Scriptsnx_mechanic
Changelog
Version history for nx_mechanic.
1.0.0 (2026-09-10)
Initial release.
Workshops
- Every workshop is a shop entry with its own bays, blip and install flow. Commercial shops charge the customer; department shops are free and job-gated. Both can sit on the same map, and overlapping bays let two departments share one garage.
- Two ways to charge at a commercial shop: self-service, where the customer drives the panel and pays at the end, or mechanic, where staff do the work and the customer approves the bill, gets an invoice, or the shop absorbs it.
- The catalogue is read from the vehicle itself, so emergency and add-on packs expose their own kit rather than a fixed list. Extras, liveries, wheel types, window tint, plate styles, neon and the full paint palette including the chameleon paints.
Config.SlotLabels,Config.ModLabelsandConfig.ExtraLabelsname anything a pack shipped unnamed, keyed per model or by a model prefix.- Live preview with an orbit camera, a peek key that clears the panels out of the way, and a change list that undoes any single change.
- Share a build as an eight-character code, copy a build from another plate, or apply the department default.
Vehicles
- Builds are saved per plate, re-applied when the vehicle is next driven, and merged into the framework's own garage tables so a respawn keeps them. Works on servers whose job garages hand out random plates.
- Stance: camber, track width, ride height, wheel size and width, stored per plate.
- Custom tuning: engine swaps, drivetrain, turbo, gearbox, tyres, brakes and a drift kit. Each option scales the car's own handling instead of replacing it, so an add-on car keeps its character. Engine swaps change the sound as well.
- Nitrous with a kit, bottles, a coloured purge and refills sold per shot. The shot count is held by the server.
- Servicing and wear across twelve configurable parts, driven by distance, high revs, boost, nitrous and collisions. A worn part drags handling down; at zero it fails for real. Parts can be added, renamed or removed.
- Roadworthiness inspections stored as a certificate per plate, with a police lookup command.
- Repairs and washes at a fixed price.
Running a shop
- Work orders: a self-service customer parks the whole job for staff instead of paying now. Nothing is charged and nothing is applied until a mechanic completes it.
- Invoices through whichever billing resource you run, or nx_mechanic's own invoice book when you run none.
- A staff tablet with the vehicle's record, work orders, invoices, servicing, dyno runs and inspections, and a customer view for a player's own invoices and orders.
- Player-owned shops: buy, sell, transfer, name managers, hire and fire, set per-category prices up to a configured cap, and read a 30-day ledger.
- Car lifts, and a dyno that plots power and torque from the handling the car is actually driving with, keeping the last two runs for a before and after.
- Two mechanics from the same shop can work one car at the same time, sharing a job sheet, with the bill settled once.
- An in-game shop creator places bays, lifts, dyno spots and blips in the world and writes them to the database. New shops appear for everyone without a restart.
- Logs routed to the server console, ox_lib's logger and a Discord webhook, by category.
Compatibility
- ESX Legacy, QBCore and QBox, detected at boot, with no start-order requirement on the framework resource.
- Nine adapters for society banking and nine for billing, each with a built-in fallback, plus seven inventories and two skill-check minigames. All of them stay readable and editable after install, so an unsupported system is a short file away.
- Ten languages: German, English, Spanish, Finnish, French, Italian, Dutch, Polish, Brazilian Portuguese and Turkish.
- Servers moving from
nx_dutycustomscarry their plate builds, department defaults and share codes across on the first start.