Cinematic character selection screen with in-game scene editor for FiveM
FX-Multicharacter is a cinematic character selection system featuring a fully customisable in-game scene editor. Characters stand in dressed scenes with peds, vehicles, props, logos, custom time and weather, and a two-stage selection flow that moves the camera onto the chosen character with depth of field and an info panel.
Selecting a character triggers a cinematic showcase where the character walks to their vehicle, enters, starts the engine, turns on headlights, and drives toward the camera as the screen fades into the world. The scene streams behind the loading screen and closes only when everything is ready, eliminating black screens, default spawn flashes, and freemode character appearance delays.
01Cinematic scene-based character selection with peds, vehicles, props, logos, time and weather
02In-game scene editor with gizmo controls; build and save scenes without file editing
03Ready-made camera locations: Tuner, Beach, Motel, Airport
04Two-stage selection with focus camera, depth of field, and live info panel
11Wake-up effect on spawn with typed text, blur fade, and configurable eye-open blinks
12Loading screen handoff with black-then-fade reveal; no default spawn flash or freemode character flash
13HUD integration via export or event; hidden during selection and restored on spawn
14Random or last-location spawning with configurable first-character spawn pool
15Admin logout command returns player to character screen
16Scene editor access by QBCore permission or Steam identifier list
Supported Frameworks
QBCore
Qbox
ESX
Scene Editor Features
Build and save new scenes without touching a file using gizmo controls. Ready-made camera locations are offered by the editor's new scene dialog: Tuner, Beach, Motel, and Airport.
Character Selection Flow
Two-stage selection moves the camera onto the chosen character with depth of field and an info panel. The info panel shows age, zodiac, nationality, gender, and money — each individually toggleable.
Configurable extra buttons next to Play/Back allow links to website, Discord, or YouTube.
Vehicle Showcase
Character walks to their vehicle, enters, starts the engine, turns on headlights, and drives toward the camera as the screen fades into the world. Full vehicle appearance presets per slot include colours, mods, neon, wheels, plates, and extras.
Loading and Spawn Sequence
The scene is streamed while the loading screen is still up. The resource closes the loading screen only once everything is genuinely ready. Black-then-fade reveal sequence eliminates default spawn point flash. Screen stays black until the saved appearance is genuinely applied — no freemode character flash.
Wake-up effect on spawn includes typed text, blur fade, and configurable eye-open blinks.
Access Control
Discord role gating unlocks extra character slots per role, with full-access staff roles. Configurable free slot count requires no Discord role. Scene editor access controlled by QBCore permission or a fixed Steam identifier list.
Privacy and Isolation
Private routing bucket during selection ensures players never see each other's scenes.
Clothing and Appearance
Automatic clothing resource detection supports illenium-appearance, fivem-appearance, and qb-appearance. Graceful skip when no clothing resource is installed — players spawn directly. Automatic clothing editor on first character creation.
Spawning Options
Random or last-location spawning available, with a configurable first-character spawn pool. Configurable character order, preview models, and fallback models.
Integration and Compatibility
HUD integration via export or event — any HUD is hidden during selection and restored on spawn. qb-weathersync pausing keeps the scene's own time and weather. pma-voice range re-applied on spawn. tgiann-inventory money-as-item support for starting cash.
Framework auto-detection across QBCore, Qbox, and ESX, with manual override option. Detection retries for 30 seconds so the core can start after this resource. Starting items come straight from your framework's own starter item configuration.
Creates no tables of its own — reads your existing player and appearance tables.
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Qbox: written against the qbx_core exports and ox_lib callbacks. Qbox moved the licence out of the players table into users at some point and not every install has players.cid, so instead of assuming, the script inspects the database once on start and builds its character queries from what is actually there. It prints the result, for example Qbox schema: licence in users, slot from charinfo.cid. Starting items stay with qbx_core/ox_inventory.
ESX: ESX has no built-in idea of multiple characters, so the adapter uses the identifier-prefix convention (char1:licence, char2:licence) and loads the chosen one through esx:onPlayerJoined — the same mechanism esx_multicharacter uses. That means esx_multicharacter has to be removed, and the script warns in the console if it sees it running. The users columns are mapped onto the character data the rest of the script expects (firstname, lastname, dateofbirth to birthdate, sex to gender, accounts to cash/bank). Nationality has no ESX column, so that field is discarded.
ESX deletion only removes the users row and the saved appearance. Anything else keyed by identifier — owned_vehicles, properties, licences — is deliberately left alone rather than guessed at. framework/esx.lua marks the spot to add your own deletes, and setup/integration/framework.md explains it.