weapons trade · courier and parked-lookout vehicle NPCs · more built-in personas · an 18+ module · a web-based dialogue authoring UI for non-coder writers · per-persona custom audio banks · mood propagation through the perception network.
Licence & support
Per-customer licence — deploy on any number of servers you own, no redistribution. Lifetime updates for everyone who buys during launch. Support through our Discord, help@intelnpc.com or Tebex.
Start building a city that remembers.