RYN FiveM Suite
Four standalone FiveM resources built as one family: ryn-hud, ryn-multichar, ryn-garages, and ryn-phonesnatcher. Each is a public GitHub repo that targets QBox, QB-Core, and ESX, with Vue or React NUI, Lua gameplay, and documented exports so other scripts can plug in.
CategoryWeb Application
Year2026
Statusin-progress

Overview
This is a suite, not a single script. I ship FiveM resources that look and behave like one product line: dark cinematic NUI, framework auto-detect, and server-authoritative gameplay. Operators can install only what they need — HUD, character select, garages, or a street activity — without buying a closed Tebex pack.
Problem
Most roleplay servers stitch together mismatched HUDs, character pickers, and garage UIs, then write glue for QB vs ESX vs QBox. Players feel the seams; staff fight config and exploits. I wanted resources that share a design language, document their exports, and still work as drop-in pieces.
Solution
Four public resources under vmRyn. ryn-hud stays quiet on foot and coordinates vehicle HUD with the minimap; admins theme it for everyone. ryn-multichar replaces the usual multichar + spawn stack with live 3D previews and a spawn picker. ryn-garages is a tablet vehicle bay with impound, sharing, and auto-sync from framework vehicle tables. ryn-phonesnatcher is a contained activity loop: snatch on a bike, react, fence, with loot rolled on the server.
Public repositories
- ryn-hudContextual HUD with vehicle + minimap, notifications, progress, and an admin look editor (Vue NUI).
- ryn-multicharCinematic multicharacter and spawn selector with 3D scenes, photo mode, and React NUI.
- ryn-garagesTablet vehicle-bay garages: public, private, job, gang, boat, air, impound, sharing, and transfers.
- ryn-phonesnatcherBike phone-snatching with server-authoritative loot, NPC reactions, pawn-shop fence, and dispatch hooks.
Technical implementation
- Lua 5.4 client/server with shared config, plus Vue 3 (HUD) and React (multichar, garages) NUI built with Vite
- Framework bridges for QBox, QB-Core, and ESX so one resource folder covers the common RP stacks
- ox_lib / oxmysql / ox_inventory and common fuel, key, appearance, housing, and dispatch integrations
- ryn-hud: status pills, speedo styles, seat swap, cinematic mode, ACE-gated look editor saved to theme.json
- ryn-multichar: 3D apartment/yacht scenes, slot limits, Tebex grants, photo mode, housing spawn hooks
- ryn-garages: own ryn_vehicles schema, dealership exports, impound fees, ox_target and radial interactions
- ryn-phonesnatcher: server-side loot and cooldowns, target + dispatch bridges, pawn shop fence
Challenges
- Keeping three frameworks honest without forking the gameplay into unmaintainable conditionals
- NUI that feels native in-game (motion, minimap swipe, 3D cameras) while still previewable in a browser DevPanel
- Authoritative loot, fees, and vehicle state so clients cannot request items or skip impound costs
- Migrating existing player_vehicles / owned_vehicles plates into a garage schema without breaking live servers
Results
- Four public repos operators can clone, configure, and ensure independently
- Shared RYN visual language across HUD, character select, and garage tablet UI
- Documented exports and events so other resources can notify, progress, register vehicles, or open spawn
Future improvements
- Tighter shared UI tokens so new RYN resources inherit theme without copy-paste
- Broader first-party tests across QBox, QB, and ESX install paths
- Optional bundling docs for servers that want the full suite in one ensure order
Explore more work
Back to the full showcase, or reach out if something here overlaps with what you need.