Mechanic
Mechanic and tuning workshops for FiveM. Customs, stance, handling tuning, engine swaps, nitrous, servicing, inspections, work orders, shops and a dyno. Runs on ESX, QBCore and QBox.
nx_mechanic is a workshop resource. A vehicle parked inside a bay opens
a panel that covers everything a mechanic would touch: bodywork and
paint, wheels and stance, engine internals, servicing, nitrous and
roadworthiness.
Every workshop on the map is a shop entry in Config.Shops, and there
are two kinds:
- Commercial. Charges the customer, pays a society account, and can be bought by a player. Either self-service (the customer drives the panel and pays at the end) or mechanic (staff do the work and the customer approves the bill).
- Department. Free and job-gated. Police, EMS or any other job in
Config.Jobsfit out their own fleet, save a build per plate and set a default build per model.
Both kinds can sit on the same map, and a station can carry several overlapping bays so two departments share one garage.
Features
- Workshop customs. Every mod slot the vehicle actually has, read from the vehicle itself rather than a hard-coded list, so emergency and add-on packs expose their own kit: lightbars, ram bars, callsign digits, consoles. Plus extras, liveries, wheel types, window tint, plate style, neon, interior and dashboard colours, and the game's full paint palette with the chameleon paints included.
- Stance. Camber, track width, ride height and wheel size and width,
each on a slider bounded by
Config.Stance.limits. Stance is stored per plate and rides along with the vehicle. - Tuning and engine swaps. Engines, drivetrain, turbo, gearbox, tyres, brakes and a drift kit. Each option scales the car's own handling rather than overwriting it, so an add-on car keeps its character instead of turning into a copy of a stock one. An engine swap also changes how the car sounds.
- Nitrous. A kit installed once, bottles that hold a set number of shots, a purge on its own key with a colour of the driver's choosing, and refills sold per shot. Firing without a recent purge risks engine damage. The shot count lives on the server.
- Servicing and wear. Twelve parts by default, each with its own
lifespan, price and effect. Parts wear with distance and with how the
car is driven, and a worn part drags the car's own handling down until
it fails outright. Add, rename or remove parts in
Config.Servicing.parts. - Repairs and washes. Two fixed-price service buttons, switchable in
Config.Features. - Roadworthiness inspection. A mechanic runs the checks, the result
is a certificate stored against the plate with an expiry date. Police
jobs look it up with
/inspection. - Work orders. A self-service customer who does not want to pay now can park the whole job for staff instead. No money moves and nothing is applied until a mechanic completes it.
- Invoices. A mechanic can bill the customer instead of taking payment on the spot, through whichever billing resource you run.
- Car lifts. Staff raise a bay's lift and the car on it goes up with it.
- Dyno. A measured run that plots power and torque against revs, read from the handling the car is actually driving with, so tuning and wear both show on the graph. The last two runs are kept for a before and after.
- Multi-mechanic co-op. Two staff of the same shop can work the same car at once. They share one job sheet, see each other's changes, and the bill is settled once.
- Player-owned shops. A commercial shop with a
pricecan be bought in game, sold back, transferred, and run from a tablet: employees, per-category prices, invoices, work orders and a 30-day ledger. - In-game shop creator.
/mechanic creatorplaces bays, lifts, a dyno spot and a blip in the world and writes them straight to the database. New shops appear for every player without a restart and without a config edit. - Ten languages. German, English, Spanish, Finnish, French, Italian,
Dutch, Polish, Brazilian Portuguese and Turkish, selected with
Config.Locale.
Persistence
Builds are saved per plate and re-applied when the vehicle is next
driven, including on servers whose job garages spawn vehicles with random
plates. Every save is also merged into the props column of the framework
vehicle tables you list in
Config.Persistence.sync, so garages
respawn the car looking the way it was left.
/mechanic checkmods is the test for
this: it compares the car in front of you against what the database
holds and prints every difference.
Requirements
- ESX Legacy, QBCore or QBox
ox_lib,ox_target,oxmysql, OneSync
Optional, each detected automatically:
- An inventory, if you want parts to be physical items:
ox_inventory,qb-inventory,qs-inventory,codem-inventory,core_inventory, or the framework's own pockets - A banking resource for shop takings, and a billing resource for invoices. Nine adapters ship for each, plus a built-in fallback
ox_liborps-uifor the skill checks in the full install flownx-3dfor the tablet screen the mechanic holds
See Installation for the full list and the start order.
Framework usage
The framework is detected at boot. Set
Config.Framework if you want to pin it.
Get it
Available at nxcreative.tech/mechanic.