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Scripts, mapas y herramientas para servidores de roleplay de RedM y FiveM.

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changelog · 90 scripts · 340 releases

Every release, script by script.

The full version history of each script, read from the GitHub repositories the in-game update check uses. Most recently updated first.

RedM repository on GitHub↗FiveM repository on GitHub↗
All90RedM50FiveM40

90 scripts

  • FX-Gpsv1.0.0
  • FX-Hud | Premiumv3.7
  • FX-Petsv3.2
  • FX-Campingv1.6
  • FX-Gameplaycamv1.0.1
  • FX-Nightclubv1.4.1
  • FX-Foodpacketv1.0.1
  • FX-Mapsappv1.0.1
  • FX-MoonshineV2v2.6.1
  • FX-Ganghood2v1.1
  • FX-Interactionsv1.0.1
  • FX-Pedmenuv1.8
  • FX-Craftv4.3
  • FX-Doorlockv1.5
  • FX-Hookahv1.1
  • FX-Workerv2.2
  • FX-Accessoriesv1.2
  • FX-Kingdomcastlev1.0
  • FX-Storev3.5.1
  • FX-Pausemenuv1.4.2
  • FX-Notebookv4.0
  • FX-Propmedievaltentv1.0
  • FX-Bwreworkv1.2
  • FX-Marketplacev3.3
  • FX-Scalev1.5
  • FX-Fishingv3.4
  • FX-Graverobberyv1.3
  • FX-3dmapv1.0.0
  • FX-Acv1.0.0
  • FX-Adminv1.2.2
  • FX-Animposv1.0.0
  • FX-Bankingv1.0
  • FX-Bwpolicev1.0
  • FX-Channelv2.0
  • FX-Chatv1.0.1
  • FX-Combatlogv1.4
  • FX-Companyappv1.0.0
  • FX-Djv2.0.0
  • FX-Dronev1.0.0
  • FX-Fishingv1.0.5
  • FX-Foodjobsv1.0.0
  • FX-Ganghoodsv1.1
  • FX-Garageappv1.0.0
  • FX-Garagesv1.0.1
  • FX-Gocartv1.0.0
  • FX-Goldsearchv2.5
  • FX-Guarmabungalowsv1.0
  • FX-Guarmatpv1.1
  • FX-Hackerv1.0.0
  • FX-Hudv3.8
  • FX-Hudv1.0.2
  • FX-Interactionsv2.0
  • FX-Inventorydesignv1.8
  • FX-Lbphone-Billingv1.0.0
  • FX-Lbphone-Fansappv1.0.0
  • FX-Lbphone-Musicv1.0.0
  • FX-Lbphone-Rentalappv1.0.0
  • FX-Loadingscreenv1.0.0
  • FX-Lovev1.5
  • FX-Lumberjackv1.0.0
  • FX-Metubeappv1.0.0
  • FX-Moonshinelabsv1.0
  • FX-Multicharacterv1.0.1
  • FX-Musicappv1.0.1
  • FX-Npcalertv1.0
  • FX-Npccontrolv1.0.0
  • FX-Ownedshopsv1.0.0
  • FX-Policebadgev1.0.1
  • FX-Prophousev1.0
  • FX-Prophouse2v1.0
  • FX-Radialmenuv1.3
  • FX-Rhodessheriffv1.0
  • FX-Sbsheriffv1.1
  • FX-Scalev1.0.0
  • FX-Sdcityhallv1.0
  • FX-Sdsupremecourtv1.0
  • FX-Showroomv1.0.1
  • FX-Soundv1.1.0
  • FX-Stashv2.4
  • FX-Stashv1.0.1
  • FX-Storageboxv1.0
  • FX-Storerobberyv2.3
  • FX-Tattoosv1.0.2
  • FX-Tobaccoclubv1.0
  • FX-Tradev1.5
  • FX-Tradersv1.0.1
  • FX-Uwuv1.0.1
  • FX-Valentinesheriffv1.0
  • FX-Weapondamagev1.0.1
  • FX-Weedv1.0.1

FX-Gps

FiveM

fx-gps · 1 release · updated 8 days ago

Product page →View on GitHub ↗
  1. v1.0.0latest
    • First public release of fx-3dmap-redm

FX-Hud | Premium

RedM

fx-hud-premium · 27 releases · updated 2 weeks ago

Product page →View on GitHub ↗
  1. v3.7latest
    • A consumable can give back more than one item again. Every way of writing returnedItems works, no changes needed.
    • If there is no room for what an item gives back, the item is not used and stays in the inventory.
    • Moving or dropping an item during its animation no longer gives unlimited uses.
    • Disconnecting during an animation no longer loses the item.
    • Armour above 100 no longer drops to 100 after a relog.
    • The map or death screen no longer undoes a hideHud call from another script.
    • The voice range circle on pma-voice and SaltyChat now matches the real range.
    • /hudmenu: size slider, HUDS / STATS buttons, slider values and DEFAULT SETTINGS fixed.
    • New in /hudmenu: opacity, multi select, logo hide / size / opacity, smaller icons, compass stays visible.
    • New: roleplay focus (Config.RoleplayFocus) fades the HUD when the character stands still.
    • New: auto pack (Config.HudAutoPack), hidden gauges leave no gap.

    Files changed: c/c.lua · c/opensource.lua · s/s.lua · framework/frameworks.lua · config.lua (optional: new Config.RoleplayFocus, Config.HudAutoPack, Config.ShowCompassInHudMenu, Config.HudOpacity) · consumables.lua (comments only) · fxmanifest.lua · versionchecker.lua · ui/index.html · ui/assets/main.js · ui/assets/style.css · EXPORTS.md

  2. v3.6
    • Added a bladder system. Drinks fill a new bladder gauge and /pee empties it, with separate animations for men and women that players around you can see. Holding it too long costs stress and health, and at 100% the character gets sick and can die (canDie = false turns that off). Everything is in Config.HudSettings.Bladder, quick recipes in SETUP-BLADDER.md.
    • The bladder gauge, the progress bar and the bladder full warning can be moved and coloured in /hudmenu like every other HUD element.
    • Item exploit fixed: dropping a food, drink or medicine while its animation played still gave you the effect. The server now takes the item before the animation starts and gives it back if the animation fails.
    • One beer made you fully drunk. Beer alcohol is now 15 and sobering starts as soon as there is any alcohol (new ResetAlcohol values), so you sober up on your own over time.
    • Cigarette with a lighter now works on RSG.
    • pma-voice 7.x: the voice range was dead because the setup page was outdated. No pma-voice file edit is needed any more - if you pasted the old code into pma-voice, remove it. The HUD also reads your voice range on spawn. See SETUP-PMA&SALTY.md.
    • All commands are now listed in one table, Config.Commands, where you can rename them.
    • New bladder exports for other scripts: getStatus("bladder"), setStatus("bladder", value) and forcePee(). See EXPORTS.md.

    Files changed: c/c.lua · c/opensource.lua · s/s.lua · framework/frameworks.lua · config.lua new Config.Commands / new Config.HudSettings.Bladder / new Locale (bladderready, bladderurge, bladderfull, bladdercritical, peenotneeded, peeblocked, peedone, peeprogress, peestop, bladderalert, peecancelled, consumeFailed, hud_bladder, hud_progress, hud_bladder_alert) / new colours (#bladder-core, #bladder-meter, #progress-fill, #progressbar-img, #bladder-alert-icon, #bladder-alert-text) / updated generateHudLayout and Config.HideHuds (bladder) / updated ResetAlcohol values · consumables.lua (beer Alcohol = 15, new Config.AnimationTimeoutMs) · fx_hud.sql (new bladder column, added automatically on start) · ui/index.html · ui/assets/main.js · ui/assets/style.css · ui/assets/img/bladdertoilet.png (new file) · ui/assets/img/bladdericon.png (new file) · SETUP-BLADDER.md (new file) · SETUP-PMA&SALTY.md (rewritten for pma-voice 7.x) · EXPORTS.md · EXPORTS-FILTERS.md · fxmanifest.lua

  3. v3.5
    • YACA voice support has been fixed. The microphone HUD now follows your voice range - it used to stay stuck at the same level no matter which range you picked.
    • Voice ranges are now read straight from YACA, so the HUD adapts on its own however many ranges your server has. No extra setup needed.
    • The voice range circle on the ground now matches your real voice range and gets a different color for each range.
    • The microphone HUD now also reacts to radio, megaphone and a muted microphone.
    • Added a pulse effect when you change your voice range. It works with YACA, pma-voice and SaltyChat.
    • New filter system: other scripts can now decide whether a player is allowed to use a food, drink or medicine item. See EXPORTS-FILTERS.md for examples.
    • YACA users: open yaca-voice/config/shared.json5 and set voiceRange.markerColor.enabled to false, otherwise YACA draws a second green circle on top of the HUD one. See SETUP-YACA.md.

    Files changed: c/c.lua · s/s.lua · ui/assets/main.js · config.lua new Config.YacaResourceName / new Config.FilterSystem and Config.FilterNotify / updated Config.VoiceAndProximity (MinCircleRadius, ShowRangePulse, ShowRadioState, ShowMegaphoneState, ShowSoundMuteState) / new Locale (cantUseItemNow) · EXPORTS.md · EXPORTS-FILTERS.md (new file) · SETUP-YACA.md (new file) · fxmanifest.lua

Show 24 older releasesHide older releasesv1.1–v3.4
  1. v3.4
    • Added a server logo feature. Enable it in Config.ServerLogo using a local image or a URL, then position it in-game with the /hudmenu drag system — the position is saved per character just like any other HUD element.
    • The drunk system has been reworked. The drunk walk and screen effect now start when the alcohol gauge reaches 50% and continue without any interruption until it drops below 25%. All levels are configurable.
    • Drunk walking now has two stages: a light sway at lower alcohol levels and a heavy stagger at high levels.
    • Added a vomiting system. Above 75% alcohol the player receives a warning and may vomit by chance. Vomiting does not lock the character — you can keep walking — and it lowers alcohol, hunger and thirst (all configurable).
    • Drinks no longer apply their own instant drunk effects; drunkenness is now fully controlled by the alcohol gauge.
    • New export forceVomit() and event fx-hud:client:vomit so other scripts can trigger vomiting (for example spoiled food).

    Files changed: c/c.lua · c/opensource.lua · ui/index.html · ui/assets/main.js · ui/assets/style.css · config.lua new Config.ServerLogo / updated Config.HudSettings.Alcohol (effectStartValue, effectStopValue, drunkWalkHeavy, drunkWalkLight, Vomit block, ResetAlcohol values) / new Locale (vomitwarning) · consumables.lua (all drinks: SetPedDrunkness and ScreenEffect set to false) · fxmanifest.lua

  2. v3.3
    • The item return system has been completely reworked. Every consumable now has its own returnedItems table with an on/off switch, so you can decide per item whether using it gives an item back (for example, an empty bottle after drinking water).
    • Added a return chance: use returnChance to set the % chance an item is returned (100 = always, 0 = never).
    • Added a break chance: set a brokenItem with brokenChance and brokenCount so a returned item can sometimes come back broken (for example, a broken glass) instead of the normal one.
    • When an item is returned, a notification now shows what you used and what you received, with colored item names. It can be turned off per item with notify = false.

    Files changed: consumables.lua (all items - new returnedItems table) · s/s.lua · framework/frameworks.lua · config.lua new Locale (returnedItemNotify and returnedBrokenNotify) · fxmanifest.lua

  3. v3.2
    • Fixed players sometimes spawning with low or half health. The HUD was accidentally saving temporary values from the character selection / loading screen to the database, so on your next spawn you could load in injured. Stats are now only saved while you are actually in-game.
    • Fixed hunger, thirst and cores draining too fast for players who switch characters. The metabolism timers were being created again on every character selection and stacked on top of each other; they now start only once per session, so depletion stays at the normal speed.
    • The HUD is now hidden on the character selection screen and automatically reappears when you spawn into the world.

    Files changed: c/c.lua · fxmanifest.lua

  4. v3.1
    • When PVP is disabled, players can no longer attack other players while on horseback or inside a vehicle. Previously, only attacks on foot were blocked, leaving this as an exploit.
    • Fixed an issue where the hideHud / showHud exports were not working reliably. The softRefreshHud function was overriding active export states, causing the HUD to reappear unexpectedly. This has been corrected and exports now behave stably.

    Files changed: c/opensource.lua · ui/assets/main.js · fxmanifest.lua

  5. v3.0.1
    • Fixed an issue where players could fire weapons while on a horse or in a vehicle with PvP disabled.
    • Weapon drawing and aiming now work correctly in all states (on foot, horse, vehicle) when PvP is disabled.
    • Extended fire prevention to cover all vehicle types: horse, carriage, boat, draft vehicle, and passenger seat.
    • Added voice range proximity circle: a ground ring is now drawn when voice range changes, with configurable display time.
    • Voice range circle now supports per-range colors via Config.VoiceAndProximity.CircleRangeColors (separate color for each range level).
    • Added Config.VoiceAndProximity config block (ShowSpeakerIcon, VoiceRangeChangeUi, ShowRangeCircle, CircleShowTime, CircleRangeColors).
    • Fixed VORP inventory version detection failing for multi-part version strings (e.g. 4.0.1), which caused food and drink items to stop working.
    • Fixed RSG inventory item removal crash when item had no remainingUsage metadata.

    Files changed: c/opensource.lua · framework/frameworks.lua · config.lua · ui/assets/main.js · ui/assets/style.css · ui/index.html

  6. v2.9
    • Core images (health/stamina etc.) no longer disappear permanently after hideHud/showHud cycles.
    • hideHud export is now persistent — internal threads (death, map, cinematic) can no longer override an external hideHud call. Call showHud() from the same script to restore it.
    • New export added: clearDirty() — clears all ped dirt, blood and damage decals, resets dirty stat to 0.
    • Bug fix: getStatus('armour') was incorrectly returning stress value instead of armour.

    Files changed: c/c.lua · ui/assets/main.js · EXPORTS.md · fxmanifest.lua

  7. v2.8
    • The errors identified in the portrayal of smoking among female and male characters have been corrected.
    • The error that occurred when resetting the menu to its default settings has been fixed.
    • The issue where cigar, pipe, and cigarette effects (goldCore etc.) were not applied after use has been fixed.
    • The issue where the HUD would sometimes disappear on its own has been fixed.
    • Config.Debug option added — when set to true, hideHud export calls are logged to the F8 console.

    Files changed: c folder / all files · ui/assets/main.js · consumables.lua (Config.Animations block only — see update notes) · config.lua / Add new line: Config.Debug = false — (see update notes)

  8. v2.7
    • Significant optimization has been achieved on both the client and server sides. VRAM cache values have been reduced. Latency has been minimized.
    • Translations from the HTML and JS files have been moved to config.lua. You can change them directly from there.

    Files changed: c folder all files · s folder(all files) · ui folder (all files) · framework folder · fxmanifest.lua

  9. v2.6
    • The issue of values not being saved correctly when exiting and re-entering the game has been fixed.
    • The issue of incorrect health and stamina loading has been fixed.

    Files changed: c/c.lua · c/opensource.lua · s folder(all files) · fxmanifest.lua

  10. v2.5
    • The issue of increased passenger stress levels while driving a train has been fixed. Only the driver will be affected.
    • The color and save issue in PvP after a restart has been fixed.
    • Update the pvp settings in fx_hud.sql.

    Files changed: c/c.lua · c/opensource.lua · ui/assets/main.js · ui/assets/style.css · s folder(all files) · fxmanifest.lua

  11. v2.4
    • An animation effect has been added when equipping armor.

    Files changed: c folder(all files) · Update Config.ArmourSettings · fxmanifest.lua

  12. v2.3
    • Reported issues regarding Armor HUD and clothing have been fixed.

    Files changed: c folder(all files) · s folder(all files) · new Config.ArmourSettings · fxmanifest.lua

  13. v2.2
    • Armour HUD added. Check Discord for more details.

    Files changed: c folder(all files) · s folder(all files) · ui folder(all files) · Update sql check this fx_hud.sql · new armourHash · new Config.ArmourSettings · Config.InGameAdminHudLoadCommand · Config.CmdHudLoadAllPlayerCommand · config.lua update this/ Config.generateHudLayout / Config.currentHudColorData / Config.HideHuds · fxmanifest.lua

  14. v2.1
    • PvP HUD and PvP commands have been added. When you use the `/pvp` command, you can attack other players; when you use it again, you cannot attack them.

    Files changed: c folder(all files) · s folder(all files) · ui folder(all files) · new Config.UsePvpSystem · new Config.PvpCommand · config.lua update this/ Config.generateHudLayout / Config.currentHudColorData / Config.Locale / Config.HideHuds · fxmanifest.lua

  15. v2.0
    • The issue of hunger and thirst icons appearing too large has been fixed.

    Files changed: ui/assets/style.css · fxmanifest.lua

  16. v1.9
    • The bugs reported since the 1.8 update have been fixed.
    • The microphone icon has changed and a blinking animation has been added when speaking.
    • When you click the Change Position button, a grid will now appear in the background. This will allow you to create a more symmetrical layout.
    • The announcement feature has been added. For more information, check Discord.(Config.AnnounceCommand)

    Files changed: c folder(all files) · s folder(all files) · ui folder(all files) · fxmanifest.lua

  17. v1.8
    • The freezing issue with Hud's has been resolved..
    • The temperatureEffect feature has been added to consumables.lua. For example, drinking a coffee will warm you up for 10 seconds.

    Files changed: c/c.lua · c/opensource.lua · ui/assets/main.js · ui/assets/style.css · ui/index.html · fxmanifest.lua

  18. v1.7
    • All reported bugs have been fixed. Important update please apply..

    Files changed: c/c.lua · c/opensource.lua · s/s.lua · s/opensource.lua · ui/assets/main.js · ui/assets/style.css · framework/frameworks.lua · fxmanifest.lua

  19. v1.6
    • Fixed animation failed error..

    Files changed: c/c.lua · c/opensource.lua · s/s.lua · s/opensource.lua · consumables.lua all Config.Animations and Config.DoAnim · framework/frameworks.lua · config.lua new Locale (interaction_failed) and (cantuseitemwater) · fxmanifest.lua

  20. v1.5
    • The reported issues have been resolved.
    • When the value of a hud decreases, the + and - values will now display correctly.
    • Two new settings have been added to Consumables.lua (progressBarDuration and usageCooldown).

    Files changed: c/c.lua · c/opensource.lua · s/s.lua · ui/assets/main.js · consumables.lua · framework/frameworks.lua · config.lua new Locale (item_cooldown) · fxmanifest.lua

  21. v1.4
    • Support for 4k displays and other displays has arrived.
    • Reported bugs fixed

    Files changed: Update all files consumables.lua · config.lua

  22. v1.3
    • Resolution and css bugs fixed.
    • Clear all sql data and check the new config settings
    • New Config Setting added.

    Files changed: Update all files consumables.lua · config.lua

  23. v1.2
    • new images dynamically updated according to the value of hunger and thirst huds.
    • Reported bugs fixed

    Files changed: Update all files except config.lua and consumables.lua

  24. v1.1
    • Reported errors and color errors have been fixed.

    Files changed: Update all files except config.lua and consumables.lua

FX-Pets

RedM

fx-pets · 18 releases · updated 2 weeks ago

Product page →View on GitHub ↗
  1. v3.2latest
    • Feeding notifications now show the item's display name instead of its technical name.
    • Fixed pet commands breaking for pets that have no command settings (legendary wolf, human, raccoon).
    • Pets that cannot attack now show a message telling the owner, instead of looking frozen.
    • Fixed a rare freeze when a pet animation failed to load.
    • Added the missing Turkish translation for the no-group message.
    • New locale key: petcannotattack.

    Files changed: c/c.lua · s/s.lua · locales.lua · fxmanifest.lua

  2. v3.1
    • [FIXED] Pets now attack the moment you command them, instead of freezing in place or reacting late.
    • [FIXED] Putting a second pet into a pet box no longer deletes the pet that was already inside.
    • [FIXED] A pet that is already inside a box can no longer be placed in a second box (this could duplicate pets).
    • [FIXED] Birds now land on your shoulder reliably instead of getting stuck next to you.
    • [FIXED] All of your pets can now be summoned at the same time, even when they share the same name.
    • [FIXED] Pets with the same name no longer share each other's hunger, thirst and health.
    • [FIXED] When a pet dies of old age, only that pet is removed — previously every pet sharing its name was deleted.

    Files changed: c/c.lua · s/s.lua · s/opensource.lua · ui/main.js · locales.lua / New locale key (petboxfull) · fxmanifest.lua

  3. v3.0
    • [NEW] Pet shops now have a preview mode — inspect the animal from every angle before buying (a key guide is shown at the bottom right).
    • [NEW] Pet shops now have a skin changer — pick the variation you want and buy it.
    • [NEW] New Mirror behaviors for ground birds (chicken).
    • [FIXED] Ground birds (chicken etc) no longer sink underground.
    • [FIXED] Shop interface layout issues fixed.

    Files changed: c/c.lua · s/s.lua · ui/all files · locales.lua / New locale key (changeskin) · config.lua / New settings: groundBird block inside Config.Mirror (lines ~166-172) · config_pets.lua / New per-animal flag: groundBird = true (see a_c_chicken_01) · fxmanifest.lua

Show 15 older releasesHide older releasesv1.7–v2.9
  1. v2.9
    • [FIXED] Fixed pets dying again within seconds after being revived. Hunger and thirst are now correctly refilled to 100 when a pet is revived, so you no longer lose your pet before you can feed it.
    • [FIXED] Fixed revived pets losing their refilled hunger/thirst (and sometimes being marked as dead again) after the player disconnected and reconnected.

    Files changed: c/c.lua · s/s.lua · fxmanifest.lua

  2. v2.8.2
    • [FIXED] The pet now attacks the exact target you marked with the Attack prompt, instead of drifting onto the nearest nearby ped (for example a bystander in a camp or group).
    • [FIXED] Attacking a distant target no longer bugs out. The pet now runs up to the target first and then engages, instead of standing still because it was too far away to start combat.
    • [ADDED] After you cancel an attack (or the target dies) while the pet is far away, it now runs back to within a few metres of you and then resumes following normally, instead of slowly walking / stalling back from a distance.
    • [FIXED] Cancelling an attack now works reliably while Mirror mode is ON. Previously, if you were still shooting, Mirror would instantly re-attack so the cancel didn't stick and the on-screen prompts could disappear until the target died.

    Files changed: c/c.lua · fxmanifest.lua

  3. v2.8.1
    • [FIXED] Your pet now returns to following you automatically after you cancel an attack. Previously it could just stand still, forcing you to manually turn follow off and on again.
    • [FIXED] The 'Attack Pet' prompt now also appears on free-aim, not only when you lock on to a target.
    • [CHANGED] The Attack / Cancel-Attack key is now configurable and no longer fixed to R (which clashed with weapon reload). The default key is now F. You can set your own key with Config.Mirror.attack.key in config.lua.
    • [CLEANUP] Removed leftover debug messages that the Mirror feature was printing to the console.

    Files changed: c/c.lua · config.lua / Config.Mirror.attack now has a 'key' option (default F). Set your attack key here. · fxmanifest.lua

  4. v2.8
    • [FIXED] Fixed an issue where preview animals in the pet shop would fall underground.
    • [FIXED] Fixed baby pet spawning 1 unit below the configured Z coordinate.
    • [FIXED] Fixed pet attacking non-targeted NPCs, players, and especially its own owner during combat. Relationship groups are now isolated per attack and restored on cancel.
    • [FIXED] Fixed pet failing to return to follow mode after an attack ended.
    • [CHANGED] config.lua has been split into three separate files for easier maintenance. Move Config.Pets to config_pets.lua, Config.Markets and Config.PetMarket to config_shop.lua, Config.Animations, Config.RightClickShortCut and Config.PetCommands to config_animations.lua, then remove those tables from the old config.lua.
    • [CHANGED] All system notification texts have been moved to locales.lua. Language can be set via Config.Language as 'en' or 'tr'.
    • [CHANGED] Attack system rewritten from scratch. Issuing the attack command again cancels it immediately. Attack also auto-cancels when the target dies or distance limits are exceeded.
    • [NEW] New animations added for ground pets and bird-type pets. Birds now play a reaction animation when the player looks at them.
    • [NEW] config_pets.lua — All per-animal properties (scale, attack capability, aging, etc.) are now managed in this file.
    • [NEW] config_shop.lua — Shop locations, NPCs, and product lists are now managed in this file.
    • [NEW] config_animations.lua — Animation lists, right-click shortcuts, and pet commands are now managed in this file.
    • [NEW] locales.lua — All system messages are now centrally managed in this file.
    • [NEW] Mirror Mode — Your pet responds to your in-game actions in real time. Crouching makes your pet sit. Looking at your pet triggers a beg animation. Activate via the Mirror option in the right-click menu or toggle with Config.Mirror.
    • [NEW] Mirror Mode — Attack behavior for combat-capable pets: if Mirror Mode is active and you shoot at a target, your pet automatically attacks that target. Shooting again or issuing the cancel command stops the attack and returns the pet to follow.
    • [NEW] Mirror Mode — Bird orbit behavior: if Mirror Mode is active and you aim at a locked target, bird-type pets will orbit around that target at a 4m radius and 3m height.
    • [NEW] Mirror Mode — Bird shoulder perch: when Mirror Mode is active, press J to have your bird land on your shoulder. The bird follows player movement, lifts off when the player aims, and returns to the shoulder afterward. The original carry/pickup feature for birds is still available and has not been removed.
    • [NEW] Attack Watchdog System — The attack state is monitored in the background. If the pet moves more than 60m from its owner or 35m from the target, the attack is automatically cancelled and the pet returns to follow.
    • [NEW] Steam Access Lock (Config.LockedPetsBySteam) — Restrict specific pet models to whitelisted Steam IDs only.
    • [NEW] Unique Pet Name Enforcement (Config.EnforceUniquePetNames) — When enabled, no two pets on the server can share the same name.
    • [NEW] Theme System (Config.Themes) — Light and Dark theme support added to the UI. Fully customizable via CSS variables.

    Files changed: config_pets.lua / NEW FILE — Move the Config.Pets table from your old config.lua into this file. · config_shop.lua / NEW FILE — Move the Config.Markets and Config.PetMarket tables from your old config.lua into this file. · config_animations.lua / NEW FILE — Move Config.Animations, Config.RightClickShortCut and Config.PetCommands tables from your old config.lua into this file. · locales.lua / NEW FILE · config.lua / After migrating the tables above, replace with the new config.lua. · c/c.lua · c/opensource.lua · s/s.lua · s/opensource.lua · framework/frameworks.lua · fxmanifest.lua

  5. v2.7
    • Fixed an issue where purchased pet previews appeared underground in the shop.
    • Fixed shop NPCs sometimes disappearing or not appearing when multiple shop locations are configured.
    • Fixed shop NPCs not respawning correctly after the game engine removed them in the background.
    • Shop NPCs now appear faster when approaching a store location.
    • Improved ground placement accuracy for shop NPCs.

    Files changed: c/c.lua · c/opensource.lua

  6. v2.6
    • The issue of a pet dying again after you revive and recall it has been fixed.

    Files changed: c/all files · s/all files · fxmanifest.lua

  7. v2.5
    • The -Reliable network event overflow- issue that occurred after the last update has been fixed.

    Files changed: c/all files · s/all files · fxmanifest.lua

  8. v2.4
    • The issue with recording hunger and thirst has been fixed.
    • The Config.PetStatSettings setting has been improved. Please update it.

    Files changed: c/all files · s/all files · ui/main.js · config.lua / New Settings Config.PetStatSyncIntervalMS · config.lua / update Config.PetStatSettings · fxmanifest.lua

  9. v2.3
    • The attack function of the pet has been fixed. You can now cancel an attack when you tell a pet to attack. If the targeted pet dies, your pet will continue to follow you and will not attack.
    • The bug in the animation and commands has been fixed.
    • The reported errors have been corrected.

    Files changed: c/all files · s/all files · ui/main.js · config.lua / New Locales · config.lua / update Config.RightClickShortCut · fxmanifest.lua

  10. v2.2
    • Fixed the health indicator issue in the prompt.
    • Pet health is now saved (including hunger and thirst).
    • Updated the revive item system.
    • Added revive/heal/go home actions to the right-click interaction.

    Files changed: c/all files · s/all files · config.lua / New Locales (logRevive, logHeal, pethealed, petrevived) · config.lua / update Config.RightClickShortCut · config.lua / new Settings Config.PetStatSettings · fxmanifest.lua

  11. v2.1
    • If you move away from your pet quickly and it cannot reach you, it will be automatically deleted. This way, other players will not be able to use your pet for hunting.

    Files changed: c folder · config.lua / New Locale (petremovedfar) · fxmanifest.lua

  12. v2.0
    • The Weebhook system has been moved to config_server.lua to prevent dumps. Please apply this important update.
    • Remove the old webhook code from config.lua
    • If a player crashes or exits the game, any pet they spawned will be deleted.

    Files changed: s folder · c folder · framework/frameworks.lua · config_server.lua / New File · fxmanifest.lua

  13. v1.9
    • In addition to job, group purchasing feature has been added to pets. Valid for Vorp.
    • See the discord update channel for an example or look at the first pet in the original config.lua.
    • The client export you will use in your other scripts has been created. Detailed information about IsEntityPet export has been placed in USE-EXPORT.md.

    Files changed: s/s.lua · c/c.lua · framework/frameworks.lua · fxmanifest.lua

  14. v1.8
    • missing petID bug fixed.

    Files changed: s/s.lua · framework/frameworks.lua · fxmanifest.lua

  15. v1.7
    • Fixed interface bugs and updated the entire interface.
    • This version is the most current version. You must update all your files to apply the new update

    Files changed: Back up the old folder and use the new one. Do not replace all updated files with the old one!

FX-Camping

RedM

fx-camping · 7 releases · updated 2 weeks ago

Product page →View on GitHub ↗
  1. v1.6latest
    • SECURITY: Closed a server-side exploit that allowed items to be obtained improperly. Updating is strongly recommended for all servers.
    • Fixed the client crash that happened on busy servers when players placed camp props. Two separate resource pools were being exhausted; both are now capped.
    • Fixed camp member permissions not saving, and members not being removable, on RSG servers.
    • Fixed being unable to found your own camp while you are a member of someone else's camp.
    • Fixed the camp wagon and everything stored in it being deleted without warning when its owner placed a new camp. The new camp is now refused until the wagon is dealt with.
    • Storage props no longer destroy their contents. Removing a prop, deleting a camp, moving a camp or scrapping a wagon is refused while storage still holds items, and tells you what is inside.
    • Items are no longer lost when your inventory is too full to receive them back. The action is refused instead.
    • Added a per-item limit so one camp can no longer be filled with storage chests. See maxPerCamp in config_items.lua.
    • Camp storage, installing, removing and deleting now verify you are actually at the camp.
    • MaxPlayerCreateCamp now works. It was present in the config but never read; the one-camp rule was hardcoded.
    • Install recipes now check the required amount, not just whether you own one of the item.
    • NOTE: PropStreamDistance is now 150 (was 500) and a new MaxSpawnedPropsClient cap was added. These are the crash fix. Raise them only if your player count is small.

    Files changed: fxmanifest.lua · config.lua · config_items.lua · locales.lua · framework/frameworks.lua · server/camp.lua · client/camp.lua · client/createcamp.lua · client/functions.lua · client/mycamp.lua

  2. v1.5
    • Cleaned up the in-game console — client logs are now hidden unless Debug mode is enabled (server-side/error logs still go to the server console as before).
    • Fixed a console SQL error on VORP when removing a camp storage prop or a wagon.
    • Fixed losing the camp item when trying to place a camp inside or at the edge of a town — the item is now returned to you.
    • Optional: config_items.lua still has some unused 'grassRadius' lines that no longer do anything — you may remove them if you wish, but it's not required (your item settings are safe either way).

    Files changed: fxmanifest.lua · framework/frameworks.lua · client/main.lua · config_items.lua · client/camp.lua

  3. v1.4
    • Fixed an issue on VORP where camps lost their zone, map blip and build/storage interactions after rejoining or restarting the server.
    • Fixed the Move Camp wagon not appearing (and causing an error) after a server restart.
    • Fixed a crash that could happen after placing more than two props in a camp.
    • Added a config option to enable/disable camp grass clearing and set its size.
    • Reduced console spam — extra logs now only show when Debug mode is enabled.

    Files changed: fxmanifest.lua · framework/frameworks.lua · config.lua · server/camp.lua · client/camp.lua

Show 4 older releasesHide older releasesv1.0–v1.3
  1. v1.3
    • Fixed an issue where items were not appearing in wagon storage after using Move Camp on RSG.
    • Fixed an issue where the wagon disappeared and caused an error when rejoining the server.

    Files changed: framework/frameworks.lua · server/camp.lua · client/camp.lua · fxmanifest.lua

  2. v1.2
    • rsg-core bugs have been fixed.

    Files changed: fxmanifest.lua · framework/frameworks.lua · server files · client files · ui folder

  3. v1.1
    • rsg-core bugs have been fixed.

    Files changed: fxmanifest.lua · framework/frameworks.lua · server files

  4. v1.0
    • Bla bla bla..

    Files changed: fxmanifest.lua

FX-Gameplaycam

FiveM

fx-gameplaycam · 2 releases · updated 3 weeks ago

Product page →View on GitHub ↗
  1. v1.0.1latest
    • Resmon values have been optimized.

    Files changed: client/utils.lua · client/main.lua · client/camera.lua

  2. v1.0.0
    • First public release of fx-gameplaycam — free gameplay camera (photo mode) with built-in abuse protection (standalone).

FX-Nightclub

RedM

fx-nightclub · 6 releases · updated 3 weeks ago

Product page →View on GitHub ↗
  1. v1.4.1latest
    • Fixed: standing near the club book or the money prompt no longer locks your movement keys.
    • Fixed: dancers can no longer wander outside the club in custom interiors; a dancer that leaves its route is placed on its mark instantly.
    • New: config_animlist.lua - every dance animation in one list, switch any of them on or off with true/false.
    • New: per-room dance steps with dances = { ... } in config_clubs.lua; the default order is Config.DefaultDances in config.lua.
    • New: per-club stage entrance override (stageEntrance = "spawn") - recommended for custom interiors.
    • Cleaner server console: a healthy start prints no warnings, and every startup message says exactly what to fix.

    Files changed: c/c.lua · s/s.lua · framework/frameworks.lua · config.lua · config_animations.lua · config_animlist.lua · config_clubs.lua · locales.lua · setup/SETUP.md · krakenStudio-Compatibiliy/config_clubs.lua · fxmanifest.lua

  2. v1.4
    • The script has been rewritten from the ground up; performance and stability are greatly improved.
    • Settings are now split into separate files: general settings (config.lua), clubs and coordinates (config_clubs.lua), animations and cameras (config_animations.lua), server/webhook (config_server.lua).
    • Multi-club support added; you can now run more than one club at the same time.
    • Multi-language system added (locales.lua): English, Turkish, German and French. Adding a new language is very easy.
    • Data is now stored in the database instead of data.json; vault balance and show times survive restarts. Old data.json content is imported automatically on first start.
    • A setup folder has been added: SQL file and a step-by-step installation guide (SETUP.md).
    • Private room cameras are now placed automatically; a camera stuck behind a wall corrects itself.
    • Discord webhook logging added (config_server.lua).
    • More files are now open for editing; club, language and settings files are unencrypted (outside escrow).
    • The krakenStudio compatibility package is simplified; replacing a single config_clubs.lua file is now enough.

    Files changed: c/c.lua · s/s.lua · s/opensource.lua · framework/frameworks.lua · config.lua · config_clubs.lua · config_animations.lua · config_server.lua · locales.lua · ui/index.html · ui/assets/style.css · ui/assets/main.js · versionchecker.lua · setup/SETUP.md · setup/fx-nightclub.sql · krakenStudio-Compatibiliy/config_clubs.lua · krakenStudio-Compatibiliy/README.md · fxmanifest.lua

  3. v1.3
    • Fixed a bug that caused a script error when entering a private room.
    • Fixed an issue where the screen would go black and stay that way after entering a private room.
    • Fixed a bug that prevented the /dancers command from working correctly for certain jobs.
    • Improved overall stability of the private room system.

    Files changed: framework/frameworks.lua · s/s.lua · c/c.lua

Show 3 older releasesHide older releasesv1.0–v1.2
  1. v1.2
    • Issues arising after the last update have been resolved

    Files changed: c/c.lua · s/s.lua · framework/frameworks.lua · config.lua/Config.ForceShowLoop · fxmanifest.lua

  2. v1.1
    • A coordinate setting feature has been added so that you can set the dancers' stage. You can set it to any location on the map.
    • An option to set the game time or VPS time for show times has been added.
    • Automatic show loop feature added

    Files changed: c/c.lua · s/s.lua · framework/frameworks.lua · ui/assets/style.css · ui/assets/main.js · config.lua · versionchecker.lua · fxmanifest.lua

  3. v1.0
    • Bla bla bla

    Files changed: c/c.lua · fxmanifest.lua

FX-Foodpacket

FiveM

fx-foodpacket · 2 releases · updated 3 weeks ago

Product page →View on GitHub ↗
  1. v1.0.1latest
    • Fixed ox_inventory use issues.
  2. v1.0.0
    • First public release of fx-foodpacket — pack food and drinks into a single carryable item (QBCore / Qbox / ESX).

FX-Mapsapp

FiveM

fx-mapsapp · 1 release · updated 4 weeks ago

Product page →View on GitHub ↗
  1. v1.0.1latest
    • First public release of fx-mapsapp — Share Maps: a maps and live friend location sharing app for LB-Phone and Cylex Phone.

FX-MoonshineV2

RedM

fx-moonshinev2 · 25 releases · updated 4 weeks ago

Product page →View on GitHub ↗
  1. v2.6.1latest
    • Fixed the script error some servers got right after updating to 2.6: attempt to call a nil value (field 'CommandName').
    • That same error was why old moonshine stills and interiors did not show up in game. Nothing was lost - they are all back.
    • You can now keep your own config.lua exactly as it is. Anything it does not have falls back to a working default.
    • The server console now tells you in plain words what your old config.lua is missing, instead of showing an error.
    • setups/HOW-TO-UPDATE-2.6.md: step 4 is optional from now on. It is only for renaming commands and turning on the new settings.

    Files changed: c/client.lua · s/server.lua · configs/config.lua · fxmanifest.lua · setups/HOW-TO-UPDATE-2.6.md · Leave your own config.lua where it is - this update does not need you to change it

  2. v2.6
    • READ FIRST: setups/HOW-TO-UPDATE-2.6.md. You keep your own config.lua - four short moves, every line of code you need is on that page.
    • Delivery rebuilt: take a job from a buyer, collect an empty wagon at your own hideout, load it there, deliver at night, bring the wagon back. Deposit, lost-wagon fee and debt are in configs/config_delivery.lua.
    • The empty wagon is placed inside your hideout's yard (a fence on the ground shows where). Replace a stuck wagon or give the job up right at the wagon; report a lost wagon or give up at your hideout door.
    • New: shack robbery. Break the lock with the lockpick minigame, search the room, and watch the men inside - they shoot back. configs/config_shellrobbery.lua.
    • New: wagon robbery. Pick the padlock on a delivery wagon from behind and take from its load. configs/config_wagonrobbery.lua.
    • New: target system support (ox_target and others) - Config.Target. With it off, the prompts do everything the target does.
    • A blown up still leaves a wreck only its owner can clear to get the still back. A worn out still shuts until it is repaired (Config.MinDurabilityToProduce).
    • The still menu updates live, and stills no longer lose xp when they level up.
    • Config is a configs folder now, one file per subject, every setting explained beside it. All player text is in locales.lua (EN, TR, DE, FR).
    • Webhook logging by category in configs/config_server.lua.
    • The database tables are created by the resource itself. Items: setups/VORP-ITEMS.md or setups/RSG-ITEMS.md.
    • Many fixes: wagons left behind are removed, prompt conflicts, exit teleport, robbery guards, and more.

    Files changed: setups/HOW-TO-UPDATE-2.6.md - read this first, it walks you through the update · c/client.lua · c/farming.lua · s/server.lua · framework/framework.lua · fxmanifest.lua · locales.lua (new file - all player text, was Config.Locale) · configs/config.lua (new folder - your old config.lua goes here) · configs/config_business.lua (new file - the buyers, was Config.Customers) · configs/config_delivery.lua (new file) · configs/config_shellrobbery.lua (new file) · configs/config_wagonrobbery.lua (new file) · configs/config_server.lua (new file - webhooks, was config_server.lua) · setups/VORP-ITEMS.md, setups/RSG-ITEMS.md, setups/fx_moonshinev2.sql (new folder - replaces RSG-ITEMS.md and fx_moonshinev2.sql in the root) · ui/index.html, ui/main.js, ui/style.css · ui/sounds/ (new folder, 4 files) · Removed from the root: config.lua, config_server.lua, RSG-ITEMS.md, fx_moonshinev2.sql · Unchanged: c/opensource.lua, versionchecker.lua, fx-fields.xml, inventoryitemimages/, ui/assets/

  3. v2.5
    • Fixed an issue where a crafted batch could never be collected when it exceeded the inventory item limit (VORP items 'limit' column). The still no longer gets permanently stuck.
    • Collection now supports partial pickup: players receive as much as their inventory can hold and the remainder stays safely in the still until they come back.
    • Luck roll and XP are now applied only once per batch, so partial collections do not double-reward.
    • Fixed a bug in the VORP carry check that could target the wrong player.
    • Batches that are already stuck on your server will recover automatically on the next claim, no manual cleanup needed.

    Files changed: s/server.lua · framework/framework.lua · config.lua / New Locale partialcollect · fxmanifest.lua

Show 22 older releasesHide older releasesv1.01–v2.4
  1. v2.4
    • Fixed an issue where the interior would stay locked as 'a player is inside' after a player crashed, disconnected or left the interior with noclip.
    • Fixed an issue where players could no longer enter or place a Moonshine interior after this happened, even after deleting it from the database.
    • Old broken interior records are now cleaned automatically when the player joins the server. No manual database or file cleanup is needed anymore.
    • New failsafe: if a player leaves the interior without using the exit door (noclip, glitch), the server now exits them automatically after a few seconds.
    • Fixed interior walls flickering as if two interiors were overlapping. This happened when a player visited differently themed interiors in the same session; themes now clean up correctly on every enter and exit.
    • Fixed players getting stuck inside the entrance prop when exiting the interior. You now always exit at a safe spot in front of the entrance.
    • Fixed players being teleported to a wrong location when exiting the interior after a reconnect.
    • Fixed the admin 'Remove Shell' prompt not showing up after reconnecting.
    • Fixed a single broken interior record breaking all interior doors and props for every player on the server.
    • New settings in config.lua: Config.ShellExitFailsafe and Config.ShellExitFailsafeDistance.

    Files changed: config.lua / New Settings Config.ShellExitFailsafe, Config.ShellExitFailsafeDistance · c/client.lua · s/server.lua · fxmanifest.lua

  2. v2.3
    • Fixed an issue where players were unable to use voice chat while harvesting crops in the orchards.
    • Fixed progress bar issues during harvesting on both RSG and VORP.
    • Improved the overall stability of the harvesting system.

    Files changed: framework/framework.lua · fxmanifest.lua · c/farming.lua

  3. v2.2
    • Fixed an issue where players would get stuck and unable to move after harvesting crops multiple times.
    • Fixed an issue where cancelling a harvest would permanently freeze the player.
    • Shell data is now properly cleaned up when a moonshine operation is removed.
    • Improved overall stability of the harvesting system.

    Files changed: framework/framework.lua · fxmanifest.lua · c/farming.lua

  4. v2.1
    • added Config.RemoveStillSetting = 3 / Nobody (ONLY admins).
    • added Config.AllowMoonshineInShell / If true, you can set up a moonshine still inside the interior.
    • added new Locale interior_inside.
    • added new Locale customer_closed_time

    Files changed: c/client.lua · s/server.lua · config.lua · fxmanifest.lua

  5. v2.0
    • The issue of smoke stopping during production in the book has been resolved.
    • The issue of receiving cheat warnings when you are not a cheater has been fixed.
    • The reported issues have been fixed.

    Files changed: c/client.lua · s/server.lua · fxmanifest.lua

  6. v1.9
    • The ability to install both prop-enabled and prop-free shells has been added.
    • An indicator has been added. A small detail that will help you find Moonshine Interiors. Check Discord for an example image.
    • Update information has been shared in detail on the Discord update channel.
    • The webhook system has been moved to config_server.lua. Delete the old webhook code in config.lua.

    Files changed: s folder · c folder · ui folder all files · config.lua New Setting check Discord · config.lua New Locale check Discord · config_server.lua / New File · fxmanifest.lua

  7. v1.8
    • The Weebhook system has been moved to config_server.lua to prevent dumps. Please apply this important update.

    Files changed: s folder · config_server.lua / New File · fxmanifest.lua

  8. v1.7
    • Added progressbar feature before completing moonshine delivery.
    • Added the ability to notify sheriffs when progressbar starts during delivery.
    • Fixed issues when a player exits and re-enters the game in a moonshine shell.
    • Now if you exit the game in the shell, it will load the same shell you re-entered.

    Files changed: c folder · s folder · framework folder · ui/main.js · new File shellData.json · config.lua new Locale deliveryProgress · config.lua new Config Config.Progress · fxmanifest.lua

  9. v1.6
    • The issue of wagons not being deleted and items being duplicated during delivery has been fixed.
    • Delivery task acceptance and completion log added

    Files changed: c folder · s folder · fxmanifest.lua

  10. v1.5
    • The error during delivery has been corrected.
    • Reported errors have been corrected.

    Files changed: config.lua update locale -acceptmission- · c folder · s folder · fxmanifest.lua

  11. v1.4
    • Fixed a bug during delivery.
    • Updated the system for blasting Moonshine Still.
    • Added the ability to defuse Moonshine Still during the detonation process (DefuseBomb).
    • Check the Fixitfy Discord update channel for Update Details

    Files changed: config.lua · c folder · s folder · ui folder · fxmanifest.lua

  12. v1.3
    • An option has been added to determine whether you can build moonshine stills and moonshine interiors in towns.
    • Cheater logging and kicking from the game feature has been added for players who exploit system vulnerabilities via Nui.
    • Players in the lawmen category will receive notifications upon delivery completion, based on chance.

    Files changed: config.lua · c/client.lua · s/server.lua · fxmanifest.lua

  13. v1.2
    • Fixed an issue where objects inside interiors (shells) could be nested
    • 2 new interior designs added. There are 7 interiors in total
    • New prompt added for administrators to delete shells. Added log for admin process
    • See the discord Update channel for more information.

    Files changed: config.lua · c/client.lua · s/server.lua · framework/framework.lua · fxmanifest.lua

  14. v1.1
    • Fixed bugs in Config.RemoveStillSetting
    • New feature added to config.lua (Config.RemoveStillAfterSaveData)

    Files changed: c/client.lua · s/server.lua · framework/framework.lua · fxmanifest.lua

  15. v1.08
    • Fixed a bug where team members could not make deliveries in someone else's interrior.
    • RSGCoreV2 Issues fixed.
    • Known bugs fixed

    Files changed: s/server.lua · framework/framework.lua

  16. v1.07
    • Fixed the issue of charging business members for login.
    • Fixed the issue where business members could not access the stash.
    • Known bugs fixed

    Files changed: Update all files except config.lua · New Config.Locale <youdonthavejob>

  17. v1.06
    • Fixed a major bug in my withdrawal!
    • Known bugs fixed

    Files changed: s/server.lua

  18. v1.05
    • Fixed an issue where deleting and reinstalling Moonshine still would refresh its durability.
    • Customers using RSG should set all items in Config.Moonshines to unique = true, in rsg-core/shared/items.lua
    • Webhook bug fixed

    Files changed: c/client.lua · s/server.lua · framework/framework.lua · fxmanifest.lua

  19. v1.04
    • Moonshine level issue fixed.
    • Fixed image issues with moonshine products.
    • Moonshine box will appear locked when production level is not met.
    • Pictures of products needed for production have been pulled from inventory.
    • Fixed all bugs reported for RSG.
    • Blip issues have been fixed.
    • Fixed the problem with the Add Member button.
    • Detailed Log system has been added. Edit Config.Webhook.
    • Added label property to RewardsItems tables.
    • The stash slot limit for Vorp is set to 50. You can change it from frameworks.lua if you wish

    Files changed: All files

  20. v1.03
    • Fixed exp system not working in the book.

    Files changed: server.lua · main.js

  21. v1.02
    • Field feature for FX-Fields has been added back as in v1.
    • Fixed an issue with Interior not loading after restarting the server.
    • All reported bugs have been fixed.

    Files changed: All files · You have to update all files and transfer your own configuration back in the new config.lua because config.lua has new features

  22. v1.01
    • All reported bugs have been fixed. Delete your old folder and use the new downloaded folder.

    Files changed: All files

FX-Ganghood2

RedM

fx-ganghood2 · 2 releases · updated 6 weeks ago

View on GitHub ↗
  1. v1.1latest
    • Added item requirement feature for doors..

    Files changed: All files and config.lua

  2. v1.0
    • Bla bla bla..

    Files changed: fxmanifest.lua

FX-Interactions

FiveM

fx-interactions · 1 release · updated 7 weeks ago

Product page →View on GitHub ↗
  1. v1.0.1latest
    • First public release of fx-interactions — client-side interaction prompts and 3D text for coordinates, entities and models (framework-independent).

FX-Pedmenu

RedM

fx-pedmenu · 11 releases · updated 7 weeks ago

Product page →View on GitHub ↗
  1. v1.8latest
    • Dual wielding now works properly. Both guns reload, even when you are carrying two of the same weapon.
    • Tap R to reload one hand, or hold R to reload both. If you let go before it finishes, nothing is loaded.
    • New reload hints appear under your ammo counters in the top right, showing how much ammo each gun has left.
    • Knives, the fishing rod, lasso, lantern and binoculars no longer say 'out of ammo' while you are a ped.
    • Your ammo is now always counted correctly. Nothing is lost or duplicated when you switch peds, die, use an ammo item, or turn back into your own character.
    • Your ammo is no longer lost if you crash or disconnect while playing as a ped - you get it back the next time you join.
    • Switching weapons no longer empties the gun you switch to.
    • Fixed your character freezing with both arms stuck out while dual wielding.
    • Fixed reloads that looked like they worked but did not actually load any ammo.
    • Fixed the last bullet in your second gun being unusable.
    • Pressing R to pick something up no longer reloads your gun at the same time.
    • New config: every ped restriction is now a simple on/off setting, and you can give individual peds their own rules.
    • The version checker no longer fills the console every time the server starts.
    • The script runs lighter than before.

    Files changed: c folder · s folder · config.lua (Please check the updates section on our Discord channel for details.) · ui/index.html · ui/assets/main.js · ui/assets/style.css · versionchecker.lua · fxmanifest.lua

  2. v1.7.2
    • Bow and arrow now work correctly while playing as a ped. Your arrows are no longer reduced to 1 - if you had 30 arrows, you still have 30 after transforming.
    • The bow is now completely excluded from the ped reload system. It behaves exactly the same as on your normal character, just like vanilla RDR2 / your framework intended.
    • Your bow and its arrows are now saved before transforming into a ped and restored right after, so you no longer have to reload it from your inventory every time.
    • Fixed: the left-click fire block could stay active after switching back to your normal character. It now only ever applies while you are actually playing as a ped.

    Files changed: c/c.lua · fxmanifest.lua

  3. v1.7.1
    • Fixed the infinite ammo bug while playing as a ped (VORP + RSG). Reloading now always consumes your ammo and stays perfectly in sync with your inventory - no free ammo, no ammo loss.
    • The ammo belt limit is now enforced while playing as a ped: using ammo items can no longer stack your reserve past the limit your framework allows.
    • The reload hint now shows your remaining reserve ammo, e.g. 'R - RELOAD (12)'.
    • VORP: reloads are now reported to vorp_inventory through its own official event. More reliable syncing and no more 'possible cheat' warnings in the server console.
    • VORP: INSTALL-VORP.md has been completely rewritten with a much simpler, version-independent setup. IMPORTANT: if you applied the old integration steps, restore your original vorp_character files and follow the new steps.
    • While playing as a ped, firearms can now only be fired while aiming on every framework - no more hip fire / hammer-cock shots (can be turned off with Config.BlockHipFire).
    • The 'you cannot reload while aiming' message no longer pops up while playing as a ped on VORP.
    • New failed-reload feedback: if your weapon leaves your hand mid-reload (climbing, holstering, switching weapons), the cylinder UI cracks apart in red with a fail sound - and no ammo is spent. The sound is sounds/reload_fail.mp3 and can be replaced.
    • New config options: BlockHipFire, ReloadDebug. New Config.Locale key: reload_failed.

    Files changed: c folder · config.lua / new options (BlockHipFire, ReloadDebug) + new Config.Locale key (reload_failed) · ui/index.html · ui/assets/main.js · ui/assets/style.css · sounds/reload_fail.mp3 (new file) · INSTALL-VORP.md (rewritten - VORP users must re-apply) · SETUP.md · fxmanifest.lua

Show 8 older releasesHide older releasesv1.0–v1.7
  1. v1.7
    • Reloading now works on every ped model. Press R to reload; a new revolver-cylinder progress UI with a countdown is shown while reloading.
    • All visual bugs during reload (broken arms / stuck poses) are completely fixed. No reload animation is forced on the ped anymore.
    • Reload spam can no longer get you stuck, and reloading is blocked while aiming (same rule as the frameworks).
    • Weapon-type based reload sounds added (revolver, pistol, shotgun, sawed-off, repeater, rifle, sniper). Sounds are simple files in the new sounds/ folder and can be replaced by server owners - see SETUP.md.
    • New on-screen hints while playing as a ped: a red 'R - RELOAD' hint when your clip is empty, and an 'OUT OF AMMO' warning when your ammo is gone. Both can be turned off in config.
    • Full VORP and RSG-Core compatibility for reload and ammo. Ammo is always taken from and synced with your framework (VORP gunbelt / RSG ammo) - no free ammo, no ammo loss, and no other resource needs to be edited.
    • Restarting fx-pedmenu no longer freezes or bugs your character. If you are transformed into a ped, your ped and outfit are restored automatically after the restart (can be turned off in config).
    • New config options: ReloadTime, ReloadUI, ReloadSound, ReloadSoundVolume, ReloadPrompt, NoAmmoPrompt, RestorePedAfterRestart, WeaponReloadSounds.
    • Removed: the old spinning reload icon and the old reload behavior that played animations on the ped.

    Files changed: c folder · s folder · config.lua / new reload settings + new Config.Locale keys (reloading, reload_prompt, no_ammo) · ui/index.html · ui/assets/main.js · ui/assets/style.css · ui/assets/font/rdrlino.ttf (new file) · sounds folder (new folder) · SETUP.md · fxmanifest.lua

  2. v1.6
    • The issue of displaying 'name by name' in ped requests has been fixed. It will now display 'first name last name'.
    • Players whose ped requests have been approved by the admin will now be able to access their ped request instantly in their menu.
    • All text in HTML and JS has been moved to Config.Locale
    • Improvements have been made to the style.css file for all screens.

    Files changed: s folder · c folder · ui/assets/main.js · ui/assets/style.css · ui/assets/index.html · config.lua / Config.Locale · fxmanifest.lua

  3. v1.5
    • The spam bug in the reload function when using Ped has been fixed.
    • A progress bar was added when reloading.

    Files changed: s folder · c folder · ui/assets/main.js · ui/assets/style.css · ui/assets/index.html · ui/assets/img/reload.png (new file) · fxmanifest.lua

  4. v1.4
    • The Weebhook system has been moved to config_server.lua to prevent dumps. Please apply this important update.
    • Remove the old webhook code from config.lua

    Files changed: s folder · config.lua delete webhook settings · config_server.lua / New File · fxmanifest.lua

  5. v1.3
    • The entire ped list has been updated. All known peds have been added to peds.lua.
    • You will now be able to see how many peds are in the category on the main menu.

    Files changed: ui/assets/style.css · ui/assets/main.js · peds.lua · fxmanifest.lua

  6. v1.2
    • The problem of stillbirth during ped change has been resolved.

    Files changed: c/c.lua · fxmanifest.lua

  7. v1.1
    • The issue of other players seeing previews of ped's has been fixed.

    Files changed: c/c.lua

  8. v1.0
    • Update Recommended Version

    Files changed: All Files

FX-Craft

RedM

fx-craft · 19 releases · updated 8 weeks ago

Product page →View on GitHub ↗
  1. v4.3latest
    • Order list security: the item and the amount you receive are now taken from the stored order instead of the client. Taking more than you ordered, or swapping an order for a different item, is no longer possible.
    • Fixed orders being lost when two of them finished in the same second - collecting one no longer deletes the other.
    • Recipe flags (handCraft, metadata) are now read from your config instead of the client, so the order list can no longer be bypassed.
    • Fixed XP being thrown away on level up. The surplus now carries into the new level and one large craft can advance more than one level - crafting in batches is no longer punished.
    • craftData.lua and DOCS.md now explain handCraft correctly: true = goes straight into the inventory, false = goes to the book's order list. Documentation only - do NOT overwrite your own craftData.lua.
    • Just replace s/s.lua and fxmanifest.lua and restart. No database changes, no XP or level data is lost.

    Files changed: s/s.lua · fxmanifest.lua

  2. v4.2.1
    • Fixed the issue where crafting multiple items only gave XP for one item. Crafting 10 items now correctly gives 10x XP.
    • Fixed the issue where craft book job settings in the database were changed to "all". Job-locked books will automatically restore their correct job when opened.
    • Old XP and levels that seemed lost after the last update will become visible again. No data was deleted.
    • No extra steps needed, just replace the files and restart the script.

    Files changed: s/s.lua · fxmanifest.lua

  3. v4.2
    • Fixed the issue where crafting XP was saved to the database but always showed as 0 in the craft book.
    • Fixed the issue where crafting multiple items at once gave more XP than intended.
    • Craft books now automatically follow job changes made in the config, so XP is always shown correctly.
    • No extra steps needed, just replace the files. Old XP data is safe and will not be lost.

    Files changed: s/s.lua · fxmanifest.lua

Show 16 older releasesHide older releasesv2.91–v4.1
  1. v4.1
    • Mismatch errors have been fixed.
    • Timing errors have been corrected.
    • The prop table will be accessible to everyone unless there is a job query.

    Files changed: s folder / all files · c folder / all files · ui/assets/main.js · fxmanifest.lua

  2. v4.0
    • The reported errors have been corrected.
    • This is the recommended version. Please apply this update.

    Files changed: s folder / all files · c folder / all files · ui/assets/main.js · config.lua New Locales · fxmanifest.lua

  3. v3.9
    • The issue of experiencing problems and failing to obtain the product on the second or third consecutive crafting attempt when using handCraft has been fixed.
    • The issue of constantly refreshing the order page to retrieve items has been fixed.

    Files changed: s folder / all files · c folder / all files · ui/assets/main.js · ui/assets/style.css · fxmanifest.lua

  4. v3.8
    • The c/opensource.lua file has been edited. Minor improvements have been made. Thank you @DaNeo
    • The reported errors have been corrected.
    • Metadata feature added to crafting materials. Check Discord for more details.
    • Special craft animation has been added for gold bars and similar productions. Check out Discord for a sample video.
    • The image for the goldsmelth item has been added to the inventoryitems folder.
    • Check Discord for a sample craft item.

    Files changed: s folder / all files · c folder / all files · framework/frameworks.lua · ui/assets/main.js · fxmanifest.lua

  5. v3.7
    • The Weebhook system has been moved to config_server.lua to prevent dumps. Please apply this important update.
    • Remove the old webhook code from config.lua

    Files changed: s folder · config_server.lua / New File · fxmanifest.lua

  6. v3.6
    • All known bugs fixed.
    • When you install a prop and try to delete it, you get a prop not found error..
    • Added the ability to not install in Cities when you install Prop

    Files changed: s/s.lua · s/opensource.lua · c/c.lua · c/opensource.lua · config.lua New Locale · config.lua New Town Setting · framework/frameworks.lua · ui/assets/main.js · ui/assets/style.js · fxmanifest.lua

  7. v3.5
    • All known bugs fixed.
    • Created a sample section for ready-made recipes in craftdata.lua.
    • you will now be able to make more custom settings for each craft product. Check Fixitfy Discord

    Files changed: s/s.lua · s/opensource.lua · c/c.lua · c/opensource.lua · framework folder · ui/assets/main.js · fxmanifest.lua

  8. v3.4
    • Fixed an issue where multiple people could access the order list of craft books interacted with Props.
    • Minor bugs fixed

    Files changed: s/s.lua · c/opensource.lua · framework folder · fxmanifest.lua

  9. v3.3
    • The security issue that arose after the last update has been resolved.
    • Minor bugs fixed

    Files changed: s folder · c folder · framework folder · config.lua / new Config.CraftSecurity · fxmanifest.lua

  10. v3.2
    • Bugs reported after the 3.1 update have been fixed.
    • Minor bugs fixed

    Files changed: s folder · c folder · framework folder · ui folder · config.lua · fxmanifest.lua

  11. v3.1
    • This is the new version of the FX-Craft script. The fast craft feature and each book's own special order list and experience point features have been added. Bugs reported for FX-Craft have been fixed and the script has been updated. We will not support older versions. This is the recommended version and you should use it. For update details, check out our Discord update channel..

    Files changed: All files have been edited. Back up your old folder and use the new folder. Adapt your old config data to the new fx-craft script. New examples have been left in the config for you.

  12. v3.0
    • Now every book has its own special order list.
    • If your skill level is insufficient for crafting, that item will appear more transparent and have a lock icon on it.
    • crafts will now be sorted by level
    • When you upgrade to this version, all old order lists will be lost. After applying this update, empty all craftData tables in the fx_craft SQL table, i.e., set them to "[]"

    Files changed: s folder · c folder · framework/frameworks.lua · ui/assets/main.js · ui/assets/style.css · fxmanifest.lua

  13. v2.94
    • Errors that occurred since the last update have been fixed.
    • Minor bugs fixed

    Files changed: s folder · c folder · ui/assets/main.js · fxmanifest.lua

  14. v2.93
    • Fixed bugs in RSGV2.
    • Minor bugs fixed

    Files changed: s/s.lua · c/c.lua · ui/assets/main.js · framework/frameworks.lua · fxmanifest.lua

  15. v2.92
    • Fixed product receiving quantity issue in orders section.

    Files changed: s/s.lua · ui/assets/main.js · framework/frameworks.lua · fxmanifest.lua

  16. v2.91
    • Fixed the issue with getting items from the order page in RSGV2

    Files changed: s/s.lua · framework/frameworks.lua · fxmanifest.lua · versionchecker.lua

FX-Doorlock

RedM

fx-doorlock · 7 releases · updated 8 weeks ago

Product page →View on GitHub ↗
  1. v1.5latest
    • [NEW] MASTER KEY — group several doors together and open all of them with a single key. A 4-door sheriff office no longer needs 4 separate keys.
    • [NEW] Master keys are created right inside /createdoor, in the PERMISSIONS tab. On the next door you just pick the set from a searchable list.
    • [NEW] Add a job to a master key and everyone with that job can open every door in the set — and manage those doors with /createdoor without being an admin.
    • [NEW] /masterkeys — manager panel with search: rename a set, edit its jobs, remove doors, delete it, or create keys without walking to a door.
    • [NEW] adminCanOpen setting (default on): admins open every door with no job or key check.
    • [FIX] Security: a bug allowed any player to open any door on the server. Fixed.
    • [FIX] Creating keys could consume the master keys already in your inventory.
    • [FIX] Dropdown menus rendered as corrupted pixels in-game — replaced with proper themed menus.
    • [FIX] Version checker no longer floods the console with the entire changelog history.
    • [OPTIMIZE] Door interactions are much lighter on the server.
    • [NOTE] Existing setups keep working, no migration needed and no new files added.

    Files changed: fxmanifest.lua · config.lua · saved_doors.lua · versionchecker.lua · framework/frameworks.lua · client folder / All Files · server folder / All Files · ui folder / All Files

  2. v1.4.2
    • [FIX] Loading-screen timeouts on servers with large door lists have been fixed — door sync is now requested by the client at the right moment instead of being pushed during loading.
    • [CHANGE] Door sync is now sent in small chunks (25 doors per packet), so servers with hundreds of doors never send one oversized packet.
    • [CHANGE] Added anti-flood protection to the door sync request (per-player cooldown).
    • [OPTIMIZE] Locked-door enforcement loop reworked: heavy scans now run less often and only nearby doors are processed. Big FPS/CPU improvement on servers with many doors.
    • [OPTIMIZE] Double door lookups no longer scan every door each frame — replaced with an instant precomputed lookup.
    • [OPTIMIZE] Reduced memory usage (garbage collector spikes) in all hot loops and door list saving.

    Files changed: fxmanifest.lua · server/main.lua · client/main.lua · client/functions.lua

  3. v1.4.1
    • All reported bugs have been fixed.
    • [FIX] Fixed locked doors breaking after a server restart.
    • [NEW] Double door support added to custom door creation (DOUBLE DOOR option).
    • [NEW] Doors that the game locks by default (bank doors, etc.) can now be locked and unlocked normally. The script automatically clears the game's built-in lock — you no longer need to add these doors to the Config.OpenFixedDefaultDoors list manually.
    • [CHANGE] Editing a custom door's settings now updates the existing door in place — no flicker, no respawn.
    • [REMOVED] The Config.OpenFixedDefaultDoors setting has been removed — it is no longer needed.

    Files changed: fxmanifest.lua · config.lua · client/main.lua · client/customdoor.lua · client/functions.lua · server/main.lua · server/customdoor.lua · ui/index.html · ui/main.js

Show 4 older releasesHide older releasesv1.0–v1.3
  1. v1.3
    • A door unlock sound system has been added.
    • The menu has been redesigned and optimized for all resolutions.
    • Issues such as doors remaining locked or appearing open while locked have been fixed.
    • This is the recommended version; please use this version.

    Files changed: fxmanifest.lua · client folder / All Files · server folder / All Files · ui folder / All files

  2. v1.2
    • [CHANGE] The 3D lock icon and the interaction prompt are now two independent per-door toggles. Previously HIDDEN LOCK hid both the icon and the prompt at once.
    • [ADD] HIDE ICON toggle (hideLock): hides only the 3D lock/key sprite on the door — the interaction prompt still works.
    • [ADD] HIDE PROMPT toggle (hidePrompt): hides only the interaction prompt — the door is then opened silently via the key press (Config.Settings.UseHideDoorsLockPressKey, default G).
    • [ADD] Both toggles are decided by the admin in the create/edit menu while placing the door lock, and are wired through save/update/serialize for both normal doors (saved_doors.lua) and custom doors (saved_custom_doors.lua).
    • [ADD] New locale description desc_hide_prompt under the HIDE PROMPT checkbox in all 3 languages (en/de/tr); desc_hidden_lock reworded to reflect icon-only hiding.
    • [ADD] AutoDetectDoors — new /createdoor scan pass using the RDR3 engine's DoorSystemGetActive() native. It reads every door archetype the engine has streamed in (including custom map doors added later via ymap/ytyp) so they can be selected with /createdoor without being listed in any config.
    • [ADD] Config.Settings.AutoDetectDoors toggle (default true). Set to false to fall back to the classic 3-pass scan behaviour.
    • [NOTE] The new engine scan runs as a 4th pass after the existing registered-doors / DoorHashes / CustomDoorHashs passes. seenEntities + IsEntityRegistered guards guarantee no duplicate markers and full backward compatibility with config_customdoor.lua, which keeps working unchanged.
    • [NOTE] DoorSystemGetActive is guarded (if DoorSystemGetActive then ...); on very old RedM artifacts that lack the native it silently falls back to the classic behaviour.

    Files changed: fxmanifest.lua · config.lua · client/main.lua · client/functions.lua · client/customdoor.lua · server/main.lua · server/customdoor.lua · ui/index.html · ui/main.js

  3. v1.1
    • [FIX] Door Key (metalKey) permission: players with a door-specific key in inventory can now open the door even without a job/group requirement.
    • [FIX] VORP inventory metadata: metadata stored as a JSON string was not being parsed, causing all metalKey door checks to silently fail.
    • [FIX] canAccessDoor export: was incorrectly using FXHasItem (any key) instead of FXHasDoorKey (door-specific key) — any keyholder could access any metalKey door.
    • [FIX] Wrong notification on lock/unlock: added server-side per-door toggle cooldown to prevent a race condition (VORP async Citizen.Await) where two concurrent checkPermission coroutines both reached the toggle line, causing the door to double-toggle and show the reversed message.
    • [CHANGE] CREATE KEYS is now a separate button in edit mode — key creation is fully decoupled from the Save button. No more accidental key creation on every save.
    • [CHANGE] CREATE KEYS button is disabled (with hint text) in create mode; it becomes active after the door is saved and opened in edit mode.
    • [ADD] Locale-linked descriptions added under each Settings checkbox (LOCKED, HIDDEN LOCK, LOCKPICKABLE, ALERT LAW, DOOR KEY) in all 3 languages (en/de/tr).
    • [ADD] New server event: fx-doorlock:server:createDoorKeys — standalone key creation handler used by the dedicated CREATE button.
    • [ADD] Enhanced debug logging for charId permission checks and VORP blank-key counting.
    • [ADD] exports.md — full documentation of all server-side exports (addDoorPermission, canAccessDoor, setDoorLocked, addCharId, removeCharId, getDoor, getAllDoors).

    Files changed: fxmanifest.lua · config.lua · framework/frameworks.lua · server/main.lua · client/main.lua · client/functions.lua · ui/index.html · ui/main.js · exports.md

  4. v1.0
    • Bla bla bla..

    Files changed: fxmanifest.lua

FX-Hookah

RedM

fx-hookah · 2 releases · updated 8 weeks ago

Product page →View on GitHub ↗
  1. v1.1latest
    • New Config.PickupSettings. You can now decide who is allowed to pick a hookah up and carry it away, by job or by group, the same way Config.DeleteBoxSettings already works. Perfect for a lounge where guests may smoke but only your staff may move the hookahs.
    • Players who are not allowed to pick up or delete a hookah no longer see the option at all, in every supported target system and in the key prompts.
    • Job and group changes now apply straight away, without the player having to relog.
    • New fx-hookah:server:onSmoke event and three new exports, so you can give every tobacco its own metabolism or status effect from your own resource. See the new EXPORTS.md.
    • Picking up, putting down and smoking are now checked on the server, which closes an exploit where a hookah could be taken or used from anywhere on the map.
    • Fixed a hookah becoming invisible until the next restart when the player carrying it disconnected.
    • Fixed hookahs and permissions sometimes not loading when a character was still being loaded.

    Files changed: fxmanifest.lua · c folder · s folder · framework/frameworks.lua · config.lua new Config.PickupSettings · config.lua new Locale pickup_disabled and pickup_no_permission · SETUP.md · EXPORTS.md new file

  2. v1.0
    • Bla bla bla..

    Files changed: fxmanifest.lua

FX-Worker

RedM

fx-worker · 16 releases · updated 2 months ago

Product page →View on GitHub ↗
  1. v2.2latest
    • Fixed: Players could tamper with the work data and finish a job in seconds, with no stamina cost and much higher item and XP rewards. Work time, stamina and rewards now always come from your config.
    • Fixed: A worker could be put on sale with a negative price, which paid the buyer instead of charging them.
    • Fixed: Items could be duplicated by withdrawing a negative amount from the warehouse.
    • Fixed: The same worker could be put on sale more than once.
    • Fixed: The work timer followed the player's own PC clock, so changing the system clock made it show 'Time's up!' while the job was still running. It now follows server time. Rewards were never affected.
    • Fixed: Server error when feeding a worker with invalid data.
    • Fixed: Players who were already in-game lost their worker blips and NPCs after a resource restart, until they reconnected.
    • Fixed: The worker menu closed itself every time a worker was updated. It now stays open and shows the live countdown.
    • How to update: replace the files listed below with the new ones. Do not replace your data folder, your player data is stored there. No config changes are needed.

    Files changed: s/s.lua · c/c.lua · ui/main.js · framework/frameworks.lua · fxmanifest.lua

  2. v2.1
    • IMPORTANT for servers using Config.UseSql = true. If you use the JSON storage you were not affected by the money bug.
    • Fixed: The seller was paid again after every server restart. If a worker was sold for 20.000, the seller received 20.000 again on each restart. The payment is now made only once.
    • Fixed: The sold worker came back to the seller after a restart, so the same worker existed on both the seller and the buyer.
    • Fixed: Items taken out of the warehouse came back after a restart.
    • Fixed: After selling a worker your worker list opened empty until the next restart.
    • Fixed: Cancelling your own sale could remove another player's listing from the market.
    • Fixed: The 'you sold your worker' message was shown to the buyer instead of the seller.
    • Fixed: The buy button in the worker market could be triggered more than once with a single click.
    • Note: Old sales that were already paid are cleaned up automatically the first time the seller connects after the update.

    Files changed: s/s.lua · ui/main.js · fxmanifest.lua

  3. v2.0
    • Added Config.SpawnWorkerNpcs — if false, worker NPCs are not spawned client-side while working
    • Added Config.GlobalNpc — if false, each player only sees their own worker NPCs and has independent zone slots (recommended for 150+ player servers to solve OneSync 32-entity limit)

    Files changed: config.lua added New Settings Config.SpawnWorkerNpcs / Config.GlobalNpc · s/s.lua · c/c.lua · fxmanifest.lua

Show 13 older releasesHide older releasesv1.0–v1.9
  1. v1.9
    • Fixed: Completed sales paying out money again on every restart
    • Fixed: Client crash when worker job is missing from Config.Jobs
    • Fixed: RSG FXGetPlayerByCharid wrong variable (src -> source)
    • Fixed: consumeFood crash when player data is not found
    • Fixed: sellWorker sale UID collision on tables with holes
    • Fixed: generateWorker crash when Config.Jobs is empty
    • Fixed: Server crash on restore if worker's job was removed from config
    • Fixed: SQL loader crashing on NULL row data

    Files changed: s/s.lua · c/c.lua · framework/frameworks.lua

  2. v1.8
    • The issue where workers would get stuck after a restart or fail to return once the timer expired has been fixed.

    Files changed: s fils · fxmanifest.lua

  3. v1.7
    • The issue causing worker data to be deleted due to the latest update has been resolved.
    • The Config.UseTarget property has been added.

    Files changed: s fils · c files · framework/frameworks.lua · config.lua added New Settings Config.UseSql / Config.UseTarget · config.lua new Locale interaction_market / interaction_stash · fxmanifest.lua

  4. v1.6
    • The issue of the blip not appearing on workers' uniforms has been fixed.

    Files changed: s/s.lua · c/c.lua · config.lua added New Settings Config.DevCommand / Config.OpenMyWorkersMenu · fxmanifest.lua

  5. v1.5
    • A profession check has been added when sending a worker to a job, so players who have left a profession will no longer be able to use profession workers.
    • The issue where the blip of workers was visible to another player when you sent a worker to work has been fixed.
    • The `requiredCharid` property has been added to `Config.Jobs`. See the original `config.lua` file for an example.

    Files changed: s/s.lua · c/c.lua · config.lua added New Settings Config.Jobs/requiredCharid · fxmanifest.lua

  6. v1.4
    • When you send a worker to a job, if you recall them, the blip was not being deleted. Now it is deleted.

    Files changed: s/s.lua · fxmanifest.lua

  7. v1.3
    • Market blip bug fixed.
    • Fixed job error in purchasing

    Files changed: c/c.lua · s/s.lua · fxmanifest.lua

  8. v1.23
    • A blip feature has been added for workers you send to jobs.

    Files changed: c/c.lua · s/s.lua · fxmanifest.lua

  9. v1.22
    • Fixed worker not being deleted when a player sells a worker

    Files changed: fxmanifest.lua · s folder

  10. v1.21
    • Fixed bug in Reward Multiplier (IMPORTANT)
    • When updating this script, do not update your data folder because all your data/ is stored there.

    Files changed: fxmanifest.lua · s folder

  11. v1.2
    • Item limit feature added to the warehouse system
    • When updating this script, do not update your data folder because all your data/ is stored there.

    Files changed: fxmanifest.lua · s folder · c folder · ui folder · config.lua

  12. v1.1
    • Added the ability to set the maximum number of workers you can buy (Config.MaximumWorkerCount)
    • Added work requirement feature to buy workers. For example, to buy a miner worker you need to have a miney job (requiredJobs)

    Files changed: fxmanifest.lua · framework folder · s folder · c folder · config.lua

  13. v1.0
    • Bla bla bla
    • Fixed all bugs on F8

    Files changed: fxmanifest.lua · ui folder

FX-Accessories

RedM

fx-accessories · 3 releases · updated 3 months ago

Product page →View on GitHub ↗
  1. v1.2latest
    • Fixed accessories staying visible in mid-air while a player is invisible (e.g. admin noclip). Accessories now hide and reappear together with the character.
    • Fixed accessories being left floating in the air after a character or ped change. Detached accessories are now cleaned up automatically and re-attached to your current character.
    • Fixed unstable gender detection: female characters were sometimes recognized as male and could not equip their accessories. Gender is now re-checked automatically whenever your character changes.
    • Night Market: fixed the missing interaction prompt. The market can now be opened with the standard hold prompt when ox_target is not used (useTarget = false).
    • Night Market: fixed the blip staying on the map during daytime and the market randomly opening/closing due to a single player's game clock. Open/close timing is now much more stable.
    • German language: equip and remove messages were grammatically corrected.

    Files changed: fxmanifest.lua · c/c.lua · c/functions.lua · c/shops.lua · s/shops.lua · locales.lua

  2. v1.1
    • Fixed an issue where female characters were occasionally recognized as male, preventing certain accessories from being equipped.
    • VORP item registration SQL updated. Simply re-run fx_accessories.sql — your existing data will be preserved.
    • An additional security layer has been added to the /giveadminpanel command.
    • SQL and Lua outputs in the admin panel have been corrected and are now ready to use with a simple copy-paste.
    • New feature: Shop balance info can now be hidden when the cart is empty. (Config.HideBalanceWhenCartEmpty)

    Files changed: fxmanifest.lua · config.lua / new: Config.HideBalanceWhenCartEmpty · fx_accessories.sql · c/functions.lua · c/shops.lua · s/s.lua · ui/index.html · ui/script.js

  3. v1.0
    • Bla bla bla..

    Files changed: fxmanifest.lua

FX-Kingdomcastle

RedM

fx-kingdomcastle · 1 release · updated 3 months ago

View on GitHub ↗
  1. v1.0latest
    • All reported bugs have been fixed.

    Files changed: fxmanifest.lua

FX-Store

RedM

fx-store · 9 releases · updated 3 months ago

Product page →View on GitHub ↗
  1. v3.5.1latest
    • Added full compatibility with all vorp_inventory versions: v1 (legacy), v2 and custom design editions.
    • The inventory version is now detected automatically at startup — no configuration needed. Check the console for 'Detected Inventory Version: v1/v2'.
    • Fixed buying being blocked by a false 'cannot carry' error on old (v1) inventories.
    • Fixed selling always failing and item quantities showing as 0 in the store UI on old (v1) inventories.
    • Fixed 'No such export' errors when buying/selling weapons on old (v1) inventories.
    • Fixed buying/selling freezing on custom/edited vorp_inventory versions (design packs).
    • Cleaned up the console: removed the confusing 'Item does not exist in DB' message that appeared at startup.

    Files changed: framework/frameworks.lua · fxmanifest.lua

  2. v3.5
    • Added full compatibility with both vorp_inventory v1 (legacy) and v2.
    • The inventory version is now detected automatically at startup — no configuration needed (check console for 'vorp_inventory API mode: v1/v2').
    • Fixed buying being blocked by a false 'cannot carry' error on vorp_inventory v1.
    • Fixed selling always failing and item quantities showing as 0 in the store UI on vorp_inventory v1.
    • Fixed weapon buying/selling throwing 'No such export' errors on vorp_inventory v1.

    Files changed: framework/frameworks.lua · fxmanifest.lua

  3. v3.4
    • Fixed an issue where items with decimal prices (e.g. 1.13) could not be purchased because a Math.floor rounding error falsely triggered the price-manipulation/anti-cheat check.

    Files changed: ui/main.js · fxmanifest.lua

Show 6 older releasesHide older releasesv2.7–v3.3
  1. v3.3
    • Fixed the issue where normal players were detected as cheaters.

    Files changed: s folder · fxmanifest.lua

  2. v3.1
    • sellStock and buyStock feature added
    • Updated design

    Files changed: Update all files except the config.lua · New Config check Discord

  3. v3.0
    • A daily sales limit/stock feature has been added.

    Files changed: Update all files except the config.lua · New Config check Discord

  4. v2.9
    • Blip errors have been fixed
    • If the clock option is enabled, the ability to change the sprite of the blip has been added.
    • Reported errors have been corrected

    Files changed: Update all files except the Config.Stores table · New Config check Discord

  5. v2.8
    • The image error in css has been fixed.
    • Fixed the problem of the ui appearing when logging into the game.
    • Fixed fx-store bugs for RSGV2

    Files changed: Update all files except the Config.Stores table

  6. v2.7
    • Changing product quantities and prices through NuiDevtools was prevented.

    Files changed: Update main.js

FX-Pausemenu

RedM

fx-pausemenu · 6 releases · updated 3 months ago

Product page →View on GitHub ↗
  1. v1.4.2latest
    • Fixed a reward exploit: if a reward was misconfigured, players could claim it over and over and receive the money each time. Rewards are now fully validated before anything is paid out, and a reward can only be claimed once.
    • If a reward item cannot be delivered (inventory full or item error), it is no longer lost — it is safely queued and delivered the next time the player opens the menu.
    • Fixed a visual issue caused by weapons while playing animations in the pause menu. If the player is holding a weapon, it is now properly put away before the animation starts.
    • Player activity data is no longer downloaded by game clients. It now stays on the server only.
    • Update note: do NOT overwrite the data folder when updating — it contains your players' playtime and reward progress. The data files in the package are only for fresh installations.

    Files changed: c/c.lua · s/s.lua · fxmanifest.lua

  2. v1.4
    • Added a master switch for the reward system. The whole reward system can now be turned on or off from the config.
    • Daily, weekly and total time rewards can now be enabled or disabled individually from the config.
    • When the reward system is disabled, the reward button is automatically hidden from the pause menu.
    • Added link buttons: you can now add your own website links to the pause menu from the config. They are shown with a chain icon.
    • Each link can be set to open inside the game (NUI panel) or in the player's browser (openIn = "nui" / "browser").
    • The hotkeys keyboard layout has been completely redesigned. All keys are now properly aligned, just like a real keyboard.
    • The keyboard now scales correctly on every screen resolution (1080p, 2K, 4K).
    • Fixed the hotkey description text overlapping the keys on the hotkeys screen.
    • Fixed the pause menu emote sometimes not playing when the menu is opened.
    • Fixed the emote and prop not being cleaned up when the menu is closed quickly.

    Files changed: config.lua · c/c.lua · s/s.lua · ui/index.html · ui/main.js · ui/style.css · ui/assets/img/linkchain-white.png · ui/assets/img/linkchain-black.png · fxmanifest.lua

  3. v1.3
    • The issue with the currency not updating has been fixed.
    • The conflict issue between the txAdmin and Vorp menus has been fixed.
    • Opening the pause menu while dead is disabled.

    Files changed: c/ all files · s/ all fies · ui/assets/main.js · fxmanifest.lua

Show 3 older releasesHide older releasesv1.0–v1.2
  1. v1.2
    • Players are now prevented from triggering animations while their hands are tied or handcuffed. This way, they won’t be able to exploit this glitch.

    Files changed: fxmanifest.lua · c/c.lua

  2. v1.1
    • The issue of entering the pause menu when pressing Esc while closing some UIs has been fixed.

    Files changed: fxmanifest.lua · c/c.lua

  3. v1.0
    • Bla bla bla..

    Files changed: fxmanifest.lua

FX-Notebook

RedM

fx-notebook · 10 releases · updated 4 months ago

Product page →View on GitHub ↗
  1. v4.0latest
    • Fixed the notebook duplication issue on VORP when editing and saving a notebook.
    • Notebooks that were stacked together no longer copy the same content to each other.
    • When you edit and save a notebook taken from a stack, it now becomes its own separate book and the stack count goes down by one.
    • Adding pages with paper does not create new items; pages are only added inside the book.
    • RSG is unaffected and keeps working as before.

    Files changed: s.lua · framework/frameworks.lua · fxmanifest.lua

  2. v3.9
    • Errors caused by the last update have been fixed.
    • This is the latest problem-free version, please use this version.
    • Sorry for so many updates, but it is stable now, thank you for your understanding..

    Files changed: c.lua · s.lua · framework/frameworks.lua · ui/js/main.js · fxmanifest.lua · config.lua

  3. v3.8
    • Errors caused by the last update have been fixed.
    • This is the latest problem-free version, please use this version.
    • Sorry for so many updates, but it is stable now, thank you for your understanding..

    Files changed: c.lua · s.lua · framework/frameworks.lua · ui/js/main.js · fxmanifest.lua · config.lua

Show 7 older releasesHide older releasesv3.1–v3.7
  1. v3.7
    • Fixed notebook name carrying over to other notebooks when saving without renaming.
    • Fixed UI state not resetting when opening different notebooks.
    • Fixed page turning crash caused by turn.js reinitialization issues.
    • Fixed page desync and errors with odd page counts in double-page mode.
    • Fixed incorrect item binding when saving notebooks (id/slot mismatch).
    • Improved notebook session consistency between client and server.
    • Stabilized page cutting and reopening behavior to prevent duplication issues.

    Files changed: c.lua · s.lua · framework/frameworks.lua · ui/js/main.js · fxmanifest.lua · config.lua

  2. v3.6
    • Security update: Fixed a potential NUI injection issue in notebook UI.
    • Notebook and paper contents are now handled as plain text only.
    • Added server-side sanitization and strict validation for notebook data.
    • Improved per-player notebook session and state handling.
    • Fixed an issue where notebook names could carry over between different notebooks.
    • Fixed an issue where shared job notebook images could appear on personal notebooks.
    • Fixed multiple notebook duplication edge cases when renaming or cutting pages.
    • Enhanced protection against abuse, spam attempts, and rapid save actions.

    Files changed: c.lua · s.lua · framework/frameworks.lua · ui/js/main.js · fxmanifest.lua · config.lua

  3. v3.5
    • Fixed an error when there were no pages left in the book.
    • New Locale = nofound_page

    Files changed: c.lua · s.lua · framework/frameworks.lua · ui/js/main.js · fxmanifest.lua

  4. v3.4
    • The book duplication issue and reported errors have been fixed.

    Files changed: c.lua · s.lua · framework/frameworks.lua · ui/js/main.js · fxmanifest.lua

  5. v3.3
    • Reported book duplication errors and page cutting issues have been fixed.

    Files changed: c.lua · s.lua · framework/frameworks.lua · ui/js/main.js · ui/index.html · fxmanifest.lua

  6. v3.2
    • When a new page is added to a book in vorp_core, the book duplication issue has been fixed.

    Files changed: c.lua · s.lua · framework/frameworks.lua · ui/js/main.js · fxmanifest.lua

  7. v3.1
    • Fixed the book not being deleted issue for vorp framework

    Files changed: c.lua · s.lua · frameworks.lua · main.js · versionchecker.lua

FX-Propmedievaltent

RedM

fx-propmedievaltent · 1 release · updated 4 months ago

View on GitHub ↗
  1. v1.0latest
    • Bla bla bla
    • Fixed all bugs on F8

    Files changed: fxmanifest.lua · ui folder

FX-Bwrework

RedM

fx-bwrework · 1 release · updated 4 months ago

View on GitHub ↗
  1. v1.2latest
    • Bla bla bla
    • Fixed all bugs on F8

    Files changed: fxmanifest.lua · ui folder

FX-Marketplace

RedM

fx-marketplace · 10 releases · updated 4 months ago

Product page →View on GitHub ↗
  1. v3.3latest
    • Fixed a critical auction money exploit: outbidding a previous bidder could refund them twice (money returned and logged twice), duplicating cash/gold.
    • Auction refunds are now paid exactly once - instantly if the outbid player is online, or on rejoin if they are offline.
    • Fixed RSG: outbidding an online player could throw an error and skip the refund; the previous bidder is now refunded correctly.
    • Fixed RSG: pending offline refunds were never paid out on reconnect due to a wrong player-loaded event; the correct framework event is now used.
    • Fixed RSG: cancelling a listing failed to refund the current bidder when the seller's inventory was full; cancels now always refund the bidder and return the item (to the market warehouse if the inventory is full).
    • Added per-listing bid locking to close a rare double-refund race when two players outbid at the exact same moment.
    • Hardened VORP and RSG money helpers against edge-case errors when a player disconnects mid-transaction.
    • Verified and confirmed working on both RSG and VORP.

    Files changed: s/s.lua · framework/frameworks.lua · c/opensource.lua · fxmanifest.lua

  2. v3.2.1
    • Added a new Config.UseGold option. Set it to false to prevent players from listing items with gold as the payment type.
    • When UseGold is disabled, the gold option is automatically hidden in the listing form.
    • Added a server-side check to block gold-based listings even if the UI is bypassed.

    Files changed: config.lua · c/c.lua · s/s.lua · ui/assets/main.js

  3. v3.1
    • Fixed an issue where expired marketplace listings were not being automatically removed, which could block visibility of new items.
    • Added proper cleanup logic for expired marketplace entries to ensure database consistency.
    • Improved manual removal and cache reset handling for marketplace listings.
    • Resolved an issue where vorp-inventory images were not loading correctly.
    • Various minor fixes and performance improvements.

    Files changed: c/all files · s/all files · framework/frameworks.lua · ui/assets/main.js · fxmanifest.lua

Show 7 older releasesHide older releasesv2.4–v3.0
  1. v3.0
    • Issues with acquiring weapons and items, as well as other minor identified problems, have been fixed.

    Files changed: c/all files · s/all files · framework/frameworks.lua · ui/assets/main.js · fxmanifest.lua

  2. v2.9
    • Metadata issues and the problem of metadata loss for products purchased at auction have been resolved.

    Files changed: c/c.lua · s/s.lua · framework/frameworks.lua · ui/assets/main.js · ui/assets/style.css · fxmanifest.lua

  3. v2.8
    • Target compatibility has been added to interact with NPCs (ox_target, rsg-target..)

    Files changed: c/opensource.lua · config.lua add Setting Config.UseTarget · fxmanifest.lua

  4. v2.7
    • The issue of items disappearing after purchase has been fixed.
    • The “Item not found in stash!” error has been fixed.

    Files changed: s folder · c folder · framework folder · ui/assets/main.js · fxmanifest.lua · config.lua / New Locale

  5. v2.6
    • The Weebhook system has been moved to config_server.lua to prevent dumps. Please apply this important update.
    • Remove the old webhook code from config.lua

    Files changed: s folder · config_server.lua / New File · fxmanifest.lua

  6. v2.5
    • All reported bugs have been fixed.
    • Dupe issues fixed

    Files changed: s folder · c folder · framework folder · ui/assets/main.js · fxmanifest.lua · config.lua / New Locale

  7. v2.4
    • All reported bugs have been fixed.
    • A new warehouse system is now in place. Problems such as item disappearance have been solved radically. The items you buy or buy from the auction will go to the market warehouse
    • now rsg and vorp will be compatible in a single script. Older versions will not be supported. Use the folder from Keymaster
    • You no longer need the fx_market_inventory sql, it is deprecated, you can delete it

    Files changed: The whole file structure has been updated. If you want to use this version without any problems, back up your folder and use the new folder without making any changes

FX-Scale

RedM

fx-scale · 6 releases · updated 4 months ago

Product page →View on GitHub ↗
  1. v1.5latest
    • Fixed: Players joining the server could not see other players' correct scale.
    • Fixed: After death and revive, scale was resetting to default (1.0).
    • Fixed: Opening the menu while dead could break the script until rejoin.
    • Fixed: Scale preview in the menu now starts at the player's actual scale instead of default.
    • Feature: Command access now supports multiple groups. Example: groups = {"admin", "etc"}

    Files changed: c/opensource.lua · s/s.lua · c/functions.lua · ui/main.js · fxmanifest.lua

  2. v1.4
    • Synchronization issues have been fixed. After the update, restart your server once for it to work properly.

    Files changed: c.lua · s.lua · config.lua Locale add en-tr-de · ui/style.css · fxmanifest.lua

  3. v1.3
    • The issue of the pad you use to start the game extending and shrinking has been fixed..

    Files changed: c.lua · s.lua · fxmanifest.lua

Show 3 older releasesHide older releasesv1.0–v1.2
  1. v1.2
    • Added admin command support to open the scale menu dynamically.
    • Added server event support for opening the menu from external scripts.

    Files changed: c.lua · c/functions.lua · s.lua · s/opensource.lua · config.lua · fxmanifest.lua

  2. v1.1
    • The issue with Ped constantly updating its scale has been fixed.

    Files changed: c/c.lua · fxmanifest.lua

  3. v1.0
    • Bla bla bla..

    Files changed: fxmanifest.lua

FX-Fishing

RedM

fx-fishing · 11 releases · updated 4 months ago

Product page →View on GitHub ↗
  1. v3.4latest
    • Fixed: the 'Use Bait' prompt could stay hidden until a resource restart when the rod left your hand (deep water, ragdoll, hands-up or other game mechanics).
    • Added: configurable 'Stop Fishing' keys (X / Z by default, see Config.CancelFishing) to drop the rod and cancel fishing at any time, including during the reeling minigame.
    • Added: fishing now auto-stops if the game's own mechanic reels the line back in (e.g. line over-tension) while the minigame is still open.
    • Fixed: the rod no longer looks baited before you actually apply bait (the default lure is cleared on equip).
    • New config options added (Config.Debug, Config.Keybinds, Config.CancelFishing) — please update config.lua.
    • New locale key added ('fishing_stopped') — add it to your Config.Locale translations if you use a custom language.

    Files changed: c/c.lua · config.lua · ui/index.js · fxmanifest.lua

  2. v3.3
    • Fixed: Upgrading an enchanted fishing rod was giving an extra rod instead of replacing the old one.
    • Fixed: XP was not resetting to 0 after a successful rod upgrade.
    • Fixed: Old rods missing oltaID are now automatically migrated on first use without any XP loss.

    Files changed: s/s.lua · c/c.lua · fxmanifest.lua

  3. v3.2
    • Issues with rod elevation have been resolved. Please use the latest version of the inventory.
    • The fishing issue in RSG has been fixed.
    • The minor errors that were reported have been corrected.

    Files changed: Update all files · fxmanifest.lua

Show 8 older releasesHide older releasesv2.4–v3.1
  1. v3.1
    • The 'You need to earn XP first' error in the upgrade menu has been fixed.

    Files changed: c/c.lua · fxmanifest.lua

  2. v3.0
    • The ability to disable rod upgrades and automatically level up rods has been added..
    • The Weebhook system has been moved to config_server.lua to prevent dumps. Please apply this important update.
    • Don't forget to delete the old Config.Webhook table from config.lua.

    Files changed: c/c.lua · s/s.lua · config_server.lua / New File · config.lua · fxmanifest.lua

  3. v2.9
    • The issue of the rod not coming into your hand has been fixed.

    Files changed: c/c.lua · fxmanifest.lua

  4. v2.8
    • Fixed fishing line stuck in players' hands.

    Files changed: c/c.lua · fxmanifest.lua

  5. v2.7
    • The issue of rod duplication caused by transferring the number of rods used while fishing to another player has been fixed.

    Files changed: c/c.lua · c/opensource.lua · s/s.lua · framework/frameworks.lua · fxmanifest.lua

  6. v2.6
    • Fixed fishing rod duplication issue.

    Files changed: c/c.lua · s/s.lua · framework/frameworks.lua · fxmanifest.lua

  7. v2.5
    • Fixed fishing rod duplication issue.

    Files changed: c/c.lua · s/s.lua · framework/frameworks.lua · fxmanifest.lua

  8. v2.4
    • Fixed fishing rod duplication issue.

    Files changed: c/c.lua · framework/frameworks.lua · fxmanifest.lua

FX-Graverobbery

RedM

fx-graverobbery · 3 releases · updated 4 months ago

Product page →View on GitHub ↗
  1. v1.3latest
    • Fixed a crash that caused the script to stop working entirely when the digging animation started on RSG framework servers.
    • Fixed a bug that allowed starting a second robbery while one was already in progress.

    Files changed: framework/framework.lua · c/c.lua · s/s.lua · s/opensource.lua · fxmanifest.lua

  2. v1.2
    • The Weebhook system has been moved to config_server.lua to prevent dumps. Please apply this important update.
    • Remove the old webhook code from config.lua
    • The reported errors have been corrected.
    • An ActiveJobDistance query has been added for each robbery

    Files changed: s folder · c folder · versionchecker.lua · framework folder · config.lua new Setting ActiveJobDistance · config_server.lua / New File · fxmanifest.lua

  3. v1.0
    • All reported bugs have been fixed.
    • Please use this version

    Files changed: c folder · s folder · fxmanifest.lua

FX-3dmap

FiveM

fx-3dmap · 1 release

View on GitHub ↗
  1. v1.0.0latest
    • First public release of fx-3dmap — interactive 3D world map, location editor and personal pins.

FX-Ac

FiveM

fx-ac · 1 release

View on GitHub ↗
  1. v1.0.0latest
    • First public release of fx-ac — server-side anticheat: crash vector detection, risk scoring, bans and evidence.

FX-Admin

FiveM

fx-admin · 5 releases

Product page →View on GitHub ↗
  1. v1.2.2latest
    • Fixed: the Discord page hung on its loading spinner forever once the bot had run its first command. A local variable in the usage-statistics block shadowed the panel's translation helper, so every label in that block threw instead of returning text, and the exception aborted the page render before any HTML reached the screen. The block is skipped while all counters are still zero, which is why the page opened normally on a fresh install and only broke after the first command - or the first denied attempt - was recorded.
    • Fixed: a ban lifted in txAdmin stayed banned in fx-admin when the revoke happened while the server was down. The live revoke event is only heard by a running server, and the periodic import skipped revoked actions instead of reconciling them, so the mirrored row survived every later sync and the player stayed banned by fx-admin alone. The import now deletes a mirrored ban whose txAdmin action has been revoked and tombstones the id so a later run cannot restore it. Matching is on the txAdmin action id and never on license - the bans table also holds bans fx-admin issued itself, and a license match would delete those too. The number cleaned up is reported as its own count in the import summary the admin sees, the console and the activity log.
    • Fixed: giving a vehicle to an online player reported "player not found". The call fails for two different reasons - the player's character data could not be read, or the spawn code is not in the vehicle catalogue - and it returns which one it was, but the panel threw that away and always showed the player error. An admin whose add-on car was simply missing from config_cars.lua was sent looking for a player who was standing right in front of them. The panel now reports the vehicle as not found when that is the real reason. The same call behind Discord's give-vehicle command compared the reason against a value the function never returns, so every failure there read as a player-data problem; it now names the spawn code it could not resolve and points at config_cars.lua.
    • New: an Activity tab on the Job and Gang Management pages. Pick a team and a window of 1, 3, 7, 14 or 30 days and it answers how many DIFFERENT members were online in it, how long each of them was on, how many separate days each showed up, and the day-by-day shape of the whole crew - enough to decide whether a gang has earned the business it is holding, and to see when one has gone quiet. Every playtime flush now also writes a per-day row carrying the job AND gang the character held at that moment, so someone who has since left still counts for the days they were a member and someone who joined yesterday does not retroactively inflate the crew - counting from today's roster gets both of those backwards. New table fx_admin_activity_daily, created automatically on start and also listed in setup/sql/fx_admin.sql; new config keys Config.Playtime.TeamActivity and Config.Playtime.ActivityKeepDays. There is nothing to backfill from: history starts the day this update is installed, so a 7 day window is only complete after 7 days.
    • Fixed: turning a Discord command's reason requirement off in the panel had no effect - admins kept being asked for a reason on /revive and others they had already switched off. The reason option is appended after a command's own arguments, and Discord refuses any command whose required options do not all come before the optional ones. /item, /weapon, /job, /gang and /teleport each carry an optional argument, so with a required reason all five produced a payload Discord rejects. A bot registers the whole command set in one call, so those five took the entire batch down with them and no setting from the panel ever reached Discord - including the ones on commands that were perfectly valid by themselves. Options are now ordered required-first before they are handed to the bot, so the payload stays valid whatever the reason is set to. Re-register the bot's slash commands once after updating; Discord keeps the old definitions until it is told otherwise.
    • Fixed: once the setup wizard had run, editing config.lua or config_server.lua did nothing for any setting the wizard manages - server name, framework, inventory, locale, theme, database tables, every webhook, the Discord bot token and guild, the bridge settings and the Discord panel owners. setup.json was applied over the config on every start, so the file plainly showed the value the owner wanted while the panel used another one, and nothing anywhere said so. The two are merged now instead of one overwriting the other: fx-admin remembers what the config file held when the two last agreed, so an edit to the file is recognised as an edit and wins, and the wizard's copy is updated to match. Change it in the panel and the panel wins, as before. Whichever side moved, both end up holding the same value. On the first start after this update neither side can be called newer, so the wizard still wins that round and every key where the two disagree is listed in the console instead of being dropped in silence - edit that line again and it takes over.
    • Fixed: a god could be missing a permission a moderator had. Permissions were read only from the group a player literally holds, with no inheritance between the tiers. The default config compensates by merging the three action lists by hand, but config.lua is customer-editable and kept across updates, so every action added in a later release is missing from an older config forever - which is how a server ends up with watchscreen listed for admin but not god, and a god-level admin who cannot open Monitor while a moderator can. god now inherits everything admin has and admin everything mod has, worked out at start from whatever the config lists. Inheritance can only add what a lower tier already holds, so it cannot hand out an action that was removed from every role, and a custom group still stands on its own list.
    • Fixed: Open Inventory silently did nothing. Every branch reported success whether or not the inventory resource had answered, and the caller discarded the result and wrote an Open Inventory line to the log regardless - so a failed open was indistinguishable from a working one from both the admin's side and the audit trail's. The real outcome is returned now and the admin is told which inventory failed and why: resource not running, export not answered, or the inventory script refusing that player. qs-inventory had no player-inventory branch at all and did nothing on every server running it; it is supported now. On qb-inventory and ps-inventory the fallback event was sent to the target player carrying their own id - it goes to the admin now, since it is the admin's screen that has to open, and the server export is tried first where the build has one.
    • New: items can be removed one at a time from the inventory viewer. Hover a slot and the delete button sits beside Detay. It appears only while the character is online, because removal runs through the live inventory script, and only for roles that may already wipe an inventory - it destroys items, so it sits behind the same permission rather than a weaker one. Works on tgiann-inventory, ox_inventory, qb-inventory, ps-inventory and qs-inventory, and both the success and the failure are logged with the item and amount.
    • Config.ServerOwner entries that could not be read were dropped in silence, which is the hardest possible way to find out an owner id has a typo: the file lists the person, the panel does not know them, and nothing explains why. Rejected lines are printed on start now, with the accepted formats and a pointer to the fxowner console command, which prints the real identifiers of everyone online ready to paste.
    • New: Cylex Phone is supported alongside lb-phone. The phone page reads whichever one's tables are actually in the database, decided at runtime rather than from a config key, so a server that switches phones only needs a restart. Number and account search, the Twitter, Instagram, Foffy (Cylex's short-video app, shown in the TikTok tab), Frogly marketplace and Yellow Pages feeds, post deletion and changing a character's number all work on both. Cylex keys everything on identifier and tag and holds the number once in cylex_phone_userdata, so each query joins back to it; likes and comments live in their own tables and are counted. Two fields have no Cylex equivalent and come back empty rather than invented: follower counts, and Frogly listings have no separate title, so the listing text fills it.
    • Fixed: the phone page printed the full failing SQL statement on every single lookup when the tables it reads do not exist - six errors per search, forever, on any server not running that phone script. A missing table is a permanent condition, so it is now reported once, by name, with a line saying which phone those tables belong to, and that query is skipped from then on.
    • Fixed: deleting or transferring a vehicle reported success even when the plate matched no row at all. Both ran their statement without waiting for it and returned true unconditionally, so a typo, an already-deleted vehicle or a plate stored with different padding produced a green 'vehicle deleted' toast and a clean line in the audit log while the database was untouched. Both now wait for the result and report 'vehicle not found' when nothing matched, and the log says FAILED with the plate.
    • Fixed: a Discord bot token set in config_server.lua was ignored once the setup wizard had run. The wizard writes an empty string for every optional field that was skipped, and that blank counted as a value and overwrote the config. A blank on one side now means 'not set here' rather than 'unset it everywhere', so whichever side holds the token is the one that is used - the same for the guild id and every webhook. Clearing a value therefore has to be done in the config file, not only in the wizard.
    • Fixed: giving or taking money from a character opened on the Characters page edited the database row instead of the live session. The drawer marks a row as OFFLINE whenever it was opened from a list that carries no server id - which is every row on that page, including characters whose owner is connected right then - and the money handler trusted that. The players row was updated while the running session kept its own copy: the panel showed the new balance, the HUD and the inventory kept showing the old one, and the framework wrote its in-memory value back over the edit at logout, quietly undoing it. The citizenid is now resolved against who is actually connected, so a live player always takes the live path. Changing a name or a phone number already worked this way.
    • Money and Give Item said nothing at all when the framework refused the change: the success branch was skipped and no other branch existed, so a failure looked like a success with a missing toast. Both report the failure now and write it to the audit log. Adding money through QBCore also returns its real result instead of an unconditional true.
    • Fixed: watching a player cost them most of their frame rate - 140 down to 30-40 on the reports. The capture page rendered the game texture through WebGL on every requestAnimationFrame, which in NUI fires as fast as the game itself renders, to feed a stream that samples 20 frames a second. Seven eighths of that work was discarded, and it was spent on the GPU the game is already using. The render is now gated to the capture rate, so a 140 fps player paints 20 frames a second instead of 140. Nothing about the stream changes: captureStream samples the canvas whenever it is painted.
    • The video stream took noticeably long to appear when the capture page missed its opening message: the first retry was two seconds behind, so the viewer sat on a black frame for all of it. The first re-send now comes after 700ms and later attempts keep the original two-second spacing, where the delay is no longer a missed message but something actually wrong.
    • Fixed: Save Car registered the vehicle as owned but never put it in a garage. Give Vehicle hands the car to whichever garage adapter is active in garages.lua; Save Car stopped at the ownership row, so on any script that keeps its own state table - fx-garages among them - the vehicle existed on paper and in no garage, and its owner could not take it out anywhere. Save Car now runs the same handover, waits for the ownership row to exist first so the garage can resolve the plate, and shows the same warning as Give Vehicle when no garage script could take it.
    • New console command fxadmin_regarage, the one-off recovery for vehicles the old Save Car left owned but in no garage. It hands every owned vehicle back to the active garage adapter; cars the script already holds are left exactly as they are. Report-only by default, fxadmin_regarage uygula to run it, and it refuses on any adapter that has not declared rerunSafe - handing a vehicle to a MarkStored-style adapter a second time would rewrite its garage column and move cars their owners had parked elsewhere. The fx-garages adapter declares it, because storeVehicleByPlate is idempotent by design. garages.lua is customer-editable and kept across updates, so a server still running its own copy has to add rerunSafe = true to that adapter before the command will run - it says so rather than doing anything.
    • New console command fxadmin_watchrelay: probes the screen-watch relay from the game server and says which half is at fault. HTTP 0 in the log is the only thing an owner used to see, and it reads like a relay fault when it usually is not - 0 means no reply arrived at all (DNS, outbound 443, or a certificate chain this server refuses), while any real HTTP number means the relay answered and the problem is the key or the address. It probes once without the key and once with, so those two cases cannot be confused, and prints what to check for each. Worth knowing because the fallback is not free: without the relay every video chunk travels base64-encoded through server events, which is what puts the sync thread into hitch warnings.
    • The net-event fallback for screen watching now lowers frame rate and width as well as bitrate. Without the relay every chunk is base64-encoded and carried through server events, which costs the watched player and the server far more than the same picture does over HTTP - and dropping only the bitrate left the encoder a full-rate, full-width stream to compress, so most of the saving was on paper. Two new keys under Config.Watch set what the fallback runs at: NetEventFps (default 10) and NetEventWidth (default 640). Quality is handed back in full the moment the relay comes up. Servers with HttpOnly on are unaffected: there is no net-event video path there.

    Files changed: ui/app.js · ui/search.js · ui/style.css · ui/capture.js · client/watch.lua · server/txadmin.lua · server/setup.lua · server/permissions.lua · server/owner.lua · server/phone.lua · server/actions.lua · shared/setup.lua · framework/inventory.lua · framework/frameworks.lua · garages.lua · server/vehicles.lua · server/playtime.lua · server/discord/commands.lua · client/main.lua · locales/*.json · config.lua · setup/sql/fx_admin.sql · fxmanifest.lua

  2. v1.2.1
    • txAdmin ban sync now reads txAdmin's live playersDB.json on hosts that sandbox file access to the resource folder. Symlink playersDB.json to fx-admin/txdata_players.json and the panel reads the real file - no copy to refresh, no stale snapshot. Lua's file API follows the link even inside the sandbox, which is what makes this work where an absolute path is refused.
    • Fixed: a symlinked txdata_players.json made the import fail completely. FiveM's virtual file system ignores a Windows reparse point, so the only reader fx-admin used could not see the link, and the import reported the file as missing while the data sat right there. Reading now goes through Lua's file API first and falls back to the virtual file system, so both a symlink and a plain copy work.
    • New config key: Config.TxAutoSyncMinutes (default 120) re-imports txAdmin bans on a timer. Bans issued while fx-admin is running already arrive instantly through txAdmin's events; the timer closes the gap for bans issued while fx-admin was stopped. Every import is deduplicated by txAdmin action id, so a repeat run adds only genuinely new bans and the console stays quiet unless something changed.
    • New config key: Config.TxImportLive (default auto) states whether the in-resource file is a symlink to live data or a static copy. A symlink is detected automatically and skips the staleness check; a copy keeps it, so an old snapshot can still never restore bans that were lifted after it was taken. Set it explicitly only if the detection guesses wrong.
    • fxadmin_txpath now ends with a VERDICT line naming the source that will actually be used and whether it counts as live or a copy. It also reports the byte count of the in-resource file, whether it parses as txAdmin data, and the date of the newest record it contains - enough to tell a working symlink from a stale copy at a glance.
    • Fixed: a double slash in the resource path (resources//[folder]/fx-admin, as some hosts report it) was carried into every candidate path fx-admin built and logged, breaking the directory walk that locates txData. The path is normalised before it is used.
    • The four places that each read txAdmin's ban file their own way - the startup check, the panel import, fxadmin_txrepair and the new timer - now share one reader, so they can no longer disagree about which source is available or whether it is live.

    Files changed: server/txadmin.lua · config_server.lua · fxmanifest.lua · setup/integration/txadmin.md

  3. v1.2.0
    • Ambulance / death-system bridge: revive and full heal now go through whichever medical script the server runs, instead of only restoring health on the ped. Wasabi Advanced Ambulance is supported in both v1 and v2 (folder named wasabi_ambulance, wasabi_ambulance_v2 or wasabi_ambulancev2), alongside the existing qb-ambulancejob, Renewed-Ambulance and esx_ambulancejob.
    • Fixed: on servers running Wasabi, revive reported success and did nothing. The panel, the /revive keybind and the Discord /revive and /revive-all commands all restored health while Wasabi kept its own death state, so the player stayed down and was told they had been revived. Wasabi revives from the server through an export, not from the client, so the whole flow was moved server side.
    • Fixed: full heal left Wasabi players capped and still bleeding. Wasabi derives max health from limb damage and keeps injuries server side, so healing the ped alone could not clear them. Heal now clears injuries and limb health through the script, and no longer writes health from the client where Wasabi owns that value.
    • New config key: Config.Ambulance (default auto) pins the medical script - auto, wasabi, qb, renewed, esx or none.
    • Fixed: CK History could not find older records. The list only ever carried the newest 200 rows and the search box filtered those rows in the browser, so a CK outside that window read as 'not found' in the panel even though the backup was still in the database and still restorable. Search and the status tabs now run as SQL on the server, so every record is reachable regardless of the list window.
    • CK History search accepts Discord ID, Steam hex and license as well as name, citizenid, job and the admin who performed the CK. The backup table stores only citizenid and license, so a Discord ID or Steam hex is resolved through the identifier ledger first - the Discord lookup also scans online players, so an account never written to the ledger is still found.
    • Fixed: the counters above CK History showed the list length instead of the real totals, so Total CK Records sat pinned at the 200 ceiling and told the admin that was all of them. They are now counted across the whole table.
    • CK History selection survives a new search. The restore basket keeps the record itself, not just its id, so selecting one character and then searching for another no longer drops the first from the basket.

    Files changed: framework/ambulance.lua · server/actions.lua · client/teleport.lua · server/discord/commands.lua · server/ckbackup.lua · ui/app.js · locales/*.json · config.lua · fxmanifest.lua · setup/README.md

Show 2 older releasesHide older releasesv1.0.0–v1.1.0
  1. v1.1.0
    • New Gang Management page: the full Job Management toolset - bulk and per-selection removal, transfer to another gang, grade reset, single and bulk CK with backup and restore, member list with online/offline filter, search and CSV export - now works on gangs too. Jobs and gangs are two separate pages under the Jobs & Gangs nav group.
    • Jobs and gangs share ONE code path instead of duplicated code. Every layer (framework, database, business logic, UI) takes a kind parameter that is either job or gang, so a later fix lands on both sides at once. Omitting it means job, so nothing that called these functions before had to change.
    • Gang operations write to players.gang through SetGang using the gang JSON schema (no payment/onduty fields). Counts, personnel queries and the reset/transfer UPDATEs all pick their column from the category, and the count cache is now per category - one shared cache would have let gang counts overwrite job counts.
    • Discord logs are category-aware. Gang operations can go to their own Config.GangLogsWebhook and fall back to JobLogsWebhook then LogsWebhook. Embed title, field names (Old Gang / New Gang) and footer follow the category, and CK records from this page are tagged gangck so CK History and the restore log label them correctly.
    • Recent Actions is filtered per category: the job page no longer shows gang operations and vice versa. Entries written before this release carry no category field and are treated as job, so existing history stays intact.
    • New config keys: Config.JobManagement.GangResetTarget (default "none") is the gang a removed member is moved to, and Config.GangLogsWebhook (empty = falls back to the job webhook). Config.JobManagement.HistoryLimit is shared between job and gang history - raise it if both sides are used heavily.
    • ESX has no gang concept, so the Gang Management page stays empty there and every gang operation is rejected with a nogang error instead of silently touching the player job.
    • Fixed: the jobmgmt.hard_grade_desc locale string was cut off mid-sentence in both tr and en, so the final grade-reset confirmation showed half a sentence.

    Files changed: framework/jobs.lua · server/jobs.lua · server/database.lua · server/ckbackup.lua · ui/app.js · ui/search.js · locales/tr.json · locales/en.json · config.lua · config_server.lua · fxmanifest.lua

  2. v1.0.0
    • First public release of fx-admin — modern, themed, optimized admin panel for QBCore, Qbox and ESX.

FX-Animpos

FiveM

fx-animpos · 1 release

View on GitHub ↗
  1. v1.0.0latest
    • First public release of fx-animpos — standalone animation positioning with personal pose memory and a shared community pose library.

FX-Banking

RedM

fx-banking · 1 release

View on GitHub ↗
  1. v1.0latest
    • Bla bla..

    Files changed: fxmanifest.lua

FX-Bwpolice

RedM

fx-bwpolice · 1 release

View on GitHub ↗
  1. v1.0latest
    • Update Recommended Version

    Files changed: stream folder · config.lua · fxmanifest.lua · versionchecker.lua

FX-Channel

RedM

fx-channel · 2 releases

Product page →View on GitHub ↗
  1. v2.0latest
    • All reported bugs have been fixed.
    • Please use this version

    Files changed: c folder · s folder · config.lua · versionchecker.lua

  2. v1.0
    • All reported bugs have been fixed.
    • Please use this version

    Files changed: c folder · s folder · config.lua · versionchecker.lua

FX-Chat

FiveM

fx-chat · 2 releases

Product page →View on GitHub ↗
  1. v1.0.1latest
    • Idle CPU fixed. The client key loop ran at Wait(0), so it burned a frame slot on every player forever and the resource never dropped below 0.01 ms in the resource monitor even with the chat closed. It now polls at 100 ms while the chat is closed and 50 ms while it is open, which reads as 0.00 ms idle. Nothing was removed: the T fallback that opens the chat when another resource disables the controls (death screens, handcuffs, animations) and the raw-ESC emergency close both work exactly as before.
    • Fixed: closing the chat with ESC while the open key was still held reopened it instantly. The key now has to be released once before it counts as a new press.
    • The input box fades in when the chat opens (0.16s), so the slower key poll comes across as an animation instead of a delay.
    • UPGRADING: drop in the three files below. No config change, no new setting — configs/ and locales/ are untouched.

    Files changed: fxmanifest.lua · client/main.lua · html/css/style.css

  2. v1.0.0
    • First public release of fx-chat — chat system with command suggestions, a general chat window, roleplay actions and job channels (QBCore / standalone).

FX-Combatlog

RedM

fx-combatlog · 4 releases

Product page →View on GitHub ↗
  1. v1.4latest
    • The Weebhook system has been moved to config_server.lua to prevent dumps. Please apply this important update.
    • Remove the old webhook code from config.lua

    Files changed: s folder · config.lua delete webhook settings · config_server.lua / New File · fxmanifest.lua

  2. v1.3
    • The reported errors have been fixed.
    • Add config Config.RestartLoadDevCommand

    Files changed: Delete the old file. Download the new one.

  3. v1.2
    • The reported errors in the Vorp framework have been fixed. Please check the Vorp installation file again and reinstall the latest version. Everything has been reorganized..
    • Update the LoadPlayerComponents function again. Check the vorp-setup file.

    Files changed: Delete the old file. Download the new one.

Show 1 older releaseHide older releasesv1.1–v1.1
  1. v1.1
    • All reported bugs have been fixed.
    • Please use this version

    Files changed: Delete the old file. Download the new one.

FX-Companyapp

FiveM

fx-companyapp · 1 release

View on GitHub ↗
  1. v1.0.0latest
    • First public release of fx-companyapp — company management app for LB Phone and Cylex Phone: employees, ranks, company funds and audit log.

FX-Dj

FiveM

fx-dj · 2 releases

Product page →View on GitHub ↗
  1. v2.0.0latest
    • The panel is completely new. Everything a DJ touches was rebuilt: a home screen, a full-size 'Now Playing' page with cover art and live palette, search, queue, playlists, favourites, recently played, soundboard, stage effects, song requests, the door and the equalizer — all in one console with a collapsible sidebar and eight themes.
    • THE NOTCH — walk the club while you DJ. Click the notch on top of the panel and it slides away, leaving a dock strip with the playing track, a seekable bar, transport, volume and a crowd-dance button. You are dropped straight into free look: the mouse turns the camera, W A S D walk, and the screen blur lifts so you can actually see where you are going. Press G to open the cursor and click the strip, press it again to hand the mouse back to the camera. A badge next to the notch always spells out the current mode and the key. Config.Panel.FreeLookKey picks the key and is NOT a RegisterKeyMapping — nothing is added to the player's key-bind list and nothing can clash with another resource.
    • /djdev — the in-game venue editor. Type it as god/admin and build a whole venue without touching config.lua: several DJ points per venue, speaker cabinets, props, spotlight/laser/smoke/particle points, the door zone, jobs and gangs, audio type and per-venue acoustics. Placement uses a real gizmo with an orbit camera, grid snap, surface snap and per-axis handles. Saving applies to every player instantly — no restart, no reconnect. Venues from config.lua are never touched; the database simply overlays them and 'Revert to config' undoes everything.
    • EQUALIZER — a real 10-band parametric EQ per venue with presets, a live curve and saved settings. Needs fx-sound 1.1.0 or newer; on an older fx-sound the section hides itself and audio keeps playing normally.
    • PORTABLE SPEAKERS — four inventory items (shelf speaker, boombox, PA cabinet, tower). Drop one anywhere and it behaves like a full DJ point: queue, panel, playlists, equalizer. They can be linked into one rig, attached to a vehicle, and survive a server restart.
    • STUDIO — record your own beat from the soundboard pads in game, loop it and save it to the venue.
    • MULTI-CABINET PA. One signal, many cabinets — the track is not played twice, a single source is fanned out to one panner per cabinet and summed, the way a real rig works. No drift, no comb filtering, and no dead spot in the gap between two speakers. Level is compensated across the cabinets so standing in the middle of five of them does not clip.
    • AUDIO REALISM — walls and floors muffle the music instead of it carrying through solid geometry, and stepping outside the venue drops it to the 'music leaking through the door' sound. Transitions glide instead of stepping: volume changes ramp over ~450 ms and the muffle sweeps in octaves, so crossing a wall no longer clicks.
    • HUD HIDING — the panel and /djdev hide your HUD while open and put it back when they close, including if the resource is stopped. fx-hud is wired out of the box and any other HUD is one line in Config.Hud, using either an export or an event.
    • YOUTUBE WITHOUT A SIDECAR. The default playback mode runs a hidden YouTube player in the player's own game client, so nothing is resolved on your server: no yt-dlp, no cookies, no PO tokens, no 403s. Search and playlist import default to the same no-setup path. The old yt-dlp resolver is still there if you want it.
    • SQL is now a single file. sql/install.sql is safe to run as many times as you like, on a fresh install or on top of any older version — tables are created only if missing and columns added by later versions are checked for before they are added. The separate update_*.sql files are gone.
    • UPGRADING FROM 1.0.0: replace the whole resource folder, then run sql/install.sql once. Keep your own config.lua if you like — every booth in it keeps working — but the file gained several new sections (Config.Panel, Config.Hud, Config.Speakers, Config.Sound.Occlusion, Config.NuiWatchdog), so copying your booths into the new config.lua is the cleaner path. fx-sound 1.1.0 or newer is required for the equalizer.

    Files changed: the whole resource folder (this is a full rewrite) · sql/install.sql (run it once — replaces every update_*.sql)

  2. v1.0.0
    • First public release of fx-dj — DJ and club music system with synchronised 3D audio, YouTube and Spotify playlists (QBCore).

FX-Drone

FiveM

fx-drone · 1 release

View on GitHub ↗
  1. v1.0.0latest
    • First public release of fx-drone — server-authoritative police surveillance drone with FLIR, spotlight, target lock, taser and location marks.

FX-Fishing

FiveM

fx-fishing · 6 releases

Product page →View on GitHub ↗
  1. v1.0.5latest
    • ox_inventory FIX - using a fishing rod did nothing on some ox_inventory servers. ox only runs a use handler for items that declare one; without it the item is silently ignored. The 5 rods and diving_suit in setup/items/ox_inventory.lua now ship with client = { event = 'fx-fishing:client:oxUseItem' }. ACTION REQUIRED: ox_inventory servers must re-paste those 6 item definitions into ox_inventory/data/items.lua. Note this is 'event', not 'export' - an export would also set consume = 1 and delete the rod on first use.
    • The client bridge now accepts three use paths (ox client.event, ox_inventory:usedItem as a fallback, and the qb/qbx/esx usable item) with a 750 ms debounce, so no setup can trigger a cast twice. diving_suit is routed through the same point, which also fixes the suit being equipped and unequipped in one click on ox.
    • PANEL FIX - the career panel opened empty for some players, showing raw locale keys (nav_market, GUIDE_RODS, page_market_sub) and empty shop lists. The NUI init message was sent on a fixed 500 ms timer and was lost whenever the browser had not finished loading, which only happened on slower machines or busy servers. The UI now announces itself with a uiReady callback and the data is sent on demand, re-sent if the ping is missed, and re-checked every time the panel opens.
    • CRASH FIX - a missing command name in the config made RegisterCommand throw 'native 0x5FA79B0F: Argument at index 0 was null', which killed the rest of that client file (the diving system in particular). Command registration is now nil-safe: an empty name is skipped with a console warning, and setting a command key to false disables it silently on purpose.
    • Framework and inventory auto-detection no longer depend on the server.cfg order. A resource that is still 'starting' is now recognised, and detection is retried for 20 seconds. Previously, starting fx-fishing before ox_inventory made every item operation silently fail.
    • Notifications are never dropped any more: if no framework is detected, or it arrives late, the message falls back to ox_lib instead of disappearing. A failed server callback now reports that the server did not respond instead of leaving the player with no feedback.
    • New diagnostics - 'fxfishdiag' (server console) prints the detected framework, inventory and the state of every related resource; '/fxfishdebug' (F8) checks every item against ox_inventory and reports whether client.event is wired; '/fxfishtest' (F8) bypasses the inventory and starts a cast directly, which separates an item-definition problem from a server-side one. On ox, missing item definitions are also listed in red on start.
    • Config.Debug now logs the full item-use to cast flow in F8. Setup documentation was updated with the ox_inventory use-handler requirement and a diagnosis walkthrough.

    Files changed: bridge/framework/cl_framework.lua · bridge/framework/sv_framework.lua · bridge/inventory/cl_inventory.lua · bridge/inventory/sv_inventory.lua · client/utils.lua · client/main.lua · client/npc.lua · client/nui.lua · client/boat.lua · client/diving.lua · server/diving.lua · config/config.lua · config/config_diving.lua · locale/locales/tr.lua · locale/locales/en.lua · ui/js/app.js · setup/items/ox_inventory.lua · fxmanifest.lua

  2. v1.0.4
    • SECURITY/EXPLOIT FIX: a crew dive multiplied the crate count by the crew size at mission start, but nothing ever checked whether the crew actually dived. A player could invite members, leave them standing at the shop, dive alone and loot every extra crate plus the crew XP bonus by himself.
    • Crew crates are now gated live: at any moment only site.crateCount x (members currently diving inside the mission area) crates can be opened. The rest stay locked until the crew shows up. The check runs on every crate search, so members who leave mid-dive re-lock the remaining crates.
    • The crew XP multiplier now follows the number of members actually present at the site instead of the roster size.
    • New Config.Diving.Team.Presence block tunes the check: area tolerance (radiusPad), whether being underwater is required, and a grace period (graceSec, default 120s) so tank swaps, deaths and short trips to the surface never lock a legitimate crew out. Set enabled = false to restore the old behaviour.
    • Solo and crew dives are now separate. The Dive Sites tab ALWAYS starts a solo mission: no crate multiplier, no XP bonus, and only your own zone cooldown is spent. Crew missions are started from the My Crew tab. Previously any dive started while in a crew of 2 or more silently became a crew mission and burnt every member's zone cooldown.
    • Crew members without manage rights can now start their own solo dive from the Dive Sites tab; they used to be rejected with a no-permission error.
    • Starting a dive while another mission is already active now shows a clear message instead of reporting your own name as being busy elsewhere.

    Files changed: server/diving.lua · config/config_diving.lua · locale/locales/tr.lua · locale/locales/en.lua · fxmanifest.lua

  3. v1.0.3
    • Removed the illegal-fishing "caught" penalty entirely: no more automatic item seizure and no player-facing "caught" notification.
    • The heat/suspicion system and its HUD bar are unchanged; crossing the catch-chance threshold now only sends a dispatch alert to police, who handle the rest via roleplay (they can already search the player's inventory).
    • Removed the now-unused Config.Illegal.seizePercentOnCaught setting and the illegal_caught_feeling locale string.

    Files changed: server/illegal.lua · config/config_illegal.lua · locale/locales/tr.lua · locale/locales/en.lua · fxmanifest.lua

Show 3 older releasesHide older releasesv1.0.0–v1.0.2
  1. v1.0.2
    • New NUI catch minigame system replacing the ox_lib skill check — 4 types ship in the UI: timing (sweep bar), tension (hold-to-reel with inertia), sequence (W/A/S/D series) and reel (spinning ring).
    • Minigame type is chosen by the server owner via Config.Minigame.Type, with an optional random mode (Config.Minigame.Random) and per-species overrides (Config.Minigame.PerFish).
    • Difficulty presets (easy / medium / hard / expert) are read from each species' existing skillCheck entry and can be fine-tuned per minigame type via Config.Minigame.PerType — tension gets its own softer curve.
    • Catch quality (0-1) is validated server-side and scales the reward: up to +25% XP and a weight roll biased toward the species' upper band (Config.Minigame.QualityBonus).
    • Safety timeout added: if the NUI sends no result within Config.Minigame.TimeoutMs, the fish escapes.
    • The legacy ox_lib skillCheck is still available with Config.Minigame.enabled = false.

    Files changed: client/minigame.lua · client/main.lua · server/main.lua · config/config.lua · ui/index.html · ui/js/minigame.js · ui/css/style.css · locale/locales/tr.lua · locale/locales/en.lua · fxmanifest.lua

  2. v1.0.1
    • Hourly dynamic market: price multipliers now change on the hour (xx:00) and are deterministic — a server restart no longer resets prices and every player sees the same price.
    • Treasure (diving) prices are now connected to the same market engine on their own independent curve (Config.Diving.Market).
    • New countdown banner above the market panels: server time, next update time, time left and an hourly progress line (highlighted during the last 5 minutes).
    • Open panels refresh themselves on the hourly tick, including the sell-tab estimates.
    • Market exclusions are now configurable via Config.Career.Market.exclude instead of being hard-coded; the old 5-minute random-walk behaviour is still available with mode = "interval".

    Files changed: server/market.lua · server/career.lua · server/diving.lua · client/nui.lua · client/diving.lua · config/config_career.lua · config/config_diving.lua · ui/js/app.js · ui/css/style.css · locale/locales/tr.lua · locale/locales/en.lua · fxmanifest.lua

  3. v1.0.0
    • First public release of fx-fishing — Fishing & Scuba Diving System (QBCore / Qbox / ESX).

FX-Foodjobs

FiveM

fx-foodjobs · 1 release

View on GitHub ↗
  1. v1.0.0latest
    • First public release of fx-foodjobs — restaurants, cafes and bars with stations, registers, orders and an in-game editor.

FX-Ganghoods

RedM

fx-ganghoods · 2 releases

View on GitHub ↗
  1. v1.1latest
    • Added item requirement feature for doors..

    Files changed: All files and config.lua

  2. v1.0
    • Bla bla bla..

    Files changed: fxmanifest.lua

FX-Garageapp

FiveM

fx-garageapp · 1 release

View on GitHub ↗
  1. v1.0.0latest
    • First public release of fx-garageapp — My Vehicles phone app: vehicles, garages and valet for fx-garages.

FX-Garages

FiveM

fx-garages · 2 releases

Product page →View on GitHub ↗
  1. v1.0.1latest
    • NEW — a garage can now be deleted from the /garagedev panel. Every garage in the Nearby list has a Sil button next to Duzenle; the first click turns it into Onayla / Vazgec, so a misclick cannot remove a garage. The delete itself was already fully built on the server side — permission re-check, revision guard, audit trail and live sync were all there — but the panel had no button and no way to send that intent, so deleting a garage meant typing /garagedev delete <id> and knowing the id. Pressing Escape cancels a pending confirmation, and the editor session stays open afterwards so several garages can be removed one after another.
    • Fixed the map blip of a deleted garage staying on every player's map until they reconnected. The removal was broadcast as a zone delta, and a zone delta only reaches players inside the roughly 225 m subscription window — but blips are map-wide and are fetched once and then held on the client, so everyone further away kept seeing a blip for a garage that no longer existed. Deletion is now announced to all players separately. The announcement carries a single garage id and the client drops just that one blip, so it does not make every player re-request the whole blip index.
    • What happens on delete is unchanged and still follows Config.GarageDev.allowHardDelete. Left at the default false, the garage is switched off rather than erased, so the vehicles stored there keep their garage_id and the change can be undone; set to true the row is deleted, but only when the garage holds no stored vehicles — otherwise the request is refused instead of quietly losing the vehicles. Either way the garage, its markers and its blip disappear for everyone immediately, with no restart.
    • Dropped the experimental use_experimental_fxv2_oal flag from fxmanifest.lua. It swapped Lua's native calls for an experimental faster path, and FiveM still labels that path experimental: it changes the return types of natives and breaks on any native whose declared argument types are wrong. The resource now runs on the same standard Lua runtime as every other resource, which is the safer place to be for the small amount of native-call time it costs back. Nothing in the resource depended on it.
    • UPGRADING: locales/*.json is escrow_ignored, so your own translation files are kept and will not contain the new notice_disable_ok line. Nothing breaks without it — the message falls back to notice_delete_ok, which you already have. Copy the new line over from the shipped locale file if you want the disabled case worded separately from the deleted one.

    Files changed: client/garagedev.lua · client/zones.lua · server/garagedev.lua · shared/constants.lua · web/build/assets/index-BkzBC3Gf.js · web/build/assets/index-BCKR9ykb.css · locales/*.json · fxmanifest.lua

  2. v1.0.0
    • First public release of fx-garages — server-authoritative garage system with in-game editor, real parking and vehicle showroom (QBCore / Qbox / ESX Legacy).

FX-Gocart

FiveM

fx-gocart · 1 release

View on GitHub ↗
  1. v1.0.0latest
    • First public release of fx-gocart — go-kart rental, racing, leagues and business system (QBCore).

FX-Goldsearch

RedM

fx-goldsearch · 7 releases

Product page →View on GitHub ↗
  1. v2.5latest
    • Added durability system to gold tables - tables take damage on each water fill
    • Added repair system - use Config.RepairItems to repair broken tables with hammer animation
    • Durability is saved to item metadata on table removal and restored on placement
    • Prompt title now shows water % and durability % with dynamic color (green/yellow/orange/red)
    • Added Config.Prompts system - all keybinds and hold times configurable from config.lua
    • Fixed water indicator stuck at 100% after updateTables refresh
    • Fixed water and durability resetting to 0 on script restart
    • Fixed BlacklistTowns bypass via preview prop - zone and town checks now run at placement confirmation
    • Fixed FXGetItemCount returning false for metadata items in VORP (no_item false positive)
    • Fixed async repair item check race condition for VORP framework
    • Added /detachtable command to remove stuck placement props
    • Added Config.DurabilityMultiplier - damage per water fill
    • Added Config.RepairItems - items required to repair table

    Files changed: config.lua / Added Config.Prompts, Config.DurabilityMultiplier, Config.RepairItems / Updated promptitle locale / Added repair locales · c folder / Durability prompt colors, new setupPrompt system, repair animation, placement prop cleanup · s folder / Durability tracking, repair event, VORP item check fix, metadata on table removal

  2. v2.4
    • New features have been added. Added Config.PlaceAllMap - Config.Rewards - Config.BlacklistTowns settings in config

    Files changed: c folder · s folder · config.lua / Added Config.PlaceAllMap - Config.Rewards - Config.BlacklistTowns settings in config · Added New Locale -townerror- · fxmanifest.lua

  3. v2.3
    • The Weebhook system has been moved to config_server.lua to prevent dumps. Please apply this important update.
    • Remove the old webhook code from config.lua
    • The issue of players being left with buckets has been fixed.

    Files changed: c folder · s folder · fxmanifest.lua

Show 4 older releasesHide older releasesv1.5–v2.2
  1. v2.2
    • The issue of not working when Config.UseTarget is set to true has been fixed.

    Files changed: c folder · s folder · fxmanifest.lua

  2. v2.1
    • All reported errors have been fixed.
    • Config.Locale has been updated.

    Files changed: c folder · s folder · framework folder · config.lua · fxmanifest.lua · versionchecker.lua

  3. v2.0
    • The FX-Goldsearch script has been completely revamped. Table records will no longer be stored in SQL; instead, they will be saved in a more optimized and trouble-free JSON file. This is the latest recommended version. Support for older versions will no longer be provided.
    • Delete the old folder and the old fx_goldsearch SQL file. Download the latest folder and make changes using the new config.
    • All reported errors have been fixed. All reported slot spam issues for Rsg have been fixed.
    • All created tables will now be stored in the spawnProp.json file.
    • I added the custom progress bar found only in Fixitfy scripts to this script as well.

    Files changed: Delete the old folder and the old SQL file; you won't need the SQL file anymore. Use the new fx-goldsearch folder directly.

  4. v1.5
    • All reported bugs have been fixed.
    • Please use this version

    Files changed: c folder · s folder · config.lua · versionchecker.lua

FX-Guarmabungalows

RedM

fx-guarmabungalows · 1 release

View on GitHub ↗
  1. v1.0latest
    • Bla bla bla..

    Files changed: fxmanifest.lua

FX-Guarmatp

RedM

fx-guarmatp · 2 releases

Product page →View on GitHub ↗
  1. v1.1latest
    • Added: requiredItem option for locations (if enabled, payment is skipped and item requirement is validated).
    • Added: Optional item removal on travel when requiredItem.removeItem = true.
    • UI: If requiredItem is set, the menu now shows a ticket icon and required item label instead of money.

    Files changed: fxmanifest.lua · config.lua · s folder · c folder · framework folder · ui folder all files

  2. v1.0
    • Bla bla bla..

    Files changed: fxmanifest.lua

FX-Hacker

FiveM

fx-hacker · 1 release

View on GitHub ↗
  1. v1.0.0latest
    • First public release of fx-hacker — server-authoritative hacking and phone-hack minigame system.

FX-Hud

RedM

fx-hud · 7 releases

View on GitHub ↗
  1. v3.8latest
    • Recharge Feature added. New Config.RechargeHuds
    • New code added that refills the player's stamina while swimming.
    • The Animation Failed issue experienced by some customers has been resolved.

    Files changed: fxmanifest.lua · c folder · s folder · consumables.lua all Config.Animations · consumables.lua change Config.DoAnim · config.lua New Config.RechargeHuds · config.lua New Locale cantuseitemwater

  2. v3.7
    • The issue with the HideHuds setting not working properly has been resolved
    • The appearance of the Huds has been changed to the SVG system. They will now look smoother and higher quality
    • Reported bugs have been fixed.

    Files changed: fxmanifest.lua · c folder · s folder · ui folder · Update the entire folder; new files have been added and important changes have been made.

  3. v3.6
    • Added dirty,stress,alcohol,temp and onesync huds in Config.HideHuds
    • returnedItem property will now work if UsageLimit is 1 or decreases to 1

    Files changed: fxmanifest.lua · c/c.lua · s/s.lua · ui/index.html · ui/assets/main.js · ui/assets/style.css

Show 4 older releasesHide older releasesv3.2–v3.5
  1. v3.5
    • Added a configuration to config.lua that allows you to hide cash, gold, level, playerid and time

    Files changed: fxmanifest.lua · c/c.lua · config.lua new Config.HideHuds · ui/assets/main.js

  2. v3.4
    • Fixed an issue with saving player data. Players will no longer be able to use exploits like health regeneration

    Files changed: fxmanifest.lua · c folder · s folder

  3. v3.3
    • Fixed bugs related to item usages. All animations have been updated. This is an important update, please apply it completely.

    Files changed: fxmanifest.lua · c folder · s folder · Update consumables.lua/(Config.Animations and Config.DoAnim) · framework/frameworks.lua · versionchecker.lua · config.lua new Locale animationinprogress

  4. v3.2
    • Fixed an issue when using the usageLimit property for RSGV2. When you set an item to usageLimit = 2, that item should be set to unique = true, in rsg-core/shared/items.lua.

    Files changed: fxmanifest.lua · s/s.lua · framework/frameworks.lua · versionchecker.lua · config.lua new Locale notuniqueItem

FX-Hud

FiveM

fx-hud · 3 releases

Product page →View on GitHub ↗
  1. v1.0.2latest
    • NEW — Config.Branding: the colours of the server name, the character name, the ID badge and the UTC stamp are now set from the config instead of the stylesheet. The flowing gradient that runs through the server name and the character name takes its colour stops, its speed and its step interval from there, and can be switched off entirely; with it off no timer is created at all, which is the lightest the interface gets. Every colour left empty falls back to the theme, so only what you fill in changes. The ID badge and the UTC stamp are drawn as two layers — a coloured tint over a dark base — and both layers are exposed, so setting the two tints to transparent gives you a flat background. Picking the black-and-white theme still overrides everything, as it should.
    • The HUD is noticeably lighter on the client. The status loop asked the framework for the full player table five times a second, and because that call crosses the resource boundary it serialised the whole table — inventory and metadata included — on every single tick. Hunger and thirst now read from a cache that qb-core and qbx_core refresh themselves whenever player data changes, so the expensive call happens once at login instead of continuously. Servers whose players carry full inventories will see the biggest difference.
    • Values that drift constantly — compass heading, engine RPM, vehicle heading, drift angle and aircraft altitude — no longer send a message to the interface on every tick. Each one now has a small threshold and is only sent once it has moved far enough to be visible on screen. This is where the time actually goes in a HUD: every update is a JSON message into the browser process, which costs far more than reading a game native. Speed is deliberately left out of this, since it is the number players actually read.
    • Two loops that ran every frame — hiding GTA's own HUD components, and blocking the Z key from expanding the radar — were merged into one. Both still run every frame because the natives they use require it, but a frame loop costs something simply by existing, so one loop instead of two removes that overhead outright. With both features switched off in the config, no frame loop is created at all.
    • The Refresh Rate setting in the menu now applies inside vehicles. The vehicle loop had its interval hard-coded, so a player who chose Low to save frames still received sixteen updates a second while driving — the heaviest loop in the resource was ignoring the one setting meant to control it. Real is unchanged from before; the default now runs at ten updates a second, which is still smooth.
    • Street name, area and postal code are now looked up on a fixed timer instead of every third tick. Because it counted ticks, choosing the highest refresh rate made these expensive lookups run more than three times as often rather than less, which is the opposite of what that setting is for.
    • Config.Default entries that quietly did nothing now work: refreshRate, streamerMode, cinematic, postalOnMap, marker3D and focusRP were only ever read from a player's saved settings, so whatever you set in the config was ignored for anyone who had never opened the menu. refreshRate is worth singling out — it happened to match Config.UpdateMs, so the two disagreed silently the moment either one was changed.
    • Removed Config.Spotify. It was not referenced anywhere in the script, and because config.lua is a shared script it also loads on the client — a clientSecret pasted there would have been shipped to every player who connects.
    • Database writes are cheaper. Vehicle mileage was written with one query per plate, so eighty cars in traffic meant eighty round trips in a row; it is now a single batched statement, split into chunks. With that in place the write interval was raised from 30 to 180 seconds. Only changed records are ever written, and a clean restart or a player disconnect still writes immediately, so the only exposure is a hard crash — and at most three minutes of mileage.
    • Fixed the periodic save never running when the database falls back to KVP. The loop sat behind two early exits in the startup thread, so a server without oxmysql — or one where the tables could not be prepared — only saved on player disconnect and on resource stop.
    • UPGRADING: config.lua is escrow_ignored, so your own file is kept and will not contain the new keys. Nothing breaks without them — Config.Branding simply falls back to the built-in colours and animation, and the old flushInterval of 30 still works, it just writes more often than it needs to now that mileage is batched. To use the new colour options, copy the Config.Branding block over from the new config.lua and raise Config.Database.flushInterval to 180. Config.Spotify can be deleted from your file; it is ignored either way.

    Files changed: c/utils.lua · c/main.lua · c/minimap.lua · c/player.lua · c/vehicle.lua · framework/qb.lua · framework/qbox.lua · s/db.lua · ui/assets/main.js · ui/assets/style.css · config.lua · fxmanifest.lua

  2. v1.0.1
    • The weapon widget now shows the item picture and the item label from your inventory instead of the generic weapon drawing, so a pistol looks like the pistol your players see in their bag.
    • The image folder is found on its own, no setup needed: tgiann-inventory (inventory_images/images), ox_inventory (read from the inventory:imagepath convar, so a moved folder or a CDN still works), qb-inventory, qs-inventory, lj-inventory, ps-inventory (html/images) and codem-inventory (html/itemimages). Anything else can be added as one line under Config.Weapon.imageSources.
    • Mixed .png and .webp item pictures in the same inventory are handled. Both extensions are tried and the first one that loads wins; the working folder and extension are then remembered, so switching weapons does not retry the misses. If an item has no picture at all, the built-in drawing stays — the widget never shows a broken image.
    • The label follows the same rule: it is read from ox_inventory or from your shared items list, so a renamed weapon item reads the same in the HUD as it does in the inventory. Custom weapons your framework knows about are picked up automatically.
    • New console command /fxweaponimg prints the detected image folder, the resolved item name and every URL that was tried for the weapon in hand. Use it if a picture does not appear — it tells you whether the folder, the item name or the file itself is the problem.
    • The ammo counter now reads magazine / spare instead of magazine / total. A freshly loaded pistol used to read 12 / 12 because the game counts the rounds in the magazine as part of the total; it now reads 12 / 0 and the spare count drops as magazines are used. The bar under the counter follows the magazine, so it stays meaningful when the spare count reaches zero.
    • Ammo is now read continuously while a weapon is drawn, including while the inventory or pause menu is open, and every frame during a reload. Previously the counter froze whenever the HUD was hidden, so ammo taken from the inventory did not show up until the first shot was fired.
    • The weapon panel can now be moved and scaled in the layout editor like every other widget. It was missing from the editor's element list, so it could not be selected at all and stayed where it was when the money panel was moved, which is how it ended up sitting on top of the cash and bank rows. It is also forced visible while the editor is open, so it can be placed without drawing a weapon first.
    • Fixed the ammo bar stretching across the whole top-right column and drawing over the money rows. It was being positioned against that column instead of the weapon panel it belongs to.
    • GTA's own weapon icon and ammo counter in the top right is now hidden, so the ammo is not shown twice on screen. It is on by default and can be turned back on with the new Config.HideGtaUI.weaponAmmo setting.
    • The minimap no longer shows up on the character selection and loading screens. It was being switched off four times a second, which is not enough against a character selection resource that switches it back on every frame; it is now held off every frame until the player is loaded, and again after a logout.
    • Pressing Z no longer blows the minimap up to full screen. GTA expands the radar on that key by itself, so a keybind change was not enough; the control is now blocked every frame. Config.Minimap.bigMapKey now ships as false, and the new Config.Minimap.blockBigMapKey turns the block on and off.
    • UPGRADING: config.lua is escrow_ignored, so your own file is kept and will not have the new keys. Both features still work without touching it — the inventory list falls back to the built-in one, and the Z block turns itself on only if no big map key is set. To disable the Z block while keeping your key, or to add your own inventory folder, copy Config.Weapon.itemImage / imageSources and Config.Minimap.blockBigMapKey over from the new config.lua.

    Files changed: c/weapon.lua · c/minimap.lua · s/main.lua · ui/index.html · ui/assets/main.js · ui/assets/style.css · config.lua · fxmanifest.lua

  3. v1.0.0
    • First public release of fx-hud — Miami Neon, all-in-one FiveM HUD (QBCore / ESX / QBox / Standalone).

FX-Interactions

RedM

fx-interactions · 11 releases

Product page →View on GitHub ↗
  1. v2.0latest
    • Fixed the interaction bug introduced in 1.9. When Config.RestraintCheck was enabled, every player was treated as restrained, so chair, bench, bed, piano and bath interactions stopped working completely.
    • Target options (ox_target / murphy_interact / pc_interaction) and prompts now appear correctly again.
    • The custody protection from 1.9 now works as intended: only players who are really handcuffed, hogtied, lassoed or dragged are blocked.
    • If you set Config.RestraintCheck.enabled to false as a workaround, you can safely set it back to true.

    Files changed: fxmanifest.lua · c/functions.lua

  2. v1.9
    • Police custody exploit has been fixed. Handcuffed, hogtied, lassoed or dragged/escorted players can no longer open the interaction menu to escape custody.
    • Interaction prompts and target options (ox_target / murphy_interact) are now hidden while the player is restrained.
    • Restrained players can no longer use the GET UP / cancel key to teleport out of restraints. Getting restrained while sitting now safely ends the interaction without breaking police animations.
    • Police can no longer accidentally open interactions while dragging or escorting a suspect.
    • New setting 'Config.RestraintCheck' added: state flag list + custom hook to integrate any police script.

    Files changed: fxmanifest.lua · c/c.lua · c/functions.lua · framework/frameworks.lua · ui/main.js · config.lua / New Setting: Config.RestraintCheck

  3. v1.8
    • Wall bypass exploit has been fixed. Players can no longer select objects behind walls to teleport into restricted areas via sit animations.
    • Wall detection (raycast) is now performed before any interaction animation starts.
    • The interaction prompt is no longer shown for objects blocked by walls.
    • New locale key 'interaction_wall_blocked' added (EN / TR / DE).

    Files changed: fxmanifest.lua · c/c.lua · c/functions.lua · config.lua / New Locale Key: interaction_wall_blocked

Show 8 older releasesHide older releasesv1.0–v1.7
  1. v1.7
    • While in animation mode, you can now open the menu again and change the animation.

    Files changed: c folder · config.lua / Config.Prompts · fxmanifest.lua

  2. v1.6
    • The issue of the ground going underground, caused by the latest update, has been fixed.

    Files changed: c folder · fxmanifest.lua

  3. v1.5
    • Issues caused by bathroom interactions have been fixed.
    • Bathroom interactions are both prompt and target-oriented.

    Files changed: fxmanifest.lua · c folder · s folder · framework folder · ui/main.js · config_props.lua · config_animations.lua

  4. v1.4
    • All reported errors have been fixed.
    • The feature allowing two people to sleep in one bed has been fixed.

    Files changed: fxmanifest.lua · c/c.lua · c/functions.lua · config.lua All Config · config_props.lua · config_animations.lua

  5. v1.3
    • All reported errors have been fixed.
    • When you sit down, a prompt will appear to cancel.
    • When you cancel the animation using another key, distance control and animation control will now be performed, and you will not be able to teleport.
    • The Config.DisableControls table has been added. You can now specify which keys you cannot press while seated.
    • A feature allowing two people to sit on all benches has been added.

    Files changed: fxmanifest.lua · c/c.lua · c/functions.lua · config.lua New Setting Config.DisableControls · config.lua New Setting Config.Prompts · config_props.lua · config_animations.lua

  6. v1.2
    • All reported errors have been fixed.
    • For the smoothest experience, set the Config.UseTarget system to true and use one of the target scripts.
    • config.lua has been completely updated. Please use the latest config.lua.

    Files changed: fxmanifest.lua · c/c.lua · c/functions.lua · config.lua All Settings · config_props.lua

  7. v1.1
    • All reported errors have been corrected.
    • Issues with the prompt and target systems have been fixed. ox_target / pc_interaction is compatible.
    • config.lua has been completely updated. Please use the latest config.lua.

    Files changed: framework/frameworks.lua · fxmanifest.lua · c/c.lua · config.lua

  8. v1.0
    • Bla bla bla..

    Files changed: fxmanifest.lua

FX-Inventorydesign

RedM

fx-inventorydesign · 8 releases

View on GitHub ↗
  1. v1.8latest
    • vorp_inventory has been adapted to the latest version, which includes fixes made in 4.5 on github.

    Files changed: All files

  2. v1.7
    • vorp_inventory has been adapted to the latest version, which includes fixes made in 4.4 on github.

    Files changed: All files

  3. v1.6
    • vorp_inventory has been adapted to the latest version, which includes fixes made in 4.3 on github.

    Files changed: All files

Show 5 older releasesHide older releasesv1.1–v1.5
  1. v1.5
    • vorp_inventory has been adapted to the latest version, which includes fixes made in 4.2 on github.

    Files changed: All files

  2. v1.4
    • vorp_inventory has been adapted to the latest version, which includes fixes made in 4.1 on github.

    Files changed: All files

  3. v1.3
    • vorp_inventory has been adapted to the latest version, which includes fixes made in 4.1 on github.

    Files changed: All files

  4. v1.2
    • vorp_inventory has been adapted to the latest version, which includes fixes made in 4.0 on github.

    Files changed: All files

  5. v1.1
    • Fixed the issue of giving an item to another player
    • Fixed all bugs on F8

    Files changed: fxmanifest.lua · html folder

FX-Lbphone-Billing

FiveM

fx-lbphone-billing · 1 release

View on GitHub ↗
  1. v1.0.0latest
    • First public release of fx-lbphone-billing — invoice / billing app for LB Phone with Discord webhook logging (QBCore / Qbox / ESX).

FX-Lbphone-Fansapp

FiveM

fx-lbphone-fansapp · 1 release

View on GitHub ↗
  1. v1.0.0latest
    • First public release of fx-lbphone-fansapp — Fans, creator subscription & content app for LB Phone (QBCore / Qbox / ESX).

FX-Lbphone-Music

FiveM

fx-lbphone-music · 1 release

View on GitHub ↗
  1. v1.0.0latest
    • First public release of fx-lbphone-music — music streaming application for LB Phone.

FX-Lbphone-Rentalapp

FiveM

fx-lbphone-rentalapp · 1 release

View on GitHub ↗
  1. v1.0.0latest
    • First public release of fx-lbphone-rentalapp — peer-to-peer vehicle rental app for LB Phone (QBCore / Qbox / ESX).

FX-Loadingscreen

FiveM

fx-loadingscreen · 1 release

View on GitHub ↗
  1. v1.0.0latest
    • First public release of fx-loadingscreen — premium loading screen with character showcase, music player and an in-game editor.

FX-Love

RedM

fx-love · 2 releases

Product page →View on GitHub ↗
  1. v1.5latest
    • Fixed an issue where the target player would fall underground when accepting an animation request.
    • Fixed the target player completely disappearing into the ground on high-latency servers.
    • The target player's movement is now properly stopped before the animation begins, resulting in more stable animation positioning.

    Files changed: c/c.lua

  2. v1.4
    • The issue of falling through the ground when interacting with a player has been fixed.

    Files changed: fxmanifest.lua · versionchecker.lua · c folder · s folder

FX-Lumberjack

RedM

fx-lumberjack · 1 release

View on GitHub ↗
  1. v1.0.0latest
    • [RELEASE] Fixitfy Studio | Advanced Woodcutting Script

    Files changed: fx-lumberjack

FX-Metubeapp

FiveM

fx-metubeapp · 1 release

View on GitHub ↗
  1. v1.0.0latest
    • First public release of fx-metubeapp — MeTube: YouTube-style app with synced TV and cinema screens.

FX-Moonshinelabs

RedM

fx-moonshinelabs · 1 release

View on GitHub ↗
  1. v1.0latest
    • Bla bla bla

    Files changed: c/c.lua · fxmanifest.lua

FX-Multicharacter

FiveM

fx-multicharacter · 2 releases

Product page →View on GitHub ↗
  1. v1.0.1latest
    • Qbox and ESX are now supported alongside QBCore. Everything framework specific moved into a new framework/ folder, one file per core, and the right one is picked automatically on start. The console prints which it chose, for example [fx-multicharacter] framework: qb (qb-core).
    • 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.
    • The framework adapters are escrow_ignored, so you can adjust them for your own build without waiting for an update. framework/esx.lua marks the four spots most likely to need it.
    • The clothing resource is now detected on its own: illenium-appearance, fivem-appearance or qb-appearance. If one with a different API is found instead (qb-clothing, esx_skin, skinchanger, bl_appearance, rcore_clothing, ak47_clothing) the console names it and points at the adapter to edit, rather than silently skipping the editor. Config.AppearanceResource now defaults to 'auto'; naming a resource still works and turns detection off.
    • Config.Huds now takes exports as well as events, so HUDs that expose ShowHud/HideHud instead of firing events work without a bridge resource. fx-hud and mHud ship preconfigured. Export calls are wrapped so a HUD that renamed its export cannot break the spawn flow.
    • qb-core is no longer a hard dependency in fxmanifest.lua. It had to go, otherwise the resource would refuse to start on an ESX or Qbox server. Detection retries for 30 seconds, so a core that starts after this resource is fine.
    • UPGRADING: config.lua is escrow_ignored, so your own file is kept and will not have the new keys. Nothing breaks — the old Config.Framework = 'qb-core' is recognised and mapped to the QBCore adapter automatically, and a missing Config.CoreResource is handled. To take the new behaviour, copy these two lines over from the new config.lua: Config.Framework = 'auto' (now 'auto' | 'qb' | 'qbx' | 'esx') and Config.CoreResource = '' (only needed if you renamed your core resource). Also worth copying: the fx-hud entry in Config.Huds, and Config.AppearanceResource = 'auto'.
    • UPGRADING: fxmanifest.lua must be replaced, not merged — the new framework/ files are listed in shared_scripts and in escrow_ignore.

    Files changed: fxmanifest.lua · framework/bridge.lua · framework/init.lua · framework/qb.lua · framework/qbox.lua · framework/esx.lua · shared/locale.lua · appearance.lua · client/main.lua · server/main.lua · server/editor.lua · config.lua · setup/README.md · setup/integration/framework.md

  2. v1.0.0
    • First public release of fx-multicharacter — cinematic multicharacter selection for QBCore with an in-game scene editor.

FX-Musicapp

FiveM

fx-musicapp · 2 releases

Product page →View on GitHub ↗
  1. v1.0.1latest
    • Renamed the resource from fx-lbphone-music to fx-musicapp.
    • Adding a song to a playlist from any tab now places it at the top of the list instead of the end.
  2. v1.0.0
    • First public release of fx-lbphone-music — music streaming application for LB Phone.

FX-Npcalert

RedM

fx-npcalert · 1 release

View on GitHub ↗
  1. v1.0latest
    • Bla bla bla..

    Files changed: fxmanifest.lua

FX-Npccontrol

FiveM

fx-npccontrol · 1 release

View on GitHub ↗
  1. v1.0.0latest
    • First public release of fx-npccontrol — NPC and traffic density control with server-side protection against invisible, armed and ghost NPCs (standalone, OneSync).

FX-Ownedshops

FiveM

fx-ownedshops · 1 release

Product page →View on GitHub ↗
  1. v1.0.0latest
    • First public release of fx-ownedshops — player-owned shops with employees, orders, deliveries and finance (QBCore).

FX-Policebadge

FiveM

fx-policebadge · 2 releases

Product page →View on GitHub ↗
  1. v1.0.1latest
    • Fixed ox_inventory use issues.
  2. v1.0.0
    • First public release of fx-policebadge — item-based LEO badge - animated, shown to the player in front of you (QBCore / Qbox / ESX).

FX-Prophouse

RedM

fx-prophouse · 1 release

View on GitHub ↗
  1. v1.0latest
    • All reported bugs have been fixed.

    Files changed: fxmanifest.lua

FX-Prophouse2

RedM

fx-prophouse2 · 1 release

View on GitHub ↗
  1. v1.0latest
    • Bla bla bla..

    Files changed: fxmanifest.lua

FX-Radialmenu

RedM

fx-radialmenu · 2 releases

Product page →View on GitHub ↗
  1. v1.3latest
    • Fixed bug in robbery operations. For VORP and RSG

    Files changed: fxmanifest.lua · client folder · server folder

  2. v1.2
    • Fixed money issues in duel betting
    • New: Transition to automatic Framework detection system

    Files changed: fxmanifest.lua · events.lua · change framework folder · s/lua · versionchecker.lua · config.lua change Notify Function

FX-Rhodessheriff

RedM

fx-rhodessheriff · 1 release

View on GitHub ↗
  1. v1.0latest
    • Update Recommended Version

    Files changed: fxmanifest.lua

FX-Sbsheriff

RedM

fx-sbsheriff · 2 releases

View on GitHub ↗
  1. v1.1latest
    • Flickering rocks issue fixed
    • Fixed a few collision fixed
    • Grass that spoiled the appearance of the map was removed

    Files changed: Delete the old folder and use the new folder

  2. v1.1
    • Fixed all bugs on F8

    Files changed: fxmanifest.lua

FX-Scale

FiveM

fx-scale · 1 release

View on GitHub ↗
  1. v1.0.0latest
    • First public release of fx-scale — ped height and body scaling with an orbit camera, live ruler and presets.

FX-Sdcityhall

RedM

fx-sdcityhall · 1 release

View on GitHub ↗
  1. v1.0latest
    • Bla bla bla
    • Fixed all bugs on F8

    Files changed: fxmanifest.lua · ui folder

FX-Sdsupremecourt

RedM

fx-sdsupremecourt · 1 release

View on GitHub ↗
  1. v1.0latest
    • Bla bla bla
    • Fixed all bugs on F8

    Files changed: fxmanifest.lua · ui folder

FX-Showroom

FiveM

fx-showroom · 2 releases

Product page →View on GitHub ↗
  1. v1.0.1latest
    • This release touches almost every file, so replace the whole folder rather than picking single files out of the list below. Keep your own config.lua, config_cars.lua, locales/ and bridge/ — all four are escrow_ignored and your edits survive.
    • SECURITY FIX: the test drive registered whatever network id the client sent it, and deleted that entity server-side when the drive ended. A crafted payload could therefore make the server delete an entity the player did not own. The reported entity is now verified to exist, to be a vehicle, to carry a plate this resource issued, and to be within 50m of the reporting player, with a per-player cap.
    • Hardened every admin write: vehicle meta is limited to a 17-field whitelist with type, length and range checks (NaN and infinity are rejected), categories are sanitised, and all privileged events are rate limited per player.
    • Multi-framework support: Qbox and ESX now work alongside QBCore, plus a standalone mode, detected automatically. Qbox has no GetCoreObject(), so permissions and player lookups go through the qbx_core exports; ESX gets its own table and column mapping (owned_vehicles / users / identifier). Set Config.Framework if detection ever picks the wrong one.
    • Full localisation: every string the player or admin sees now comes from locales/ — English and Turkish ship with the resource, 188 keys each. Missing keys fall back to English, never to a raw key. Console output stays English on purpose.
    • Performance: the client used to send two or three NUI messages every frame. They are now batched into one message and only sent when a value actually changes, so an idle camera sends nothing. The 285-vehicle catalogue is cached instead of being rebuilt on every menu open.
    • The ownership panel resolves owners in two queries instead of one per row, and understands the ESX schema, including legacy tables where the model is stored inside the props JSON rather than in its own column.
    • Optional integrations (target, vehicle keys, fuel, notifications, weather sync) moved into bridge/, which is escrow_ignored. Each is a single documented function, so an unsupported keys or fuel resource can be wired in without touching the rest of the script.
    • Added setup/README.md: numbered installation steps, admin permission setup for each framework, an integration table, how to add a language, a verification checklist and troubleshooting.
    • Removed the showroom-location subsystem, which was written to disk and sent to the interface but never read anywhere, along with its two server events and json/showrooms.json. Delete that file when you update. Also removed eight unused NUI callbacks, the unused Config.TestDrive.AllowedCategories and Config.Viewer.pickPadding settings, and the browser-only demo block from the interface.
    • UPGRADING: two new settings were added to config.lua — Config.Locale ("en" or "tr") and Config.Framework ("auto"). Since config.lua is escrow_ignored your existing file is kept, so add them by hand. Without them the resource still starts, defaulting to English with automatic framework detection.

    Files changed: bridge/framework.lua · bridge/server.lua · bridge/client.lua · shared/locale.lua · locales/en.lua · locales/tr.lua · server/main.lua · client/utils.lua · client/camera.lua · client/rotation.lua · client/vehicle.lua · client/customization.lua · client/threads.lua · client/preview.lua · client/ui.lua · client/main.lua · client/testdrive.lua · client/nui.lua · client/world.lua · ui/index.html · ui/js/app.js · ui/js/api.js · ui/js/admin.js · ui/css/main.css · setup/README.md · config.lua · fxmanifest.lua

  2. v1.0.0
    • First public release of fx-showroom — vehicle showroom and donate management system with a cinematic preview (QBCore).

FX-Sound

FiveM

fx-sound · 2 releases

Product page →View on GitHub ↗
  1. v1.1.0latest
    • New SetPositions export: one sound can now be anchored at SEVERAL points at once (multi-cabinet PA). The engine fans the single media source out into one panner per point and sums them, exactly like a real rig feeding N cabinets from one amp signal.
    • This replaces the two broken ways of covering a large area. Playing the same track N times needs N media elements, and those never stay sample-locked - the drift between them is audible as echo and comb filtering. Teleporting a single panner to the nearest cabinet is no better: while it slides between cabinets the source is briefly far from everyone and the whole field dips, and standing between two cabinets locks the sound to just one of them. Summing one signal across many panners has neither problem - no second copy so no drift, no delay between arms so no comb filtering, and contributions add so there is no dropout in the gaps. The nearest cabinet still dominates, which keeps localisation correct.
    • A point may carry a heading, which makes that cabinet DIRECTIONAL - full level in front, cone.outerGain behind - instead of an omnidirectional floating point. The cone defaults to { inner = 100, outer = 300, outerGain = 0.5 } and is tunable per call.
    • SetSpatial now accepts a list of points as well as a single one, so the whole fan-out is rebuilt when a sound comes back to 3D. Previously going 2D tore every arm off the graph and only the first was ever restored.
    • SetDistance now applies to every cabinet in a rig instead of only the first one.
    • Fully backward compatible: no existing export changed its signature or behaviour. Passing a single point to SetPositions is identical to SetPosition.

    Files changed: client/main.lua · html/engine.js · html/nui.js · fxmanifest.lua

  2. v1.0.0
    • First public release of fx-sound — 3D spatial Web Audio engine with real low-pass filtering and bass-boost EQ.

FX-Stash

RedM

fx-stash · 2 releases

Product page →View on GitHub ↗
  1. v2.4latest
    • New features added for vorp_inventory
    • limitedItems and limitedWeapons features added
    • In config.lua, if you set whitelistItems or whitelistWeapons to true, you cannot place any items other than those listed in the limitedItems and limitedWeapons tables in the stash. In short, it is a whitelist item system.

    Files changed: c foldera · s folder · framework/frameworks.lua · config.lua · fxmanifest.lua

  2. v2.3
    • Update Recommended Version
    • The reported dupe transaction on withdrawal was blocked.
    • Fixed bugs reported for rsgv2. It is currently working smoothly with v1 and v2
    • New Locale dupeWarning

    Files changed: c/c.lua · s/s.lua · framework/frameworks.lua · config.lua · fxmanifest.lua · versionchecker.lua

FX-Stash

FiveM

fx-stash · 2 releases

Product page →View on GitHub ↗
  1. v1.0.1latest
    • Fixed: a job-restricted stash could reject every player with that job. Two separate causes stacked on top of each other. First, the rule inputs in the admin panel only wrote their value to the draft on blur — typing a job name and pressing Save without clicking elsewhere sent an empty name, and the server silently drops rules with a blank name, so the stash ended up with zero rules and nobody matched. Second, even a correctly saved rule was matched case-sensitively against the framework's job name, so a rule saved as "Police" never matched qb-core's "police". Both are fixed: every rule input now writes on every keystroke, and job/gang matching is case-insensitive on the server. Turning on Config.Debug now also logs the exact job, grade and rule count involved when access is denied, so a mismatch is visible in the console instead of a bare "no access" notification.
    • Fixed: qb-core builds where job.grade or gang.grade is a plain number instead of a {level=...} table crashed the access check instead of reading the grade. Both shapes are now accepted.
    • Fixed: a stash created while the owner was inside a routing bucket (an instance) could not be opened by anyone, including its creator. The admin panel always reported bucket 0 for the current position, so the stash was saved with bucket 0, and the server-side proximity check compares the player's real bucket against the stash's stored bucket. The bucket is no longer taken from the client at all — the server stamps the creator's actual routing bucket when the stash is created.
    • New admin panel: a tablet-style shell replaces the old flat panel, and creating or editing a stash is now a 5-step wizard (Basics, Capacity, Access, Location, Summary) with per-step validation instead of one long form. Each access type shows what it does before you fill in rules, and the final step shows every setting for one last check before saving.
    • Fixed: the edit screen had no way to change a stash's coordinates at all — the field simply did not exist, so "move this stash" meant delete and recreate it. The new Location step has a coordinate card with the current X/Y/Z/heading and three ways to set it: your current position, manual entry, or the new laser picker.
    • New: a laser coordinate picker — aim at any point in the world (ground or object) and a crosshair HUD shows the live X/Y/Z and distance to it, confirm with E or cancel with Backspace. This sits alongside the existing prop/ped drag-placement flow and does not replace it.
    • FiveM's NUI does not support the CSS backdrop-filter property, so every panel, modal, toast and HUD badge that relied on it for its blurred-glass look rendered as a flat, un-blurred tint instead (or, if the tint was removed, as a floating shape with no glass effect at all). All backdrop-filter usage is removed and replaced with the game's own native screen blur (TriggerScreenblurFadeIn/Out), guarded the same way fx-admin's panel is: a running fade is cancelled before the opposite one starts, so rapidly opening and closing the panel cannot leave the blur stuck on screen. Blur turns on when the panel opens and off during prop/ped placement, the laser picker and the object picker, so the world stays clear while you are looking at it.
    • Removed the full-page dark scrim behind the panel and behind every modal (the stash wizard, import, confirm and object-picker dialogs) — with the panel already blurring the game behind it, the extra tint read as a black curtain covering the whole screen. Depth now comes from the game blur alone; panel and cards keep their own border and shadow.
    • Fixed several inputs in the wizard (job/gang/identifier rule fields, the custom model field, the ped scenario field) rendering as an unstyled white browser default box instead of the themed input — they were missing a type attribute, and the CSS only matched input[type=text] explicitly. The selector now covers any input regardless of type, so a missing type attribute can no longer slip through unstyled again.
    • Fixed the rule-row delete button not lining up with its input fields, and the identifier rule row giving most of its width to the type dropdown instead of the value field. Added a visible focus ring on inputs, and gave every theme's input field its own background distinct from button/chip surfaces — inputs previously used the same surface color as buttons and were only visible by their border.
    • Fixed the scrollbar thumb being nearly invisible in the Light theme (and low-contrast in the others) — it used the same faint color as borders. The thumb now uses each theme's muted-text color, which stays readable against both light and dark surfaces, with a hover and active state.
    • Security: all data coming from the client is now validated on the server before use, through a new central guard module. Stash name, weight, slots, category, access rules, coordinates and world data are type-checked, range-clamped and whitelisted rather than written to the database as-is; money deposit/withdraw amounts and target server IDs are rejected outright (not clamped) when out of range, so a negative or absurd amount can no longer be silently coerced into a valid one. Opening a stash and depositing/withdrawing money now re-checks the player's actual server-side distance to the stash instead of trusting the client's claim of being nearby. Every player-facing net event and callback is rate-limited. Every call into another resource's export is wrapped so a missing or broken target inventory/target system cannot crash fx-stash.
    • Cleanup: removed a leftover frameworks.lua at the resource root from an unrelated RedM project (VORP/RSG references, never loaded by this resource's manifest) and the internal development spec setup.md. Added a proper setup/ folder (SQL install script, ace-permission snippet, custom-inventory integration guide) and marked config.lua, config_server.lua, framework/*.lua and locales/*.json as escrow_ignore so they stay editable after purchase.
    • All server-facing exports that return a stash object now return a copy, not a live reference into the internal cache, so another resource can no longer mutate fx-stash's state by editing the object it got back.

    Files changed: config.lua · config_server.lua · shared/constants.lua · shared/utils.lua · shared/locale.lua · framework/frameworks.lua · framework/inventory.lua · framework/custom.lua · framework/target.lua · server/guard.lua · server/access.lua · server/cache.lua · server/stash.lua · server/callbacks.lua · server/admin.lua · server/members.lua · server/exports.lua · server/logs.lua · server/database.lua · client/world.lua · client/stash.lua · client/nui.lua · client/admin.lua · client/preview.lua · client/raycast.lua · client/utils.lua · ui/index.html · ui/app.js · ui/style.css · locales/*.json · fxmanifest.lua · setup/README.md · setup/sql/install.sql · setup/integration/permissions.cfg · setup/integration/custom-inventory.md

  2. v1.0.0
    • First public release of fx-stash — premium personal & shared stash system (QBCore / Qbox / ESX).

FX-Storagebox

RedM

fx-storagebox · 1 release

View on GitHub ↗
  1. v1.0latest
    • Bla bla bla..

    Files changed: fxmanifest.lua

FX-Storerobbery

RedM

fx-storerobbery · 5 releases

Product page →View on GitHub ↗
  1. v2.3latest
    • Fixed a bug where the progress bar continued even after the player walked away from the safe during a robbery.
    • The robbery is now automatically cancelled and the server state is properly reset when the player leaves the safe area.

    Files changed: c/c.lua · config.lua · fxmanifest.lua

  2. v2.2
    • A custom progress bar has been added upon request.
    • A feature to set the time for committing a robbery has been added.
    • The money collection and animations have been improved.
    • The issue where some users saw values like 9.5999999 in the payment section has been fixed.
    • I guarantee you won't find another script that works this smoothly in-store and has an anti-cheat feature that lets you rob with other players at the same time. Enjoy using it...

    Files changed: Update all files. Future updates will only be file-focused. The script has been fully upgraded to the recommended version. You can use it without any issues.

  3. v2.1
    • All bugs reported after the release of 2.0 have been fixed. Everything will now work smoothly, and the dupe issue has been prevented.

    Files changed: c folder · s folder · fxmanifest.lua

Show 2 older releasesHide older releasesv1.3–v2.0
  1. v2.0
    • The Fixitfy Store Heist scenario has been completely re-coded. The full fix and oneysnc version is now uploaded to keymaster.
    • Delete the old version you have and download and edit the new file. Do not transfer any code from the old file to the new file. This is a completely new script.

    Files changed: All files (New Script)

  2. v1.3
    • Fixed drawtext not showing when promptOnly = false. Update coords in Config.RobberyStores

    Files changed: c/c.lua · fxmanifest.lua

FX-Tattoos

FiveM

fx-tattoos · 3 releases

Product page →View on GitHub ↗
  1. v1.0.2latest
    • Fixed leg tattoos not displaying correctly.
    • Fixed tattoos carrying over to the next character when switching characters without disconnecting (e.g. via fx-multicharacter/qb-multicharacter). The player's tattoo cache and citizenid binding are now reset on every character load, so a new character no longer reads or briefly shows the previous character's tattoos.

    Files changed: fxmanifest.lua · config.lua · server/store.lua · server/shop.lua

  2. v1.0.1
    • Full localization. Config.Locale now actually works: every text a player sees — the whole menu, notifications, body zone names, the map blip, the /tattoos chat suggestion and even the transaction labels in your framework's money log — comes from the new locales/ folder. Ships with 10 languages: tr (default), en, de, fr, es, pt-br, pl, it, nl, ar.
    • Half of the menu was hardcoded in Turkish regardless of settings; that is gone. Any key missing from a language falls back to English, so a partial translation never leaves a blank text. Adding your own language is copying locales/en.lua and translating it — the folder is escrow_ignored.
    • Percent values follow the language too (tr shows %50, everyone else 50%), and the confirmation dialogs, capacity line and search texts are all translated.
    • Config.Camera.DragSensitivity now actually does something — the UI was using its own hardcoded value and ignoring the setting.
    • config.lua rewritten with short one-line comments so it is actually scannable. Config.Text, Config.ZoneLabels, Config.Blip.Name and Config.NewTattoos.Label were removed — those texts live in the locales now. No default value or behavior changed.
    • UPGRADING: replace the whole resource folder. If you keep your own edited config.lua, it still works untouched — the removed text tables are simply ignored and your Config.Locale value picks the language (your old file has "en", set it to the language you want). If you customized any texts, move them into the matching keys in locales/<language>.lua.

    Files changed: fxmanifest.lua · config.lua · locales/ (new folder, 10 languages) · shared/locale.lua (new) · client/shop.lua · client/nui.lua · client/bucket.lua · server/shop.lua · server/bucket.lua · ui/index.html · ui/app.js · README.md

  3. v1.0.0
    • First public release of fx-tattoos — server-validated tattoo shop, illenium-appearance compatible (QBCore / Qbox / ESX).

FX-Tobaccoclub

RedM

fx-tobaccoclub · 1 release

View on GitHub ↗
  1. v1.0latest
    • All reported bugs have been fixed.

    Files changed: fxmanifest.lua

FX-Trade

RedM

fx-trade · 1 release

View on GitHub ↗
  1. v1.5latest
    • All reported bugs have been fixed.
    • One file will now be used for all frameworks
    • This is the recommended version. Previous versions will not be supported

    Files changed: s folder · c folder · framework folder · ui folder · config.lua · versionchecker.lua · fxmanifest.lua

FX-Traders

FiveM

fx-traders · 2 releases

Product page →View on GitHub ↗
  1. v1.0.1latest
    • When a player is turned away by a trader, the console line now also shows the detail behind the refusal — for a job requirement that is the job name the server actually read from the player. Until now that detail only went to the Discord webhook, so a server without a webhook configured had no way to see why the panel would not open.
    • Turn on Config.Debug in config/config.lua and walk up to the NPC once: the console prints 'erisim reddedildi: <id> | <trader> | job_not_allowed | meslek: <job>', which tells you whether the job name in your config matches the one the framework reports.
    • UPGRADING: replace client/, server/, shared/, web/ and fxmanifest.lua only. Keep your own config/ folder (traders, config, currencies, webhooks) — overwriting it replaces your traders with the shipped examples.

    Files changed: server/logs.lua · fxmanifest.lua

  2. v1.0.0
    • First public release of fx-traders — fully config-driven NPC trading system with stock, cooldowns and history (QBCore).

FX-Uwu

FiveM

fx-uwu · 2 releases

Product page →View on GitHub ↗
  1. v1.0.1latest
    • Fixed a freeze in the /plushdev placement editor: pressing Sil (Delete) on a point locked the panel on screen with the mouse cursor stuck, and restarting the resource did not clear it - the admin had to reconnect. The delete button asked for confirmation through a browser dialog, which the FiveM interface layer cannot draw, so the panel stopped responding while waiting for an answer that never came. Deleting now asks inside the panel itself.
    • Placement mode can now always be closed with ESC. The key is handled by the script rather than the panel, so an interface problem can no longer leave an admin locked behind a cursor with no way out. Typing in a text box is unaffected.
    • While placement mode is open the panel and the script exchange a heartbeat. If the panel stops answering for any reason, placement mode closes itself and releases the mouse instead of leaving the admin stuck.
    • Deleting the last remaining point no longer breaks the panel.
    • Deleting a point is now instant. Previously the whole list was destroyed and every prop reloaded from scratch, which could stall the panel for several seconds on larger lists.
    • After a delete the panel now states that the change only becomes permanent once KAYDET (Save) is pressed, so points are no longer thought to be gone when they are still in the config.

    Files changed: client/dev_shop.lua · html/dev.html · fxmanifest.lua

  2. v1.0.0
    • First public release of fx-uwu — UwU Cafe - shoulder plushies, roaming cats and an in-game shop placement editor (QBCore).

FX-Valentinesheriff

RedM

fx-valentinesheriff · 1 release

View on GitHub ↗
  1. v1.0latest
    • Bla bla bla
    • Fixed all bugs on F8

    Files changed: fxmanifest.lua · ui folder

FX-Weapondamage

FiveM

fx-weapondamage · 2 releases

Product page →View on GitHub ↗
  1. v1.0.1latest
    • Fixed the damage adjustment issue — the values set in the panel now apply correctly in game.
    • Replace every file in the resource folder for this update.

    Files changed: the whole resource folder — replace every file

  2. v1.0.0
    • First public release of fx-weapondamage — combat tuning workstation with a live test bench (QBCore / Qbox / ESX).

FX-Weed

FiveM

fx-weed · 2 releases

Product page →View on GitHub ↗
  1. v1.0.1latest
    • Sales can now be paid in cash, bank or black money. Set it per dealer with the new currency key in config/sales.lua, and override it per product. Black money is handed to the player as an inventory item instead of landing in an account, so illegal income stays dirty until it is laundered.
    • Leaving currency out keeps the old behaviour exactly: existing configs keep paying cash and need no changes.
    • The black money item name is yours to set through the new Config.Items.blackMoney key (default black_money). fx-weed does not create that item - it has to already exist in your inventory resource.
    • If a player's inventory is too full to receive a black money payout, the sale is refused before anything is taken and the player keeps the product. There is no state where goods are removed without payment.
    • An invalid currency value is reported in the server console and falls back to cash instead of failing silently. On start fx-weed also warns if black money is configured without an inventory bridge, or if cash/bank is configured on a standalone server.
    • The same currency field works in config/shops.lua for buying, so players can spend black money on seeds and tools. Exception: with tgiann-inventory the shop window and its payment are handled by tgiann itself, so the setting does not reach it. Dealer sales are unaffected.
    • Sale history now records which currency was used. The database updates itself on first start - there is no SQL to run.

    Files changed: server/currency.lua · server/sales_service.lua · server/shop_service.lua · server/repository.lua · shared/constants.lua · shared/sales_setup.lua · config/shared.lua · config/sales.lua · config/shops.lua · locales/tr.lua · locales/en.lua · setup/sql/install.sql · setup/README.md · fxmanifest.lua

  2. v1.0.0
    • First public release of fx-weed — Fixitfy Weed Growing System (QBCore / Qbox / ESX / Standalone).