GTAV-CLAUDE-MCP
The GTAV-Claude-MCP server lets Claude see, control, and interact with a live GTA V single-player session in real time.
Game Control & Convenience
Spawn vehicles by model name, teleport the player, set weather and time, give weapons, repair vehicles, toggle god mode, set player health, and set wanted level (0–5 stars)
Native Function Access (~6,700 Natives)
Search natives by name/description, get parameter/return type info, call natives by name or hash (allowlist-enforced), and list available namespaces (VEHICLE, PLAYER, PED, WEAPON, ENTITY, CAM, etc.)
Situational Awareness
Check connection/game state, get game version, check if player is in a vehicle, get detailed vehicle info (model, plate, wheel pointers), and get the player ped handle
Memory Reading & Reverse Engineering
Read/write typed values (byte, int, float, double, ptr) at arbitrary addresses with page-protection safety and undo support
Snapshot and diff memory regions to find changed offsets, watch multiple addresses over time, scan for byte patterns (AOB with wildcards), resolve RIP-relative addresses, and scan structures for floats in a range
Vehicle Wheel Modding
Get/set wheel fields (camber, track width, tyre/rim radius, tyre width), apply continuous per-frame writes to resist physics resets, probe wheel array and DrawHandler pointer chains, find and set visual wheel size/width, and cache discovered offsets for reuse
In-Game Communication
Post messages to an in-game chat panel, ask questions and await typed user responses (F10), non-blockingly check for pending messages, update an in-game overlay with Claude's current status, and retrieve full chat history
Safety & Diagnostics
View the undo stack of recent memory writes, retrieve crash logs with write-ahead log of the last operation, list/clear snapshots, and enforce native hash allowlists (bad hashes are refused, not called)
Click on "Install Server".
Wait a few minutes for the server to deploy. Once ready, it will show a "Started" state.
In the chat, type
@followed by the MCP server name and your instructions, e.g., "@GTAV-CLAUDE-MCPspawn an adder"
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
GTAV-Claude-MCP — Talk to Claude inside GTA V
Let Claude see and safely act in a live GTA V game — spawn vehicles, change weather/time, call any of ~6,700 game natives, and read/write vehicle memory (e.g. a wheel-fitment mod) — 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.
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.
⚡ Quick start
Install ScriptHookV + ScriptHookVDotNet 3 (nightly) in your GTA V folder.
Run
install.bat(auto-finds your game folder, drops the bridge inscripts\).Launch GTA V (story mode). Press F11 for the Claude panel, F10 to chat.
For autonomous replies, run the host:
run_host.bat(or buildClaudeHost.exeviabuild_host_exe.batso players need no Python). The host uses yourclaudelogin — no API key.
👉 Every command the bridge supports is documented in TOOLS.md.
Related MCP server: UEMCP
How it works
The in-game half is now a single C# SHVDN script (ClaudeBridge.dll) — works on GTA V
Legacy and Enhanced, no PyLoaderV. The "brain" runs PC-side and talks to it over a socket.
You (in-game, press F10) F11 = chat panel (status: thinking / ready / offline)
│ message
▼
ClaudeBridge.dll ───────────────► ClaudeHost.exe / gtav_host.py ──────► Claude (Agent SDK)
(C# SHVDN; Legacy + Enhanced) long-poll await_user_message owns the │ game tools via MCP
natives · memory r/w · patch · session ▼
decode · profiler · chat panel mcp_server/server.py
▲ reply (chat_post → panel) │ TCP :27015, JSON
└─────────────────────────────────────────────────── ClaudeBridge.dllgtav_host.pydrives Claude via the Claude Agent SDK (reuses yourclaudelogin — 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 — 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:
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
Full step-by-step walkthrough: INSTALL.md. Quick version:
# 1. Python deps — put the venv OUTSIDE this folder (Dropbox/Git sync over a venv corrupts it)
python -m venv C:\Users\%USERNAME%\GTAV-Claude-MCP-venv
setx GTAV_MCP_PYTHON C:\Users\%USERNAME%\GTAV-Claude-MCP-venv\Scripts\python.exe
"C:\Users\%USERNAME%\GTAV-Claude-MCP-venv\Scripts\pip" install -r requirements.txt
# (open a NEW terminal after setx so GTAV_MCP_PYTHON takes effect — .mcp.json reads it)
# 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.bat— it prints "Connected to Claude. Ready." (the in-game panel, F11, shows the same).Press F10 in-game and chat. Try:
spawn an adder·set thunder weather and midnight·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 — e.g. "in a ADDER (112 mph), in VINEWOOD, 21:45, THUNDER, wanted 3★, weapon CARBINERIFLE x90, (sprinting, shooting)" for a combat message — 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 — 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)— 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_environment— 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_findings— 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 — verify offsets on the live game via the bridge.
Never crash the host — 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 — 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 notesCredits
Created by TabbedScamper — 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. 🙏
License
MIT — see LICENSE. © 2026 TabbedScamper.
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