Overview
About nCore Vibe HUD
Vibe HUD hides the stock wanted stars, cash, area names, weapon icon and health and armor arcs and draws its own, and gives them back when you stop the resource.
On foot you get bars for health, armor, stamina and oxygen. Hunger, thirst and stress show up if your framework reports them. Armor only shows while you wear it, and oxygen only when you're underwater.
Cash, bank and dirty money sit in their own rows and show a short + or - when the amount changes. Dirty money is read from ESX black_money, QBCore markedbills items or a QBox ox_inventory black_money item. On standalone your own script has to feed it with SetMoney.
Wanted stars go from 0 to 6, with six evidence icons (CCTV, group, appearance, profile, weapon, vehicle) you can switch off one by one. The GTA special ability bar is there too, as focus (bullet time) or rage. It charges from kills, headshots, near misses and stunts, and CAPS LOCK uses it.
A frame sits on top of the game radar and shows the road distance to your waypoint. The location card shows the street or zone and the nearest postal code.
Vehicles
Get in and the vehicle card shows make, model, speed in km/h or mph, RPM and rings for fuel, engine and body. Helicopters and planes show altitude, and bicycles get their own card without RPM, fuel or engine rings.
The seatbelt is on B (or /belt), and a chime plays above 30 km/h if you're not belted. Supercars and open-wheel cars buckle a racing harness automatically. Indicators sit on LEFT, RIGHT and DOWN and drive the real lamps, so other players see them blink too. Cruise is on J or /cruise, and the speed limiter and parking brake have their own commands.
Wheel and chat
Hold TAB and the weapon ring opens in the game's order, melee first and throwables last. Scroll over a slot to cycle its weapons and let go of TAB to equip. You can't fire while it's open. If your inventory keeps weapons as items, add-on weapons show up too, in the slot of their weapon group.
The ITEMS page uses the same wheel. You can use an item, put it on a slot or give it to the nearest player. Give and the hover card only work if your inventory exposes them, so how much of this you get depends on the inventory.
If neither chat nor ncore_chat is running, Vibe HUD starts its own small chat on T. Normal text reaches players within 20 m, and there's /me, /do, /ooc, /roll and a staff chat. Scripts that send chat:addMessage keep working.
Settings
In /vibehudsettings players pick the speed unit, sounds, special ability, radar mode, which of the 12 HUD parts show and three chat options. /vibehud turns the HUD off for one player and leaves the chat on. The layout itself is fixed. Players can scale it from 0.7 to 1.6 and switch parts off, but there is no editor for moving pieces around.
The HUD is drawn for 1080p and scales with the screen height, so 1440p and 4K get the same layout, larger.
In config.lua you decide which stock HUD pieces get hidden, which evidence icons are used, whether money shows all the time or only after a change, the currency sign, the item names on the wheel, and the chat ranges, command names and colors. Every part has its own enabled switch, so if another script already does a job, you turn that part off. If you'd rather players left things alone, Config.Settings.enabled = false removes the settings menu.
Texts are in English and Hungarian, and a new language is one file in locales/. The bundled fonts have no ő or ű, so in Hungarian those two letters show in a fallback font. There are 82 client exports and 17 server exports if you want to drive it from your own scripts, all listed in DOCUMENTATION.md.
Requirements
- FXServer, with OneSync recommended. Proximity chat and the synced seatbelt and indicators need it. Without OneSync, chat lines go to everyone.
- Standalone, ESX, QBCore or QBox. It detects the framework at start, or you set it in config.
- Optional inventory: ncore_inventory, ox_inventory, qb-inventory, qs-inventory, the QB/QBox built-in one or ESX. Without one it uses its own item store.
- Optional fuel resource: LegacyFuel, ps-fuel, lj-fuel, lc_fuel, cdn-fuel, myFuel, nd_fuel, okokGasStation, hyon_gas_station, ti_fuel, rcore_fuel, qs-fuelstations or x-fuel. Without one it reads the
fuelstate bag or the game's own fuel level. - Optional: ncore_hud. While Vibe HUD runs, ncore_hud's band, cluster, weapon panel and minimap control stand down. ncore_hud keeps the indicators, belt, cruise, parking brake and limiter, and Vibe HUD shows their state.
The download has the resource with config.lua, the language files and the bridge files, the web UI with its fonts and sounds, 111 weapon and 262 item pictures, 1,687 postal points, and README.md, INSTALLATION.md, DOCUMENTATION.md and CHANGELOG.md.
Editions
You can buy it as Escrow or Full source, and both get the same features and updates. In Escrow the Lua code is protected by Cfx.re escrow, while the config, locale and bridge files stay editable. In Full source every file is readable.
To update, download the new version (Escrow from your Cfx.re account, Full source from Tebex), keep your config.lua, your language files and any bridge file you changed, and copy the rest over. CHANGELOG.md lists what changed.
I'm nCore Development. Support is on intelnpc.com and I reply within 72 hours. Payments and refunds are handled by Tebex under their terms.
Not approved, sponsored or endorsed by Rockstar Games.
What you get
Config open, core escrowed
Docs
Read it before you buy
The same docs that ship with the script, updated with every release.
This is the reference for script authors. README.md is the overview and INSTALLATION.md the setup guide. Every setting is explained by the comments in config.lua.
Call the client exports as exports.ncore_vibehud:Name(...) from a client script, and the server exports the same way from a server script. Most setters return true when they did something and false when they couldn't (an unknown name, a part switched off in config, no vehicle).
Client exports (82)#
HUD and parts#
| Export | What it does |
|---|---|
SetHudVisible(on, reason) |
Hides or shows the whole HUD for a reason of your own. Several scripts can hide it at once, it comes back when every reason is cleared |
IsHudVisible() |
true while the HUD is on screen |
SetHudEnabled(on) |
Turns the HUD off or on |
IsPlayerReady() |
true once the character is loaded and in the world |
ShowElement(name), HideElement(name), ToggleElement(name), SetElementVisible(name, on), IsElementVisible(name) |
One part of the HUD. The names are the ones on the Parts page: stats, tooltip, wanted, suspect, money, vehicle, location, minimap, subtitle, status, prompts, medicine |
GetHudState() |
The table the HUD draws from |
ResyncHud() |
Sends everything to the page again |
GetFramework() |
esx, qb, qbox or standalone |
Stats and needs#
| Export | What it does |
|---|---|
SetStat(name, value, max) |
Overrides a bar. Names: health, armour, stamina, oxygen, ability, hunger, thirst, stress |
SetStatMax(name, max) |
Overrides the max of a bar, nil goes back to automatic |
SetStatSegments(name, segments) |
Divider segments, a number or a table, nil goes back to automatic |
ClearStatOverride(name) |
Gives a bar back to the game. Without a name it clears every override |
GetStats() |
The current values |
SetNeed(key, value) |
Feeds hunger, thirst or stress, 0 to 100 (a value from 0 to 1 is read as a fraction). nil removes the value and the bar hides |
GetNeeds() |
The current needs |
Wanted level and suspect icons#
| Export | What it does |
|---|---|
SetWanted(level, kind) |
Stars 0 to 6. kind is normal, searching, losing or possible |
ClearWantedOverride() |
Back to the game's wanted level |
SetSuspect(tbl) |
Lights the evidence icons, for example { cctv = true, weapon = false }. Keys: cctv, group, appearance, profile, weapon, vehicle |
ClearSuspectOverride() |
Back to the live checks |
Money#
| Export | What it does |
|---|---|
SetMoney(rows) |
{ cash = 500, bank = 12000 }, or a list of { id = 'cash', amount = 500 } rows |
SetMoneyRow(id, amount, color) |
One row, also a new one with your own id and color |
Special ability#
| Export | What it does |
|---|---|
SetAbilityCharacter(name) |
focus, rage or off |
ChargeAbility(amount) |
Adds charge (the bar runs 0 to 100) |
GetAbility() |
{ charge, active, enabled, character } |
Vehicle#
| Export | What it does |
|---|---|
SetIndicator(mode), GetIndicator() |
0 off, 1 left, 2 right, 3 hazards |
SetSeatbelt(on), IsSeatbeltOn(), IsHarnessOn() |
Belt and racing harness |
SetCruise(speed), GetCruise() |
Speed in the player's unit, 0 releases |
SetSpeedLimiter(speed), GetSpeedLimiter() |
Speed in the player's unit, 0 clears |
SetParkBrake(on), GetGearboxState() |
Sets the parking brake. The state comes back as { mode, parkBrake, selected, gear }, where selected is the badge letter P, R, N or D |
SetVehicleCard(tbl), ClearVehicleCard() |
Overrides the card. Fields: manufacturer, model, fuel, health, body, speed, unit, gear, rpm (0 to 1), kind, altitude, lights, engine, locked, belt, harness, indicator, park, limit, cruise. Fields you leave out keep their live value |
While ncore_hud runs and Config.Siblings.notifyVehicle is on, ncore_hud owns the indicators, belt, cruise, parking brake and limiter, and the setters above return false. Call ncore_hud's exports instead.
Location and minimap#
| Export | What it does |
|---|---|
SetLocation(text, kind), ClearLocation() |
Overrides the location card, kind is land or water |
GetPostal() |
The nearest postal code |
SetGps(on) |
Shows or hides the waypoint distance, nil goes back to following the waypoint |
SetMinimapBlips(list) |
Dots on the minimap frame: { x, y, size, color }, x and y in frame pixels, size small, large or a number |
Screen messages and mission panel#
| Export | What it does |
|---|---|
SetTooltip(text, ms), ClearTooltip() |
The help box |
SetSubtitle(text, kind, ms), Objective(text, ms), ClearSubtitle() |
Subtitle line, or the objective line with kind = 'objective'. GTA color codes work |
SetStatus(tbl) |
The mission panel. Fields: label, value, racePos, raceTotal, par, medal (gold, silver, bronze), timerSize (56 or 37), showLabel, showRace, showTimer, showPar, timer = { running, ms, countdown } |
StartTimer(ms, countdown), StopTimer() |
Counts up from ms, or down with countdown = true |
SetRace(pos, total), SetPar(par, medal), ClearStatus() |
Race position, par time and medal, and clearing the panel |
ShowPrompt(id, tbl) |
A hold-to-interact prompt. Fields: label, button (the key cap text, E by default), control (the control to hold), holdMs, onHold (a function, or a client event name that gets the id) |
SetPromptHold(id, value), HidePrompt(id), ClearPrompts() |
Fill the ring yourself (0 to 1), hide one prompt, hide all |
Wheel and items#
| Export | What it does |
|---|---|
OpenWheel(), CloseWheel(), IsWheelOpen() |
The weapon and item wheel |
GetWheelKey() |
The key label, nil when the wheel is off |
SetMedicine(items) |
Your own quick-use cards: a list of { label, count, button, boost, selected }, boost is default or fortify. nil goes back to the real items |
UseQuickSlot(index) |
Uses the item on quick slot 1, 2 and so on |
GetInventoryBackend() |
The inventory it found, for example ox_inventory, qb or standalone |
Chat#
| Export | What it does |
|---|---|
AddChatMessage(author, text, color, kind) |
A line in the built-in chat, color like rgb(255,133,188) |
IgnorePlayer(id) |
Toggles a local mute |
OpenChat(), CloseChat(), ClearChat() |
The chat input and history |
Settings, debug and demo#
| Export | What it does |
|---|---|
OpenSettings(page), CloseSettings() |
Pages: general, vehicle, radar, parts, chat, keys |
SetSetting(key, value) |
Keys: hud, scale, unit, sounds, beltChime, indicatorTick, radar, ability, timestamps, showIds, channels, and element with { name, on } |
GetSettings() |
The player's current choices |
OpenDebug(), CloseDebug(), ToggleDebug() |
The debug panel |
RunDemo(), StopDemo() |
The guided tour from /vibehuddemo |
Server exports (17)#
src is a player id. -1 sends to everyone, except for Money.
| Export | What it does |
|---|---|
Subtitle(src, text, kind, ms), Objective(src, text, ms), Tooltip(src, text, ms) |
Screen messages |
Status(src, tbl) |
The mission panel, same fields as SetStatus |
Prompt(src, id, tbl), HidePrompt(src, id) |
Prompts. From the server onHold has to be a client event name |
Money(src, rows) |
Same rows as SetMoney |
ChatMessage(src, author, text, color, kind) |
A chat line for one player or everyone |
Announce(text) |
A server announcement in chat |
GetFramework(), GetInventoryBackend() |
What it detected |
AddItem(src, name, count, label), RemoveItem(src, name, count), GetItems(src), GetItemCount(src, name), SetItems(src, list) |
The standalone item store. These only work while the inventory backend is standalone (no inventory found, or Config.Inventory = 'standalone') |
RegisterUsableItem(name, fn) |
Makes a standalone item usable. fn(src, name) runs on use. Return false to keep the item, otherwise one is used up |
Events#
Server to client, with TriggerClientEvent(name, src, ...):
| Event | Arguments |
|---|---|
ncore_vibehud:setWanted / ncore_vibehud:clearWanted |
level, kind / none |
ncore_vibehud:setMoney |
rows |
ncore_vibehud:setNeed |
key, value |
ncore_vibehud:addChatMessage |
author, text, color, kind |
ncore_vibehud:setHudVisible |
on, reason |
ncore_vibehud:setMinimapBlips |
list |
ncore_vibehud:setSubtitle, ncore_vibehud:objective, ncore_vibehud:setTooltip |
text, kind, ms / text, ms / text, ms |
ncore_vibehud:setStatus, ncore_vibehud:startTimer, ncore_vibehud:stopTimer |
tbl / ms, countdown / none |
ncore_vibehud:showPrompt, ncore_vibehud:hidePrompt |
id, tbl / id |
Local client events you can listen to with AddEventHandler:
| Event | Arguments |
|---|---|
ncore_vibehud:playerReady |
on, when the character becomes ready or stops being ready |
ncore_vibehud:spawned |
none, each time the player becomes ready |
ncore_vibehud:visible |
on, when the HUD shows or hides |
ncore_vibehud:nuiReady |
none, when the page has loaded |
ncore_vibehud:seat |
vehicle, seat, isDriver |
ncore_vibehud:seatbelt, ncore_vibehud:parkBrake |
on |
ncore_vibehud:cruise, ncore_vibehud:limiter |
the set speed, 0 when released |
ncore_vibehud:settingChanged |
key, value ('reset', true after a reset) |
ncore_vibehud:layout |
the screen layout, each time it is worked out again (resolution, safe zone or scale) |
Server side, for the built-in chat:
- Before a typed line,
/ooc,/loocor/agoes out, the stockchatMessageevent fires withsource, name, text.CancelEvent()in your handler blocks the line. - After every line,
ncore_vibehud:chat:messagefires withsource, kind, text, targets, so you can log or forward it.
Convars#
| Convar | Used for |
|---|---|
locale |
With Config.Locale = 'auto', the first two letters pick the language. Set it with setr so players get it too |
inventory:imagepath |
ox_inventory's own image path, read for item and weapon pictures |
inventory:keys |
ox_inventory's hotbar keys, read to warn when its hotbar shares TAB with the wheel |
Saved data#
Player choices (settings, scale, ability, quick slots, hidden parts and stat progression) are saved on the player's machine. The standalone item store is saved in the server's resource storage, one entry per license. Vibe HUD uses no database.
A roleplay HUD for FiveM with stat bars, wanted stars, a vehicle card, a framed minimap, a weapon and item wheel and a small chat of its own.
nCore Development · intelnpc.com · Resource: ncore_vibehud · Version: see fxmanifest.lua
What it is#
Vibe HUD takes the stock GTA V HUD pieces off the screen and draws one designed interface in their place. It shows your stats, needs, wanted level, money, vehicle, location and minimap, and it adds a weapon and item wheel on TAB and a small roleplay chat.
It needs no other resource. A framework is optional, and it detects your framework, inventory and fuel resource on its own. The layout is built for 1920x1080 and scales with your screen height and the game's safe zone. Players change a lot of it in /vibehudsettings, and other scripts can drive it through 82 client exports and 17 server exports, listed in DOCUMENTATION.md.
Features#
Screen and layout#
- Scales with screen height (1080 is the base size) and sticks to the game's safe zone on all corners.
- Server-wide size in
Config.Hud.scale. Each player can set 0.7 to 1.6 for themselves with/vibehudscale <n>or the settings slider, and it is remembered. - Hides the stock wanted stars, cash, vehicle, area and street names, weapon icon and the health and armor arcs while Vibe HUD is shown. Everything is given back when the resource stops.
- Shows only for a loaded character who is in the world. It waits for the loading screen (
ncore_loadingand the other ncore loading screens), for thencore_charactercreator and for a script camera such as a character selector. If the framework never fires its event, a 30 second safety net (Config.Hud.spawnFallbackMs) shows it anyway. - Hides while the screen is faded, during a sky-camera player switch and in the pause menu (
Config.Hud.hideInPause). Hiding it when dead is optional (Config.Hud.hideWhenDead). - Players can switch the whole HUD off for themselves with
/vibehud. The chat stays usable. - Bundled fonts: Oswald, Inter and Anton. Nothing to install.
- UI sounds can be a bundled file, a GTA frontend sound or off. Players can mute them.
- Open
web/index.htmlin a browser to preview the design with demo data, outside the game.
Stats and needs#
- Health, armor, stamina and oxygen as a column of bars. Armor shows only while you wear it, stamina only when it is not full, oxygen only underwater or in a submarine.
- Health gets divider segments every
segmentEveryHP, and the bar grows with max health. - Hunger, thirst and stress bars appear when your framework (or a script) reports a value. QBCore and QBox metadata, qb-hud events,
esx_statusand state bags are read. - Character progression: two minutes of sprinting adds one stamina stat point, two minutes of swimming adds one lung capacity point. A higher stat stretches the stamina and oxygen bar.
- Scripts can override any stat, its max and its segments with
SetStat,SetStatMaxandSetStatSegments.
Wanted level and suspect icons#
- Wanted stars from 0 to 6, read live from the game. They blink while police are searching and fade when you are losing them.
- Six evidence icons while you are wanted, checked every second: CCTV, group, appearance, profile, weapon and vehicle. The CCTV icon looks for a camera prop within range with a clear line to your head. It has no field-of-view test.
- Each icon can be turned off in config. Scripts can set the wanted state and the suspect table with
SetWantedandSetSuspect.
Money#
- Cash, bank and dirty money rows with their own colors and icons. A +/- flash shows on a change.
- Display mode
always, oronchange(visible for 6 seconds after a change). - Cash and bank come from ESX, QBCore or QBox. Dirty money is read from the
black_moneyaccount on ESX, frommarkedbillsitems on QBCore, and from an ox_inventoryblack_moneyitem on QBox. - Scripts can add their own rows with
SetMoneyandSetMoneyRow, which also works on standalone.
Special ability#
- The GTA special ability bar, as focus (bullet time) or rage. Press CAPS LOCK to use it (rebindable), once it has at least 25 charge.
- Charge comes from kills, headshots, near misses and stunts. Players pick focus, rage or off with
/vibehudability. - Exports:
SetAbilityCharacter,ChargeAbility,GetAbility.
Vehicle card#
- Make and model, speed in km/h or mph, RPM bar, and fuel, engine and body rings with amber and red warning colors.
- A gear badge. It shows P (parking brake), R, N (engine off) or D plus the gear number. Helicopters and planes show altitude instead.
- Tell-tale icons for headlights, engine, door locks, belt or harness, cruise, limiter, parking brake and the indicators.
- Fuel is read from 13 fuel resources (LegacyFuel, ps-fuel, lj-fuel, lc_fuel, cdn-fuel, myFuel, nd_fuel, okokGasStation, hyon_gas_station, ti_fuel, rcore_fuel, qs-fuelstations, x-fuel), or from the
fuelstate bag. - The card has its own style for bicycles (no RPM, fuel or engine rings) and for helicopters and planes (no RPM).
- Seatbelt with
/beltor B (rebindable) and an unbelted chime above 30 km/h. A racing harness buckles automatically for supercars and open-wheel cars, for players holding aharnessitem, or when a script setsLocalPlayer.state.lrHarness. - Turn indicators and hazards on LEFT, RIGHT and DOWN. They drive the real lamps and sync to every client that sees the vehicle.
- Cruise control on J or
/cruise [n]. Speed limiter with/limiter [n]. Parking brake with/parkbrake. - Card, seatbelt, indicator, cruise, limiter and parking brake exports for other scripts.
Minimap and location#
- A frame on top of the game radar, aligned to the radar rectangle. With a waypoint it shows the road distance in km and m, or mi and ft.
- Radar calibration with
/vibehudradar. - A location card with street, zone or both, and a water style when you swim or boat.
- Postal codes from 1,687 bundled points (DevBlocky/nearest-postal, MIT, license in
data/POSTALS-LICENSE), updated every 20 m.
Weapon and item wheel#
- Hold TAB to open an 8-slot weapon ring in the game's order: melee, pistol, SMG, shotgun, rifle, sniper, heavy, throwable.
- Each slot shows the weapon picture, name and magazine and reserve ammo, and your equipped weapon glows. Scroll over a slot to cycle the weapons in it. Release TAB or click to equip.
- The world blurs, firing is blocked and the stock wheel parts are hidden while it is open. It closes on ESC, death or pause without equipping anything.
- An ITEMS page on the same wheel (arrow keys or click the tabs). You can use an item, assign it to a slot, take it off a slot or give it to the nearest player.
- A right-click menu per slot. Weapons get Equip or Holster and an ammo line.
- Quick-use cards above the minimap for a bandage (key 1) and a medikit (key 2). When your inventory owns the number keys, the cards mirror its hotbar instead.
- Works with ncore_inventory, ox_inventory, qb-inventory, qs-inventory, the QBCore or QBox built-in inventory, ESX and a standalone item store. Not every inventory exposes every feature, so the item hover card, Give and holster depend on what your inventory offers.
- 262 bundled item pictures and 111 bundled weapon pictures. Your inventory's own image folder is used first.
- The wheel has the game's weapons built in (96 entries, the Mk II versions included). Add-on weapons show up when your inventory keeps weapons as items (ncore_inventory, ox_inventory, qb-inventory, qs-inventory or the QBCore or QBox built-in one). They go into the slot of their GTA weapon group with the inventory's label. Without such an inventory, an add-on weapon only shows while it is in your hand.
- Wheel exports:
OpenWheel,CloseWheel,IsWheelOpen,GetWheelKey,SetMedicine,UseQuickSlot,GetInventoryBackend.
Chat and screen messages#
- A built-in chat that starts on its own when neither
chatnorncore_chatis running, and steps aside when either of them starts. Force it on or off withConfig.Chat.enabled. - T opens it. Channel tabs ALL, LOCAL OOC, OOC and SYSTEM, plus ADMIN once a staff line arrives. Command suggestions with parameter help, input history, scrolling and a character counter.
- Stock
chat:addMessage,chatMessageand the suggestion events keep working. Color codes and HTML are stripped from incoming lines. - Proximity chat: plain text reaches players within 20 m.
/me,/do,/loocand/b,/ooc,/w(5 m),/s(60 m),/roll,/try,/afor staff,/announce,/ignoreand/clear. The 11 commands can be renamed and the 9 colors changed in config. - Character names come from ESX, QBCore or QBox, otherwise the account name. A line with @name or @id highlights and plays a sound.
- A rate limit of 5 lines per 2 seconds per player. Server events and exports let other scripts send, read and block chat lines.
- Mission status panel: one label and value row, race position, a timer and a par time with gold, silver and bronze medals.
- Hold-to-interact prompts with a key cap and a fill ring, several at once. Help box, and a subtitle or objective line with color codes.
Settings and tools#
/vibehudsettingsopens a panel with six pages: General, Vehicle, Radar, Parts, Chat and Keys. Players choose the speed unit, sounds, the belt chime and indicator tick, the radar mode, the special ability, which of the 12 HUD parts show, and three chat options (timestamps, ids and tabs). Preferences are saved on the player's machine.Config.Settings.enabled = falseremoves the panel.- The layout is one fixed design. Players can scale it and hide parts, but there is no editor for moving pieces around.
- Languages: English and Hungarian.
autofollows the server or the game language. The bundled fonts have no ő or ű, so in Hungarian those two letters are drawn in a fallback font and look a bit different from the rest of the text. /vibehuddebugopens a live debug panel and/vibehudreportprints a report to the F8 console./vibehudunstuckcloses the chat and gives the cursor back./vibehuddemoand/vibehudshowcaserun a tour of every element./vibehudweaponsand/vibehuditemshand out test weapons and items. They need the acencore.vibehuddemowhileConfig.Demo.restrictis on./vibehuditemsfollowsConfig.Demo.itemsRestrictinstead, and weapons given into an item inventory always need the ace.
Requirements#
- FXServer with OneSync recommended. Proximity chat ranges and the replicated seatbelt and indicator states need it. Without OneSync the server can't read player positions, so chat lines go to everyone and the console says so once.
- Nothing else. Optional: ESX, QBCore or QBox, a supported inventory, a supported fuel resource,
ncore_hud,ncore_chat,ncore_loading. - With
ncore_hudrunning too, its band, cluster, weapon panel and minimap control stand down while Vibe HUD runs. ncore_hud keeps the indicators, belt, cruise, parking brake and limiter, and Vibe HUD shows their state (Config.Siblings).
Commands and keys#
| Command | What it does |
|---|---|
/vibehud |
Turns the HUD off and on for you |
/vibehudscale <n> |
Personal HUD size, 0.7 to 1.6 |
/vibehudsettings [page] |
Opens the settings panel |
/vibehudability focus\|rage\|off |
Picks your special ability |
/vibehudradar |
Shows or calibrates the radar frame |
/belt, /cruise [n], /limiter [n], /parkbrake |
Vehicle controls |
/vibehudunstuck |
Closes the chat and frees the cursor |
/vibehuddebug, /vibehudreport |
Debug panel and report |
| Key | Action |
|---|---|
| TAB (hold) | Weapon and item wheel |
| T | Chat |
| B | Seatbelt |
| LEFT, RIGHT, DOWN | Left indicator, right indicator, hazards |
| J | Cruise control |
| CAPS LOCK | Special ability |
| 1, 2 | Quick-use bandage and medikit |
B, T, J, CAPS LOCK, the indicator keys and the wheel key can be rebound in GTA Settings > Key Bindings > FiveM. While Config.Wheel.useControl is on, the wheel also opens on the game's own weapon wheel input (TAB), so turn that off if you move the wheel to another key. The quick-use keys 1 and 2 are the game's weapon slot inputs, set per slot in Config.Items.quickSlots. The HUD toggle, settings, debug, limiter and parking brake keys are empty by default, set them in config.lua.
Config files#
config.lua: framework and inventory pinning, scale, element switches, vehicle, wheel and items, chat, sibling options, debug and demo. Every part has its ownenabledswitch.locales/en.luaandlocales/hu.lua: all texts.bridge/client.lua,bridge/inventory.luaandserver/bridge.lua: how framework and inventory data is read.
All of these stay editable in the Escrow edition. See INSTALLATION.md for the setup steps and DOCUMENTATION.md for exports, events and convars.
What is in the download#
The ncore_vibehud resource with the files above, the web UI with its fonts (Oswald, Inter and Anton, OFL license in web/assets/fonts/OFL.txt) and sounds, 111 weapon and 262 item pictures, 1,687 postal points in data/postals.json, and README.md, INSTALLATION.md, DOCUMENTATION.md and CHANGELOG.md.
Updating#
Download the new version (Escrow from your Cfx.re account, Full source from Tebex). Keep your config.lua, your language files and any bridge file you changed, and copy the other files over. CHANGELOG.md lists what changed. Players need to reconnect once if anything under web/ changed, because the client caches the page.
Common questions and fixes#
Players can scale the HUD from 0.7 to 1.6 and hide any of the 12 parts, but they can't move pieces. The layout is one fixed design.
The UI is drawn for 1080p and scales with the screen height, so 1440p is 1.33 and 4K is 2.0 before the player's own scale. Config.Hud.scale adds a server-wide size on top.
To add a language, copy locales/en.lua to a new file, change LRHLocales.en in it to your language code, translate the lines and set Config.Locale to that code. Lines you leave out show in English. With Config.Locale = 'auto', a setr locale convar (for example setr locale hu-HU) picks the language, otherwise each player gets the game's language if a locale for it exists, else English.
If the HUD doesn't show after spawning, it is waiting for a loaded character, a loading screen or a selector camera. /vibehuddebug shows whether it counts the player as ready and logs the reason each time the HUD hides, and the 30 second safety net (Config.Hud.spawnFallbackMs) brings it up on a framework that never sends its loaded event.
If the frame and the radar don't line up, run /vibehudradar, or nudge Config.Minimap.calibration. Config.Minimap.mode is follow by default, which leaves the radar where the game draws it and puts the frame on top. move puts the radar under the design's own frame and needs calibrating.
If the fuel ring looks wrong, the vehicle block of /vibehuddebug names the fuel resource it found. Pin the right one with Config.Vehicle.fuel, or set native to skip the fuel resources and read the fuel state bag or the game's own fuel level.
If ox_inventory also puts its hotbar on TAB, see INSTALLATION.md. The F8 console warns about it a few seconds after the resource starts.
If the cursor stays on screen, /vibehudunstuck closes the chat and gives it back. For a support request, run /vibehudreport and send what it prints to the F8 console.
Support#
Support is on intelnpc.com and I reply within 72 hours. Refunds follow the Tebex terms.
Vibe HUD is made by nCore Development. It is not approved, sponsored or endorsed by Rockstar Games.
- Copy the
ncore_vibehudfolder intoresources/[ncore](create the[ncore]folder if you do not have one yet). - Add these lines to
server.cfg, after your framework and inventory:
ensure ncore_hud # optional
ensure ncore_chat # optional
ensure ncore_loading # optional
ensure ncore_vibehud- Put your inventory's item names in
Config.Items.quickSlotsandConfig.Items.wheelItemsinconfig.lua. - Give staff the chat and demo aces:
add_ace group.admin ncore.vibehudchat.admin allow
add_ace group.admin ncore.vibehuddemo allow- Restart the server. The console prints the version, the framework and the inventory it found.
- Join and run
/vibehudreportif something looks off. It prints the framework, the inventory, the fuel resource, why the HUD is hidden and the state of every module to the F8 console.
Important#
- Required resources: none. It runs standalone. OneSync is recommended. Proximity chat ranges and the replicated seatbelt and indicator states need it, and without it chat lines go to everyone.
- Detected if present:
qbx_core,qb-coreores_extended;ox_coreorND_Core(for when the HUD shows);ncore_character;ncore_inventoryor another supported inventory resource; one of the supported fuel resources;ncore_hud,ncore_chat,ncore_loadingand the stockchat. - Language:
Config.Localeisauto. Addsetr locale hu-HUtoserver.cfgfor Hungarian, or setConfig.Localedirectly. - Do not rename the
ncore_vibehudfolder; other nCore resources find it by that name. - If your inventory also puts its hotbar on TAB, add
setr inventory:keys ["F2","K","F3"]toserver.cfgwhere your inventory reads that convar, or give the wheel another key. - Players must reconnect after anything under
web/changes, because the client caches the page.
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