Available Now: www.vames-store.com
Check Changelogs Here
Here you will get support
Launch Offer
To celebrate the release of VMS Needs on the CFX Forum, enjoy 10% off with code: CFX10
August 6 โ August 13
Donโt miss the opportunity to get VMS Needs at a reduced price during launch week.
Why VMS Needs?
Want your roleplay server to feel truly alive?
VMS Needs transforms everyday actions into meaningful gameplay - giving players real reasons to eat, drink, rest, and interact with the world around them.
Whether youโre running a serious RP server, an economy-focused community, or a casual city, VMS Needs seamlessly integrates into your gameplay, making every choice feel natural and rewarding.
- Create immersive daily routines with food, drinks, and interactive objects
- Encourage players to visit restaurants, stores, and public spaces naturally
- Build realistic survival mechanics without sacrificing performance or usability
- Highly configurable to match your serverโs balance and roleplay style
- Designed for immersion, flexibility, and seamless integration with your existing server
If you want your players to do more than simply watch their hunger and thirst bars - this is the system that brings everyday life to your server.
VMS Needs makes every interaction matter.
Watch Showcase
- Compatible with ESX Legacy, QB-Core, QBX-Core
- Ready-to-use translations in
English,
German,
French,
Spanish,
Portuguese,
Polish,
Italian,
Czech and the ability to make your own translations using the config.translation.lua and translation.json files
Detailed feature description:
๐งฉ Unlimited Item Framework
Every usable item inside VMS Needs is powered by the same flexible interaction framework.
Instead of creating separate systems for food, drinks, cigarettes, alcohol or drugs, every interaction is handled by a unified architecture that allows developers to create virtually any usable item imaginable.
Each item can define its own animations, props, visual effects, sounds, statuses, gameplay logic and custom behaviour while remaining easy to configure.
Whether youโre creating a sandwich, a coffee, a cigarette, an adrenaline injection or a completely custom fantasy item, everything follows the exact same workflow.
One framework.
Unlimited possibilities.
๐ Advanced Consumables
Food is no longer reduced to a single animation followed by an instant status increase.
Players can take multiple bites, pause whenever they want, continue eating later or hand the remaining food to another player while preserving its exact consumed state.
The same attention to detail applies to every other type of usable item within the resource. Drinks can be consumed sip by sip or poured into compatible glasses and containers. Cigarettes are removed from their packs, lit and gradually smoked over time. Alcohol, drugs and other custom substances introduce their own animations, effects and gameplay behaviour.
Every item feels like something the character physically interacts with rather than a button that simply changes a status value.
๐ฝ๏ธ Progressive Consumption
Unlike traditional resources where using an item immediately consumes its entire contents, VMS Needs introduces fully progressive interactions.
Every bite, sip and puff advances the item by a configurable amount. Players can stop at any moment, keep the remaining portion for later or share it with somebody else without resetting its state.
A burger does not disappear after one click.
A bottle does not become empty after a single animation.
A cigarette does not vanish immediately after being lit.
The remaining amount is preserved throughout the entire interaction, making every consumable feel like a persistent physical object rather than a temporary animation.
Visual food progression is currently available for hot dogs and apples, as GTA V provides a bitten model variant for these items. Burgers and sandwiches currently use GTA Vโs original models, which do not include partially eaten variants.
๐จ Handcrafted Assets
Immersion starts with quality.
VMS Needs includes almost 30 handcrafted animations together with 46 custom prop models, all created specifically for this resource.
Every asset was designed to support believable interactions rather than simply replacing GTA animations.
From cigarettes and drinks to narcotics, every animation has been carefully adjusted to create a natural experience.
๐ฝ๏ธ Ready-to-Use Content
The resource comes packed with dozens of fully configured items ready to use immediately after installation.
Food, drinks, alcohol, cigarettes, drugs, glasses, visual effects and gameplay mechanics are already prepared, allowing servers to start using the resource instantly while still providing complete freedom to expand everything later.
๐ฌ Advanced Smoking
Smoking is treated as a complete gameplay mechanic instead of a single animation.
Players carry realistic cigarette packs containing twenty cigarettes.
Each cigarette can be taken out individually using custom animations before being lit with a lighter.
Once lit, the cigarette gradually burns down while synchronized smoke particles and animations continue throughout the entire interaction.
Players may stop smoking at any moment or share partially smoked cigarettes with others.
๐บ Advanced Alcohol System
Alcohol is treated as a complete gameplay mechanic rather than another item that simply modifies a status value.
Different alcoholic beverages can gradually increase the playerโs intoxication level and apply configurable visual effects as the alcohol accumulates inside the body. Because the effects develop progressively, drinking a small amount feels different from consuming several alcoholic drinks in a short period of time.
Alcohol also interacts with the wider metabolism and effect systems, allowing intoxication to develop alongside other substances instead of existing as an isolated mechanic.
For law-enforcement roleplay, players can perform realistic breathalyzer tests on themselves or other characters. The result is displayed directly on the physical in-game device, allowing the entire interaction to take place naturally within the world. The numerical value displayed on the device is currently visible only to the player performing the test.
๐น Drink Mixing
VMS Needs includes a flexible liquid system that allows compatible drinks and substances to be poured into glasses instead of only being consumed directly from their original item.
Players can combine multiple liquids inside the same glass while the resource preserves the exact amount and proportion of every ingredient. Water, soft drinks, codeine mixtures and supported alcoholic beverages can all become part of a single drink depending on the serverโs configuration.
The resulting mixture is not treated as a generic replacement item. Its complete composition remains stored, allowing the resource to determine what the player is actually consuming with every sip.
The system was built to be expandable, making it possible to introduce additional liquids, containers and drink combinations as the server grows.
๐ฅ Dynamic Glasses
Glasses visually react to their contents instead of displaying one static model regardless of what has been poured into them.
The visible liquid colour changes according to the supported liquid stored inside the glass, including mixtures made from several different liquids. The fill level visually represents the remaining amount using predefined fill stages, allowing players to see whether a glass is full, partially consumed or almost empty.
Different liquids may require compatible containers. Some beverages can be poured into regular glasses, while others use dedicated vessels such as shot glasses or champagne glasses.
Because every glass preserves its contents and remaining amount, it can be placed down, picked up, shared with another player and continued later without losing its state.

๐ Smell Identification
Players do not always need to drink an unknown mixture to learn something about it.
Any supported glass can be smelled to reveal subtle information about its contents. The system does not expose a complete ingredient list or exact proportions. Instead, it provides contextual hints that may help the player identify what kind of substances could be present.
This creates additional possibilities for bar roleplay, suspicious drinks, police investigations and situations where players need to examine a mixture without immediately consuming it.
๐ Drug Framework
Every drug is built using the same powerful framework.
The resource includes eight fully configured substances, each featuring its own animations, props, visual effects and gameplay behaviour.
However, nothing is hardcoded.
Developers can easily create completely new drugs, define custom effects, animations, statuses, interactions and integrate them with their own gameplay systems.
To support realistic roleplay, VMS Needs also includes both multi-panel and single-substance drug tests, allowing players to detect existing substances using immersive physical test kits. The displayed test result is currently visible only to the player holding the test kit.
๐งฌ Dynamic Metabolism
Human bodies do not react to every substance instantly.
Neither should your server.
Instead of applying all status changes at the exact moment an item is consumed, VMS Needs can distribute their influence over time. Different substances may continuously affect hunger, thirst and any other configured status while they remain active inside the playerโs body.
Cannabis can gradually increase appetite.
Stimulants can suppress hunger.
Alcohol can accelerate dehydration.
Temperature can influence thirst.
These effects continue independently and can operate at the same time, creating changing body conditions rather than a collection of isolated, instant status modifications.
Because the status system is fully configurable, developers can also connect custom needs and server-specific values to the same metabolism framework.
โก Stackable Effects
Reality isnโt limited to one substance at a time.
Alcohol, drugs and every custom substance can interact together, combining visual effects dynamically instead of replacing each other.
The result is over 200,000 possible visual effect combinations, creating unique experiences every time different substances are mixed.
๐ก๏ธ Environmental Simulation
Temperature is far more than a number displayed on your screen.
Your body constantly reacts to the surrounding environment.
- Weather.
- Wind.
- Sunlight.
- Shade.
- Altitude.
- Swimming.
- Running.
- Sprinting.
- Cycling.
- Convertible vehicles.
Even broken vehicle windows or missing doors influence how your character experiences temperature.
Rather than relying on artificial timers, VMS Needs continuously simulates how your environment affects your body.
๐ Clothing Temperature Editor
Supporting custom clothing has never been easier.
A built-in in-game editor allows server owners to configure cold and heat resistance separately for male and female clothing.
Whether your server uses default GTA outfits or thousands of custom clothing pieces, assigning temperature values becomes a fast and intuitive process without manually editing configuration files.
๐ก๏ธ Temperature Presets
Every community has different expectations.
Thatโs why the entire temperature simulation includes four carefully balanced presets.
Choose between Easy, Normal, Hard and Realistic, or fine-tune every aspect of the simulation yourself.
Whether you want temperature to remain a casual background mechanic or become an important survival element, the system adapts to your server.
๐ World Interaction
Items donโt simply disappear after being used.
Players may place consumables almost anywhere in the world, leave them behind, return later or allow someone else to continue using them.
Food.
Drinks.
Alcohol.
Cigarettes.
Everything remembers its current state.
Unexpected accidents add another layer of immersion.
A collision may knock food from your hands.
A drink can spill onto the ground.
Small details like these make interactions feel unpredictable and alive.
๐ Immersive Presentation
Immersion comes from more than animations.
Many interactions are enhanced with immersive sounds, particles and polished visual presentation.
Cigarettes produce synchronized smoke.
Glass can shatter.
Breathalyzers beep.
Cold players sneeze.
Fire and smoke particles remain synchronized for every nearby player, ensuring everyone experiences the same interaction exactly as intended.
โ๏ธ Built For Developers
Despite its complexity, VMS Needs was designed to remain developer-friendly.
Powerful exports, events and configuration files make creating entirely new items straightforward.
Whether you prefer Target systems or traditional 3D Text interactions, both approaches are fully supported.
Placed objects automatically support routing buckets while optimized distance-based streaming keeps performance high even when the world contains a large number of interactive objects.
Build anything.
Integrate everything.
Without rewriting the framework.
Full view for each configs in our script documentation:
Idle: ~0.00ms (with target)
Idle: ~0.01ms (with 3d text)
In use: ~0.06ms
Donโt miss out on this opportunity to transform your server!
Get ready for the most realistic Needs system!

Other resources from the VMS* Store
| Code is accessible | No |
| Subscription-based | No |
| Lines (approximately) | lua +8,000 |
| Requirements | ESX Legacy / QB-Core / QBX |
| Support | Yes |























