Supported Scripts
Everything is detected automatically when the server starts. You do not configure any of this, just run your scripts and the bridge finds them.
When several scripts of the same category are running, the first one in the list wins.
Frameworks
qbx_core → qb-core → es_extended
Inventories
ox_inventory → qs-inventory → codem-inventory → codem-inventoryv2 → tgiann-inventory → origen_inventory → qb-inventory → ps-inventory → lj-inventory
Target
ox_target → qb-target → sleepless_interact → built-in [E] prompts
Radial menu
qb-radialmenu → ox_lib radial (also used by qbx_radialmenu). Turn it off with Config.Radial.enabled.
Dispatch
kartik-mdt → lb-tablet → ps-dispatch → cd_dispatch → qs-dispatch → core_dispatch → rcore_dispatch → tk_dispatch → built-in alerts
MDT reports
kartik-mdt → lb-tablet → ps-mdt
Medical records are always stored inside this resource as well, so nothing is lost if you change MDT later.
Society / banking
Renewed-Banking → kartik-banking → okokBanking → fd_banking → tgg-banking → snipe-banking → tgiann-bank → p_banking → qb-banking → esx_addonaccount
Billing
okokBilling → codem-billing → jim-payments → esx_billing → built-in accept / decline prompt
Boss menu
qbx_management → qb-management → esx_society
Clothing
illenium-appearance → rcore_clothing → fivem-appearance → qb-clothing → esx_skin
Uniforms work with any clothing script through game natives, so this detection is only for the cloakroom menu.
Vehicle keys
p_vehiclekeys → qbx_vehiclekeys → qb-vehiclekeys → wasabi_carlock → qs-vehiclekeys → MrNewbVehicleKeys → Renewed-Vehiclekeys → t1ger_keys → jaksam-vehicles-keys → okokGarage
For p_vehiclekeys, add its key events first: Physical Keys (p_vehiclekeys).
Fuel
ox_fuel → LegacyFuel → cdn-fuel → ps-fuel → lj-fuel → Renewed-Fuel → okokGasStation → qs-fuelstations → rcore_fuel → lc_fuel → GTA fuel
Multicharacter
qbx_core, qb-multicharacter, 17mov_CharacterSystem, ZSX_Multicharacter, so injuries and states clear correctly when switching characters.
Emote menus
rpemotes-reborn (also as rpemotes), scully_emotemenu
When a player goes down, any emote they are playing is cancelled (props removed, no exit animation), so the downed pose is not interrupted. With rpemotes-reborn, emotes are also blocked while the player is downed (its canEmote state) and allowed again on revive or respawn. If another script (cuffs, jail) had already blocked emotes, that block is left as it is.
UI style
Not detected, you pick these yourself in Config.Integrations:
| Setting | Options |
|---|---|
notify | kartik (built-in), ox_lib, lation_ui, okokNotify, framework |
progress | kartik (built-in), ox_lib, ox_lib_circle, lation_ui, framework |
textui | kartik (built-in), ox_lib, lation_ui, framework |
minigame | ox_lib, lation_ui |
menu | kartik (built-in), ox_lib |
dialog | kartik (built-in), ox_lib, confirm boxes and text prompts |
Admin
txAdmin: its Heal and Heal All buttons revive properly through this resource.
AI medic
Built-in, or Envi-Medic (see below).
Arena / paintball scripts
nass_paintball, pug-paintball, brutal_paintball, 0r-paintball-v2, qs-deathmatch, ws_ffa_v2, damage taken while these are active does not create injuries.
Add your own to Config.IgnoreDamageResources, or set LocalPlayer.state.kajIgnoreDamage = true from your script.
Envi-Medic
- Start
kartik-ambulancejobbeforeenvi-medic. - In the envi-medic config, set its revive to:
exports['kartik-ambulancejob']:EnviRevive(source, finalRevive)finalRevive = true heals fully, otherwise the patient is only stabilised.
While envi-medic is running, the built-in AI medic hides itself (Config.Compat.enviMedic).
Adding your own script
Resources must keep their original folder names, the adapters call their exports by name.
Every integration lives in /bridge, outside the escrow. Adding support for another script is one adapter entry in the matching bridge file, no core code is touched.