Drop a folder into resources/, add one line to your server.cfg, and open a config.lua written in plain language rather than Lua you have to reverse-engineer. No launcher, and no suite that wants to own your server — each resource lists its own framework and requirements on its entry below.
Sal's Kewl Gold — a hosted CAD, a dispatch center, and a variety of scripts
Gold
$39$29per month · limited time
A full CAD and records system, a real dispatch center, and a variety
of our scripts behind them, in one subscription. We host all of it, so there is no VPS
to rent and nothing for you to keep online.
Hosted CAD and records
Twenty-five CAD accounts. A CAD and records system,
not a call list — 911 calls, units, a live map, people, vehicles and
firearms on file, reports, citations, warrants and BOLOs, evidence with a chain
of custody, a court docket, and a civilian portal your players sign into
themselves. Dispatchers get real pop-out windows across as many monitors as they
own; officers, deputies, medics and firefighters work the same system from an
in-game MDT. Fire and EMS get turnout and travel measured the way NFPA 1710
measures them — at the 90th percentile, per station and per apparatus.
In open beta: communities are onboarded on request.
Hosted dispatch
Three concurrent dispatchers. A browser console your
people open from anywhere — no FiveM client, no launcher, just a login.
Talkgroups, live roster, traffic log, call recording with replay and WAV export,
text paging, alert tones, emergency key. Accounts are not rationed: hand a login
to everyone who takes a turn at the desk, and three of them work a shift
together.
A variety of scripts
Everything listed below, and every update to it, for as long as you are
subscribed — with new ones added to Gold regularly.
AI dispatcher minutes
A limited number of minutes each month. The AI
dispatcher answers your units on the air when nobody is at the desk: a unit
calls dispatch, it replies by voice on the talkgroup. How far the allowance
goes depends on what you have it monitoring. It listens to every talkgroup you
point it at, so one quiet channel lasts a great deal longer than four busy
ones, and the faster voice engine costs more per minute than the standard one.
Your portal shows what you have used and what is left. Need more, and you can
bring your own model key or add to the allowance.
Customization requests
Want a radio chassis that looks like the hardware your department actually
carries? Ask. Gold subscribers can request custom chassis, liveries and
department branding at no extra charge — within reason and subject to
scope.
Scripts included
sals_kewldispatch
sals_kewlsignage
sals_kewlroadsideassist
sals_kewlvending
sals_kewlcards
sals_kewljobnotify
sals_kewlspawnselector
sals_kewlpuzzlepalooza
sals_kewlpublicsafetysimulator beta
Some premium scripts may be a separate or add-on
subscription. The AI dispatcher runs on a monthly allowance, and how fast it is
used up depends on how many talkgroups you have it monitoring; when it runs out
the AI stops answering until the next month unless you add to it or bring your
own model key. Everything else keeps working. The list above is what Gold
includes today, and anything on it when you subscribe stays included for you.
In development — Gold gets it first
Not released, and not part of what you are buying today — when it is
ready, Gold subscribers get access first, at no extra cost. No release date is
promised.
Sal's Kewl Public Safety Simulator
In beta now, and Gold has it — police and fire callouts that page every available unit at once, let a whole crew work one scene off a shared fact board, and write an after-action report when the call closes. Still 0.0.x: your settings and your own callouts live where an update cannot reach them. Details · Manual · PDF
Sal's Kewl Station Alert
In development — station alerting for fire and EMS: the tones, the lights, the bay doors, the whistle and the voice, on a timeline you write yourself, plus the live CAD call board on any firehouse wall. Manual · PDF
Subscribe now and you keep $29/month for as long as your
subscription stays active — once the launch window closes the price goes to
$39 for everyone who joins after it.
Most callout scripts hand one player a job and a blip. This one opens an incident: it pages every available unit of the right service at once, lets any number of them work the same scene together off one shared fact board, and decides what happens next from what the responders actually do rather than from a timeline. When the last unit clears, it writes up what happened — who did what, in what order, and how long it took.
Every call goes to everybody — a new incident reaches every on-duty player of the relevant job at the same moment, with a card, a map blip and, with the radio, a real two-tone pager page. Anybody can take it, taking it never closes it to anyone else, and a call nobody answers keeps paging instead of silently vanishing
One scene, worked together — any number of units attach to the same incident and share one fact board. A plate that comes back stolen, a warrant, a victim in the back room is known to the whole crew the instant one person finds it, with their name against it. Command passes to the first unit on scene
Nothing is on rails — no timelines and no beat lists. Every person in a scene carries compliance, flight, violence and honesty values that move: shout at somebody and compliance drops, leave them alone and flight climbs, cover the exits with two units and they settle. The same callout twice is not the same evening
Conversations, not an interview button — talking to somebody is a list of questions that grows as you learn things. “Why is it suspended?” does not exist until you know it is. Whether they answer honestly is their honesty and compliance together, and a lie is not final — calming them down and asking again is the mechanic
Police work that is work — ask for ID and they hand you one, an object you hold, read and give back. Field sobriety tests you actually administer, searches that find what is there, seizures that go into your evidence resource, and orders that carry weight because the person decides whether to obey them
A fire model, not a fire prop — a fire is a set of burning seats that spread on a clock, flash over if you leave them, and go out when enough water has landed on them. Water is measured, not assumed, which is what lets the report say time-to-water, time-to-knockdown and who put it out
A primary search is something you do — a concealed victim is not on the panel, not on the prompt and not in any list until somebody reaches them. You crawl the building, and the server notices the moment you are within arm’s reach. Then you carry them out
It uses the fire scripts you already bought — Smart Hose and z_hose water counts toward the knockdown and is credited to the firefighter by name; a running PPV fan vents the building and halves the spread; an aerial set up properly is an objective; Smart Fires and z_fire can draw the flames with their own presets. All optional, all detected at runtime, and the fire is complete without any of them
NPC EMS, the coroner and a tow — for the jobs nobody is on to do, so a fatality or a wrecked car cannot leave a call that can never close. They wait a configurable grace period first, and a real player responding turns the NPC around
The dispatch half is real — with Sal’s Kewl Dispatch it tones out the pager, puts the call on the air, and “Central, show me on scene” said on the radio actually arrives the unit. Without it, everything works on screen
Write your own callouts — in a custom/ folder an update cannot touch, loaded last so your version of ours wins. There is a validator you run from a terminal in one second, and a location tool so you never type a coordinate
Server-authoritative — who is on a scene, what is true about it, what burned and who put it out are all decided on the server. The client is told what to draw
Beta, and it is in Gold.
Gold subscribers get it now, at no extra cost, while it is still being
finished. It is 0.0.x until the first public release — your
settings and your own callouts live in folders an update cannot touch, and
settings are only ever added, never renamed, so an evening spent configuring
it is not an evening you lose to the next build.
Every chassisDispatch consoleTalkgroupsPersonalitiesSettingsKey setup
Click any shot to enlarge
One incident, start to finish. A patrol calls in a truck fire, dispatch tones out the fire talkgroup, the engine answers up. Every console and radio frame in it is the real thing running — no mockups. The radio voices in the spot are AI-generated; in game it's real players talking.
A real radio system, not a voice channel with a hotkey. Every job gets its own set of channels — public safety or not — only one person can talk at a time, and it's the server that decides who, not the player's game. It behaves the way a radio actually behaves. Around it sits the rest of a dispatch center: a browser console, a fire/EMS tone-out pager, and a link into the CAD you already run.
The radio
Channels per job — police, EMS and dispatch each get their own list, named however you name them
Works as a CB too — give taxi firms, tow operators, mechanics or any civilian crew their own open channels; it isn't a police-only radio
One person talks at a time — the default grants the channel to whoever keyed up first and everyone else gets a busy tone; loosen it to advisory-only, or switch it off, if your players expect to talk over each other
Callsigns on the display — you can see who's speaking without asking
Zones and scan lists — group channels into zones per job, and pick which ones a radio scans the moment it powers on
Emergency button that cuts through the traffic, opens a hot mic, re-announces until it's answered, and can be cleared by dispatch
Full-keypad portable on foot, and a separate control head when you're in a vehicle
Instant recall on the handheld — the last transmissions the radio heard, replayed from the radio itself
Talk pose and radio prop while transmitting — skipped automatically when the player is driving, aiming or down
Every action rebindable — through FiveM's own key bindings menu, which takes mouse side buttons, or in game with the built-in panel if you'd rather the radio owned the keys
Photo-real radios — handhelds, vehicle control heads and a fire/EMS pager, with nothing streamed and no models to install. You can add your own without restarting the server
Live admin panel — edit channels, jobs and settings in game, then apply them or roll the whole thing back
Bring your own voice script — pma-voice, native Mumble or SaltyChat, detected automatically; scan is audible on pma-voice (the radio stops on whichever scanned channel keys up, then snaps back to your selected one) and on native Mumble every scanned channel is heard at once
Framework-agnostic — qb, qbx, ESX or standalone, detected automatically
The radio manufacturers — Corvex, Verrick, Nexacom and Unavox — are invented. No real brand name, product number or manufacturer’s logo appears anywhere in the resource.
The dispatch console
It runs in a browser — a dispatcher never needs the game installed, and signs in over HTTPS from anywhere
Every channel on one screen, all live at once, each with select, monitor and transmit, its own fader and mute, a live PTT ID, a listener count and a level meter
Instant transmit — key any channel without losing your select; it goes back the moment you release, the way a real console works
See who's listening — click a channel's count for every unit that would hear it right now, and whether they're sitting on it, scanning it or monitoring it
Two-way voice with players in game, carried by the console itself — no plugin, no extra install for the dispatcher
Every call recorded — a live traffic log the dispatcher can replay, and export as a single WAV
Text pages and alert tones sent to a channel straight from the console
Pop-out panels — drag the roster, traffic log, recall or paging box out into its own floating window and lay the position out the way you work
Named dispatcher accounts — Discord or a password, each with their own PTT ID and audit trail, revocable one at a time
Nothing inbound to your server — the game server dials out, so there's no port to open, no reverse proxy and no certificate to manage
Text-to-911 In development
A player texts 911 instead of speaking to anyone — for players with no microphone, players who turned FiveM's permission prompt down, and players who can't talk out loud where they are
It arrives at the console as a job of work — queued, located, worked and given a disposition, and kept in the history afterward
It doesn't wait on a dispatcher — with nobody on console the report is still logged and the emergency channel is still paged
Works with your phone — lb-phone, qb-phone, npwd, Roadphone, gksphone, qs-smartphone and yseries detected automatically, anything else described in config, and a command if you run no phone at all
Text-to-911 is still in development and has no planned release date. It isn't part of what's described above, and nothing else here waits on it.
Fire/EMS tone-out pager
The device a volunteer wears off shift — a second, separate thing beside the radio, with its own channels and its own personalities
Two-tone tone-out from the console — pick the tone sets and the target channels, add the announcement, send
The tones go out over the air — every radio on the channel hears them, and every pager subscribed to a matching set alerts
Then it opens its speaker so the voice announcement is heard, and replays it afterward on demand
Its own duty switch — standby silences that one pager and never touches your framework's duty flag; being reachable off shift is the entire point
CAD integration
Radio emergencies and unit positions go out to your CAD, and calls, assignments and status changes come back
Sal's Kewl CAD is first class — it rides the CAD's own bridge resource, so there is no second key to paste and no second link to keep online, and a bridge outage replays instead of losing what happened during it
And it is not the only CAD it talks to — drivers also ship for Imperial CAD, BackdraftCAD and CDE CAD, any other is described in config, and a new one is a file you drop in integrations/cad/ rather than a wait for us
Never in the way — fire and forget, bounded queue, nothing waits on it; a CAD that's down means the CAD is missing data, never that a call was delayed or a unit went unpaged
/cadtest proves the link end to end and leaves nothing behind in the CAD — because the way a CAD integration fails is silence
How it's sold
The radio is bought once and it's yours — talkgroups, zones, personalities, the pager, the admin panel and everything in game keep working whether or not you ever hear from us again. The browser dispatch console is a subscription, because it's a service we run: your dispatchers sign in at a page we host, and your game server never opens a port.
Ten of the fifteen typesGantry, cantilever, billboardThe in-game editor
Click any shot to enlarge
Electronic signs that actually say things. Portable message boards, overhead gantries, arrow boards, radar speed signs, fuel pylons, parking counters, a marquee — fifteen types — with any text you like on them, from chat, from an in-game editor, or from any other resource on the server. A dispatch script can take every freeway board for five minutes and hand them back on its own.
Fifteen sign types — roadway, commercial and civic, from a solar VMS trailer to a 24 m gantry to a drive-thru menu board
Arbitrary runtime text — any string, any time; pages cycle and long lines scroll, like the real thing
Per-board content — lamps are drawn in world space, so two boards on the same prop can say different things
Ships with the hardware, as real props — a streamed model for every type, lit by the game, casting shadows, with collision you can switch off; swap any of them for a prop of your own
Radar speed signs that read the approaching car under a printed SPEED LIMIT plate, in mph or km/h
Arrow boards and lane signals — ten arrow patterns, six lane states, driven by name
Numeric boards — parking counts, fuel prices and posted limits driven by data, not strings
An in-game editor with a live LED preview, presets, map pins, and place / move / duplicate / delete
An operator’s tablet — a hand-held device your staff open with a command, a key or an item, showing each of them only the boards their job is allowed to run: the message, the presets, the arrow pattern, the lane heads, a menu board’s prices, a timed message that expires on its own, and a camera peek at a board across town
Per-sign permissions — hand one restaurant its own menu board and nothing else, by job, by group tag, or sign by sign; the server checks every change against the board itself, not just against “may use signs”
Alert modes and live values — put every board in a zone into amber_alert, storm or lockdown with one call and it releases itself; {players}, {time}, {date} and {weather} update on the boards with nothing pushing them
Schedules — a board says different things at different times of day on its own: breakfast at six, the evening show after five, a highway board that reads differently overnight
Template variables and mirroring — push DELAY {minutes} MIN once and then only the number that moves, and point one board at another so a gantry's cantilever repeats it live
An audit log to console, file or Discord — "who put that on the billboard" is an answerable question — plus export and import to move a build between servers
An export API that targets one sign, a group tag or everything, plus self-releasing overrides and an optional token-guarded HTTP endpoint for a CAD or a Discord bot
A hard performance ceiling — precomputed lamp geometry, culled off camera, and a per-frame triangle budget that degrades instead of dropping frames
Server-authoritative, no database — placed signs live in one JSON file; ACE and job permissions
Own prop pack — eight models, streamed with the resource
Database
Optional — JSON by default, MySQL if you want it
Config
In game, no restart
Languages
English · Spanish · French · German
Status
Coming soon
Every road can earn. Screen capture from a running server at
a three-lane plaza on the Olympic Freeway — no motion graphics, no voiceover,
the game’s own HUD left where it was. The arm rises because the toll system
charged a transponder, and the price on the card is the price the server worked
out.
A toll road is one of the few things that makes a map feel governed. Somebody owns that bridge, somebody decided what a truck pays to cross it at four in the afternoon, and somebody is going to hear about it when you run the arm. This gives you all three — and you build the plazas by standing in them, not by typing coordinates into a config file.
Gate arms and bollards you can actually hit — real collision, NPC traffic that queues behind a closed arm, and booths beside the lane. A prop pack built for it — kiosks on kerbed islands, a canopy with TOLL on the fascia, a reader gantry over the express lane — streams with the resource, and any slot can still name a stock prop
Build a plaza by standing in it — walk to the spot, face the way traffic goes, nudge the outlines onto the tarmac, press Enter. The outlines are the same geometry the server enforces with
Four kinds of lane — automatic machines, staffed cash windows, open-road electronic tolling that never stops anybody, and closed
Prices that behave like a real toll road — by vehicle class and by time of day, with peak, off-peak and overnight rates, a trailer surcharge, and a live preview that answers “what does a semi pay at half past five on a Tuesday”
Prepaid tags — bind a transponder to your plates, drive up, and the arm goes up while you do nothing. Automatic top-up, low-balance warnings, and a discount that makes them worth buying
Bill by plate — an unpaid toll becomes a bill, consolidated so one commute is one invoice rather than eleven
Turnpike tickets — take one where you get on, pay by distance where you get off, with a lost-ticket charge that works the way the real ones do
Staffed booths — a toll worker clocks on, sees the car at their window and what it owes, takes the cash or waves them through, and earns a commission
Violations that reach the police — run a gate or tailgate a paying car and it is on the plate, on a bill, and on the radio through whichever dispatch resource you run
Revenue that goes where you say — split by percentage across business accounts and named people, with offline owners paid on their next login and nothing ever lost: a payout that cannot be delivered is held on the books for a manager to settle
A tablet, not a chat command — dashboard, plazas, pricing, accounts, transponders, violations, CSV reports, settings and in-game placement, and it shows a driver their own tags and bills rather than an admin panel
Drives your overhead signs — with sals_kewlsignage installed, the gantries show live prices and the lane heads run green and red. Without it, the resource draws its own
Every seam open — the framework adapter, six banking adapters, three billing adapters and eight behaviour hooks all ship as plain readable Lua you are meant to edit, on the server and the client
Server-authoritative — where a car is, what it is, what it owes and whether it crossed the line are all decided on the server. The client is told what to draw
On the road
Booths, arms and islands on a real roadTraffic really queuesA tag opens the armOne lane at a timeThe card on the way inNo tag? The bill finds the plate
From the tablet
DashboardEvery plaza, livePricingSettingsTranspondersViolationsWhat a driver seesAt the gateHow a lane is measured
Coming soon. Release news and the launch coupon go out in our Discord.
A full wheel-and-letters game show for your server. Players spin, buy vowels, call consonants and solve the board — and the winnings land in their in-game bank account, not a scoreboard nobody looks at.
Sixteen-segment wheel paying $150–$2,250, plus Bankrupt, Skip Turn and Free Spin
Jackpot and multipliers — an accumulating pot, 2× and 3× segments, and power-up wedges
Turn-based multiplayer with decision timeouts, so one AFK player can't stall the board
NPC opponent with real strategy — it decides when to spin, buy or solve
Vowels cost $250, consonants require a spin — the economy is configurable end to end
Categories across places, people, things, phrases, movies, food and animals
Add your own puzzles in a separate file that survives updates
Sound design included — applause, buzzer, win and loss stings
Every vending prop on the map becomes a machine that holds its own stock, runs out, and can be forced open for the cash inside. Somebody has to drive out and refill them — which is a job your players can take, and get paid for.
Stock lives per machine — the one at the airport and the one outside Pillbox run dry independently, and stay that way across a restart
Break-ins — force a machine with a lockpick or crowbar for the cash float and whatever is still inside, with a skill check and a per-machine cooldown
Police get the call through sals_kewldispatch or ps-dispatch, or a direct alert to on-duty officers if you run neither
A restock job — crates from the depot, a live route to the machines that are actually low, and pay per unit loaded
Location pricing — the airport and the prison charge what those places charge; Sandy Shores charges less
Takings go somewhere — route a machine's revenue to a society or business account
Snacks that feed you — hunger, thirst and a little stress relief from the coffee
Server-authoritative — every price, item and stock count is decided by the server; the client only ever asks
Nothing is required — ox_target, qb-target, ox_lib, qb-menu, ox_inventory and oxmysql are all detected at runtime, and it runs standalone without any of them
Notecards your players can pull up on the spot — Miranda rights, vitals charts, SOPs, price lists, anything you'd otherwise ask people to memorize or alt-tab for. Type a card straight into the config as text, or draw one as an image. Then hold it up to the player in front of you.
Text cards or image cards — type one into the config with headings and bullets, or ship artwork; text cards download nothing and stay sharp at any zoom
Show a card to another player — read the suspect their rights and they see the card on screen. Distance, job and cooldown all checked server-side
Lock cards to jobs and grades so police SOPs stay with police, medical charts stay with EMS, and supervisor material stays with supervisors
Categories, favorites, recents and search so a big catalog stays usable
Zoom and pan on any card, and multi-page cards with arrow-key navigation
It doesn't freeze you — walk and talk with a card up, which is the point when you're reading it at somebody
Two ways in — browse /notecards, or jump straight to one with /shownotecard [shortcut]. Bindable to a key
qb, qbx, ESX or standalone, and every string lives in a locale file
The 3am problem: a player is stranded, nobody is on the mechanic job, and the only fix is an admin. This sends an NPC tow truck that actually drives there, does the work, and charges for it.
A truck that drives — real pathfinding and driving behavior, not a spawn-in beside you
Emergency lights on approach and on scene, from configurable spawn points
Five services — repair, fuel delivery, wash, uprighting a flipped vehicle, and your own custom jobs
Server-authoritative pricing — the client asks, the server decides and charges
Job exemptions so mechanics and police aren't billed for their own recoveries
Multiple tow models and per-location spawn points
Translatable — every player-facing string lives in a locale file
Alerts that reach the right people. Police, fire, tow or any service you invent — sent only to players on that job and on duty, with a sound, a blip and a history panel they can scroll back through.
On-duty, job-scoped delivery — or set jobs = "all" for a server-wide announcement
Inline color in messages with <red>-style tags or raw hex codes, all configurable
Custom sounds per alert type, and a per-player volume control
Map blips by postal code or by exact coordinates — coordinates win when you send both
Notification history panel players can open and click through
One-line integration from any other resource, by export or event
Test from the server console or in game, without a second player
Custom voice alerts generated at voice.salskewlkorner.com — starter credits included
The spawn screen is the first thing every player sees, every session. This is a drop-in replacement for qb-spawn with location previews, job-aware spawn points, and the two bugs everyone knows about — falling through interiors and the wrong character model — designed out.
Drop-in for qb-spawn — swap the resource, keep your setup
Job-based spawn points — police see stations, EMS see hospitals, mechanics see garages
Last location with a preview image, plus separate flows for new and returning characters
Exact interior positioning — no falling through floors in complex buildings
Housing integration — loaf_housing out of the box, qb-houses and others by example
Correct appearance, guaranteed — works with illenium-appearance and qb-clothing, no default-model flicker
Static or dynamic backgrounds — per-location imagery or one custom image
Customize without touching the core — dedicated client and server files that survive updates
Edit spawns in-game — admins fly to a spot, drop the spawn point and capture its tile image, no config editing or restart
Access rules per spawn — gate any location behind a job, grade, gang, license, item or citizen ID, enforced server-side
Discord roles instead of jobs Coming soon
For servers that whitelist in Discord — if your departments live in Discord and you never set up framework jobs, gate spawn points on a Discord role instead
Use our bot — you don't make one — click one invite link, paste one key into server.cfg, done. No developer portal, no bot token to look after, nothing to keep secret but the key
Or use your own — bring your own Discord application and nothing leaves your server but a call to Discord. Badger_Discord_API works too, with no setup at all
Roles, jobs, or both — a spawn can list either; run them side by side while you move from one to the other
Named after the role — a player with no job sees Police — SASP HQ, not Civilian — SASP HQ
Still server-side — no token, server ID or role ID ever reaches a game client, and a player is only ever sent spawns they already passed
Discord role support is built and in testing for 2.2.0. It isn't in the 2.1.0 release you can buy today, and nothing described above waits on it. Everything on this page works with framework jobs exactly as it does now.
Off the server — a livery studio in your browser, and a free desktop tool for the person who runs the server
Livery studio · In your browser
Sal’s Livery Wizard
salsliverywizard.com
Runs
In your browser — nothing to install
You hand it
The vehicle’s template PNG and photos of the livery
You get back
A PNG sized to the template, and a layered PSD
Time
About ten minutes a run
Price
First livery free · then $3 outright, or $1.93 each on Pro
Status
Available
You already know how to design a livery. The part that eats the afternoon is the sheet — the hood somewhere near the middle, the doors split and flipped, and a stripe that looks continuous on the car turning out to be four separate rectangles that all have to agree with each other. Hand over the vehicle’s template and a few pictures of the livery you want, and about ten minutes later you have a texture that lands on the panel outlines, both flanks matching, with no seams along the UV edges. The alignment is the part this does for you — not the taste, not the idea.
It lands on the outlines — paint covers up the template’s own guide lines, which is why matching them is the part that usually fails. Panels are matched by the shape of the paint instead, fitted back onto the real outline, and then measured, so the run log says panel by panel what landed and what drifted
Both sides match — the passenger flank is built from the driver flank rather than painted a second time. Stripes meet the door line at the same height on both sides because they are the same artwork, not because two attempts happened to agree
Ready for the game — guide lines are painted out and color is bled past every UV edge before export, which is what keeps a hairline seam from showing along a panel border once the texture is on the model
You see it on the car before you ship it — load the vehicle’s own .yft and .ytd and the livery is projected onto its real geometry. It is a check rather than a verdict, so it does not replace testing in game
A PNG and a PSD, both yours — the flat PNG is sized exactly to the template for the game, and the layered PSD is there for anything you want to finish by hand. Ordinary files on your own machine that keep opening in anything, whether or not you stay subscribed
Lettering stays your call — text from a photograph is the hardest thing to get right, so you can turn it off completely and set the department name yourself in the PSD, which is what most people end up doing for a logo they already own
A failed run costs nothing — your allowance is reserved when a run starts and only spent when it succeeds, and canceling hands it straight back. A touch-up pass costs a fraction of a livery, priced before the run starts
The first livery needs no card and arrives watermarked. Paying at all removes the watermark and licenses you to sell what you make — though our permission is not everybody’s: a real department’s insignia or a licensed typeface is not ours to hand you, whatever the tool draws. The work happens on our servers, which is why there is no API key to buy and no model to pick, and also why there is no offline mode.
Desktop app · Windows
Sal's Kewl Config Manager
sals_kewl_config_manager
Platform
Windows 10 · 11 (64-bit)
Connects over
SFTP · FTPS · FTP
Version
1.6.0
Price
Free
Status
Available
The 45-second tour
A safe remote configuration editor for FiveM servers — think VS Code + WinSCP + version control, without needing to know Git. You browse resources/, open a config.lua, edit and save; the app backs up first, validates, uploads, verifies, and only then swaps the file into place. If the connection drops mid-save, the original is untouched.
Saving without fear
Every change backed up first — the server's current copy goes into version history before anything is written; the same happens on first open and before every restore
Saves that cannot half-finish — upload to a temporary file, read it back, verify, then an atomic rename over the original; a dropped connection leaves your config untouched
Conflict detection — if the file changed on the server while you were editing, you find out before your save overwrites someone else's work
Vendor update detection — when a resource update overwrites your config it tells you "14 new settings, 3 changed, 1 removed", with the list, and preserves what it found immediately
Crash recovery — unsaved edits survive a crash or a reboot
History and comparison
Full version history, kept on your server — every save keeps the previous copy, with notes and a retention policy you control
One-click restore — and the restore is itself backed up, so even a restore is undoable
Compare any two versions — or any version against the live server copy, side by side
Setting-level diff — what was added, changed and removed, not a wall of red and green lines
Replace with analysis — drop a local file over a server config and see the structural diff and validation result before anything is written
Migration tool — folds your customized values into a vendor's new default config
The editor
VS Code's editor component — tabs, find and replace, folding, bracket matching, minimap, and twelve themes including two built for high contrast
FiveM-aware validation — catches the missing comma that stops a resource starting, and understands vector3(...) and backtick hashes; it runs live as you type and again before every save
Problems panel — every error and warning in the file, and F8 steps through them
Seven formats — Lua, server.cfg, INI, JSON, YAML, TOML and XML, with the file's encoding and line endings preserved exactly
Getting around the server
Remote browser built for resources — lazy-loading tree, type filters, favorites, recent files and resource-aware breadcrumbs
Quick Open and server-wide search — Ctrl+P jumps to any file; search uses remote grep when the account has a shell and scans files when it doesn't, with regex and case options
Full file management — upload with drag and drop, download files or whole folders, rename, create folders, and delete with a count of what is at stake shown first
Connections and trust
Multiple server profiles — SFTP, FTPS or plain FTP, with an SSH key or a password
Credentials stay in Windows — held by the Windows credential store, never written to a config file
Host-key pinning — a server whose identity changes gets noticed, not silently trusted
Connection diagnostics — a failed connection probes DNS, the port and the protocol layer by layer and tells you which one broke, in plain language
Honest about weaker transports — when a protocol cannot guarantee atomic saves, the status bar says so permanently instead of warning you once
Audit log — everything the app did to your server, on the record and exportable
The app checks this site for new versions at launch — one anonymous request for a version file, nothing about you or your servers is sent, and updates never install themselves. It can be turned off in Settings.
Tell us where to send it and the download link arrives by email — that also puts you on the list for release notes when a new version ships. Unsubscribe whenever you like.
Every script here is supported, including the free ones. Support happens on Discord, where each resource has its own channel and the owner's manuals are a click away.
Best effort on everything we make — free or paid, if something we built is broken or behaving strangely, open a ticket and we will work it with you until we know what is going on.
Paid scripts are answered first — customers and Gold subscribers go to the front of the line. Every person who turns up matters and no ticket is ignored; paid work is simply picked up first.
Instant answers, at any hour — our Discord bot answers questions straight from these manuals in seconds with /ask, quoting the section it used. If it cannot answer honestly, it says so and hands you to a person.
The manual first — if a question is answered in the documentation word for word, the fastest honest reply we have is that link. Tell us what you already tried and we will start where the manual stopped helping.
What support does not cover — basic installation, server hosting, and general FiveM or framework troubleshooting, as well as other developers' resources. We will always tell you what we can see from the error you paste.
We will do it for you, for a fee — installation, configuration and advanced or custom work are available as a paid service at a price agreed up front. Gold subscribers can also request custom radio chassis, liveries and department branding at no extra charge, within reason.
Hours — there are no fixed support hours. This is a small shop, and tickets are answered as quickly as we can get to them, by a person rather than a macro.
Billing and refunds — purchases run through Tebex, who own the checkout. Orders, cards and refunds go to them; everything about the scripts comes to us.