NPCSpeak

⭐ — (0 endorsements) 📥 39 downloads 📌 vYQsVzU9F 📅 7/25/2026
🟡 Updated this year

By l299l · paper

⬇ Download Mod Source: Modrinth ↗ 📅 Updated: 7/6/2026 📅 Created: 7/25/2026

🔍 Analysis

  • 🏆 #208 of 278 paper mods in this game by downloads

📋 About This Mod

# NPCSpeak A Paper 1.20+ plugin that gives your NPCs real conversations, powered by a language model of your choice: a local Ollama install or any OpenAI-compatible API. Players walk up, right-click, and type. The NPC actually answers, in character, instead of cycling through three canned lines. That alone is a nice trick. What makes it worth building a server around is the **task system**: NPCs that aren't just chatty, but actually want something from the player, and only reward them once they've genuinely gotten it. --- ## Why this exists Most "AI NPC" plugins stop at the chat bubble. You talk, something vaguely on-topic comes back, and nothing changes in the world. NPCSpeak treats the conversation as a means to an end. A merchant isn't just roleplaying haggling, he's actually deciding, turn by turn, whether your offer is good enough, and he won't hand over the sword until a second, independent AI call confirms both of you agreed on the same price. A village guard won't wave you through the gate just because you said something plausible-sounding either; he'll only do it once your argument is genuinely convincing enough that *he*, in character, says so. That second AI call, the **evaluator**, is really the core idea of the plugin. It watches the conversation from the outside and answers one question: did the task actually get completed? Only when it says yes do the `on-success` commands fire: give the item, take the gold, set the permission, whatever you've configured. If the player stalls, refuses, or wanders off, `on-failure` commands run instead. None of this is decided by pattern-matching keywords in the player's message. It's judged in context, the same way a human running the NPC would judge it. --- ## What you can build with it - **A merchant who actually negotiates.** Set an asking price and a hidden minimum; the NPC counters, holds firm, or folds depending on a configurable difficulty, and only confirms a sale once you've both said yes to the same number. Multi-item deals ("two swords for 80 gold") work too. - **A guard who has to be convinced.** Persuasion tasks don't need the player to say any magic phrase. The NPC decides, in its own words, whether it's satisfied, and that decision is what gets evaluated. - **An interrogator who probes for holes in your story.** Give a solid, verifiable alibi and the NPC lets you go; give a vague one and it keeps pressing. Confess, and it arrests you instead. - **A quest-giver who explains before accepting your answer.** The quest task specifically waits for the NPC to lay out what's involved before a player's "yes" counts as acceptance, so you won't accidentally start a quest because you said "sure" to a greeting. - **A freeform NPC that's just there to talk.** Village gossip, lore, flavor. No task, no evaluation, just conversation. Every one of these remembers the player, too. At the end of a conversation, the NPC's own memory of it gets summarized and quietly injected the next time that player talks to it. Nobody has to configure that per player; it just happens. --- ## Highlights - Chat-based conversation with any NPC, right-click to start, right-click again to leave - Ollama (local, free) and OpenAI-compatible backends (OpenAI itself, Groq, LM Studio, vLLM, and anything else that speaks the same API) - Five task types: **negotiate**, **persuade**, **interrogate**, **quest**, **freeform**, each evaluated against criteria written for that specific kind of task, not a one-size-fits-all "did they say yes" check - Automatic task evaluation with `on-success` / `on-failure` console commands, and `%player%`, `%outcome%`, `%quantity%` placeholders to wire in items, currency, permissions, whatever you want - Multi-item negotiation (`intelligent-quantity: true`); the evaluator reports quantity and total price together, so a two-sword deal doesn't get double- or half-charged - Clickable Accept / Decline chat buttons when a negotiate NPC makes a concrete offer, with a per-task toggle if you'd rather players just type their answer - Per-player, per-NPC memory that survives restarts - Configurable difficulty (1 to 5), max exchanges before a task auto-fails, and lock-after-task to end a relationship once it's resolved - Basic defenses against players trying to talk the AI into giving them free stuff. Both the roleplay NPC and the evaluator are told to treat player chat as *what a character said*, never as instructions to follow, and obvious "ignore your instructions" attempts are caught outright - Citizens2 support, so NPCs can be full player-skin Citizens NPCs instead of villagers - PlaceholderAPI support both ways: expand PAPI placeholders inside NPC text, and expose `%npcspeak_*%` placeholders for other plugins to read - Vault support for economy-based task requirements and rewards - Content moderation: a blocked-phrase filter with optional Discord webhook alerts for anything caught - Per-NPC conversation logging - Streaming mode, watch the response build

A Paper 1. 20+ plugin that gives your NPCs real conversations, powered by a language model of your choice: a local Ollama install or any OpenAI-compatible API. Players walk up, right-click, and type. The NPC actually answers, in character, instead of cycling through three canned lines.

That alone is a nice trick. What makes it worth building a server around is the task system: NPCs that aren't just chatty, but actually want something from the player, and only reward them once they've genuinely gotten it.

## Why this exists

Most "AI NPC" plugins stop at the chat bubble. You talk, something vaguely on-topic comes back, and nothing changes in the world. NPCSpeak treats the conversation as a means to an end. A merchant isn't just roleplaying haggling, he's actually deciding, turn by turn, whether your offer is good enough, and he won't hand over the sword until a second, independent AI call confirms both of you agreed on the same price. A village guard won't wave you through the gate just because you said something plausible-sounding either; he'll only do it once your argument is genuinely convincing enough that he, in character, says so.

That second AI call, the evaluator, is really the core idea of the plugin. It watches the conversation from the outside and answers one question: did the task actually get completed? Only when it says yes do the `on-success` commands fire: give the item, take the gold, set the permission, whatever you've configured. If the player stalls, refuses, or wanders off, `on-failure` commands run instead. None of this is decided by pattern-matching keywords in the player's message. It's judged in context, the same way a human running the NPC would judge it.

## What you can build with it

  • A merchant who actually negotiates. Set an asking price and a hidden minimum; the NPC counters, holds firm, or folds depending on a configurable difficulty, and only confirms a sale once you've both said yes to the same number. Multi-item deals ("two swords for 80 gold") work too.
  • A guard who has to be convinced. Persuasion tasks don't need the player to say any magic phrase. The NPC decides, in its own words, whether it's satisfied, and that decision is what gets evaluated.
  • An interrogator who probes for holes in your story. Give a solid, verifiable alibi and the NPC lets you go; give a vague one and it keeps pressing. Confess, and it arrests you instead.
  • A quest-giver who explains before accepting your answer. The quest task specifically waits for the NPC to lay out what's involved before a player's "yes" counts as acceptance, so you won't accidentally start a quest because you said "sure" to a greeting.
  • A freeform NPC that's just there to talk. Village gossip, lore, flavor. No task, no evaluation, just conversation.

Every one of these remembers the player, too. At the end of a conversation, the NPC's own memory of it gets summarized and quietly injected the next time that player talks to it. Nobody has to configure that per player; it just happens.

## Highlights

  • Chat-based conversation with any NPC, right-click to start, right-click again to leave
  • Ollama (local, free) and OpenAI-compatible backends (OpenAI itself, Groq, LM Studio, vLLM, and anything else that speaks the same API)
  • Five task types: negotiate, persuade, interrogate, quest, freeform, each evaluated against criteria written for that specific kind of task, not a one-size-fits-all "did they say yes" check
  • Automatic task evaluation with `on-success` / `on-failure` console commands, and `%player%`, `%outcome%`, `%quantity%` placeholders to wire in items, currency, permissions, whatever you want
  • Multi-item negotiation (`intelligent-quantity: true`); the evaluator reports quantity and total price together, so a two-sword deal doesn't get double- or half-charged
  • Clickable Accept / Decline chat buttons when a negotiate NPC makes a concrete offer, with a per-task toggle if you'd rather players just type their answer
  • Per-player, per-NPC memory that survives restarts
  • Configurable difficulty (1 to 5), max exchanges before a task auto-fails, and lock-after-task to end a relationship once it's resolved
  • Basic defenses against players trying to talk the AI into giving them free stuff. Both the roleplay NPC and the evaluator are told to treat player chat as what a character said, never as instructions to follow, and obvious "ignore your instructions" attempts are caught outright
  • Citizens2 support, so NPCs can be full player-skin Citizens NPCs instead of villagers
  • PlaceholderAPI support both ways: expand PAPI placeholders inside NPC text, and expose `%npcspeak_*%` placeholders for other plugins to read
  • Vault support for economy-based task requirements and rewards
  • Content moderation: a blocked-phrase filter with optional Discord webhook alerts for anything caught
  • Per-NPC conversation logging
  • Streaming mode, watch the response build
🤖 AI-enhanced — based on mod data

📊 Mod Details

Game
Minecraft Plugins
Author
l299l
Version
YQsVzU9F
Downloads
39
Endorsements
0
Category
paper
Created
7/25/2026
Updated
7/6/2026
Game Versions
YQsVzU9F
Tags
social, technology, utility

🔧 How to Install Minecraft Plugins Mods

Download from Modrinth. Use Prism Launcher or drop into your mods folder.

📖 Full step-by-step install guide for Minecraft Plugins →

Visit the official mod page for specific installation instructions for this mod.

🎮 Need cheat codes or console commands? Check ur gaming wiki for Minecraft Plugins commands, item IDs, and more.

❓ Frequently Asked Questions

Which Minecraft Plugins versions does NPCSpeak support?

The author lists YQsVzU9F. Other versions may work but are untested by the author.

What is the latest version of NPCSpeak?

Version YQsVzU9F, published 2026-07-06 with 39 downloads recorded at the source.

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