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Scripts

Modul Development Scripts

Browse premium FiveM scripts created by Modul Development. Our scripts are built for roleplay servers that want clean design, strong performance, simple configuration, and reliable support.

This category includes standalone resources, law enforcement tools, emergency service systems, utility scripts, roleplay enhancements, server management tools, and more.

Most resources are designed to be easy to install, highly configurable, and compatible with common FiveM frameworks such as Standalone, ESX, QBCore, and Qbox when supported by the individual package.

Please read each product description carefully before purchasing to confirm supported frameworks, dependencies, features, and setup requirements.

14 products
Modul DevToolkit

Modul DevToolkit

Every FiveM developer wastes time collecting coordinates, placing peds, building zones, configuring blips, and formatting configs by hand.

Modul DevToolkit puts all of that into one clean in-game tablet.

Capture coordinates, preview and place peds, props, and vehicles, create box, circle, and poly zones, configure blips and markers, measure distances, save locations, and export ready-to-use config in just a few clicks.

Key Features

  • Raycast coordinate copier with vector3, vector4, JSON, and raw formats
  • Live ghost previews for peds, props, and vehicles
  • Box, circle, and poly zone creator
  • Blip and marker previews
  • Saved library with search, edit, duplicate, teleport, and batch export
  • 20+ export presets for ox_lib, ox_target, qb-target, PolyZone, and more
  • Server-side permissions, rate limiting, and optional Discord logging
  • Optimized performance with no unnecessary idle loops

Compatibility

  • Standalone, QBCore, Qbox, and ESX
  • Requires ox_lib
  • No database required
  • Saves data to JSON
  • Configurable command and keybind access

Included

  • Full modul-devtoolkit resource
  • 20+ export formats
  • Searchable ped, scenario, blip, and marker lists
  • Full documentation
  • Configurable themes
  • Ongoing updates and support

This is not just a coordinate copier. It is a complete FiveM development toolkit designed to save hours on every project.

14.99 USD
Modul Elevator Creator

Modul Elevator Creator

Modul Elevators — In-Game Elevator Creator

Build elevators in-game, not in config files. Open the step-by-step creator inside any MLO, place each floor's interaction point and arrival spot with a live world tool, set access, save — and every client syncs instantly. Players ride through a premium, server-authoritative floor panel with live status, occupancy and travel simulation.

The in-game creator

  • /elevatorcreator — a guided builder: details → shafts → floors → review.
  • Live placement tool: raycast + manual nudge, ghost-ped arrival preview (see exactly where and which way players arrive), ground snap, capture-here, and instant test teleport.
  • Free-form floor labels — B2, G, M, PH, R, H — ordered by sort order, not number.
  • Management dashboard (/elevators): search, edit, duplicate, enable/disable, reset, maintenance, teleport-to, JSON import/export, recent-changes feed.

Exploit-safe by design

  • Clients only ever send {group, shaft, floor} ids — destination coordinates never reach a client until the server has validated that exact trip.
  • Access, proximity, availability, cooldowns and rate limits are all re-checked server-side at the moment of travel; hidden floors are never even sent.
  • Structural caps, world-bound validation and length limits on every input.

Access control

  • Public / job / grade / on-duty / gang / ACE / identifier whitelist & blacklist / time-of-day / custom server callbacks.
  • Keycards & items through your inventory (ox / qb / qs / framework / custom) with metadata matching (serial, access level, expiry) — consumed only when the trip actually commits, never on a cancelled attempt.
  • Temporary timed access grants from other resources (GrantTemporaryAccess), admin override, per-floor hidden/restricted hints.

Multiple shafts, real behaviour

  • One building, many independent shafts — public, staff, parking, helipad — each with its own floors, access, travel model, sounds and theme.
  • Instant or simulated travel: authoritative travel times (fixed / per-floor / distance / callback), call & door phases, live cabin position.
  • Queues & occupancy: capacity, FIFO with priority jobs (EMS/police board first), group or individual travel, timeouts.
  • Maintenance & emergency modes — recall, lock floors, out-of-service, evacuate — from the dashboard or an in-world control panel for police/fire/EMS/mechanics.
  • Physical adapter API for MLOs with real animated cabins (open, documented example included).

Vehicle elevators

  • Parking garages and freight lifts: driver-only activation, passengers carried, destination clearance checks.
  • The same vehicle entity is moved — damage, fuel, mods, plate, keys and trunk contents preserved. Nothing respawns, nothing dupes.

Safe teleport engine

  • Fade → freeze → collision-streaming wait → multi-height ground snap → heading restore. Restore-to-origin on failure.
  • Player-state gating (dead / downed / cuffed / ragdoll / in-vehicle…), with escorted or carried players correctly riding along with their escort.

Ship elevators with your MLOs

  • Per-elevator JSON export/import — bundle a ready-made elevator config with an MLO release.
  • Three examples included: Pillbox-style hospital (staff/surgery/helipad), police department (evidence, holding, roof), keycard-gated parking garage.

Compatibility

  • Frameworks: Qbox, QBCore, ESX, standalone — auto-detected.
  • Target: ox_target, qb-target, qtarget, or a built-in marker + TextUI fallback (no target needed).
  • Inventory: ox, qb, qs, framework, or custom — only needed for keycard floors.
  • Requires: ox_lib, oxmysql. SQL installs itself on first start; runtime state survives restarts.

Buyer-friendly escrow

All configuration, locales, every bridge/adapter, the integration examples, the SQL schema, the entire NUI (HTML/CSS/JS) and full documentation ship open. Only core client/server logic is protected.

Includes install guide, full config reference, translation template, and a documented developer API (client & server exports, validated events) for MDT, housing and MLO integrations.

9.99 USD
Modul Pickpocketing

Modul Pickpocketing

NPCs that fight back. Modul Pickpocket turns street theft into a real criminal activity: reactive victims, a custom three-phase minigame, deep loot profiles, zone heat, optional progression and hardened server-side validation — built to drop into any Qbox, QBCore, ESX or standalone server.

Qbox QBCore ESX Standalone ox_inventory qb-inventory qs-inventory ox_target qb-target

The Pocket Trace minigame

A custom Modul minigame, not a recycled skill circle. Three quick phases — Approach, Lift, Escape — on a sweeping precision track with random "attention spike" windows where pressing means getting noticed. Better play means more loot and less detection; sloppy play gets you seen. Difficulty scales with the victim: pickpocketing a drunk is easy, lifting a Vinewood wallet is not. Four tunable presets, a configurable confirm key, and one-line fallbacks to ox_lib skill checks, your own minigame export, or pure chance.

NPCs are not loot boxes

  • Victims shout for help, panic and flee, turn hostile, or pull out a phone and call the police
  • Police calls take time and can be interrupted — but violence raises evidence risk (server-verified damage, not client claims)
  • Bystanders can scatter when a theft is noticed; victims sometimes check their pockets after a clean lift
  • 10 NPC profiles out of the box — poor, average, worker, tourist, business, wealthy, gang, elderly, drunk, nightlife — each with its own loot table, cash range, difficulty, detection chance and reaction weights
  • Ped models map to profiles; unmapped models use a configurable fallback (fixed or random)
  • Blacklists for models, ped types, scenarios, zones, interiors and mission/script-owned peds — your shop clerks and quest NPCs are safe

Where and how often you steal matters

  • Zones re-flavor areas: wealthy districts pay more but respond harder, tourist strips are wallet country, gang turf answers with fists
  • Shared area heat: repeated hits make a neighborhood hotter for every player — more detections, more police calls, thinner loot — then it cools off
  • Personal suspicion: grinding the same block makes you sloppier until you lay low
  • Per-NPC cooldowns (state-bag synced), global player cooldown, optional hourly/daily caps
  • Success factors: movement, stealth, victim movement, crowd cover, night hours, nearby police, heat, suspicion, perks and minigame score

Loot with depth

  • Weighted loot tables per profile with rare finds that get logged and fire a developer event
  • Wallet system: steal the wallet now, search it later — contents (cash, stolen IDs, credit cards, extras) are rolled server-side at open time, so wallets can't be scanned or duped
  • Payouts your way: clean cash, black-money account, money item, marked-bill stacks with metadata worth, or your own handler function
  • Optional progression: XP, 20 levels and seven perks — quicker hands, low profile, fence, collector, cold blood, ghost, deep pockets. One switch turns it all off

Dispatch done properly

Three alert tiers — Suspicious Activity, Theft From Person, Robbery In Progress — with configurable codes, blips, chances, delays and suspect descriptions (sex, street, nearby vehicle). Bridges for ps-dispatch, cd_dispatch, qs-dispatch, core_dispatch and lb-tablet, a zero-dependency builtin that alerts online officers directly, and an open custom bridge file for anything else.

Built like it's ours to lose

  • Server-authoritative everything: rewards, distances, cooldowns, entity checks, timing windows and every chance roll
  • Single-use session tokens, minimum-duration checks and rate limiting on every event
  • Client can never suggest an amount, an item or an outcome — only a clamped minigame score
  • Inventory capacity checked before granting; exploit attempts logged to console and Discord
  • No idle loops with a target resource — ~0.00ms resmon; heat decays mathematically, not on timers

Admin & ops

  • Commands: reset cooldowns, reset NPC cooldowns, reset heat, give/remove XP, inspect stats, live debug toggle, test dispatch, test minigame
  • ACE permissions and framework admin groups both supported
  • Discord webhook logging with per-category toggles (success, fail, alerts, rare loot, exploits, admin)
  • Player stats panel in the Modul UI style with level, XP progress, lifetime stats and active perks
  • Theme presets (blue-teal, electric blue, orange, lime) or your own two hex colors — no purple unless you ask for it

Requirements: ox_lib and oxmysql. Framework, inventory, target, notify and dispatch resources are all auto-detected — nothing else is mandatory.

Installation: Drop into resources, ensure modul_pickpocket, add three loot items, restart. The database sets itself up on first start. Full install/config/exports/troubleshooting docs included.

9.99 USD
Modul Licenses

Modul Licenses

Licenses your players actually carry. Modul Licenses is a complete license, ID and credential system where every card is a real inventory item with its own data — holder name, DOB, license number, issue/expiry dates, job details and photo — presented to the nearest player on a clean, themed card UI. Drop-in for Qbox and QBCore, with ESX support via the same bridge layer.

Qbox QBCore ESX ox_inventory qb-inventory ox_target qb-target ox_lib

Cards that are actually items

No global license table, no database. Every card lives in the player's inventory with per-card metadata: full name, date of birth, sex, citizen ID, a generated license number, issue and expiry dates, department, rank, callsign and an optional mugshot photo. Cards follow the item wherever your inventory persists it — hand one over, stash it, confiscate it. ox_inventory tooltips show the card's name, number and expiry out of the box, and old or hand-spawned items rebuild their card data automatically the next time they're used.

The card UI

Using a card shows it to the closest player in range (or to yourself if nobody is nearby) with a hold-up animation and prop. The card itself is a Modul-design dark graphite document with a configurable accent gradient per license type, issuing-authority text, corner seal, watermark, footer badge, photo loading shimmer, auto-close progress line and a close hint — position it left, right or center. Everything on the card is a config field: which rows print, their labels, their fallbacks.

Three ways to issue

  • WALK-UP CLERK — an NPC sells civilian licenses (ID, driver, hunting…) with per-card pricing and payment from cash, bank or an item
  • DEPARTMENT ISSUING — restricted credentials (weapon permits, badges) issued person-to-person by configured jobs via the /issuelicense menu
  • ADMIN & EXPORTS — ACE-gated /givelicense command and documented server exports for your own resources, including metadata overrides (department, rank, callsign)

Nine card types included, unlimited configuration

  • Ships ready to use: State ID, Driver License, Hunting License, Weapons Permit, Attorney Bar Card, DA Credential, Judicial Credential, Law Enforcement ID, Fire & EMS Credential
  • Add new card types in config only — fields, accent, pricing, expiry, prop, badge; no code changes
  • Job restrictions per card: who may carry it and which jobs may issue it
  • Duplicate prevention, printed expiry dates plus machine-readable epoch timestamps in metadata for your own expiry enforcement
  • Card photos from MugShotBase64 when installed; a clean placeholder silhouette otherwise
  • Locale system covering every user-facing string; command names all configurable or able to be disabled

Requirements: ox_lib and OneSync. Framework (Qbox / QBCore full, ESX experimental — see README), inventory (ox_inventory recommended, qb-inventory supported) and target (ox_target / qb-target, with a command fallback) are all auto-detected. MugShotBase64 is optional for card photos.

Installation: Drop into resources, copy the included item definitions into your inventory, ensure modul_licenses, set your clerk location. No SQL to import. Full README with config reference and troubleshooting included.

Configurable without touching code: one commented config file covers every card type and its printed fields, clerk locations, pricing and payment account, job gating, UI theme and accent gradients, issuer text, commands and permissions.

4.99 USD
Modul Spikes

Modul Spikes

Spike strips that just work — for everyone on the server. Modul Spikes is a server-authoritative spike strip system: no ghost strips, no duplicates, no props only half the server can see. Terrain-aware placement, tire popping fast cars can't outrun, trunk stock for cruisers and four access modes — with zero dependencies, on Qbox, QBCore, ESX or fully standalone.

Qbox QBCore ESX Standalone ox_inventory qb-inventory ox_target qb-target No dependencies

Sync that actually holds up

Every spike script bug report you've ever read — ghost strips after a crash, strips some players can't see, duplicated props — comes from networked entities. Modul Spikes doesn't use any. The server owns the only authoritative spike state and every client renders lightweight local props from it: identical placement for everyone, automatic resync for late joiners, cleanup on disconnect, and strips that exist consistently at any distance the moment a player gets close. OneSync Legacy and Infinity, no caveats.

One deploy, a whole row across the road

  • Deploy 1–N strips per action in a continuous end-to-end line (or a fan spread) — via rebindable keybind, chat command, or usable inventory item
  • Optional ghost preview: transparent strips follow your aim with valid/invalid tinting, ENTER confirms, BACKSPACE cancels — pure game props, no NUI
  • Terrain-aware raycast placement: strips match ground pitch and roll on hills, banked shoulders, ramps and curbs instead of floating or clipping
  • Placement into walls, fences, vehicles, water or extreme slopes is rejected with a clean notice
  • Optional deploy-from-vehicle mode drops the row behind your car mid-pursuit
  • Kneel-and-place animation, optional progress bar, fold-out strip animation

Tire popping that can't be outrun

  • Per-wheel contact detection against each strip's real footprint — up to 10 wheel bones, so bikes, sedans and 6+ wheelers all pop correctly
  • Checks tighten to every frame in a speed-scaled window right before impact — a 200 km/h car cannot tunnel through a strip between ticks
  • Three pop modes: only the wheels physically on the strip, the two nearest wheels, or all tires; instant burst or slow puncture deflate
  • The driver's own client pops the tires, so under OneSync the burst replicates natively to every player — perfect sync, zero server round-trips
  • NPC traffic untouched by default (a forgotten strip won't jam a highway); optional NPC mode is bounded to network-owned vehicles — no double popping
  • Immunity rules: emergency class, vehicle classes, specific models, driver jobs

Four ways to hand out spikes

  • Whitelist — anyone passing permissions deploys freely; perfect for standalone servers
  • Inventory — deploying consumes a spike strip item; picking up returns it (ready-made item definitions + icon shipped for ox_inventory, QBCore and ESX)
  • Vehicle — officers grab a limited stock from the trunk of whitelisted cruisers, tracked per plate for the session, with carry limits and store-back
  • Both — carried trunk strips first, then inventory items

Pickup rules your server decides

  • Press to pick up a single strip, hold to sweep every strip nearby
  • Owner-only or police-only pickup — or leave it open so criminals can defensively clear a road
  • Strips auto-expire on a timer and vanish with their owner's disconnect — the map never accumulates junk

Permissions that fit any server

  • Framework jobs with minimum grades and an optional on-duty requirement
  • ACE permissions — works everywhere, including standalone
  • Standalone identifier whitelist (license, discord, …)
  • Or one switch to open it to everyone — enforced server-side in every mode

Admin & integrations

  • Clear all strips or one player's, live debug toggle across server + clients, full state dump — ACE and framework admin groups
  • 4 client + 4 server exports (deploy, pickup, nearby query, active state/counts) and documented events for pursuit scripts, dispatch or MDT integrations
  • English and Spanish shipped; add any language by copying one open locale file

Requirements: none. Fully standalone-capable. Framework (Qbox / QBCore / ESX), inventory, target, notify and progress resources are all optional and auto-detected. No database, no NUI, nothing to build.

Installation: drop into resources, ensure modul_spikes, pick your framework and access mode in the config — done. Ready-to-paste item definitions and an item icon are included for inventory modes.

4.99 USD
Modul MeterRobbery

Modul MeterRobbery

Every parking meter on the map is a target. Modul Meter Robbery turns street furniture nobody looks twice at into a complete petty-crime loop: an original lockpicking minigame where your accuracy decides both the payout and whether police hear about it, meter states that persist, area heat shared by every player, witnesses, anti-farm systems and optional progression — built to drop into any Qbox, QBCore, ESX or standalone server.

Qbox QBCore ESX Standalone ox_inventory qb-inventory qs-inventory ox_target qb-target No target needed

Zero location config — it just works

No coordinates to fill in, ever. The script targets the vanilla parking-meter props anywhere they exist — every street corner, every custom MLO that reuses them. Area tiers and no-robbery zones are the only setup, and both ship configured. Optional strict mode: an in-game scan command prints coordinates for a registry if you want airtight validation.

Tumbler Trace — a minigame built for this script

Not a recycled skill circle. A pick sweeps a machined lock channel while you seat the pins one at a time:

  • Each tumbler hides a sweet spot somewhere along the channel — press at the right moment and the pin drops into the shear line
  • Every pin you seat makes the next sweep faster and its sweet spot narrower
  • Pins bind mid-sweep — the pick shudders to a crawl and your timing goes out the window
  • Slip too many times and the lock wins
  • Four difficulty presets, and difficulty shifts live with police count, your robbery streak, the area tier and how hot the block already is
  • Accessibility mode: slower pins, wider sweet spots, an extra slip — and it never changes rewards
  • Prefer something else? Fall back to an ox_lib skill check, plug in your own minigame export, or run pure chance

Accuracy is the whole risk model

How well you pick the lock decides what you get and how much noise you make. Playing well is quieter and richer — that is what turns a petty crime into a skill expression:

  • Perfect — 125% payout, a bonus item roll, and 20 points off the dispatch chance
  • Clean — full payout, 10 points off dispatch
  • Sloppy — it opens, but you keep 60% and add 12 points to dispatch
  • Failed — the tumbler slips, and the meter may jam solid for half an hour

Meters remember

  • Five server-owned states: available, being robbed, cooldown, jammed and disabled — broadcast to every client, so a robbed meter greys out for everyone instantly
  • Two players can never work the same lock — the meter is claimed the moment picking starts
  • Failure can jam the mechanism, spark, and put that meter out of service far longer than a normal cooldown
  • Cooldowns survive prop streaming, because meter identity is derived from the world, not from an entity handle that changes every time you walk away
  • Optional persistence: meter cooldowns and area heat can survive a server restart

Four districts, four economies

  • Low-income — easier locks, quieter streets, thinner takings
  • Downtown — 15% richer and noticeably louder
  • Beach & tourist — steady money, the occasional gold chain
  • High-risk premium — 60% more cash and rare finds down to a diamond ring, on harder locks that answer fast
  • Each tier carries its own loot table, difficulty shift, dispatch modifier and heat rate — add your own in a few config lines
  • Time-of-day multipliers: meters sit full overnight and pay more for it

Anti-farm that actually works

  • Shared area heat: working one block heats it for every player, raising dispatch odds and cutting payouts, then cooling on its own — with an optional lockdown that shuts a block down entirely
  • Robbery streaks raise difficulty and dispatch chance while shrinking the payout
  • Payout decay on recent successes, plus a hard hourly cash cap
  • Per-meter, per-player and server-wide cooldowns, and hourly/daily limits
  • Every one of them enforced server-side, in real-world seconds

Dispatch done properly

Six triggers — starting a pick, failing, succeeding, snapping your lockpick, being witnessed, or hitting three meters on one block — each with its own chance, then modified by heat, streak, district, time of day, bystander count and your own accuracy. Only one alert ever fires per attempt, so police never get spammed. Alerts carry a configurable code (default 10-66), street name, suspect description, and either exact or deliberately blurred coordinates so responders get a block to search instead of a pin on the suspect's head. Bridges for ps-dispatch, cd_dispatch, qs-dispatch, rcore_dispatch, core_dispatch and lb-tablet, a zero-dependency builtin that alerts online officers directly, and an open custom bridge file for anything else.

Optional progression

Off by default — flip one flag for 15 levels and five small perks: steadier hands, tougher tools, better fences, quieter jobs, faster picking. Deliberately modest, so it shaves the edges off the loop without trivialising it. A clean stats panel shows meters robbed, cash earned, picks broken, alerts triggered and active perks.

Requirements

  • ox_lib and oxmysql
  • Everything else is optional and auto-detected — framework, inventory, target and dispatch
  • Runs with no database at all if you want it to: one config section turns every table off
  • No map edits, no streamed assets, no audio files

Includes README, INSTALL and CONFIG documentation, an admin toolkit with in-game scan, debug markers, and test commands for the minigame, dispatch and reward tables.

4.99 USD
Modul Blackmarket

Modul Blackmarket

The black market your criminals deserve. Modul Black Market is a complete underground economy — rotating hidden dealers, prepaid courier drops, a reputation ladder, haggling, heat and genuine scarcity — wrapped in a polished Modul tablet UI and built to drop into any Qbox, QBCore, ESX or standalone server.

Qbox QBCore ESX Standalone ox_inventory qb-inventory qs-inventory ox_target qb-target lb-phone

Three markets, one economy

  • Stationary dealers — weighted location pools with weekly, daily, hourly, interval, restart or static rotation; locations persist through restarts
  • Courier network — remote browsing and prepaid delivery drops via the /bm command or an optional LB Phone app
  • Pop-up markets — scheduled flash markets (e.g. weekend nights) with exclusive stock that vanish after a configurable window
  • Hidden locations done right: no blips — players find dealers by walking the streets (proximity discovery), paying a street contact for intel, or earning the rank that keeps them in the loop
  • Operating hours per market on the real server clock or the in-game clock — with a "rumor" hint in the closed UI so players know when to come back

The Modul tablet

No input dialogs, no bland context menus. Players browse a dark graphite tablet with a live market status card, their rank and heat, wallet balances, a searchable item grid with stock and lock indicators, a full purchase flow with fee breakdown, delivery tracking with GPS marking, reputation progress, order history and house rules. The accent gradient, corner radius and density are set from the config, so the UI matches your server's brand in seconds. An ox_lib menu fallback keeps players moving even if the NUI is unavailable.

Reputation, risk & haggling

  • Five configurable ranks — Unknown to Kingpin — with persistent per-character XP
  • Rank benefits that matter: lower service fees, cheaper couriers, flat discounts, better negotiation odds, category/item/market unlocks
  • Negotiation — server-rolled haggling; success cuts the price, failure bumps it, can void the sale, and can draw the police
  • Heat — risky items and large buys build heat that decays over time; too much locks the buyer out until things cool off
  • Trust — serial delivery cancellers pay rising courier fees and bleed reputation
  • Optional underworld leaderboard (off by default)

Stock, scarcity & dynamic pricing

  • Global stock, per-player limits, restock timers and random per-rotation stock
  • Chance-based availability — rare items aren't on the shelf every rotation
  • Scarcity markups when stock runs low, plus per-rotation price fluctuation
  • Market-level markups and rank discounts, all computed server-side
  • Per-item, per-category, global and delivery cooldowns

Deliveries that survive anything

Orders are paid up front and dispatched by an NPC courier to a drop near the buyer, a fixed drop point or a random stash — configurable delay, collection window, crate prop and courier ped included. Cancel and expiry refunds are configurable, open orders are capped per player, and every order is persisted in SQL: pending deliveries survive server restarts, and the expiry countdown pauses while the buyer is offline.

Pay how your city pays

  • Cash, bank, any framework account (ESX black_money, custom QB money types)
  • Item currencies — marked bills, crypto sticks, anything with a configurable unit value
  • Currency set globally, per market and per item
  • Receipt-based charging: if an item grant ever fails, the exact payment is refunded automatically

Police pressure built in

"Shady Deal Taking Place" alerts with configurable chance, delay, risk multipliers, large-purchase triggers and alerted jobs — through ps-dispatch, cd_dispatch, qs-dispatch, core_dispatch, lb-tablet, a dependency-free built-in fallback, or one normalized event for your custom dispatch.

Requirements: ox_lib and oxmysql. Framework, inventory, target, dispatch and weather/time sync are all auto-detected — nothing else is mandatory.

Installation: Drop into resources, ensure modul-blackmarket, restart. The database sets itself up on first start. Full README, install guide and config reference included.

9.99 USD
Modul Hot Routes

Modul Hot Routes

he contraband run your criminals actually remember. Modul Hot Routes is a complete illegal-delivery system — timed multi-pickup routes for drugs, weapons and mixed cargo, wrapped in a polished Modul dashboard with progression, leaderboards, ambushes and hardened server-side validation — built to drop into any Qbox, QBCore, ESX or standalone server.

Qbox QBCore ESX Standalone ox_inventory qb-inventory qs-inventory ox_target qb-target TextUI (no target)

Routes that play differently every time

  • Three route types — narcotics, weapons and mixed contraband, each with its own difficulty tier, timer, cooldown, payout range, XP reward and police pressure
  • Randomized pickup chains — every run draws a random, non-repeating subset from a configurable location pool, then a random final dropoff (multiple dropoffs per route supported)
  • Ped or zone dropoffs — hand off to a buyer NPC or stash the goods in a plain interaction zone
  • Fully data-driven: add, remove or rebalance routes and pickup pools in one file — no code changes
  • Optional vehicle requirement, required carry items, minimum police online, grace windows and hard timeouts per route

The Modul dashboard

No input dialogs, no bland context menus. Players open a dark graphite Modul tablet with route cards showing risk and difficulty badges, estimated payouts and live cooldown timers, an active-route panel that counts down the clean-delivery window, a per-character run history and an all-time / weekly leaderboard. The accent gradient, corner radius and density are set from the config, so the UI matches your server's brand in seconds. An ox_lib menu fallback keeps players moving even if the NUI is unavailable.

Progression & trust

  • XP levels gate the higher route tiers — thresholds fully configurable
  • Trust — a hidden reliability score that silently scales payouts: clean deliveries raise it and earn bonuses, while late runs, failures, cancellations and opened packages lower it and bite into pay
  • Leaderboards — all-time and rolling weekly scopes, with earnings, per-type route counts, fastest run and best payout (weekly buckets roll over automatically)
  • Run history per player, pruned to a configurable limit

Risk that keeps the street honest

  • Hostile ambushes — per-route chance, count and weapon; armed NPCs jump the runner mid-route
  • Bonus packages — surprise extra product rolled server-side on random pickups
  • Sealed packages are real items — the delivery box lives in the player's inventory and can be opened for item rewards instead of delivered… at the cost of a trust hit, a police alert chance and a forfeited run
  • Clean-delivery bonus and configurable late penalty reward punctuality

Police pressure built in

Chance-based "suspicious package" alerts fire per route and per context — pickup, final drop, failed run, opened package, or a "weapons courier spotted" ping at the very start of a gun run. Ships with bridges for lb-tablet, ps-dispatch, cd_dispatch, qs-dispatch, rcore_dispatch and core_dispatch, a dependency-free built-in fallback that notifies on-duty police with a temporary blip, and one normalized event for your own dispatch. A built-in admin test command fires an alert on demand so you can verify the integration before you go live.

Leave a trail (optional)

An optional evidence bridge drops investigable traces — drug residue, torn packaging, partial glove prints, gun-oil residue — at pickups, dropoffs, failed runs and opened packages, with chances tuned per route type and context. Wire it to snipe-evidence or your own evidence resource, or leave it off entirely.

Pay how your city pays

  • Payouts to cash or bank, ESX black_money, or a custom economy hook for standalone
  • Global payout and XP multipliers tune the whole economy without touching a single route
  • Sealed packages and open-box rewards work with ox_inventory, qb-inventory and qs-inventory — or run item-less in standalone

Requirements: ox_lib and oxmysql. Framework, inventory, target, notify and dispatch resources are all auto-detected — nothing else is mandatory. No target resource? A built-in TextUI fallback works out of the box.

Installation: Import the included install.sql, add the sealed-package items to your inventory, drop into resources and ensure modul-hotroutes. Full README, install guide and a complete config reference are included.

9.99 USD
Modul Newspaper Robbery

Modul Newspaper Robbery

Modul Newspaper Robbery

Every newspaper dispenser in Los Santos, robbable — with a four-phase, skill-based extraction minigame no other resource has.

Walk up to any newspaper stand in the game, pry open the coin tray, and work it loose without snapping your crowbar, bending the housing, or drawing the attention of the woman filming you from across the street. Fully server-authoritative, framework-agnostic, and built to feel like a paid product from the first interaction.


What makes it different

Most street-crime scripts are a progress bar with a circle minigame bolted on. This is a tactile, four-phase extraction where every phase is a different control problem — and how well you play changes everything: your payout, your noise, your tool's condition, and the odds someone calls it in.

The Cash Drawer Extraction

  • 1. Seat the Bar — rotate the crowbar through the seam hunting the catch, guided only by a resistance readout.
  • 2. Apply Pressure — hold an inertial needle inside a drifting safe band. Too much bends the metal; too little slips.
  • 3. Work it Loose — maintain pressure while countering the tray's lateral pull. It only slides while you're balanced.
  • 4. Final Yank — wind up tension and release inside the window. Early it slips; past the window your crowbar snaps.

Accuracy is the spine of the risk model, not a pass/fail gate. A perfect extraction pays 125%, is quieter, and barely wears your tool. A sloppy one pays 60%, wakes the block, and doubles the wear. Playing well is quieter and richer.


Features

  • Zero prop setup — every base-game newspaper dispenser model is robbable out of the box. No coordinate list to maintain.
  • Persistent dispenser state — each stand remembers its cash pool, damage, cooldown, and the forensic evidence you left on it. Cash regenerates over real hours; farming one stand pays less each run.
  • Dynamic loot — cash, coins, lottery tickets, coupon books, trading cards, gift cards, spare keys, lost wallets, small jewelry — plus a rare table with vintage comics and collectible newspapers. Four area tiers, backstreet to premium district.
  • Eight random events — the bar slips, the tray jams, the metal bends, a rat bolts out, spiders pour from the housing, the stand nearly tips — or you find a hidden second compartment.
  • Witness system — bystanders ignore you, watch, walk away, run, film you on their phone, call the police, or walk over and confront you.
  • Police dispatch — ps-dispatch, cd_dispatch, qs-dispatch, core_dispatch, rcore_dispatch, lb-tablet, a custom export, or a built-in fallback that needs nothing installed.
  • Five tools with independent speed, durability, break chance, noise and loot modifiers — from an improvised tool that snaps constantly to a locksmith kit that works quietly. The base-game crowbar works with zero setup.
  • 25-level progression with six perks: faster hands, lighter touch, quieter work, better loot, fence contacts, and a keen eye that upgrades your rare table.
  • Anti-farm economy — depleting per-dispenser cash pools, streak-based payout decay, an hourly cash cap, hourly/daily limits, and layered cooldowns (per-dispenser, player, district, area, global).
  • Area heat — working the same block repeatedly raises dispatch odds, lowers payouts, and eventually makes the minigame itself harder. Spread out.
  • Custom NUI — glassmorphic, buyer-themeable accent (purple / blue-teal / electric / orange / lime / custom), with its own notification and progress systems. No ox_lib menus required.
  • Night, weather & police-presence risk modifiers.
  • Accessibility mode — slower needle, wider bands, one extra strike. Never changes payouts, XP, loot or dispatch odds.
  • Player statistics & admin tools — lifetime record, live debug draw, a coordinate scanner, force-dispatch tester, and live cooldown/heat resets.

Compatibility

Framework

Qbox · QBCore · ESX · Standalone

Target

ox_target · qb-target · built-in TextUI (no target resource needed)

Inventory

ox_inventory · qb-inventory · qs-inventory · custom

Notifications

Built-in · ox_lib · QBCore · ESX · custom

Dispatch

ps · cd · qs · core · rcore · lb-tablet · built-in · custom

Dependencies

ox_lib + oxmysql (that's it)

Everything auto-detects. One codebase runs on any of the stacks above — no separate versions.

4.99 USD
Modul Loadingscreen

Modul Loadingscreen

Your server's first impression, and you never touch a line of code. Modul Loading Screen is a premium, fully configurable FiveM loading screen driven by a single commented config.lua — rebrand it in minutes, then let it re-theme itself for Christmas, Halloween, the Fourth of July, New Year's and Valentine's Day automatically as the real-world date rolls around. No framework, no dependencies, no build step, no internet required.

Standalone QBCore Qbox ESX No dependencies Vanilla JS Works offline 4K assets included

Requirements: none. It is a loading screen — it runs on any FiveM server, on any framework or none at all.

One file. Everything.

Branding, colours, background, music, every content panel and the seasonal schedule all live in one commented config.lua. You change text between quotes and numbers between commas — that is the entire skill requirement. The web layer ships with safe defaults, so a blank value or a missing file never breaks the screen; it degrades to something that still looks deliberate.

  • Your logo is set in exactly one place and hardcoded nowhere
  • Server name, short tag, subtitle, browser title, description and footer — all config
  • Rotating taglines with a configurable speed, or a single fixed line
  • Every panel has an Enabled switch and an editable title

Five holiday themes that switch themselves

Set Config.SeasonalThemes.Enabled = true and the real-world date picks the look. Each theme recolours the entire UI, swaps in its own bundled 4K background and turns on a matching particle effect — no scheduled restarts, no manual swap, no forgetting to turn Christmas off in January.

  • Christmas — winter red/green/gold with falling snow
  • Halloween — dark orange/purple with drifting embers
  • Fourth of July — red/white/blue with fireworks
  • New Year's — black/gold with confetti and sparkles
  • Valentine's Day — pink/red with floating hearts
  • Per-holiday on/off switches and fully editable MM-DD date windows — including windows that wrap the New Year
  • A documented precedence order, so a manually forced theme can override the schedule while leaving scheduling enabled for later

Ten 4K holiday backgrounds included

New Year's Day, Valentine's Day, St Patrick's Day, Easter, Memorial Day, Independence Day, Labor Day, Halloween, Thanksgiving and Christmas — all bundled, all 4K. Five are wired into the seasonal themes automatically; point the background config at any of the others whenever you want them.

Backgrounds, your way

  • Gradient — an animated theme-coloured gradient, the lightest option, no image needed
  • Image — a single static background
  • Slideshow — cross-fading cycle with configurable interval and fade duration
  • Video — a local .mp4/.webm, with a global off-switch for lower-end players
  • Optional Ken Burns slow zoom/pan, adjustable darkening overlay and background blur
  • Every image is preloaded before it is shown, and any missing or failed asset falls back safely to the gradient instead of showing a broken screen

A real music player

  • Full playlist with play/pause, previous/next, seek bar, volume and mute
  • Shuffle, repeat, start-muted and default-volume options
  • Optional per-theme playlists — carols in December, something darker in October
  • Track title, artist and optional album art
  • Browsers block autoplay until the player interacts; a tidy "Click to enable audio" button appears automatically and can be hidden entirely
  • A track that fails to load is skipped, not left hanging

Content panels for everything you want to say

  • Welcome message, At a Glance stats, What We Offer feature cards with twelve built-in icons
  • Team showcase with avatars and per-member accent colours
  • Server rules list and a rotating Did You Know? tips carousel
  • Social links row — Discord, website, store, rules, YouTube, TikTok, Twitter, Instagram, Twitch; leave a URL blank to hide that button
  • Three layouts: default (centred brand, two panel columns), split (brand left, panels right) and minimal (brand and progress only)

A progress bar that never lies

It uses FiveM's real loading events wherever the game emits them. Because some builds and setups don't emit them reliably, a smooth simulated fallback takes over — and deliberately stops at 95% rather than falsely showing 100% while the game is still working. Real progress always wins, and the displayed percentage never moves backwards. Three bar styles: gradient, segmented and minimal, with rotating status messages you write yourself.

Design your own theme without touching CSS

Set Config.Theme = "custom" and build your own look entirely from config: background and card colours, accent gradient, text colours, progress and button colours, particle type and intensity, blur, overlay darkness, a theme-specific logo, an overlay image — plus an escape hatch for any extra CSS variables you want to inject.

Light on low-end machines

  • Particle intensity: low, medium, high, or particles off entirely
  • Honours the operating system's reduce motion setting — with an owner override if you'd rather force animation on
  • Pauses animation automatically when the window isn't visible
  • Canvas-based particles, no per-frame DOM churn
  • Responsive and tested at 720p, 1080p, 1440p, ultrawide and 4K; short screens auto-compact rather than overflow
4.99 USD
Modul Vehicle Loadouts

Modul Vehicle Loadouts

Your fleet leaves the lot mission-ready. Modul Vehicle Loadouts stocks the trunk of every emergency vehicle the moment it spawns — patrol cars, engines, ambulances, wreckers — with exactly the equipment you configured. No garage dependency, no duplicate equipment, no client trust. Officers stop begging for a restock, and the server decides everything. Drops into any Qbox, QBCore, ESX or standalone server.

Qbox QBCore ESX Standalone ox_inventory qb-inventory qs-inventory ox_target qb-target

Stocked automatically, from any spawn source

  • OneSync-native detection catches every spawn — job garages, admin menus, dealership and fleet scripts, commands — with nothing to integrate and no specific garage required
  • Map loadouts by vehicle model, vehicle class or department; base-game and addon models work identically
  • Vehicles that spawn far from players queue quietly and stock the instant someone arrives — no lost loadouts, no polling
  • A compatibility event, config-registered custom events and a full export let any garage or dealership hand off explicitly for tighter control

Loadouts that inherit and override

  • A supervisor unit extends the patrol loadout and changes only what differs — items merge by name: replace an amount, append new gear, or remove an inherited item
  • Ten disabled starter loadouts included — patrol, supervisor, SWAT, K9, ambulance, air ambulance, fire engine, rescue, tow — rename to your items and enable
  • Per-loadout permissions: multiple jobs with minimum and maximum grades, on-duty requirement, extra ACE gates, and a server-side custom check callback
  • Issue registered department weapons straight to the trunk, with unique serials generated per item instance and stamped with the plate, job, department and date

Duplicate prevention, matched to your garage

  • Eight issue modes — per spawned entity, per vehicle, per plate, per VIN, SQL-persistent, content-aware top-up, manual-only, or deliberately repeatable
  • Restarting the script, the inventory, or the whole server never double-issues — issuance is tracked on the entity, in server memory, and in SQL depending on the mode
  • Spawner garages that hand out a fresh plate every pull get per-spawn tracking; persistent owned fleets get permanent plate or VIN records — set it globally, per loadout, or per model
  • A loadout is never marked issued when nothing actually landed, so a full trunk never blocks a later restock

Restocking with real rules

  • Four restock modes: full re-stock, fill-only-what's-missing, remove-and-rebuild (admin-gated), or issue-once
  • Three restock channels — station zones, a command, and an ox_target / qb-target option — each toggleable globally and per loadout
  • Restock zones in sphere, box or polygon shapes, with blips, markers, department restrictions, and per-zone loadout and model limits
  • Progress bar, animation, per-character cooldowns, and an optional required tool item that can be consumed on use
  • Every condition — job, grade, duty, zone, distance, cooldown, item — is re-validated the moment the progress bar completes, not just when it starts

Capacity handled honestly

  • Five strategies when a trunk can't hold everything: add what fits, all-or-nothing with rollback, skip whole items, retry the shortfall, or log silently
  • Items are never silently deleted, and the trunk is validated against real weight and slot limits before and during every issue
  • Metadata placeholders resolve server-side at issue time — serial, plate, model, VIN, job, grade, department, date and more

Admin, audit and developer tools

  • Configurable commands to inspect the assigned loadout, restock, view issuance status, reset a record, or force-apply a loadout

  • ACE permissions throughout, with replace-mode restocks admin-gated by default because they remove items

  • Optional webhook logging — Discord-compatible or plain JSON, batched, with per-event toggles and identifiers attached to abuse reports

  • A documented server API: ApplyLoadout, RestockVehicle, GetVehicleLoadout, HasVehicleReceivedLoadout, ResetVehicleLoadout, RegisterVehicleLoadout and GetLoadout, plus observer events and a cancellable beforeApply hook

    Requirements: OneSync, ox_lib and oxmysql. Framework, inventory, target and notify resources are all auto-detected — nothing else is mandatory. The database table installs itself on first start; non-persistent issue modes need no database at all.

4.99 USD
Modul Moneywash

Modul Moneywash

Turn dirty money into a premium gameplay loop. Modul Moneywash is a complete money-laundering system with a sleek in-game laundering terminal, persistent player stats, optional leaderboards, a risk system and fully server-authoritative money handling — built to drop into any Qbox, QBCore or ESX server.

Qbox QBCore ESX Standalone* ox_inventory qb-inventory qs-inventory ox_target qb-target

The Laundering Terminal

No input dialogs, no bland context menus. Players open a custom Modul-design dashboard showing their dirty balance, the current wash rate, a live fee breakdown with the exact clean payout before they commit, an animated cycle progress bar, their full laundering books — total cleaned, dirty processed, fees paid, batches, failed washes, largest single wash — and a wash history. The accent gradient, corner radius and density are all set from the config, so the UI matches your server's brand in seconds. An ox_lib menu fallback keeps players moving even if the NUI is unavailable.

Gameplay that feels alive

  • Unlimited wash locations — launderer NPC, washing-machine prop, or plain zone per spot
  • Hidden-interior teleporters (classic underground laundromat included & working out of the box)
  • Market rates: fixed fee or randomized within a range on a timer
  • Per-location overrides: fee, cycle time, payout account, job/gang access
  • Optional risk system — washes can fail with a configurable partial refund
  • Police alerts with chance rolls — nine dispatch integrations (lb-tablet, ps-dispatch, qs-dispatch, origen_police, rcore_dispatch, cd_dispatch, core_dispatch, linden_outlawalert, tk_dispatch), a built-in dispatch needing no resource at all, plus a custom mode that points at any other dispatch resource's event or export straight from the config
  • Cooldowns, min/max per wash, rolling daily & weekly laundering caps
  • Job / gang / identifier whitelists and an optional required item
  • Dirty money your way: black_money item, marked-bill stacks with metadata worth, or an ESX account
  • Payouts to cash or bank — plus an optional society cut of every fee (Renewed-Banking, qb-banking, qb-management, esx_addonaccount or custom)

Stats & leaderboards

Every wash is tracked server-side per character: total cleaned, total dirty processed, total fees paid, batches completed, failed washes, largest wash, first and last wash. Optional leaderboards rank most money cleaned, most batches and largest single wash — disabled by default for servers that prefer to keep criminal books private.

Requirements: ox_lib and oxmysql. Framework, inventory, target, dispatch and banking resources are all auto-detected — nothing else is mandatory.

*Standalone: the resource runs without a framework, but a standalone server has no money system for it to pay into — you supply the payout hook (one documented function in bridge/framework/standalone.lua, which ships unencrypted). Qbox, QBCore and ESX work out of the box with no code changes.

9.99 USD
Modul Invoices

Modul Invoices

One billing standard for your whole city. Modul Invoices is a premium LB Phone app that lets businesses, societies and players create, send, pay and track invoices straight from their phone — itemized bills, due dates, overdue tracking and society payouts — with every payment validated server-side so it can't be spoofed or double-charged. Drops into any Qbox, QBCore or ESX server.

Qbox QBCore ESX Standalone LB Phone Renewed Banking okokBanking ox_lib oxmysql

A real app on the phone, not a popup

Players open a full Modul-design app inside LB Phone — installed icon, push notifications and a premium dark UI. A home dashboard shows their unpaid total, paid this week and month, a business account summary and recent activity with quick-create. Received, Sent and Business ledgers each get live search and status filter chips, and every invoice opens to a clean detail sheet with its breakdown, line items and full history. The accent, corner radius and density all come from the config — four presets or a custom pair — so the app matches your server's brand with no rebuild.

Bill as a business or a person

  • Business/society invoicing with a per-job whitelist — minimum grade to send, a higher manage grade that can cancel any company invoice, an on-duty requirement, and a per-job invoice cap
  • Money lands where you choose — straight into the job's society bank account, or to the employee who issued the bill (works with no banking resource at all)
  • Optional personal, player-to-player invoices with their own separate cap
  • Itemized invoices — quantity × price line items with automatic totals — so the recipient sees exactly what they're paying for, never a bare number
  • Optional tax or service fee added at creation and shown as a clean subtotal / fee / total breakdown
  • Bill a nearby player, a server ID, or a citizen ID — including offline players, whose invoice simply waits in their app until they next log in

Due dates, overdue and closure

  • Configurable due-day options at creation; pending invoices flip to overdue automatically once the date passes, and overdue invoices can still be paid
  • Optional auto-expiry quietly voids stale unpaid invoices after a set number of days
  • A full status lifecycle — pending, paid, overdue, declined, cancelled, expired — surfaced with colour-coded chips and filter tabs
  • Recipients can decline a pending bill; the sender, and colleagues at or above the manage grade, can cancel a business invoice
  • Both sides are notified and their app refreshed on every state change — sent, paid, declined, cancelled or overdue

    Banking, logging and a developer API

    • Society deposits through Renewed Banking or okokBanking, with a framework-money fallback and an open custom adapter template for any other bank
    • Optional Discord webhook logging — created, paid, cancelled, declined, failed and unauthorized events, plus a highlighted alert for large invoices over your threshold
    • Six documented server exports — CreateInvoice, GetInvoiceById, GetPlayerInvoices, GetSocietyInvoices, MarkInvoicePaid, CancelInvoice — so restitution, courts, rentals or any custom system can bill through the same primitive
    • Fully localized — every server message and UI string lives in locales/; copy the English file, translate, point the config at it Requirements: LB Phone, ox_lib and oxmysql. The framework (Qbox / QBCore / ESX) is auto-detected, or run standalone to preview. Renewed Banking or okokBanking is only needed if you deposit into society accounts — personal and player payouts work without either.
4.99 USD
Modul Job Garage

Modul Job Garage

Modul Job Garage — Fleet Management

Not a vehicle spawner. A motor pool. Every job vehicle becomes a real, tracked fleet unit with its own unit number, plate, odometer and condition — managed from a premium glassmorphism tablet by the people you authorize.

True fleet limits

  • limit = 8 seeds 8 real units in the database — when they're all out, they're out: "No available units of this vehicle type."
  • Checkouts pick the lowest-mileage unit for even fleet wear.
  • Admins adjust limits live from the tablet.

Per-unit persistence & condition

  • Server-sampled, teleport-proof odometer per unit.
  • Fuel, engine and body condition persist — no magic repairs. Damaged units go to maintenance until repaired (optional repair fee).
  • Saved liveries, extras and colours per unit; restart recovery puts on-the-road vehicles back where they were, plate and mods intact.

Take-home vehicles

  • Supervisors (configurable grade) assign, revoke and transfer specific units.
  • Only the holder can check out their unit — and its trunk persists exactly as they leave it. Take-home units are never auto-stocked.
  • Pool units auto-stock via modul_vehicleloadouts (optional, detected automatically).

The fleet tablet

  • Dashboard: department branding, employee & rank, duty status, live availability, active units, recent activity.
  • Fleet board with per-unit detail & manager actions (maintenance, repair, retire, force return).
  • Spawn tab with availability meters and a 3D in-world vehicle preview on a configurable pad.
  • Full audit history + Discord webhook logging (batched).
  • Administration tab for server admins: every department, limits, force returns, logs.
  • Reskin via Config.Theme — accent presets or custom hex, radius, density, department logos. Optional per-type maxPerformance full tune for emergency vehicles.

Compatibility

  • Frameworks: Qbox, QBCore, ESX, standalone (ACE jobs) — auto-detected.
  • Target: ox_target, qb-target, or built-in fallback (no target needed).
  • Fuel: ox_fuel, LegacyFuel, or native.
  • Keys: Renewed-Vehiclekeys, qbx/qb-vehiclekeys, qs-vehiclekeys, wasabi_carlock.
  • Requires: ox_lib, oxmysql. SQL installs itself on first start.
9.99 USD