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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

  1. Install ScriptHookV + ScriptHookVDotNet 3 (nightly) in your GTA V folder.

  2. Run install.bat (auto-finds your game folder, drops the bridge in scripts\).

  3. Launch GTA V (story mode). Press F11 for the Claude panel, F10 to chat.

  4. For autonomous replies, run the host: run_host.bat (or build ClaudeHost.exe via build_host_exe.bat so players need no Python). The host uses your claude login — 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.dll
  • gtav_host.py drives Claude via the Claude Agent SDK (reuses your claude login — 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.py exposes the game as MCP tools to Claude.

  • pyscript/bridge.py runs 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:

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

  1. Launch GTA V (story mode), press F9 to load the Python bridge.

  2. Run run_host.bat — it prints "Connected to Claude. Ready." (the in-game panel, F11, shows the same).

  3. 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_context reads 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 call get_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, and call_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 as inspect labels.

  • 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 notes

Credits

Created by TabbedScamperhttps://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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