Dependencies & Compatibility
Compatibility matrix
| Layer | Supported | Config key | Notes |
|---|---|---|---|
| Framework | ESX · QBCore · Qbox | Config.Framework | 'auto' checks es_extended, then qbx_core, then qb-core. Qbox is read through qbx_core natively, so it works with or without the qb-core bridge. Standalone runs with heavy limits, see Compatibility. |
| Target | ox_target | Config.Target | Hard dependency: the resource does not start without it. Leave Config.Target = 'ox_target'. |
| Inventory | ox_inventory | Hard dependency. Runs the store-room stash, stock deliveries, traffic cones, and wheel chocks. No other inventory is supported. | |
| Database | oxmysql | Hard dependency. Every lot, setting, and impounded vehicle lives in MySQL. | |
| Lot money | internal · esx | Config.LotBank | 'internal' (default) needs no banking script. 'esx' uses ESX society accounts you create yourself. |
Required resources
Start all of these before vs-impoundjob. They are listed as dependencies in its manifest, so FiveM refuses to start the script if any is missing.
| Resource | Purpose |
|---|---|
| ox_lib | callbacks, notifications, the pay prompt, shared init |
| oxmysql | persists lots, bays, settings, impounded vehicles, fleet, accounts, the ledger, and Public Job records |
| ox_target | every interaction: terminals, peds, the clock, the store room, the flatbed deck and winch, chocks, cones, and the "Request forced removal" option on cars |
| ox_inventory | the store-room stash, stock bought by the boss, the traffic_cone and wheel_chock items |
vs-npc-dialogue | the conversations with the receptionist, the handover clerk, the impound clerk, and the Public Job dispatcher (free companion resource) |
The script does not enforce minimum versions of any of these. Use current releases.
Keep vs-npc-dialogue updated in lockstep with the script. The receptionist, both clerks, and the Public Job dispatcher talk through its exports, and when it is not running those four people simply do not respond. See its docs.
Optional resources
- A framework core (
es_extended,qbx_core, orqb-core). It supplies vehicle owners, money, and the jobs that player-run lots create. esx_garage(ESX only). It is consulted in one case. When a lot is deleted, an owned car with no saved garage is returned to a garage name read from esx_garage's own list. You can name the garage yourself withConfig.Compat.esxGarage.- A vehicle catalogue. The ESX
vehiclestable or the QBCore/Qbox shared vehicle list. It is used to price a release by vehicle class. Without it, the class read off the car at intake is used instead.
Replacing qb-towjob / qbx_towjob
The manifest declares provide 'qbx_towjob' and provide 'qb-towjob'. In practice:
- Remove the original tow job.
vs-impoundjobis the replacement, so do not run both. - Anything that lists
qbx_towjoborqb-towjobas a dependency starts againstvs-impoundjobinstead. - The old resource's own events are not implemented. A radial-menu entry that fires the stock tow job's events does nothing. Point police at
/requesttowor the target option instead. See Towing.
Lot money
A lot's balance is held wherever Config.LotBank points:
'internal'(default) uses the script's ownimp_accountstable. It is complete and works with no banking script at all. This is the right answer unless you have deliberately set up the alternative.'esx'uses the esx_addonaccount society accountsociety_<job>, where<job>is the job the lot created.- It is opt-in, and you create each lot's society account yourself.
- A lot with no job (NPC Staffed, Public Job) always uses the internal table.
- When the society account cannot be found, money for that lot falls back to the internal table.
Set LotBank in config.lua, never mid-session, and only after creating the accounts. Money that lands in the internal table while the society account is missing stays there. The boot line Lot accounts: … tells you which backend is live.
Every movement is also written to the imp_ledger table, whichever backend holds the money, so the boss terminal can show where each amount came from.
Game build
The changing room offers five ch_prop_ch_service_locker_* lockers, which exist from game build 1868 on. On an older enforced build the changing room still works as a plain target spot. Everything else uses base-game models, plus the flatbed3 truck and props the script streams itself.
Pairs with the Los Santos Impound MLO
Yards are built in-game, so the script does not require any map. It pairs naturally with the Los Santos Impound MLO as a home for a yard.