What a custom FiveM script costs
The honest version: it depends on scope, and anyone who quotes you before asking what the script does is guessing.
Nobody likes the answer "it depends", so here is the version with numbers in it. A simple script, one system, no interface to speak of, starts around 30 to 50 euros. A job system with a custom NUI panel, database tables and permissions lands well above that. A full server build is a different conversation entirely.
What follows is what moves the number, so you can look at a quote and tell whether the person writing it understood the work.
What actually drives the price
Four things, roughly in order of impact.
- The interface. Logic is cheap compared to a custom NUI. A menu built from an existing library takes an afternoon. A designed panel with your server's look, states for every action and something sensible on a small screen is most of the budget.
- The database. A script that only reads config is simple. A script that stores player data needs a schema, migrations, and thinking about what happens when two people click at the same time.
- The blast radius. A standalone script touches nothing. A script that hooks into your economy, your inventory and your job system has to be correct in three places, and has to keep being correct when you update one of them.
- How exact your spec is. A one-line request means the developer prices the uncertainty. A written list of what it should do makes the quote smaller, because the risk is smaller.
Fixed price or hourly
For a defined script, fixed price is better for you. You know the number, and the risk of the work taking longer than expected sits with the developer. That is what it should cost him to be wrong about his own estimate.
Hourly makes sense for work nobody can scope up front: bug hunting, performance work on a server you have never seen, or a long-running relationship where the requests keep coming. Ask for a cap on the first block of hours so it stays a decision and not an open tab.
The questions you should be asked
Before quoting, a developer should want to know at least this:
- Which framework and version you run, and whether you use ox_inventory, ox_lib or ox_target.
- What the script has to do, in plain sentences, including what happens when it goes wrong.
- Whether it has to talk to anything you already run, and whether that thing is escrowed.
- Roughly how many players are online when it matters.
- Who maintains it after delivery.
A quote that arrives without any of those questions is a number someone picked. It will be revised later, and the revision will not go down.
What should be in the price
Delivery is not a zip file. At a minimum, expect the source without obfuscation, the SQL it needs, install instructions, and the config values explained in plain language. Expect a revision round or two inside the agreed scope, and a short support window for bugs after delivery.
If any of that is an upsell, the base price is not really the price.
Where the money goes wrong
The most expensive scripts I have seen were not the expensive ones. They were the cheap ones bought three times: once from a store where it almost fit, once from a developer who patched it, and once again when it had to be rebuilt because nobody could read what the first two had done.
If a script is core to how your server plays, price it once and price it properly. If it is a nice-to-have, buy something off the shelf and accept that it will almost fit.
Questions
about this
Why do quotes for the same script vary so much?
Because the scope in the request is usually one sentence, and every developer fills the gaps differently. Two quotes far apart normally means two different scripts were priced. Send the same written spec to both and the numbers move much closer together.
Should I pay in advance?
A deposit is normal, the full amount up front for a stranger is not. A split at start and delivery is fair to both sides, and on larger builds a milestone in the middle keeps everyone honest.
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