Climatic Vitals | Body Temperature, Wetness and Vehicle Climate Control

Weather your body answers to
A blizzard and a heatwave look different, but they play out the same. The colours change, the player keeps running, and the jacket in their bag is decoration. Climatic Vitals gives the air a number and gives that number teeth. A player who walks out at two in the morning in a t-shirt is shivering before they reach the car. From there the heater, the coat and the campfire stop being props.
A body that reads the sky
The server keeps one world temperature and drifts it slowly toward whatever the current weather calls for. A blazing summer day sits above thirty degrees, a blizzard drops to fifteen below, fog and rain land somewhere in the middle. That reading is written to the database, so a restart picks the weather up where it left off. On top of it every player carries a perceived temperature of their own. After nine at night the dark takes a few degrees off. Being indoors pulls them back toward room temperature, and a closed car adds a little shelter of its own.
Rain soaks you, fire dries you
Standing out in the rain builds wetness, and wetness eats away at how warm the player feels. The script checks for a roof first: a porch, a tunnel or a hard top keeps them dry, a bike or an open convertible doesn’t. Swimming is the harsh one: water takes fifteen degrees off for as long as they’re in it. Drying happens on its own, quicker beside a lit fire and quicker still with the car heater running. Beach fires, hobo stoves and burning tyres come set up as heat sources, with fans and cooling units working the other way. The effect grows as the player walks closer.
Places with a climate of their own
You can mark out an area and hand it a temperature modifier, as a circle, a box or a polygon of any shape. The modifier is either flat across the whole area or strongest in the middle and fading toward the edge. A message can greet the player as they cross in, and another as they leave. Two examples ship, one freezing and one baking, both with their map blips switched off until you want them. A walk-in fridge, a foundry floor or a mountain top is a few lines each.
A climate panel the whole car shares
Press J in a running vehicle and the climate panel comes up. Temperature runs between 16 and 28 degrees, the fan has three steps, and the mode is heating, cooling or automatic. The setting belongs to the car rather than the driver, so passengers feel the same air and it’s still set when someone gets back in. The panel changes with what you’re driving. A van gets a plain utility dash, a muscle car gets old dials, a supercar gets something far cleaner. Bikes, boats and a few named models are left out entirely.
Clothes that count as gear
Every clothing item can carry a thermal value, up or down. Heavy jackets are worth several degrees, boots and trousers a little, and thin tops read as a negative so they cool the player instead. The list that ships covers the male freemode model, and the female tables are left empty for you to fill with what your server streams. With debug mode on, a command prints the IDs of everything the player is wearing. You build your own list by reading it off the screen rather than guessing.
What ignoring it costs
Above 42 perceived degrees, or below minus five, the body starts taking damage every fifteen seconds. The screen answers too: cold frosts the edges pale blue and pulses, heat lays an orange haze over the corners that wobbles as it burns. Heat drains thirst hard while cold burns through hunger, so a bad night costs food as well as health. A warning fires on the way into trouble and another one when the player is safe again.
The window in the corner
The widget is a small live scene rather than a number in a box. The sun and moon move with the in-game clock, stars come out after dark, rain and snow fall in the frame, lightning flashes in storms. Below sit the ambient and perceived readings, plus a row of icons for whatever acts on the player: a jacket, a fire, a heater. One command puts the widget in their hands: drop it anywhere, size it with the wheel, and it stays where they left it. Another switches between Celsius and Fahrenheit, and a third hides it.
Yours to shape
Every weather type in the game gets its own temperature range in the config. It holds the damage thresholds, the hunger and thirst drain, the clothing values and the props that warm or cool. Vehicle insulation is set per class with overrides per model, and the zones and the drink items sit in the same file. Two drinks ship as examples: a coffee that warms by eight degrees for ten minutes, and water that cools by five for five. Players own the small things from in game: the widget position, the scale, the unit and hiding the HUD. You can take that back and lock one position and scale for everyone. There’s also an option to require an item in the pocket before the HUD appears, and it ships off.
For developers, the client exports are GetPerceivedTemperature, GetCurrentTemperature and GetState for reading the player’s condition. ApplyBuff, OpenClimateMenu, SetClimaticState, HideUi and hideweatherhud drive the script from your own resources. shared/config.lua, the locale files and the open/ folder stay outside escrow, so the tuning and every line of text on screen are yours. Works on ESX, QBCore, Qbox and Standalone through ml_bridge.
Screenshots
Climatic Vitals running in game.
The temperature readings as the player sees them.
Another look at the script at work in the world.
The climate control panel in one of its vehicle styles.
The panel again on a different kind of vehicle.
A further in-game view of the system.
Dependencies
Required:
- ml_bridge: framework and inventory abstraction (included)
- ox_lib: keybinds, zones, progress bars and interfaces
- oxmysql: database driver
Optional:
- Any framework: ESX, QBCore, Qbox, Standalone
- Any inventory through ml_bridge, for the drink items and the optional HUD item
- Your own HUD, reading the temperature through the exports instead of the built-in widget
Video
Discord: 💠| MICIO MODS |💠
Docs: https://miciomods.it/docs/ml-climaticvitals-dependencies
Purchase: FiveM Temperature & Weather Survival Script | Micio Mods
Required Information
| Field | Value |
|---|---|
| Code is accessible | No (escrow). Editable: shared/config.lua, locales, open/ |
| Subscription-based | No |
| Lines (approx) | ~4,400+ (Lua + UI source, excluding locales) |
| Requirements | ox_lib, oxmysql, ml_bridge |
| Support | Yes (Discord) |
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