BasementNerdsRP is a new GTA V RP server that is RP-focused with a growing community!
All new community members are welcome. TS3 & TokoVOIP are requirements for play.
We have a focus on building a server that is 100% quality driven and aims to provide players with tools to build stories unique to our system. The focus up front is quality and polish over buggy frills and gimmicks.
We do not aim to imitate any other server. The things we develop and do are not based on something we saw on someone else’s stream, or in another script.
Basically, if you can think it, and it seems like a good idea to us… we will implement it in a way that makes sense within the GTA context.
ESX framework with many custom fixes with more planned
Modified death system to fix “invisible bodies” for first-responders, including unique random ghost walking event upon death
Custom Cars and Dealerships (more cars are trickling in and focus is applied by request)
Realistic Economy with planned changes to come
Whitelisted Jobs & Player-Owned Businesses
(Police, EMS, Mechanic, Car Dealerships, Vanilla Unicorn, Bank, Taxi - more to come!)
Multiple City Jobs
In-house developed custom car locking, hotwiring, vehicle burglary and ownership system (Live WIP)
Custom police and ambulance fleets
Hidden Locations on Map with quest system in development
Customized Drugs / Alcohol
Establish turf for dealing drugs, or sell to the dispensary at a lower rate
Multiple Robbery Locations & Custom Robberies
Prison & Community Service
TokoVOIP, Phone, and In-Game Radios
Drive-In Movie Theater and active television screens
Expanded Clothing Slots with Custom Clothes
Weekly Changelog Posting
Active Development Based on User Feedback & Discord Ticketing System
New features added almost daily
New buff and debuff system in-development
Armored car and bank robberies in-development
Custom car locking, searching/burglary, hotwiring system
More features planned and coming soon!
RedM coming soon, obviously…
Check out our preview video for Ghost Walking, a random occurrence that happens sometimes upon death:
Or our preview video for armored car robbery:
Or this preview video for bank bag dye packs:
Still reading and interested? Join our Discord server at https://discord.basementnerdsrp.com and see the #connect-info channel for instructions on joining
As someone who used to jump server to server, BasementNerdsRP is where I am staying. This server is constantly developing, taking suggestions from the community and looking for ways to be different and really add elements to RP with. Every script is carefully reviewed to ensure that fit the overall goal of the server but has a unique twist to keep the server unique. Fantastic community, players, and all around great place to be.
I’ve been lucky enough to join early with this community and thrilled with the fun/challenging features that are available. With a lot of changes weekly, there is plenty to explore in the city and constructive feedback is well received! An active development environment may not be for everyone, it has been fascinating seeing how the city has changed over the last few months. Really the biggest hurdle is growing the community…but if any of this sounds interesting to you, considering stopping by and visiting! Remember you will need to have TeamSpeak & Toko to get into the city.
Changelog for last week has been posted, here it is for those of you tracking it here instead of on our site or Discord.
Removed esx_carlock from server autostartup
Developed new vehicle door lock system that is client-server, checks for ownership of vehicles, checks for “found” keys, and checks job vehicles — should also sync better across clients
Added keyfob model to toggling doorlock animation
Created library to help position and rotate models into correct rotation on the player ped body (in this instance it was used to quickly position and rotate the keyfob)
Developed script to spawn a single object and position and rotate it within the world (this will become the foundation for many things, like furniture placement)
Created fire-alarm sound, added sound to server
Developed initial framework for foraging from the world
Paper cups for watercoolers set to 3 second deletion time… gotta do my part to reduce litter!
Fixed bugs related to the lean against wall hot key
Worked out spawning all variants of all dogs and began writing our own pet script
Started work on more female clothing options
Tried again to get extra female faces working. No idea if they are, they start at 45 (or 46) on the list
Drugs
Dropped the sphere of influence for selling drugs by a large amount (it is now 15.0 meters instead of 60.0 meters)
Lowered the time to “lay-low” if you were chased out of your territory by 10 minutes (it is now 20 minutes)
Selling drugs will cause your sphere of influence to grow out by 2.0 meters
Being rejected on a sale will cause your sphere of influence to shrink by 1.0 meter
Added sound-effect to each successful sale
Worked on handshake/exchange animation timing to tighten it up a little more
Added a very rough in-world estimate to represent the sphere of influence. The mechanism to draw in the world is totally different in terms of drawing on the minimap. It can be pretty inaccurate at times, it is more of a reminder and to let you know about where the boundaries are
Switched all drugs over to a single gram price instead of the cost of a quarter-ounce. We will be moving to a system where you can sell individual grams, or a quarter (rounded down to 7 grams), or an 8-ball (3.5 grams) at a time. If drugs build in enough quantity we will at some point add bricks (1000grams).
The last 10 peds you sold to are now stored in an array. You cannot sell to any of the last 10 until they cycle out of that array. The purple circle at the ped’s feet is for a ped who may buy, if they are stored in the array the circle will appear red.
With the previous change, I no longer have to require peds to run away from you to avoid being “farmed”, so that behavior has stopped unless they reject the sale.
Drug sales carry a single bonus based on the size of your turf. It is not multiplied by the quantity of each sale. The bigger the circle, the larger the bonus
Peds will now constantly update to face the dealer during a transaction (inconsistent in Fivem, seems like it only works with some peds, but it is working with most)