GTAV-CLAUDE-MCP
Enables Claude to see and act in Grand Theft Auto V, spawning vehicles, changing weather/time, calling game natives, and reading/writing memory, with an in-game chat panel for interacting with Claude while playing.
README
GTAV-Claude-MCP β Talk to Claude inside GTA V
Let Claude see and safely act in a live GTA V game β spawn vehicles, change weather/time, call any of ~6,700 game natives, and read/write vehicle memory (e.g. a wheel-fitment mod) β and chat with Claude from inside the game (press F10), with replies rendered in an in-game panel.
Single-player only. This is a memory-editing/modding tool; never use it in GTA Online.
π§ Work in progress
This project is an active WIP and not yet fully tested in-game β expect rough edges, breaking changes, and things that don't work yet. It's implemented and validated off-game (compiles, unit/round-trip tests pass), but full in-game end-to-end testing on a live GTA V install is still ongoing. Use at your own risk. Feedback and issues welcome.
Credit: if you use, fork, or build on this, please credit TabbedScamper and link back to this repo (https://github.com/TabbedScamper/GTAV-CLAUDE-MCP). See Credits.
How it works
You (in-game, press F10)
β message
βΌ
pyscript/bridge.py βββββββββββββββΊ gtav_host.py βββββββΊ Claude (Agent SDK)
(runs in GTA V via PyLoaderV) long-poll owns the β uses game tools via MCP
reads/writes game memory (βinstant) session βΌ
β² mcp_server/server.py
β reply (streamed to the in-game panel) β TCP :27015, JSON
βββββββββββββββββββββββββββββββββββββββββ bridge.py
gtav_host.pydrives Claude via the Claude Agent SDK (reuses yourclaudelogin β no API key, no terminal, no focus stealing). It long-polls the bridge for your F10 messages, queries Claude, and streams replies into the in-game panel's shared memory. It's also crash-aware: as a separate process from GTA, it detects a game crash and reports the last operation from the on-disk write-ahead log.mcp_server/server.pyexposes the game as MCP tools to Claude.pyscript/bridge.pyruns inside GTA V (PyLoaderV) and does the actual memory access β with a verified-hash allowlist so Claude can call natives by name without crashing on a bad hash.ui_companion/is a ScriptHookVDotNet + LemonUI panel that renders the chat in-game.
Prerequisites
In your GTA V install:
- ScriptHookV
- PyLoaderV 0.6 (ships an embedded Python 3.12 for the bridge)
- ScriptHookVDotNet (for the in-game panel)
On your PC (for the host):
- Python 3.10+ (tested on 3.14)
- A Claude subscription, logged in once via
claude /login(the host reuses it)
Setup
# 1. Python deps (in a venv)
python -m venv .venv
.venv\Scripts\pip install -r requirements.txt
# 2. Log in to Claude once (no API key needed)
claude /login
# 3. Copy the runtime files into your GTA V install (auto-detects Steam/Epic/Rockstar)
powershell -ExecutionPolicy Bypass -File deploy.ps1
# ...or: deploy.ps1 -GtaPath "X:\...\Grand Theft Auto V"
deploy.ps1 copies bridge.py + native_db.json into <GTA>\pyscript\ and the prebuilt
ClaudeChatUI.dll + LemonUI.SHVDN3.dll into <GTA>\scripts\.
Run
- Launch GTA V (story mode), press F9 to load the Python bridge.
- Run
run_host.batβ it prints "Connected to Claude. Ready." (the in-game panel, F11, shows the same). - Press F10 in-game and chat. Try:
spawn an adderΒ·set thunder weather and midnightΒ·god mode on, give me a minigun.
See TESTING.md for the full first-run checklist and smoke tests.
What Claude can do
- Situational awareness:
get_contextreads a full live snapshot (location, vehicle + class/ plate/engine, speed, weapon + ammo, activity flags, time/weather, wanted level, health, game state) in one ~30ms call. The host pulls it on every message and trims to what's relevant to that message β e.g. "in a ADDER (112 mph), in VINEWOOD, 21:45, THUNDER, wanted 3β , weapon CARBINERIFLE x90, (sprinting, shooting)" for a combat message β so replies are aware without bloating the conversation. Claude can also callget_context(detail="full")on demand. - Convenience tools:
spawn_vehicle,teleport,set_weather,set_time,give_weapon,repair_vehicle,get_player_ped,set_invincible,set_health,set_wanted_level. - Any native, safely:
search_natives,native_info, andcall_native(by name). The native is resolved to a verified hash for your edition (Legacy/Enhanced) and refused if not on the allowlist β so a wrong hash can't crash the game. Args are coerced to the declared types. - Memory / RE:
read_memory,write_memory(validated + page-protection-safe + undoable, returns before/after + verified),snapshot/diff,watch,scan_pattern(AOB),resolve_rip_relative. - Debugging workbench (build/debug anything):
inspect(handle | address)β decode an entity or memory region into labeled, typed slots (float / int / pointer / zero / raw) with entity type + model; follow pointers to walk structs.get_environmentβ ground truth: edition (Legacy/Enhanced), exe, module base/size, native-DB stats, and which offsets are verified for this build (so it never guesses the ground).set_goal/note_finding/get_findingsβ a session memory of what you're building and the offsets/labels discovered, persisted across F9 reloads and auto-applied asinspectlabels.
- Vehicle wheels:
get_wheel_values,set_wheel_value, continuous per-frame re-assert.
Safety / design
- Measure, don't guess β verify offsets on the live game via the bridge.
- Never crash the host β validate every address before deref, restore page protection after writes, single-step, snapshot + revert. A wrong native hash is refused, not called.
- Single-player only β GTA Online with mods = ban.
- Antivirus/EDR note: ScriptHookV/PyLoaderV inject into the game and edit memory, which AV/EDR (and especially enterprise EDR like SentinelOne) may quarantine or block. Use a personal machine and add the GTA folder to your AV exclusions if needed.
Known wheel offsets (Legacy, verified)
| Field | Offset | Description |
|---|---|---|
| Y Rotation | 0x008 | Camber |
| Inv Y Rotation | 0x010 | Inverse camber |
| X Offset | 0x030 | Track width |
| Tyre Radius | 0x110 | Visual + collision size |
| Rim Radius | 0x114 | Visual rim |
| Tyre Width | 0x118 | Visual width |
Crash diagnostics
- Write-ahead log: each write is logged to
pyscript/crash_logs/last_op.jsonl(fsync'd) before execution, so it survives a crash. - faulthandler dumps a Python traceback on hard crashes.
- The host reads the WAL from disk on a detected crash and reports the last operation.
Project layout
gtav_host.py # headless Claude host (Agent SDK) - the chat brain
mcp_server/server.py # MCP server exposing the game as tools
pyscript/bridge.py # in-game socket server + memory access (PyLoaderV)
pyscript/native_db.json # verified native-hash allowlist (~6,700 natives)
ui_companion/ # ScriptHookVDotNet + LemonUI in-game panel (prebuilt DLL included)
deploy.ps1 # copy runtime files into the GTA V install
run_host.bat # launch the host
requirements.txt # Python deps (claude-agent-sdk, mcp)
TESTING.md / CLAUDE.md # first-run guide / project notes
Credits
Created by TabbedScamper β https://github.com/TabbedScamper/GTAV-CLAUDE-MCP
If you use, fork, or build on this project, please credit TabbedScamper and link back to this repo. The MIT license also requires retaining the copyright and license notice. A mention in your README/mod description or a link back is all I ask. π
License
MIT β see LICENSE. Β© 2026 TabbedScamper.
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