Usage — Fishing Job FiveM Script | Quasar Store | Quasar Store
Documentation
Usage
How the FiveM Fishing Job plays: casting and the reel-in minigame, depth bands, every fish, rods and tackle, boat rental, crab traps, trawl nets, shark spearfishing, cooking, crew missions, tournaments and the admin panel.
Fishing Job has three interfaces, and it helps to know which is which from the start:
Window
Opened with
What it is for
The job panel
E at the fisherman, or third-eye
Missions, your crew, statistics and the leaderboard, achievements, the shop, boat rental and the fishing guide.
The tackle box
Using the fishing_kit item
Choosing your rod and fitting bait, a hook, a reel and a line to it, on a 3D rod you can turn.
The admin panel
/fisheradmin
Every setting of the script, plus starting tournaments and golden zones on demand.
The job panel opens with a close-up of the fisherman, Old Pete, and a card with his greeting. The header shows your level and experience; hover it for the bonuses your level gives. Below it sit the mission carousel, your crew and the job details, and along the bottom the buttons for Statistics, Shop, Guide, Abandon quest and Start Mission. Esc steps back from a sub-view, then closes the panel.
Anyone can fish by default. Set Config.RequireJob = true and only the jobs in Config.FisherJob see the blip and can use the NPC, the rod and the panels; losing the job mid-mission abandons the mission.
One fisherman on the coast near Paleto under a Fisher blip, a dock beside him where rented boats appear, 25 species of fish, four kinds of crab, and four missions:
Mission
Level
Asks for
Pays
Fresh Catch
1
10 roach
$80 · 1,000 XP
River Patrol
2
5 roach, 3 sardines
$110 · 1,500 XP
Bulk Delivery
4
8 mackerel, 4 rockfish
$330 · 2,000 XP
Shark Hunt
20
3 sharks, speared in a marked zone
$1,200 · 6,000 XP
Four more are written in Config.Tasks and commented out — Trophy Hunt, Deep Water Duty, Legendary Catch and Harbor Supplies — ready to switch on. Tournaments are scheduled daily at 12:00, 16:00 and 20:00 server time with random ones in between, and golden zones open on their own every 25 to 70 minutes.
The heart of the job. Use any rod from your inventory to take it out; use it again to put it away. Face the water and the panel on the right measures what is in front of you — the depth, its band, and whether you can cast — before you commit to anything.
Key
When
What it does
E
Rod out, prompt lit
Get ready to cast. The power meter opens.
Left mouse
Power meter
Hold to sweep the power up and back down; release to cast at that power.
E / Esc
Meter, or waiting for a bite
Reel the line back in. Costs no bait and cannot break the rod.
E
The float goes under
Strike. You have three seconds.
Mouse
The fight
Swing the camera to the side the arrows ask for to pull the fish in.
Esc
The fight
Give up. Counts as losing the fish.
You cannot cast while driving a boat (a passenger can), while a net is out, at a campfire, or within five metres of the fisherman — the prompt greys out and says why.
Power decides four things at once: how far the float lands (6 m at none, 26 m at full), how likely anything is to bite, how big the fish runs, and whether the rarer species are within reach at all — a weak cast cuts their odds hard. A cast under 5% "barely left the bank" and is refused. Turn Config.Cast.Enabled off and every cast is one press at full power.
A fish bites between 5 and 10 seconds after the cast (Config.BiteTime), cut by your level and your line, never below a second and a half. A sound plays, the float goes under and a ring counts down the strike window. Miss it and the fish is lost: the bait is spent and the rod may break.
The reel-in is played with the camera. Swing it toward the side the arrows point at and the fish comes in — the further off centre, the faster. Hold the wrong side, or the middle, and the line slips back out. The fish changes direction as it tires. Swing too far and the line tension bar fills: past amber it shakes and warns you, and at 100% the line snaps. There is no time limit.
How hard it fights comes from where the species lives, not from how rare it is: shallow fish are gentle, abyssal ones punishing, and a heavy specimen fights harder than a small one of the same kind. Hooks, your level and the rod's perks ease it, up to 40% off. A lost fish spends the bait and rolls the rod's break chance.
Every landed fish is shown hanging off the line in a short camera shot, with a card: the species, its weight, the specimen quality, your previous best and a New record flag when you beat it. Then you choose:
Keep — the fish goes in your bag with normal experience.
Release — no item, but 1.75× the experience, and 1.5× on top of that for a trophy. It still counts for records and achievements; by default it does not count toward a mission.
No answer in nine seconds keeps the fish. A specimen in the top 10% of its species' size range is a trophy, announced and counted separately. Now and then a cast brings up more than one fish (4% of catches, for species that school), and the reel and level add a chance of one extra on top.
Depth decides who is down there. The seabed under the spot your float will land is measured, and the water falls into one of four bands:
Band
Water
What it means
Shallow
up to 3 m
Small, cheap, easy fish.
Mid-water
3 – 10 m
Everything you can catch from the shore.
Deep
10 – 25 m
Bigger, better-paid fish that fight hard.
Abyssal
beyond 25 m
Swordfish, stingrays and horn sharks. The most valuable rod catches, and the hardest fights.
From the shore the water always reads as 6 m, mid-water — the same everywhere, so standing on a different beach changes nothing. The deep species are out where you need a boat. A fish's home band is where it is most likely; one band away it is about a fifth as likely, and two away almost never.
How deep you may fish grows with you:
lua
reach = 12 m -- Config.Depth.Base
+ 0.9 m per level -- Config.Depth.PerLevel, up to level 60
+ 0.35 m per depth point -- Config.Depth.PerGearPoint, from reels and lines
Bait gates nothing — you can fish with a bare hook. Every species has a favourite, and with its favourite on the hook it is 3.4× more likely; any other bait still makes every fish 1.25× more likely than a bare hook. Bait is spent on every cast that ends in a catch or a loss, unless the hook's bait saver spares it, and better baits also push the fish a little bigger. A cast with no bite at all brings up an old boot, worth $1 at the shop.
Every species has a weight range in Config.FishSizes — a sardine 0.08 to 0.30 kg, a swordfish 14 to 56 kg — and each catch lands somewhere in it. Your level, the cast's power, the bait, the depth band and gear with specimen size all push it toward the heavy end. Config.WeightUnit shows weights in kilograms or pounds; it changes the display only.
Five rods, each with more slots and a bigger multiplier on everything fitted to it — and a higher chance of snapping when a fish gets away. The rod that lands trophies is the rod you are most likely to break. You fish with the rod picked in the tackle box, or the best one you own and have the level for.
Rod
Level
Price
Slots
Gear ×
Breaks
Own perks
Wooden Rod
1
$20
1
1.0
10%
—
Carbon Rod
3
$120
2
1.15
14%
Bite time −5%
Composite Rod
8
$350
3
1.35
19%
Bite time −6%, size +6%
Tournament Rod
16
$700
4
1.6
25%
Fight ease 4%, size +12%, line +8%
Master Rod
28
$1,500
4
2.0
34%
Fight ease 6%, extra catch 6%, size +20%, line +12%
Slots open in the order bait → hook → reel → line, so a one-slot rod carries bait only. Open the tackle box with the fishing_kit, click a slot on the rod to pick what goes in it, and drag the rod to turn it. Hooks, reels and lines are never used up.
Spinning Reel (1, $30): extra catch 8 · Monofilament Reel (5, $70): extra catch 14, size 5 · Graphite Reel (12, $200): extra catch 18, durability 18, depth 8 · Deep Sea Reel (22, $500): extra catch 24, size 10, durability 25, depth 20
Line
Braided Line (2, $40): bite time 10 · Fluorocarbon Line (9, $90): bite time 18, line strength 10 · Steel Leader (18, $300): bite time 12, line strength 30, durability 15, depth 14
What each bonus does:
Bonus
Effect
fightEase
% off how hard the fish fights. Capped at 40% with level included.
extraCatchChance
% chance to bring up one extra fish.
biteTimeReduction
% off the wait before a bite.
specimenSize
Pushes every fish toward the heavy end of its range — and so toward trophies.
lineStrength
% more angle you can pull through before the line snaps.
rodDurability
% off the rod's chance of breaking when a fish is lost.
baitSaver
% chance a cast does not use up the bait.
depthRating
Points of extra reachable depth, 0.35 m each.
Every fitted bonus is multiplied by the rod's gear multiplier, then the rod's own perks are added. Any slot can carry any bonus — the stock catalogue is only arranged this way.
The deep water is where the money is, and a boat is how you get there. Boats are rented from the Boats tab of the shop, for one session, and appear at the dock beside the fisherman with you at the wheel. Your crew is brought to the dock with you, and the keys go to whichever key script you run.
Boat
Level
Price
Rental
Dinghy
1
$60
20 min
Dinghy MkII
6
$150
45 min
Dinghy Ranger
14
$350
90 min
Deep Sea Dinghy
24
$700
3 h
Press G at the wheel to drop or raise the anchor, then step back from the helm to cast. A timer on screen counts the rental down and warns you two minutes before the end, when the boat is taken back. Bring it within 45 m of the dock and press Return in the Boats tab to get 40% of the price back.
Passive fishing that works while you do something else. Use a crab_trap (level 5, $80) over at least 10 m of water — from a boat or the end of a long pier, but not standing on the pier itself. The cage sinks, a buoy floats above it, and a blip only you can see marks the spot. Traps are saved, so they keep soaking through restarts and while you are offline.
The soak is a curve, not a countdown: pull a trap straight back up and you get 15% of a catch; leave it 45 minutes and it is full, with most of the crab arriving late. Once full it starts to rot, and three hours later it breaks up — you are warned 15 minutes before. Deeper water fills a trap with rarer crab.
Crab
Pays
Found in
Crab
$3
Every band
Brown Crab
$8
Every band
Striped Red Crab
$18
Rare in mid-water, common in the abyss
Yellow Crab
$40
Deep and abyssal water only
Swim or sail up to your buoy and press E: a panel shows how full it is, when it is ready, when it rots and the depth it sits at. Haul it up takes the crab and 120 XP at a full trap, with a 12% chance the cage breaks; Pack it away gives nothing but only risks the cage 4% of the time. You may have one trap out, two from level 16 and three from level 31. Only the owner can open a trap, and traps must be 20 m apart.
The third way to fish, where the boat is the tool. Sit in a boat you rented from the fisherman, over at least 4 m of water, and use a net: it streams off the stern and fills by distance sailed, not by time.
Net
Level
Price
Holds
Integrity
Drift Net (green)
10
$250
20 fish
100
Trawl Net (blue)
20
$600
30 fish
140
Deep Sea Net (red)
32
$1,300
40 fish
190
A gauge on screen shows your speed against the sweet spot: the net fills fastest around 7.5 m/s, nothing below 3, and above 12 it tears. Dragging it over water shallower than 4 m wears it too, and a fuller net slows the boat down. Get within 8 m of the boat and press E to haul in: you get the fish, the net back, and experience per fish. Let the integrity reach zero and the net tears — the catch is lost, and so is the net unless Config.FishingNets.BreakLosesNet is off. The depth you trawl over decides the haul, from sardines in the shallows to tuna and white seabass in the abyss.
The only fishing done in the water, and the only way to catch a shark — worth $150 each, the top of the price table. Sharks exist only while a Shark Hunt mission is running: take it from the job panel at level 20 and a zone is marked on the map with a ring on the water. Three sharks swim there at a time, tiger and hammerhead, and each one is replaced shortly after it dies.
Gear up
Buy a speargun ($900), spears ($8 each — one per shot) and, if you like, a dive tank ($150). All three need level 20.
Dive
Use the dive tank to put on the diving outfit, tank and mask. Underwater it gives you ten minutes of air on a gauge, and refills on the surface. Without a tank you have the game's own forty seconds of breath — tight, but the zones are placed so it is possible.
Shoot
Use the speargun to draw it. Hold the right mouse button to aim and click the left to fire. It only fires underwater, carries 50 m and takes under two seconds to reload. A miss loses the spear and scares off nearby sharks.
Cut it loose
Swim to the shark you hit and press E. You get the shark, its weight, 40 XP and a 50% chance of getting the spear back. Swim more than 100 m away first and the line snaps.
Every shark has a temperament you cannot see: aggressive ones close in, skittish ones flee, indifferent ones ignore you until you shoot. By default none of them bite (AttackChance = 0). A marker floats over each shark so a carcass is easy to find on a dark sea bed.
The one thing to do with a fish besides selling it. Both ways turn any fish except the shark into skewers: brochette_fish_cooked restores a quarter of the hunger bar, a burnt one a little, and a raw one cannot be eaten.
Use a piece of wood — oak_wood, pine_wood or maple_wood — or type /campfire on sand, grass or dirt. It costs three pieces of wood and burns for 20 minutes. Roads, concrete, floors, water and the area around the fisherman and the dock are refused. You may have two fires going, and anyone can cook on anyone's fire.
Press E at a fire, pick a fish and the camera swings onto the skewer. Move the mouse to turn it — a side left too long chars. After 25 seconds over the flames it is cooked, after 32 it is charcoal, and the bar on screen marks the window. Press E to take it off. A cooked skewer pays 6 XP; one taken off too early comes back raw and can go over the fire again.
A small sardine-grill business, after the boats full of sand on the beaches of Málaga. Buy the skewer_grill_boat (level 12, $1,400 — never used up) and use it on dry land with fish in your bag. The boat lands in front of you and you stand behind the counter, with your raw fish on the rack.
Click the coals to look down at the grill. Hold the left button on a skewer and let go over a free spot — four fit at once.
Each side needs 18 seconds and chars at 30. Pick a skewer up and right-click to turn it over. Drag it off the grill when both sides are done.
Customers walk up and ask for one to three skewers. Drag a cooked skewer onto one to hand it over — $24 each, paid per skewer. They wait two minutes before walking off.
Other players can buy too: within 10 m of a stall they press E, order up to ten and join the queue.
Backspace packs the stall away — whatever is on the coals is lost. It also packs itself up after 15 minutes, if you walk more than 12 m off, or when it sells out with someone still waiting.
Pick a mission in the carousel and press Start Mission. You go on duty, the fisher outfit goes on, and a tracker on screen counts each fish asked for. Catch them anywhere; when the last one is in you are paid on the spot. Abandon quest drops it.
Fishing is better with friends. Click an empty tile in Fishers Group and type a player's server id to invite them — they must be within 20 m, and they get an invitation to accept. A crew holds four, the leader included. Only the leader starts a mission or kicks a member, and every member must meet the mission's level. Everyone's catches count toward the same list, a rented boat brings the whole crew to the dock, and the tiles show each member's face.
Config.MissionPayout decides the pay:
'members' (default) — every member gets the full money and experience.
'split' — the reward is divided between the members present when it completes, rounded down, never under 1.
The fish asked for do not grow with the crew: four players bring in the same ten fish one player would. On 'members' that is four times the pay for the same work — generous on purpose, so an existing economy does not move.
Opened from the job panel, with three tabs. Prices and level locks are checked again on the server, so config.lua is the one place they are set.
Tab
What it does
Buy
Rods, the kit, traps, nets, the speargun, spears, the tank, the grill boat, bait, hooks, reels and lines, filtered by category. Locked rows show the level they open at; each row lists its bonuses and, for bait, the fish that favour it. Up to 100 of an item per purchase, paid in cash.
Sell
Every fish, crab and boot in your bag. Pick what to sell or press Sell all — trophies included, after a confirmation.
Boats
Rent and return boats.
On ox_inventory every fish keeps the weight it was caught at, and the Sell tab opens each species into its individual fish so you choose which to sell. The heavy ones pay more:
So a fish twice its species' minimum weight pays 50% over the base price, whether it is a sardine or a swordfish. On other inventories every fish of a species sells at its base price, and the weight is a record and a tournament score.
Nothing directly — nobody loses, turning up is the whole of it.
Both drop a zone on the map. Inside a tournament's water a panel shows the countdown and the live top three of each board; when it ends, everyone who scored sees the final results. A golden zone shows a gold banner with its countdown while you are inside. Only one of each runs at a time, and an admin can open or close either from the admin panel's Events tab.
A golden zone does not hand out fish. The odds are tilted, but a bad cast is still a bad cast.
Experience comes from every catch, mission, trap, net haul, shark, cooked skewer, achievement and tournament prize. Level 1 takes 3,500 XP and each level after needs 10% more. Levelling never stops, and each level adds 0.5% fight ease, 0.5% extra catch chance and 1% off the bite wait — up to level 60, where the bonuses stop growing so the minigame never disappears. Levels unlock rods, gear, boats, nets, missions, more crab traps and deeper water.
Opened from Statistics → Achievements. One species achievement is created for every fish in Config.Fish ($250 and 300 XP for the first of each), plus fourteen milestones: total catches (1, 50, 250, 1,000), different species (3, 6, 10), trophies (1, 10), the heaviest fish (25, 100, 300 kg) and fish released (10, 100). An achievement unlocks the moment you earn it, and its reward is collected by clicking its card at the fisherman.
The Guide button explains the whole job in game rather than on your Discord, in five tabs: the basics, every fish with its band, favourite bait, price and whether it can be caught from the shore, the other ways to fish, cooking, and the events. A banner on top shows the next tournament — or the running one, with a button that sets a waypoint to it — and a toggle pins every tournament zone on your map. Tabs for features you switched off are hidden.
/fisheradmin opens every setting in config.lua as a form, with the help text from the file beside each one, a search box, and pickers where a setting has a fixed set of answers. Coordinates take your current position with one button, and can teleport you there or drop a waypoint to check them.
Section
What it holds
Events
Start a tournament or golden zone now — pick the zone and the minutes — see what is running and stop it. Plus their settings.
Job & NPC
Who may fish, the fisherman, his marker, blip, name and greeting, and the outfit.
Rod fishing
The cast, the bite, the fight, depth, bait, keep or release, rods and attachments.
Nets, traps & boats
Trawl nets, crab traps, the speargun and the shark hunt, boat rental.
Fish & shop
The species table, sizes, prices, weight pricing and the shop's gear shelf.
Cooking
Campfires and the espeto boat.
Missions & crew
The mission list, crew size, invite distance and how a crew is paid.
Levels & records
The level curve and perks, achievements and the leaderboard.
Setup
Language, target, inventory options, keys, notifications, webhooks, the admin panel itself and debug.
A changed setting is marked, and the arrow beside it resets it to the file's value. Every change is logged to Discord if the ConfigChanged webhook is on.
Saved settings apply on the next restart, and the panel keeps a banner up until then. They live in your database, in qs_fisher_config, and are laid over config.lua — which is why editing the file does nothing for a setting changed in the panel. Starting and stopping events, on the other hand, is immediate.