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Nightz_Framework | All-in-One RP Economy & Character Framework [obfuscated] 0.6.1

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Public Beta (v0.6.1)

ND_Framework is released as a free public beta. It is feature-complete and runs a full RP server on its own, but it has not yet been through a wide public shakeout, so expect the occasional rough edge while it earns its 1.0.

What this means for you:

  • It is safe to test, but treat it as beta before betting a live public server on it.

  • Found a bug? Please report it (with console output and steps to reproduce) in the comments or our Discord. Reports during beta directly shape 1.0.

  • Updates will be frequent. Read the changelog before updating, as configs may shift while we polish.

  • Before going live, set your own Discord bot token, webhook, role IDs, and any API keys in the config / server.cfg convars. The download ships with placeholders.

Thanks for helping test it. Feedback in beta is what gets us to a rock-solid 1.0.


ND_Framework is a complete, character-based roleplay framework for FiveM by Nightz Development. It runs the entire spine of an RP server from one resource: multi-character selection, a full Fleeca-style banking economy, jobs and departments, hospital and death, jail with warrants, an enhanced 911 dispatch, vehicle insurance and DMV, ID cards and badges, and a long list of supporting systems. Every other ND_* resource plugs into this one core, so your whole server shares one economy, one identity, and one dispatch.

Released publicly and free.

Characters & Identity • Multi-character selection and creation (up to 10 per player), per-character spawn and last-location save • ID cards and LEO badges with proximity show/view (/showid, /viewid) • Discord rich presence, character lifecycle logging, optional join whitelist

Banking & Economy • Built-in bank + ATM UI, reached with E at bank and ATM locations • Checking and savings accounts with auto-issued debit cards, multi-bank support, welcome bonus • Credit cards with credit scoring, an optional AI underwriter (deterministic built-in fallback), loans and mortgages • Player to player transfers (standard vs instant for a fee, review holds, first-recipient scam warning), fees and limits • Invoicing and billing (fines, subscriptions, payment plans, garnishment) plus Bill Pay quick-pay • Investing: crypto, stocks, and asset markets • Account upgrade tiers with real perks (cashback, overdraft buffer, APY bonuses, payroll) • Paycheck system with per-department salaries and hourly vs performance pay

Jobs, Departments & Tablets • Fully customizable departments, ranks, Discord roles, salaries, power tiers, and spawns • Permissions via Discord roles, ACE, or mixed • Clocking and duty with per-department loadouts • Job Tablet (business management and employee payroll) and a Department command Tablet (roster, rank and salary control, treasury and city budget, requisition, MOTD)

Hospital & Death • EKG death screen, respawn timer and fee, repeat-death abuse protection • EMS hospital tablet, multi-step Surgery (/surgery), Coroner and autopsy (/autopsy) • Downed alerts to EMS, ambulance transport, critical-care play lockout

Jail, Records & Dispatch • Jail with offline countdown, LEO jail tablet, a real-law charge book, records and warrants • Enhanced 911 and dispatch with postal and street, a call board, ShotSpotter gunfire alerts, panic alerts, and citations (/ticket)

Vehicles • Vehicle insurance (tiered presets plus a custom policy builder, credit-scaled premiums, monthly billing, claims) • DMV registration (/dmv): temporary tags on delivery and paid renewals

CAD Integration (CDE CAD, official framework partner) • Syncs civilian characters, pushes 911 calls to the CAD dispatch screen • Opt-in hooks for arrests/jail, DMV registrations, panic, server heartbeat, live-map GPS, and EMS calls • Character creation can collect the extra CAD civilian fields when enabled

Quality of Life & Admin • Dark-glass Admin Console: live dashboard, bans and kicks, warnings/strikes, staff tools (freeze, noclip, spectate), merged banking admin, and a full action audit log • AOP with auto-switcher, peacetime, priority, scoreboard, street labels, weapon saver, world clear, taser cartridges, mute and chat filter • Global UI theme so sibling Nightz UIs recolor from one place, plus an autostart scanner for ND_* resources

Dependencies • Hard dependency: oxmysql (the only requirement) • Optional siblings, auto-detected at runtime: ND_HUDV2, ND_Inventory, ND_Properties, ND_Dealership, ND_Phone, ND_Doorlocks, ND_Tablet, ND_Garage, ND_Fuel and the wider Nightz suite. It runs standalone and lights up extra features when these are present. Which can be bought on our store

ND Discord Support

https://discord.gg/94heMhyHnc

Edited by Nightz Development

What's New in Version 0.6.1

Released

Pasted content

ND_Framework v0.6.1

Status

Release build, verified in-game. The framework banner, NDConfig.Version and fxmanifest read 0.6.1. A fixes increment on top of the 0.6.0 Real-Life banking release (see PATCH_NOTES_v0.6.0.md). This is ND_Framework only; the sibling resources (ND_Fuel, ND_Phone, ND_Tablet) stay at their own versions.

Tester-reported fixes

  • Fixed Auto clock-on-duty at spawn (NDConfig.Clocking.AutoClockOnSpawn) now actually fires. The spawn path never sent the auto-clock request, so nobody was clocked in on spawn regardless of the setting.

  • Fixed The scoreboard is now a TAB toggle (press to open, press again to close) instead of hold-to-view. A /scoreboard command is also registered as a fallback so it can always be dismissed even if TAB is bound to another resource on your setup.

  • Fixed Rich Presence big image no longer requires the small-icon key to be set — each art asset (big / small) is independent now.

  • Fixed Chat is no longer double-posted when ND_DiscordUnified is running. The framework's RP chat tag now stands down for ND_DiscordUnified (config NDConfig.RPChat.DeferToDiscordUnified, default true), just as it already did for ND_Chat. Set it false to keep the framework's [CATEGORY-DEPT] tag instead.

  • Fixed A rare "sporadic spawn": if no spawn point resolved, the player was left at the randomized cinematic camera spot. It now falls back to the configured initial spawn.

  • Fixed Fallback HUD (no ND_HUD running): AOP / Peacetime / Priority now reveal the HUD container instead of only the street label; and peacetime pushes to the HUD on join, so a player connecting during active peacetime sees it immediately.

  • Added Rich Presence now rotates the visible presence line through live info (character and department, current street, AOP, on or off duty), so the street shows as readable text instead of only in the logo hover tooltip. Tune the rotation and wording with NDConfig.RichPresence.Rotate and Format.

  • Changed NDConfig.UseFrameworkLevelPermissions was a dead toggle (read nowhere); it is now clearly marked reserved, with a pointer to the real permission config (PermissionMode + each department's Permissions block). The Rich Presence config now documents that icons are Discord art-asset KEYS (not URLs), that Discord shows your app's name as the header, and that you don't see your own presence buttons.

  • Note The reported jail.lua:144 infractionCooldowns crash on disconnect is already fixed in this build (that table was removed); it only occurs on a pre-fix copy and clears on update/restart.

Notes

  • Restart ND_Framework after updating. These are client-side fixes plus config annotations; no schema changes.

  • This release ships with all server-specific values blanked. Before use, set your own: shared/config/server.lua (Discord bot token, webhook, CAD keys), shared/config/core.lua (GuildId), and the nd_openai_key / nd_claude_key / CDE_CAD_API_KEY server.cfg convars for the optional AI and CAD integrations.

ND_Framework v0.6.0

Status

This release is in progress. The live version stays 0.5.5 until 0.6.0 ships, so the framework banner and fxmanifest still read 0.5.5. Items marked Planned below are scoped but not yet built. This is ND_Framework only; the sibling resources (ND_Fuel, ND_Phone, ND_Tablet) stay at 0.5.5.

Jail

  • Removed The unused guard and prisoner AI infraction system. The server side infraction handler (AddJailTime plus the ND:Jail:Infraction event) had no client half and was gated off (Guards.Enabled was false), so it was dead scaffolding that could never fire. The matching Guards config block was removed with it. No behavior change for players; regular jail, activities, records, and warrants are untouched.

Admin Console

  • Fixed The Player Tools "Select a player" dropdown showed a blank name (for example (ID 0) | N/A) for connected players without a loaded character. The console read first_name and last_name, but online players are stored with first and last, and an empty name resolved to a single space that blocked the "Player id" fallback. Names now read from the correct fields and fall back cleanly.

  • Fixed The admin Logs tab stayed empty because the actions a staffer actually uses (Set Money, CAD force sync, character delete, unjail, announce) never wrote to the audit trail. They now record to the Logs tab as well as Discord, with matching log colors.

  • Fixed Setting a player's cash from the console silently wiped their bank, and vice versa: each button sent the other balance as 0. Set Cash and Set Bank now update only the field you changed.

  • Security Closed an unauthenticated character delete. The ND:AdminDeleteCharacter net event had no permission check, so any client could delete any character. It is now gated by admin panel access like every other admin action.

Internals

  • Changed Split the money module under the Lua local cap. server/modules/money.lua sat at 196 of the hard 200 locals allowed in one chunk, so any new banking feature risked a compile failure that would cascade across the framework. Promoted 35 money specific helper functions from locals to module globals (no behavior change, no call site changes), taking it to 161 of 200 (39 free). See MONEY_SPLIT_PLAN.md for the technique and the Phase 2 options.

Insurance

  • Added Adjuster review queue for large claims. Claims above the auto approve threshold (Config Insurance Vehicle Claims AutoApproveBelow, default 5000) are now filed as pending and held for staff instead of auto approving with only an audit flag. The filer is told the claim is under review. Staff review with /insclaims (list pending), /insapprove <id> (recomputes the payout from the current policy, pays the owner online or offline, applies the premium surcharge, notifies them), and /insdeny <id> <reason> (notifies the owner with the reason). Both actions record to the admin Logs tab and Discord. Nothing is paid until approval. Set HoldLargeClaimsForReview = false to keep the old auto approve behavior. New exports: ResolveInsuranceClaim, GetPendingInsuranceClaims.

Money and Banking

  • Added A RefundCard(src, amount, cardId, opts) export that reverses a credit card charge with full bookkeeping: it reduces the card balance (floored at 0), claws back the rewards that charge earned, recomputes the over limit flag, writes a card_refund ledger entry, and re-syncs the HUD. It is scoped to the caller's own character so a refund can never land on another player's card. This mirrors ChargeCard in reverse and lets merchant resources reverse a credit purchase onto the actual card instead of crediting the bank.

Planned for this release

  • Changed Finalize the Job Tablet NPC location (currently placeholder coords), and surface the staff freeze scope so a cash and bank freeze is not mistaken for a total spending lock.

  • Removed Dead logs table leftover in the economy stats builder.

Notes

  • Restart ND_Framework after updating.

  • The jail cleanup makes no database changes.

  • Nothing in this file is player facing yet except the jail cleanup, which is invisible in normal play.

ND_Framework v0.5.5

Department Gas Cards

  • Fixed Gas cards now work out of the box. On first boot each command-tablet department is seeded a treasury row using its configured default (NDConfig.DeptTablet.GasCards.perDept) plus an opening balance equal to its city budget allotment. Before this the per-department defaults were never applied, so every department started with gas cards OFF until a commander toggled them by hand.

  • Improved LEO and Fire/EMS run on one shared path. LSPD, BCSO, SAHP, and Fire/EMS all default to gas cards ON in the shipped config, with no police only branch anywhere in the billing.

Department Command Tablet

  • Added Duty toggle in the tablet header. Any member can clock in or out straight from the tablet with an On Duty / Off Duty pill, shown whenever clocking is enabled. No more hunting for /clockin.

  • Added Transaction History tab. A full treasury ledger that records every movement with the amount, resulting balance, who did it, and when: member deposits and withdrawals, gas card charges, city budget, city funding, requisitions, repairs, member bonuses, and bonus refunds. Shows the newest 40 entries, refreshes live (default every 5 seconds), and is management gated.

  • Fixed The Gas Cards toggle in the Treasury tab is now visible. The switch renders with a proper on and off state instead of an unstyled, invisible control.

  • Changed The Member Bonus controls now sit on one row (member, amount, Pay Bonus) instead of stacking.

Notes

  • Restart ND_Framework after updating. The nd_dept_treasury and new nd_dept_treasury_log tables are created and migrated automatically, so there is no SQL to import.

  • Seeding is a no-op on any department that already has a treasury row, so existing balances and manual toggles are never overwritten on restart. If a department already had a row from earlier testing, the seed will not flip its gas cards on: toggle it from the command tablet (Treasury, Department Gas Cards) or set gas_cards = 1 for that department.

  • Opening balances follow NDConfig.DeptTablet.CityBudget (LSPD 8000, BCSO 6000, SAHP 6000, Fire/EMS 7000 by default, and 0 if the city budget is disabled).


Short Description

A complete character-based RP framework for FiveM: full banking economy, jobs and departments, 911 dispatch, hospital, jail, veh

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