Custom FiveM scripts
Scripts written for your server instead of bought off a shelf. Qbox and the ox stack, ESX Legacy, standalone Lua, custom NUI interfaces and the database work behind them.
Most servers end up running a pile of purchased scripts that almost fit. They overlap, they fight each other, and the one feature you actually wanted is the one the author will not add. A custom script starts from what your server does and stops there.
I build the resource, test it on a server running the same framework you do, and hand it over with install instructions and the SQL it needs. You get the source. There is no license server, no obfuscated file and no escrow that stops working when I do. Most of what I build now runs on Freedom Roleplay, my own live Qbox server; before that I wrote 50+ ESX scripts for my previous server.
What I build
- Job and economy scripts: careers with levels, duty systems, stashes, paychecks, shops and the menus around them.
- Custom NUI interfaces: HUD, admin panel, police tablet, banking app, anything that needs to look like your server and not like a template.
- Physical minigames with original art instead of progress bars, with the server checking every step. Freedom Roleplay runs 73 of them.
- Criminal and roleplay mechanics, from street dealing to multi-stage heists, that hold up when two hundred people try them at once.
- Emergency service tools: a police MDT, dispatch, ANPR, detective case files, border posts and the permissions around them.
- Discord bots, an in-game store and the admin and logging tools you need when something goes wrong at 2am.
How it is written
- Qbox and the ox stack first, ESX Legacy where your server runs it, standalone where the script does not need a framework.
- Server-side validation on anything that touches money, items or permissions. A client event is a suggestion, not a fact.
- MySQL through oxmysql with prepared statements, and the schema delivered as a migration you can read.
- Config at the top of the file, in plain Lua, so you can change values without opening the logic.
- Every resource targets 0.00 ms idle in resmon. A script that costs 0.8ms while nothing happens is a script that will cost you players.
What you get
- The full source, no obfuscation and no license check.
- Install instructions, the SQL, and the config values explained.
- Two revision rounds inside the agreed scope.
- One week of free support for bugs after delivery.
Questions about this
What does a custom script cost?
Every script gets a fixed quote before I start, interface included, based on how long it takes to build and test on your server. That goes for a small job script and for a full police tablet alike. You get the number before I start, and it does not move while I build.
Can you extend a script I already bought?
Usually yes, as long as the source is readable. Escrowed and obfuscated resources cannot be edited, so in that case the honest answer is to rebuild the part you need rather than to patch around it.
Do you write for QBCore too?
Yes. I work on Qbox every day, and Qbox started as a QBCore fork, so a QBCore server is familiar ground. Where the two differ, I name the differences before we start. The 50+ scripts on my previous server were written on ESX Legacy, and standalone scripts run anywhere.
Who owns the script when it is done?
You do. You get the source, you can change it, and you are not tied to me to keep it running.
Can you build physical minigames instead of progress bars?
Yes. Freedom Roleplay runs 73 physical minigames in one engine, with original image layers, real sound and a server check on every gesture before anything pays. The physical minigames case shows how they work.
How do you stop players from exploiting a script?
The server decides. It validates every reward, item and state change, and a client event is a request, not a fact. Lag or a human mistake is rejected and logged, never banned. The MEOS case shows what that looks like in a police tablet.
Want this on your server?





