
Notify
Your server runs scripts written for three different frameworks, so players see three different notification styles. One line in your core routes all of them through one design — duplicates suppressed, runaway loops rate-limited.
Each one solves a single problem completely and detects QB, ESX, QBox and standalone on its own. No dependency chains, no framework lock-in, no config file to fill in before it works.

Your server runs scripts written for three different frameworks, so players see three different notification styles. One line in your core routes all of them through one design — duplicates suppressed, runaway loops rate-limited.

Third-eye targeting that stays out of the way. Zero ticks when nothing is in range, so it costs nothing while your players are simply driving around.

Default chat has not changed since 2019. Channels, proximity, staff visibility and a readable log — without replacing anything your existing commands already do.

Most HUDs redraw every frame whether anything changed or not. This one renders only when a value actually moves, and every element is positioned by the player in game — no config file, no restart.

The first thing every player sees. Cinematic camera, character slots, spawn flow — drop-in compatible with the multichar you already have.

Weather, timecycle and post-processing tuned for roleplay screenshots — configured live in game while you look at the result.