Quests System | Modular Mission Creator
Build full missions from inside the game with no config files and no restarts. Place quest-giver NPCs, write voiced dialogue, chain objective modules into anything from a quick delivery to a multi stage heist, and share your work with other servers through the built in community catalog.




























Overview
Open the editor, drop a quest-giver, write its dialogue and stack objectives into a chain: a simple courier run, or a heist that strings a firefight, a defence wave and a getaway escort back to back. Everything goes live the moment you save it, with no config files and no restart.
What to expect
- Missions, NPCs, dialogue and rewards are all built in-game
- A community catalog where servers publish and download each other's missions
- Optional ElevenLabs hookup that turns written NPC lines into spoken audio
- Branching dialogue trees framed by an over-the-shoulder camera
- Heist steps spawn real props: trolleys, safes, jewelry cases, drug tables
- Zombie enemies, horde defence waves and escort runs
- Squad play with payouts that grow with team size
- Gate missions behind ml_skills and pay XP back on completion
- A live admin tab to rescue, force-complete or fail any stuck run
- A flat 0.00ms idle in resmon
Works on ESX, QBCore and QBox.
Key Features
In-Game Mission Editor
Build, edit and test every mission while the server is live. Quest-givers, dialogue, objective chains and rewards are saved and loaded for you. No config files, nothing to restart. Every objective can carry a map blip from a searchable sprite browser, plus 3D waypoints with distance-based reveal.

Community Hub Catalog
Browse, download and publish missions on an online catalog straight from the panel, with trending and featured lists, download counts, voting and reporting, with a profanity filter keeping shared listings clean. Copy and paste import and export stays in for private shares.

ElevenLabs Voice Acting
Type an NPC line and the optional ElevenLabs connection turns it into spoken audio with the voice, stability and similarity you pick (needs the free xsound resource). Clips are cached on the server under an hourly limit, and your own audio files work too.

Skill-Gated Missions and XP Rewards
Lock missions behind an unlocked skill or a minimum level, award skill XP on completion up to a per-mission cap, and grant skills as a reward. It stays quiet when ml_skills is not running.

Per-NPC Reputation
Every quest-giver tracks how the player stands with it. Gate the better jobs behind a reputation tier and dock points when a mission is failed. Trust has to be earned NPC by NPC.

Squad System and Bonuses
Players take on missions as a group under a squad leader. Set a maximum size and scale the payout, with extra cash and bonus items as the team grows.

Advanced NPC Editor
Each quest-giver gets its own model, dialogue, avatar and map blip, plus a rotating pool of missions so the offer on screen changes over time. Full face and outfit editing per NPC with a Copy My Look button, and the same NPC can stand at several locations at once, sharing quests and reputation.

Chained Objective Logic
Objectives link into a chain and a step can wait on another finishing first. A defence wave only starts once the setup is done.

Heist Loot Module
A full set of scripted grab presets: cash and gold trolleys, safe crack, table stacks of cash and gold, cocaine and weed, a jewelry case smash, a laptop hack, bolt cutters, container grind and crate crowbar, each with synced animations and prop swaps.

Bring Your Own Minigames
Hack and interaction steps call the minigames you already run. ox_lib, bd, bl_ui, mgc, ultra-voltlab and utk_fingerprint are wired up already, each with ready-made difficulty presets.

Branching Talk and Dialogue Camera
Build dialogue trees with nodes, player choices that route to other lines and exit actions, framed by an over the shoulder camera with field of view and focus presets and smooth transitions.

Enemy Encounters
Enemy encounters get their own faction, weapons, health and behaviour: patrol, ambush or guard a spot, with optional passengers that shoot from a moving vehicle.

Zombie Mode Enemies
Turn enemy NPCs into zombies with custom walk styles, streamed attack animations, and adjustable speed and per-hit damage for a survival flavour.

Horde Defence Waves
Run horde style stands. Set the wave timing and spawn points, with an optional VIP the player has to keep alive.

Escort Runs
An NPC follows the player to safety, waiting and climbing into vehicles on command, and the mission fails if it goes down.

Vehicle Modules and Garage Keep
Build theft jobs that spawn target cars and mark drop-offs, or hand the player a mission vehicle with a set livery and damage. Cars the player keeps detect AdvancedParking and clean themselves up so they do not respawn on rejoin.

Item and Reward Modules
Routes with ordered or open stops, shared progress interactions for groups, Retrieve and non-consuming Check Item turn-ins, and Gather Reward search points on bodies or crates. Reward items can carry metadata like durability or a serial, and required items can be checked, consumed or degraded instead of always removed.

Live Missions Admin and Permissions
Split staff into two tiers, one that can build and edit missions and one that can act on running ones. A Live Missions tab lists every mission in progress so an admin can force-complete it, force-fail it, or teleport straight to the squad leader to sort out a stuck run.

Police Dispatch Alerts
Flag any objective or loot point to alert on-duty police with a custom message and a hit chance you set. Alerts route through the dispatch system you already run.
Mission-Locked Doors
Tie ox_doorlock doors to objectives: pick the closest door from the editor, unlock it as a step, or spawn a temporary door prop for the heist. Door states reset when the mission ends.
Job and Access Gates
Lock a mission to specific jobs, require a minimum number of cops online, demand an item to begin, and mark it one-time per player or on a personal or server-wide cooldown.
Discord Logging
Separate webhook feeds cover mission starts, objective completions, turn-ins, edits, squad actions and admin moves, plus a dedicated exploit-attempt feed to catch cheaters.




