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NPCAI Free Speech — Immersive Talk Hybrid Engine 1

(0 reviews)

1 Screenshot

SHOW CASE For STP = STOP THE PED

this isn't your usual prompt buddy this is with the prompts


This show case is without my prompts!!! i can sit here all day screaming gtfomyface

This is not your usual prompt — this is something different.

I built this myself using C++ and a hybrid engine system to push NPC interaction further than normal strict-command roleplay. I am the creator of the prompts, and yes, parts of my

source code are included in this release.

This is still not the full version yet, but even this beta is built to make NPCs feel more alive, more reactive, and way more natural in-game.

HOW TO INSTALL

It seems like the world’s education system is failing. Some people are struggling to install it, even though I included a README.txt file in the download.

Here you go:

HOW TO INSTALL NPCAI PROMPTS
Grand Theft Auto / plugins / LSPDFR / NPCIXML Folder

Let the files override the ones you already have.

If you don’t like my prompt, it’s simple: delete the files, restart GTA V, and the base NPCAI mod will generate a new prompt.

You will need NPCAI for this to work. If you don’t have the mod installed, this will not work. get it here https://www.patreon.com/posts/npcai-npci-3-0-156546801

Special Upcoming: Be ready for NPCAI Prompt Version: Gen Z Style.

TRY IT BEFORE YOU JUDGE IT

Before you talk smack and roar at your computer, download the prompt, actually try it in-game, and see for yourself. :)

Pasted content

FREE SPEECH, CURSING, AND FIGHT REACTIONS

This script is built so players can freely talk to NPCs like actual people instead of only using clean, robotic command phrases. You can be respectful, sarcastic, aggressive, rude, calm, funny, or straight-up disrespectful depending on how you want to roleplay the scene. You can curse at NPCs, talk trash, challenge them, argue with them, ask them if they want to fight, and push the conversation in a more hostile direction to see how they react.

The point is to make conversations feel more open and unpredictable. NPCs are not meant to only respond to perfect police commands. They can react to your tone, pressure, attitude, threats, insults, and the situation around them. Some may back down, some may argue, some may get scared, some may talk back, and yes, some can fight depending on the behavior system and scene pressure.

For your first test, go in-game, walk up to an NPC, curse at them, talk to them like a real person, and ask if they want to fight. Seriously, this is a treat. I want you guys to freely speak to NPCs while using my Prompt and see how much more alive the interaction feels.

STRICT COMMAND BEHAVIOR IMPROVEMENT

This includes improved handling for traffic stops, ID checks, license requests, vehicle documents, passenger ID, follow commands, stop-follow commands, vehicle exit commands, hands-up commands, hands-behind-back commands, frisk/search commands, arrest posture, weapon-drop commands, movement control, and dismiss/release phrases.

NATURAL SPEECH COMMAND ROUTING

Instead of forcing the player to always say one perfect phrase, the system helps connect strict Stop The Ped / NPCAI commands with more natural speech. The goal is for the NPC to better understand the officer’s intent without making the player sound robotic during roleplay.

TRAFFIC STOP AND ID CHECK BEHAVIOR

During a normal traffic stop or basic ID check, NPCs are not supposed to instantly panic or run for no reason. They can cooperate, hesitate, ask questions, act nervous, argue, or delay depending on the scene. This makes basic stops feel more realistic before anything serious happens.

FLEE AND ESCALATION SYSTEM

The flee system is built around pressure and risk. If an NPC has drugs, a firearm, a warrant, a stolen vehicle risk, probation/parole risk, or other serious contraband, and the officer starts applying pressure with a search, frisk, arrest, cuffs, jail talk, or hands-on control, the NPC has a higher chance to panic, resist, freeze, flee, or escalate.

ESCAPE ROUTE AND ATTACK LOGIC

If the NPC still has an escape route, fleeing becomes more likely. If the NPC is trapped, grabbed, cornered, or being cuffed while under serious pressure, the system can push toward panic, verbal resistance, freezing, or in rare cases an attack. This makes escalation feel more situational instead of random.

DRUG AND EVIDENCE REACTION SYSTEM

The drug and evidence system improves how NPCs react after searches or investigations. If drugs, pills, powder, crystals, baggies, residue, pipes, foil, scales, syringes, weed, cocaine, meth, heroin, fentanyl, ecstasy, medication, weapons, or other contraband are found or mentioned, the NPC can respond in a more believable way.

CONTRABAND RESPONSE VARIETY

NPCs may deny ownership, admit part of the truth, minimize the situation, blame a passenger or friend, claim it is prescribed, panic, lawyer up, shut down, flee, or become aggressive depending on the pressure of the scene. This keeps searches from feeling like the same scripted response every time.

PERSONALITY AND EMOTION SYSTEM

The behavior system also gives NPCs different emotional reactions. They can be calm, nervous, defensive, scared, angry, guilty, confused, embarrassed, sarcastic, respectful, stubborn, evasive, panicked, hostile, or cooperative. This helps each interaction feel less predictable and more human.

WITNESS AND BYSTANDER BEHAVIOR

Witnesses, bystanders, and victims are handled separately from suspects. They are not supposed to use the same fight-or-flight logic as someone being detained or searched. They can walk away, leave in fear, or run off scared when ordered depending on the phrase and scene pressure.

DISMISS AND RELEASE SUPPORT

The system also improves dismiss and release behavior so NPCs can better understand when the interaction is over. Phrases like “you’re free to go,” “we’re done here,” “take care,” “have a good day,” “you can go now,” or stronger paired release phrases help push the NPC toward actually leaving instead of standing around.

EMERGENCY RESPONDER BEHAVIOR SYSTEM

Emergency responders are improved with separate behavior logic for police, deputies, troopers, supervisors, detectives, EMS, firefighters, and other first responders. They are designed to sound more human, trained, scene-aware, and professional instead of acting like robotic command machines.

RESPONDER PERSONALITY AND SCENE AWARENESS

Emergency units can show concern, judgment, tactical awareness, frustration, humor, caution, stress, or coworker-style dialogue depending on the scene. They can also push back professionally if something is unsafe, unclear, impossible, or outside their role.

SPECIAL BONUS: DRUG RECOGNITION SYSTEM

A special bonus is that peds can recognize and react to numerous drug names, pills, powders, substances, and contraband terms during roleplay. This means if drugs are found, mentioned, questioned, or brought up during an interaction, NPCs can respond like they actually understand what was discovered instead of giving a generic reaction.

The system supports recognition for drugs and substances such as cocaine, crack cocaine, methamphetamine, crystal meth, heroin, fentanyl, carfentanil, marijuana, weed, cannabis, hash, THC wax, THC carts, LSD, acid, MDMA, ecstasy, molly, PCP, angel dust, ketamine, Special K, GHB, Rohypnol, roofies, psilocybin mushrooms, magic mushrooms, DMT, peyote, mescaline, bath salts, flakka, Alpha-PVP, spice, K2, synthetic weed, lean, purple drank, promethazine-codeine syrup, oxycodone, OxyContin, Percocet, hydrocodone, Vicodin, Norco, morphine, Dilaudid, codeine, tramadol, methadone, Suboxone, buprenorphine, Xanax, alprazolam, Klonopin, clonazepam, Valium, diazepam, Ativan, lorazepam, Adderall, Ritalin, Vyvanse, Dexedrine, Concerta, Ambien, Soma, gabapentin, Lyrica, steroids, testosterone vials, trenbolone, Dianabol, nitrous oxide, whippets, poppers, amyl nitrite, salvia, kratom, and opium.

This makes searches and investigations feel way more immersive because NPCs can deny it, panic, blame someone else, claim it is prescribed, minimize the situation, shut down, flee, fight, or get aggressive depending on the scene pressure and behavior system.

OVERALL GOAL

Overall, this is meant to make GTA V / LSPDFR interactions feel more alive, reactive, and realistic while still respecting the original command-based structure. It improves strict command flow, natural speech recognition, traffic stop behavior, flee chances, escalation logic, drug/evidence reactions, dismissing NPCs, and emergency responder roleplay.

CREDIT

Always support DoubleHook!!!, the original creator. Credit goes where it’s due.

Edited by Johnnybot3


Short Description

A hybrid C++-powered NPCAI talk system that makes GTA V NPC conversations feel more alive, reactive, and immersive.

AI disclosure

The author has disclosed that AI tools were used in creating the following aspects of this file:

  • Images

User Feedback

Recommended Comments

Coyote3D

Members

What does this do?

Johnnybot3

Members Author

(edited)

Not to be rude, but you have no clue what you’re talking about. I’ve been coding for a while now, and bypassing a veto isn’t hard at all.

Hopefully you enjoy the prompt, bro.

THIS IS THE SHOW CASE

Edited by Johnnybot3

Johnnybot3

Members Author

32 minutes ago, Coyote3D said:

What does this do?

read the description

Johnnybot3

Members Author

(edited)

20 hours ago, ThatGuySens said:

Idk twin

have you tried it? any feed back??? im open to all.

im prepping a dll for this but it's gonna be sometime

Edited by Johnnybot3

mitchell66

Members

should give more information on where it goes and what it needs seen so many with poor details on how to install it.

Johnnybot3

Members Author

2 hours ago, mitchell66 said:

should give more information on where it goes and what it needs seen so many with poor details on how to install it.

Try using your eyes. Go into the file you downloaded and read the README I left in there. Smh, it’s not hard to comprehend basic README.txt files.

2 hours ago, mitchell66 said:

should give more information on where it goes and what it needs seen so many with poor details on how to install it.

Could contain: text, screenshot, software

TheGaminWolf

Members

(edited)

Not sure if you know this but NPCAI already could do all of this stuff without a modified print it just wasn't natural or realistic on how the NPCs would react like SuperPyroManiac said this doesn't execute any C++ code or any code of any kind it's just a text prompt that NPCAI reads off of.

Edited by TheGaminWolf

Johnnybot3

Members Author

(edited)

5 hours ago, TheGaminWolf said:

Not sure if you know this but NPCAI already could do all of this stuff without a modified print it just wasn't natural or realistic on how the NPCs would react like SuperPyroManiac said this doesn't execute any C++ code or any code of any kind it's just a text prompt that NPCAI reads off of.

Wrong. You have zero clue what you’re talking about.

In the base NPCAI, saying “get the fuck out of my face” is not even one of the release commands. DoubleHook had to use a strict release command with a veto system on it. meaning if you go inside the game without my prompt and say get the fuck out my face it will not work! you can even try to make your own which i know you will failed on getting it right and more then likely resort back to mine.

On top of that, base NPCAI with the base prompts would not even allow NPCs to talk longer, hold common sense, or have rich, in-depth personality and drive behind their responses.
Screenshot 2026-05-16 090635.png
Screenshot 2026-05-16 090142.png

Edited by Johnnybot3

Johnnybot3

Members Author

5 hours ago, TheGaminWolf said:

Not sure if you know this but NPCAI already could do all of this stuff without a modified print it just wasn't natural or realistic on how the NPCs would react like SuperPyroManiac said this doesn't execute any C++ code or any code of any kind it's just a text prompt that NPCAI reads off of.

Obviously, the prompt is not executing code, and it does not hold my DLL. I understand that from the outside it may look like it does not do anything, but that is completely wrong.

One of the biggest examples is the way my prompt makes NPCs speak with more depth, richer personality, and less robotic dialogue. They do not just give generic replies. They actually respond based on how the player talks to them, what words are used, the tone of the interaction, and the situation happening in-game.

They also react through action, not just dialogue. Their behavior can change based on the scene, the player’s wording, and what is happening around them, which makes the interaction feel more alive and less scripted.

The base NPCAI prompt is generic and bland, even after days of trying to tune it. It struggles to build off scenarios naturally and does not have the deeper roleplay system I built into mine, especially for Stop The Ped users.

This prompt was designed mainly for players who use Stop The Ped, since I personally am not a fan of PoliceRedefine. With my prompt, each NPC feels like they have their own voice, dedicated accent, behavior style, and personality instead of sounding like the same robotic character every time.

Mind you, this is not something that was just whipped up and tossed into the prompt. Gemini has a bloat limit, so even with that alone, it took time for me to optimize it properly.

Screenshot 2026-05-16 090612.png

can easily back up this was work on for a very long time. and getting to how i got too a minute

Johnnybot3

Members Author

(edited)

5 hours ago, TheGaminWolf said:

Not sure if you know this but NPCAI already could do all of this stuff without a modified print it just wasn't natural or realistic on how the NPCs would react like SuperPyroManiac said this doesn't execute any C++ code or any code of any kind it's just a text prompt that NPCAI reads off of.

10 hours ago, jacobbrummell said:

This, shit works it helps a lot!!

Thanks, bro. I hope you enjoy it.

A lot of this used to rely on strict command words, but now the system has been loosened up so interactions feel more natural, flexible, and fun.

38 minutes ago, Johnnybot3 said:

Wrong. You have zero clue what you’re talking about.

In the base NPCAI, saying “get the fuck out of my face” is not even one of the release commands. DoubleHook had to use a strict release command with a veto system on it. meaning if you go inside the game without my prompt and say get the fuck out my face it will not work! you can even try to make your own which i know you will failed on getting it right and more then likely resort back to mine.

On top of that, base NPCAI with the base prompts would not even allow NPCs to talk longer, hold common sense, or have rich, in-depth personality and drive behind their responses.
Screenshot 2026-05-16 090635.png
Screenshot 2026-05-16 090142.png

This short show case is without my prompts

38 minutes ago, Johnnybot3 said:

Wrong. You have zero clue what you’re talking about.

In the base NPCAI, saying “get the fuck out of my face” is not even one of the release commands. DoubleHook had to use a strict release command with a veto system on it. meaning if you go inside the game without my prompt and say get the fuck out my face it will not work! you can even try to make your own which i know you will failed on getting it right and more then likely resort back to mine.

On top of that, base NPCAI with the base prompts would not even allow NPCs to talk longer, hold common sense, or have rich, in-depth personality and drive behind their responses.
Screenshot 2026-05-16 090635.png
Screenshot 2026-05-16 090142.png

23 minutes ago, Johnnybot3 said:

Obviously, the prompt is not executing code, and it does not hold my DLL. I understand that from the outside it may look like it does not do anything, but that is completely wrong.

One of the biggest examples is the way my prompt makes NPCs speak with more depth, richer personality, and less robotic dialogue. They do not just give generic replies. They actually respond based on how the player talks to them, what words are used, the tone of the interaction, and the situation happening in-game.

They also react through action, not just dialogue. Their behavior can change based on the scene, the player’s wording, and what is happening around them, which makes the interaction feel more alive and less scripted.

The base NPCAI prompt is generic and bland, even after days of trying to tune it. It struggles to build off scenarios naturally and does not have the deeper roleplay system I built into mine, especially for Stop The Ped users.

This prompt was designed mainly for players who use Stop The Ped, since I personally am not a fan of PoliceRedefine. With my prompt, each NPC feels like they have their own voice, dedicated accent, behavior style, and personality instead of sounding like the same robotic character every time.

Mind you, this is not something that was just whipped up and tossed into the prompt. Gemini has a bloat limit, so even with that alone, it took time for me to optimize it properly.

WITHOUT MY PROMPTS

Screenshot 2026-05-16 090612.png

can easily back up this was work on for a very long time. and getting to how i got too a minute

Edited by Johnnybot3

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