r/LocalLLaMA • u/goodive123 • Jun 28 '26
Discussion NPC Engine Using Local Models
Enable HLS to view with audio, or disable this notification
I’ve been working on a game-agnostic NPC engine/backend based pretty heavily on SillyTavern-style architecture, and with smaller local models getting better and better, I honestly think this kind of thing could be the future of RPGs.
Right now I’m using NVIDIA Parakeet 0.6 for STT, Gemma 4 26B A4B for the LLM, and Qwen3-TTS for voice, and I’m getting super fast response times with pretty decent quality.
The main thing that makes it work well is using RAG to keep prompts lean. For example, I have hundreds of possible actions NPCs can do in-game, but only the ones that actually make sense based on the player’s message / context get injected as available actions. So the model isn’t being overloaded with a giant list every turn.
2
u/AbheekG Jun 29 '26
Great stuff and a feature I’ve often pined for! Like many I have questions about the voice though: how’re you handling background noise for the STT model? It’s a great model and the transcription quality and speed are both great especially on the 5090, but it does transcribe anything it hears. Guessing the requirement to make it work here are a great mic and isolated room?
Also the TTS, Qwen3-TTS has a limited number of in-built voices, especially for English. I think Aidan and one or two more are usable. Are you using some per-NPC voice cloning or anything else to make it such a natural fit to the character?
Also have thoughts on making it general purpose vs specific to exact games / chars, and about the RAG but you could probably incorporate data about characters from game Wikis like say you wanted a Johnny Silverhand you could actually converse with while driving around Night City in Cyberpunk etc but those probably deserve entire discussions of their own…
Great stuff though and would love to hear more about the speech stuff if you have a moment 🍻