> ## Documentation Index
> Fetch the complete documentation index at: https://docs.humalike.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Dashboard and NPC setup

> Register servers and configure NPCs from the AI NPC dashboard.

Open the [AI NPC dashboard](https://humalike.ai/ai-npc) to manage the product.
Server configuration is kept in the dashboard; runtime behavior specific to
FiveM is configured with convars.

## Servers

Each registered server has its own callback URL, license, NPC roster, world,
and usage. From the server list you can:

* Register, enable, disable, or delete a server.
* Update its public callback address.
* Rotate its server license.
* Open its NPC roster and ambient policy.

Rotating a license invalidates the old value. Update `humalike_license_key` and
restart the resource after rotation.

## Create an NPC

An NPC contains both character design and FiveM placement:

* **Identity and personality** — name, biography, behavior, and knowledge.
* **Language and voice** — spoken language and assigned voice.
* **Type** — static or ambient.
* **Appearance** — the GTA ped model. For an ambient character this is the only
  body it ever binds to, so choose one the game spawns where you want it met.
* **Placement** — coordinates and heading for a static NPC.
* **Status** — enabled NPCs are included in the live roster.

Use the voice preview before saving a production character. Keep the character's
written language aligned with its selected spoken language.

## Static NPCs

Static NPCs are created at their configured position and return through normal
streaming and resource lifecycle changes. Use them for characters whose identity
belongs to a place.

Choose a valid pedestrian model and place the NPC on navigable ground. Avoid
placing it inside map geometry or directly in vehicle traffic.

## Ambient NPCs

Ambient NPCs are assigned to compatible population peds near players. Their
identity persists while the underlying game ped may change. Use the server's
ambient policy to enable the system and control its population. See
[Ambient NPCs](/ai-npc/ambient-npcs).

## Worlds

Worlds connect NPCs through shared groups, relationships, events, and knowledge.
They are optional: individual NPCs work without a generated world. Use a world
when multiple characters should know about the same people, locations, or
ongoing events.

Every group in a proposal has a **home zone**, a GTA map zone such as Davis or
Rockford Hills, and every member has a **sex** and an **age band**. All three
can be edited before generation. Each member's ped model is then picked from
the pedestrians the game naturally spawns in that zone, matching the body, so a
group is met together in one part of the map and a persona always looks like
its text says. A gang's own street models are used where the game streets them
(in a stock multiplayer population, only the Lost MC has any); elsewhere gang
members wear the zone's ordinary civilians. The models come from the stock
GTA population files, see [ambient NPCs](/ai-npc/ambient-npcs#models). Each
generated character also
gets a fixed outfit and face among its model's built-in variants, chosen to
fit the group from a catalogue of every piece each street model can wear:
several characters can share a model and still look like different people, a
character looks the same every time it is met, and its persona is written to
match what it wears.

## Disable versus delete

* **Disable** preserves the NPC and its configuration but removes it from live
  gameplay.
* **Delete** permanently removes it. Use disable for maintenance and testing.

## Next

* [Configure ambient NPCs](/ai-npc/ambient-npcs).
* [Understand voice and direct targeting](/ai-npc/voice).
* [Review NPC turn billing](/npc-turns).
