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PAID Intel NPC v0.51.2 | Talk to ANY Ped - They Remember, They Gossip, They Snitch | No Escrow

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intelnpc.com
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INTEL NPC
Turns GTA V empty crowds into a city that feels inhabited, reactive and alive

Version 0.51.2 · QBox / Standalone stable · QBCore (QBUS) and ESX Legacy in BETA

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€141.45€30.75
Launch price. This is the first major release — the price is set deliberately low while early buyers shake out the rough edges.



Full source. No escrow, no obfuscation, no licence-check phoning home.
Lifetime updates for early buyers.
Every feature on the roadmap is included in the price you pay today. The price goes up later — your access does not.

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The problem this script solves​


Every FiveM server eventually runs into the same wall: the city is empty.

You can have the best custom map in the world, hand-painted MLOs, ten years of lore, a writing room full of community leaders — but the moment a new player walks into a neighbourhood, they walk past dozens of mannequins with the same idle animation, the same blank stare, the same nothing-to-say. The city does not feel inhabited. It feels staged.

Then the police side falls apart for the opposite reason. The moment a wanted level pops, GTA native dispatch kicks in. Cops spawn out of nowhere, draw weapons on sight, shoot at the player for jaywalking. You disable native dispatch, and now there are no cops at all — your city goes from a war zone to a ghost town in one config flip.

Intel NPC is the answer to both problems at once.

Every NPC is a person​


Every pedestrian that spawns into your world — random ambient peds and your scripted characters alike — gets:

A personality archetype​


  • Coward — bows to threats, runs from violence, calls 911 in a panic
  • Compliant — average citizen, follows polite asks, will not pick a fight
  • Brave — stands their ground, will engage while armed but tells you to put the gun away
  • Aggressive — squares up fast, draws first, zero patience
  • Cunning — calm exterior, computing interior; accepts bribes, calls cops while smiling
  • Stoic — minimal emotional response, walks away from problems
  • Cop — overrides everything, will not street-fight, will not be bribed at the scene

Each archetype has its own patience threshold, provoke threshold, fight-vs-flee curve, refusal lines, reaction matrix when you hit them with a car, and bribe acceptance curve. All tunable in a single config table.

A session mood​


Friendly, neutral, grumpy, distracted, curious — drawn from a configurable weight table. The mood filters which response pool the NPC picks from, and the mood a conversation ends on carries into the next one. Someone you just enraged is still fuming when you come back.

A memory of every previous interaction​


First time you met, last time you met, total interactions, every topic you have asked about (with per-topic TTL), every visible state they have seen you in (bloody, armed, masked, wanted), the reason your last conversation ended, and whether you have ever told them your name. All of it survives reconnects and server restarts.

The first time you talk to a random civilian you get "Hey — do I know you?" — neutral greeting. You chat, tip them, walk away politely.

Ten minutes later you come back: "Hey, again. Back so soon?"

An hour later: "Long time! Christ, where have you been?"

But if between visits you had robbed a corner store with no mask on and this NPC saw you do it: "...I want nothing to do with you. Go."

A witness to a shooting remembers it for 24 hours. Your past behaviour tags every conversation with that NPC going forward. They remember.

The trust meter — actions matter, chatter does not​


A reputation scale from -10 to +10. Six tiers — hostile, wary, neutral, familiar, friendly, trusted — each unlocking different dialogue, prices and topic branches.

The design decision: idle chatter cannot farm the meter. Asking a genuinely new topic nudges it up slightly; repeats give nothing. Real actions are what move it.

ActionReputation change
Help up an NPC who has been knocked down+4
Bribe (to look the other way)+3
Tip on a buy interaction+2
Flirt / banter / hire ride+1
Asking a new topicsmall (anti-farm)
Repeating topics / idle chatter0
Threaten / provoke / beg-1
Pickpocket-3
Mug-5
Rob at gunpoint-6

Tier is queryable from any external resource via GetReputation / GetReputationTier, so a black-market script can gate a vendor on friendly minimum, or a job board can offer certain contracts only to trusted regulars.

The dialogue system​


Not a press-1-see-four-options menu. Topic trees recurse indefinitely. Each follow-up can have its own follow-ups, its own post_action (buy an item, open a shop, trigger a server event), and its own conditional appearance.

Conditional responses pick from a pool based on what is true in the world right now:

Code:
responses = {
  "Hot one today, isn't it?",                    -- default
  "Put that gun away in my shop!",               -- (require: armed)
  "Bleeding, are you? Sit down.",                -- (require: bloody)
  "Look at you — what a wreck. Coffee?",         -- (require: drunk, friendly)
  "Got cash on you? You're paying for that now.",-- (require: solvent, day)
}

The active tags are computed at render time and include time of day, weather, player state, reputation tier, persona tags, and witness memory tags. That last one means a witness who saw you stab someone does not say "I saw you stab that guy" every time — they refuse to talk, get cagey, or call the cops behind your back. Subtle. Believable.

The NUI chat panel​


  • Scripted topic menu with nested follow-ups, quest branches, shop branches and character-specific lines
  • Typewriter effect on every line, configurable speed
  • Mood badge, trust meter with visible tier bar, witness HUD showing what this NPC has memorised about you
  • Impatience warning that pulses as you approach their patience threshold
  • 1-9 + SPACE + T + ESC keybinds, scrollable when more than 9 topics
  • Auto-scales to any resolution (1440p, 4K, small windows)
  • Cinematic over-the-shoulder camera during conversation
  • Floating speech bubbles above the NPC head
  • Native GTA voice integration — every NPC speaks with their character voice profile

Each session offers a randomly drawn subset of available topics, so repeated visits do not feel like reruns.

Six built-in ambient categories​


  • Civilian (~15% refusal) — the default citizen, mostly chatty, most likely to call 911 if you do something nasty
  • Gang member (~75% refusal) — short, hostile, territorial. Tied into native gang dispatch, so hitting one means his crew shows up
  • Cop (~85% refusal) — generally will not engage, but if you are wanted and they are tagged corruptible, a star-scaled bribery branch appears
  • Homeless (~30% refusal, but they hail you) — build their trust and they drop neighbourhood intel. Cops never look at them twice.
  • Prostitute — 8x higher hail rate, 40% more at night, four service tiers with their own dialogue trees and server events
  • Default — quiet fallback for ped types not in the other categories

Scriptable NPCs — your imagination is the limit​


The persona system lets your writers create deep named NPCs with their own coords, scenarios, daily routines, dialogue trees, shop catalogs, archetypes, backgrounds, voice profiles and visual customisation.

  • Gas-station attendant — shop catalog, regulars get recognised, weather small talk
  • Black-market fence — hidden inventory behind a reputation gate; strangers get "never seen you, walk on", trusted players see real stock
  • Weapon dealer — assault rifles only after a trusted intro from another persona
  • Drug supplier — paranoid archetype, refuses if you are bloody/wanted/masked, leaks to cops if you burn the relationship
  • Underground doctor — reputation-gated patch-up, pointed questions about how you got that gunshot, calls cops if your story does not add up
  • Loan shark — daily clock-aware repayment topics, escalates if you avoid them, sends his crew if you skip too long
  • Crooked accountant — money-laundering services at the right reputation tier
  • Forger — fake IDs, fake plates with timed expirations
  • Janitor / cleaner — crime-scene cleanup, requires you to lead him to a body before sunrise
  • Mob lieutenant — wired into native gang dispatch, backed up by his faction
  • Investigative journalist — buys leads, can be bribed to suppress, leaks affect the witness network
  • Quest-giver — custom dialogue branches with post-actions that fire your own server events

Authoring a persona is writing a config file: about 40 lines of declarative data, plus a dialogue tree as deep as you want it. No coding. The script ships with Maggie, a 24/7 gas-station attendant in Davis, as a complete reference implementation — full background story, daily schedule, shop catalog, branching dialogue about her grandkids and her husband the gambler.

Witness, gossip, alibi, disguise​


This is where Intel NPC stops being a dialogue framework and becomes a full social intelligence layer.

Continuous perception. 50 m visual range, 100 m audio range, 30 m trauma range. Every event fires with a list of qualifying witnesses, a witness reliability tier (HIGH/MEDIUM/LOW based on category, distance, trauma), and a disguise-modified ID quality.

Action memory with TTL. Saw shooting / corpse / explosion = 24h. Robbery / assault / bribery / mugging = 6h. Drug use = 30 min.

NPC-to-NPC gossip propagation. Witness memory propagates between NPCs within 8 m of each other, with fidelity degrading per hop:

Distance from the eventFidelity
Direct witness100%
One hop80%
Two hops60%
Three hops40%
Four hops20% — barely usable vague rumour

Walk into a neighbourhood where something nasty happened twenty minutes ago and the locals already know. They might give you suspicious looks. They might refuse to talk. They might call 911 the moment they see you with a weapon — because their friend told them.

Disguise scoring. 0-100 obscurity computed from helmet (50), mask (35), hood (15), sunglasses (10), clothing change since last seen (8). Above 65: the NPC treats you as a stranger and memory lookup is suppressed. Above 70: informants cannot ID you to dispatch.

Alibi system. Static personas remember you for 30 minutes after the conversation closes and can vouch for you when your wanted system asks. Useful for the "I was at the gas station, ask the bartender" defence.

Trauma system. Every NPC accumulates a per-session trauma counter from witnessing violence. Above thresholds (shaken / traumatized / broken) behaviour changes. A neighbourhood that just had a drive-by has noticeably more skittish residents for the next hour.

Informant network. Personas tagged informant auto-leak witnessed crimes to dispatch via a server event. Your disguise score gates whether they have anything usable to report.

The hail system — NPCs talk to you first​


Walk past someone and they spontaneously call out. Configurable scan interval, per-tick chance, per-category cooldown, time-of-day multipliers. Passers-by ask for the time or a light, corner gang members throw territorial lines. Per-category cooldowns keep the city from sounding like a constant chorus.

Daily routines — your city has rhythm​


Static personas carry a per-time-of-day schedule. Crossing a boundary triggers a despawn/respawn at the new location with a new scenario, but only when the player is far enough away that it is not jarring. Maggie stands behind the counter in the morning, smokes outside in the evening, back behind the counter at night.

The calm-RP police system​


Honest disclosure: the police module is strongly alpha and ships fully disabled by default — and we recommend leaving it off for now. We are rewriting the entire system from scratch on different logic. The rest of the script is production-ready independently and runs with the police module off out of the box.

Car-hit reaction matrix. Three damage tiers x seven archetypes = 21 distinct reaction tables. A coward at a light hit might curse and walk away; a cunning at a severe hit silently calls cops while smiling at you. If you ram the same driver four times in sixty seconds, the next hit bypasses the per-tier roll and dispatches the archetype guaranteed escalation.

Pre-call NUI — you can still stop the call. When a driver dials 911 they enter a waiting-for-talk state with their phone in hand. You have a configurable window (default 25s) to walk over, press G, and engage: pay damages (server computes a real cost from body damage and impact speed, server-validated), bribe (archetype-dependent price, $50 coward to $5000 cop), apologise (coward 60% accept, cunning 10%, aggressive 5%), threaten, or walk away.

The responding cop unit. Siren, blip, two officers in a cruiser. They drive in normally, park 12-15 m from the player, and one walks over calmly. The cops do NOT open fire on arrival — weapons stripped, invincible during walk-up, no engagement triggers. Press G near the lead cop and seven choices appear.

The wanted ceiling. Hard-capped at 1 star (extends to 2 for direct assault on an officer). Anything bigger is delegated to your external wanted resource via server events, so you can run Intel NPC alongside your existing wanted system without conflict.

Server-side validation hardening. Every cash callback goes through per-source rate limiting, range clamping, a 3s cooldown between attempts, and fail-closed proximity validation. The server does not believe a single number the client sends.

Built for operators​


~1,300 lines of richly commented config. Every system has a master toggle. Police system, red-light detector, ped-hit detector, speeding detector, ambient dialogue, hails, trauma, disguise, gossip, informants, corruption, alibi, daily routines, action memory, witness reliability, passive cop behaviour — all independently flippable.

Exports for everything (exports.lrr_intel_npc:Name(args)):

  • Dialogue — OpenStaticDialogue, OpenAmbientDialogue, IsDialogueOpen
  • Reputation — GetReputation, SetReputation, AddReputation, GetReputationTier
  • Personas — AddPersona, RemovePersona, GetPersona, ListPersonas
  • Police — SetPoliceSystemEnabled, IsPoliceSystemEnabled, IsInPoliceScene
  • Reactions — TriggerReaction

Server events for every action — itemBought, jobRequested, witnessReported, informantReported, copBribed, policeEvent, dispatchRequested. Hook them into your jobs, your wanted system, your Discord webhooks.

Discord webhook logging for main events with per-category channels.

Debug tooling. F7 dev menu with NUI, map blips on every static persona, 3D overlays above NPC heads showing name/archetype/mood/trust, and a dozen dev commands for forcing every reaction.

What is included​


  • The full Intel NPC resource — complete source, no obfuscation, no escrow, no licence-check phoning home
  • ~25,000 lines of richly commented Lua across the client, server and data files
  • A custom NUI chat panel (HTML/CSS/JS) — typewriter, mood badge, trust meter, witness HUD, impatience warnings, keybind hints
  • Localizable strings in a clean locales folder
  • Comprehensive 600+ line README with installation walkthrough, configuration reference and exports / events / callbacks reference

Requirements​


ox_lib — that is it. Everything else is auto-detected:

  • Frameworks: QBox and Standalone (stable), QBCore (QBUS) and ESX Legacy (BETA)
  • Inventory: ox_inventory, qb-inventory (old and new), or ESX
  • 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, rank-ups), okokNotify, mythic_notify, ox_lib, QBCore, ESX, or native GTA fallback

Replaces Intel NPC Chat. This resource ships everything NPC Chat does and more, and stops it automatically at boot in either start order. Do not run both.

Who this is for​


  • Small and mid-size RP servers that want the city to feel alive without hiring a full LEO department or a writing team
  • Heavy-character servers that want NPCs to remember and react to who the player is across sessions
  • Investigative / detective RP servers that need a real witness, alibi, gossip and disguise loop
  • Crime RP servers where pay-off, bribe and apology should be actual gameplay options instead of native cops shooting on sight
  • Developers who hate obfuscated code and want to read what they are paying for

Roadmap — what you get for buying early​


Early buyers receive lifetime free updates. Every major feature shipped from this point forward is yours.

Already delivered since launch:
  • Server-side persistent memory — NPC memory survives reconnects and server restarts
  • Multi-framework support — QBox + Standalone stable; QBCore (QBUS) and ESX Legacy in beta
  • LastResort Notify deep integration — live conversation card, provoke meter, mood toasts, rank-ups

In active development:
  • Police module — full rewrite on new logic
  • Gang warfare expansion — turf-aware reactions, territory contests, retaliatory attacks
  • Favor / errand network — any persona hands out small dynamic tasks
  • Persona-driven black market and weapons trade — reputation-gated inventories with tiered reveals
  • Courier and parked-lookout vehicle NPCs — foundation modules ship today
  • Additional built-in personas — reporter, underground doctor, old-timer, community leader, corrupt sergeant
  • Dialogue authoring UI — planned web-based editor for non-coder writers
  • Custom audio bank integration — per-persona voice packs from operator-supplied files

Specs​


Code is accessibleYes — full source, no escrow, no obfuscation
Subscription-basedNo
Lines (approx.)25,000+
Requirementsox_lib only — framework / inventory / target / notify auto-detected
LicencePer-customer, deploy on any number of servers you own, no redistribution
SupportYes — lifetime

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Stop populating your city with mannequins. Start building a city that remembers.

€141.45€30.75


Discord:
Website:
Support: [email protected]

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