Before You Begin#
Before installing Mechanic Creator, make sure your server meets the minimum requirements.
Requirement | Status | Notes |
|---|---|---|
| Required | Database access. The schema installs itself. |
| Required | Zones, callbacks and the optional skill checks. |
Documentation
How to install Mechanic Creator: dependencies, server.cfg load order, the self-creating database, admin access and the first checks. Works with ESX, QBCore and Qbox.
Before installing Mechanic Creator, make sure your server meets the minimum requirements.
Requirement | Status | Notes |
|---|---|---|
| Required | Database access. The schema installs itself. |
| Required | Zones, callbacks and the optional skill checks. |
| Required | Enabled on the server. Lifts, hoists and shop props are networked. |
A framework | Recommended |
|
An inventory | Recommended | Needed for the four items, the shop stashes and the parts shops. |
Everything framework- or third-party-specific sits behind a small bridge file, and the right one is chosen for you at boot by looking at which resources are running.
Layer | Detected from |
|---|---|
Framework |
|
Inventory | ox · qs · qb · ps · codem · origin · jaksam · ak47 (both editions) |
Billing | qs · esx · qb · okok · codem · Renewed-Banking · 17mov · wasabi |
Vehicle keys | Fourteen key scripts, from qb-vehiclekeys to mri_Qcarkeys |
Clothing | Twelve appearance scripts, for the shop wardrobe |
Vehicle prices | qs · esx · qb · qbx · okok vehicle shops |
Skill checks |
|
3D prompts |
|
Every optional integration degrades silently. If a resource is missing, that feature simply does not appear — nothing errors and nothing has to be switched off by hand.
After purchasing Mechanic Creator, the resource is automatically linked to your CFX Portal account. There is no separate download key to enter.
Sign in to the CFX Portal using the same account used during checkout, open Granted Assets, and download the resource from there.
After extracting the download, you should have the following folder:
qs-mechanic-creator/
├── config/ -- what you may edit
├── shared/ -- settings defaults, languages, engines
├── locales/ -- 41 translations
├── custom/ -- framework bridges (esx · qb · standalone)
├── client/custom/ -- inventory, clothing, keys, billing, visuals
├── server/custom/ -- inventory, billing, vehicle shops, webhooks
└── stream/ -- the car lift modelsThe folder must be named
qs-mechanic-creator. The item exports, the admin permission and the events your other scripts listen for are all named after it, so a renamed folder breaks them quietly.
Move the folder into your server's resources directory. It can live anywhere inside it:
resources/
└── [qs]/
└── qs-mechanic-creator/Then open your server.cfg and make sure everything this resource looks for is already started before it:
ensure oxmysql
ensure ox_lib
# Framework — one of these
ensure es_extended
# ensure qb-core
# ensure qbx_core
# Inventory — one of these
ensure qs-inventory
# ensure ox_inventory
# ensure qb-inventory
# Optional, if you use them
ensure qs-vehiclekeys
ensure qs-billing
ensure qs-textui
ensure qs-mechanic-creatorThere is no SQL file to import. Mechanic Creator creates its own tables on first start and migrates them on later updates, so an upgrade needs nothing from you.
Tables | Hold |
|---|---|
| The shops, their layout, who owns or staffs them, and their rosters. |
| The order board and the service history behind it. |
| Every movement of a shop's money, read back as its ledger. |
| The engine fitted to each plate, and the engines a shop has in stock. |
| Which wheels were broken off a plate, so a garage respawn does not heal them. |
| Everything the in-game settings panel changes, so it survives a restart. |
Only values you actually changed are stored. Anything you never touched keeps following the shipped default, which is how an update can improve a default without overwriting your choice.
The creator is where shops are placed and the server is configured, so it is behind an admin check. Any one of these routes is enough.
The usual route. Grant the ace to your admin group:
add_ace group.admin mechanic.admin allowThe generic command ace is accepted too, which most admins already hold.
A player whose ESX group is admin or superadmin is let in without any ace.
A player your framework already counts as an admin or god is let in without any ace.
Almost nothing is configured in files. Prices, permissions, items, the car lift and the three driving systems are all edited from the settings panel inside the creator, live. These are the files that stay yours:
File | Contents |
|---|---|
| Detection overrides, debug mode, where notifications go, and two hooks for refusing or preparing a mechanic action. |
| The shipped default for every value the panel owns. Change it to move the starting point, not the running server. |
| The engine catalogue: what each swap costs and what it does to handling and sound. |
| All 41 translations. Edit any string, or add a language. |
| Every bridge: frameworks, inventories, billing, keys, clothing, notifications, webhooks and the tuneshop visuals. |
The values worth reviewing first:
Config.Debug = false -- prints what was detected, and enables the diagnostic commands
Config.Notification = 'ui' -- 'ui' · 'qs-interface' · 'ox_lib' · 'native'Everything else — the language, the repair command's name, prices, taxes, employee limits, item names, the radial actions and all three driving systems — is in the settings panel, not in a file. It applies without a restart, except for the command name, which the game only registers at boot.
Restart your server and read the console. With debug on, the boot prints what each layer resolved to — the quickest way to catch a load-order mistake.
Then join and work through the first loop:
/mechanic_creatorThe panel opens on the shop list. If it refuses, the admin check is the thing to look at, not the install.
Create one, give it a name, and place a tuning bay with the freecam. Save. A blip appears on the map straight away.
Stop a car on the point you placed and press the key the prompt shows. The tuning window opens with the categories you switched on for that shop.
Use the mechanic_tablet item, or press the radial key if you own or work at the shop. If the item does nothing, it has not been added to your inventory yet — see Inventory Items.
Almost nothing needs a restart from here on. Shops, prices, permissions, items and every feature switch are edited in game and take effect immediately. The exceptions: the repair command's name, which the game only registers at boot, and — on every inventory except ox_inventory — a brand-new shop's stash and parts shop, which those inventories are only told about at boot.