[FREE][ESX/QB] 🍺 Alco Effect System – Advanced Alcohol Simulation

[FREE][ESX/QB] :beer: Alco Effect System – Advanced Alcohol Simulation :beers:

Hey everyone! :wave:

We’re excited to present our latest FiveM script – NRG Alco Effect System, an immersive and realistic alcohol simulation system designed to enhance roleplay by adding effects, intoxication, and more.


:beers: Realistic Alcohol System – Get Tipsy, Get Wild!

Ever wondered what would happen if your character had one too many at the bar? :beer:
With this immersive alcohol system, it’s not just about drinking – it’s about surviving the consequences. :dizzy_face:


:clinking_glasses: Drink Up, Buttercup!

Players can consume a variety of alcoholic beverages, each with unique effects on their blood alcohol content (BAC):

  • :test_tube: Alcohol Level – Not all drinks are created equal. A beer? Chill. A vodka? Pray.
  • :incoming_envelope: Notification System – Stay informed! “You drank a beer.” Yeah, we’re keeping tabs.
  • :man_standing: Drink Prop – Your character actually holds the drink. Because realism.

:red_car: Driving? Not Recommended.

Once you hit a certain BAC level, vehicles get… interesting:

  • :cyclone: Controls get wobbly
  • :stopwatch: Slower reaction times
  • :roller_coaster: Random vehicle swerving (because your liver gave up)

You’ve been warned. Or don’t be. It’s fun to crash sometimes.


:nauseated_face: High BAC = Ragdoll Shenanigans

Too much alcohol? Expect your character to randomly collapse like a drama queen.
Ragdoll physics kick in to keep things… unpredictable and hilarious.


:warning: You Are Not In Control Anymore

Heavy intoxication = loss of character control.
We’re talking drunk stumbling, random walking, and “what even is straight?” movement patterns.


:test_tube: Breathalyzer – Time to Blow!

Specific roles (like paramedics) can whip out the breathalyzer and check someone’s BAC.
Just point and test. Consent optional. :smirk:


:syringe: Stomach Pumping – Clean 'Em Out!

When things get too wild, medics can perform stomach lavage to save the day (and your liver).
Emergency detox, just like mom used to do!*


:brain: Stages of Intoxication

This system includes 4 progressively hilarious levels of drunkenness:

  • :green_circle: Tipsy – Just a little wobbly. Cute.
  • :yellow_circle: Drunk – You’re really feeling it now, Mr. Krabs.
  • :red_circle: Very Drunk – Good luck driving. Or walking.
  • :black_circle: Extremely Drunk (Wasted) – You are now a meat puppet. Congrats.

Each stage adds effects like swaying, stumbling, and making terrible life choices.


:tada: Add a whole new level of chaos and realism to your server.
Whether it’s roleplay, fun mechanics, or just watching your friends fall over – this script delivers.

Drink responsibly. Or don’t. We’re not your mom.


:wrench: Config

Config = {}

Config.Framework = 'ESX'                                -- Framework used: 'ESX' or 'QBcore'
Config.OxLib = true                                     -- Use ox_lib (true/false)

Config.Language = 'en'                                  -- Language
-- Available languages:
-- 'pl'  - Polish
-- 'en'  - English
-- 'fr'  - French
-- 'it'  - Italian
-- 'pt'  - Portuguese
-- 'sv'  - Swedish
-- 'es'  - Spanish
-- 'de'  - German
-- 'tr'  - Turkish

Config.SavaDrunkStatusInSQL = true                      -- Save player's drunk level to the database using oxmysql
Config.ClearAllEffectAfterDead = true                   

Config.AlcocholItems = {
    ["beer"] = {drunk = 0.50, notify = 'You drank a beer', prop = 'prop_beer_pissh', propoffset = {x = 0.03, y = -0.195, z = 0.045}},  

    ["vodka"] = {drunk = 1.10, notify = 'You chugged a whole bottle of vodka', prop = 'prop_vodka_bottle', propoffset = {x = -0.011, y = -0.255, z = 0.090}}, 
    ["vodka_shot"] = {drunk = 0.70, notify = 'You took a vodka shot', prop = 'prop_cs_shot_glass', propoffset = {x = 0.12, y = -0.01, z = 0.045}}, 

    ["whiskey"] = {drunk = 1.20, notify = 'You downed a bottle of whiskey', prop = 'prop_whiskey_bottle', propoffset = {x = 0.02, y = -0.16, z = 0.05}},
    ["whiskey_glass"] = {drunk = 0.60, notify = 'You drank a glass of whiskey', prop = 'prop_drink_whisky', propoffset = {x = 0.12, y = -0.03, z = 0.055}}, 

    ["tequila"] = {drunk = 1.00, notify = 'You smashed a bottle of tequila', prop = 'prop_tequila_bottle', propoffset = {x = 0.01, y = -0.26, z = 0.06}}, 
    ["tequila_shot"] = {drunk = 0.50, notify = 'You took a shot of tequila', prop = 'prop_cs_shot_glass', propoffset = {x = 0.12, y = -0.01, z = 0.045}}, 

    ["wine"] = {drunk = 0.90, notify = 'You drank a bottle of wine', prop = 'prop_wine_bot_01', propoffset = {x = 0.00, y = -0.25, z = 0.07}}, 
    ["wine_glass"] = {drunk = 0.50, notify = 'You sipped a glass of wine', prop = 'p_wine_glass_s', propoffset = {x = 0.13, y = -0.045, z = 0.05}}, 

    ["rum"] = {drunk = 1.10, notify = 'You finished off a bottle of rum', prop = 'prop_rum_bottle', propoffset = {x = 0.03, y = -0.24, z = 0.065}}, 
    ["rum_glass"] = {drunk = 0.70, notify = 'You drank a glass of rum', prop = 'prop_drink_whisky', propoffset = {x = 0.12, y = -0.03, z = 0.055}}, 

    ["champagne_glass"] = {drunk = 0.60, notify = 'You drank a glass of champagne', prop = 'prop_drink_champ', propoffset = {x = 0.025, y = -0.16, z = 0.055}}, 
    ["mojito"] = {drunk = 0.40, notify = 'You drank a refreshing mojito', prop = 'prop_mojito', propoffset = {x = 0.05, y = -0.12, z = 0.06}},   
    ["martini"] = {drunk = 0.45, notify = 'You sipped a classy martini', prop = 'prop_tequila', propoffset = {x = 0.05, y = -0.10, z = 0.06}}, 
    ["bloody_mary"] = {drunk = 0.50, notify = 'You had a spicy Bloody Mary', prop = 'prop_daiquiri', propoffset = {x = 0.05, y = -0.10, z = 0.06}}, 
    ["sex_on_the_beach"] = {drunk = 0.55, notify = 'You enjoyed a fruity Sex on the Beach', prop = 'prop_tequsunrise', propoffset = {x = 0.08, y = -0.07, z = 0.045}}, 
    ["pina_colada"] = {drunk = 0.60, notify = 'You had a tropical Piña Colada', prop = 'prop_tequsunrise', propoffset = {x = 0.08, y = -0.07, z = 0.045}}, 

}


Config.DropDrunkLevelTime = 60                          -- Time interval (in seconds) between BAC reduction
Config.DropDrunkLevelCount = 0.1                        -- Amount of BAC reduced every DropDrunkLevelTime

Config.DrunkStageOneFrom = 0.10                         -- Stage 1 (tipsy) starts from this BAC
Config.DrunkStageTwoFrom = 0.60                         -- Stage 2 (drunk) starts from this BAC
Config.DrunkStageThreeFrom = 1.50                       -- Stage 3 (very drunk) starts from this BAC
Config.DrunkStageFourFrom = 3.80                        -- Stage 4 (wasted) starts from this BAC

Config.Vomit = true                                     -- Enables the vomiting feature when the player’s BAC drops from stage 4 to stage 3.
Config.VomitLos = 70                                    -- Sets the chance of vomiting occurring at 70% when the player’s BAC decreases from stage 4 to stage 3.

Config.BwFromOverDrink = true                           -- Enable blacking out (BW) from excessive drinking
Config.BwOverDrinkCount = 7.5                           -- BAC threshold for automatic blackout (BW)
Config.BwOverDrinkPassProcent = 10.5                    -- Currently ignored, blackout always occurs if threshold is passed
Config.ProcentForBw = 50                                -- Chance (%) for BW — currently unused/ignored

Config.CarDriveDifficultWhenDrunk = true                -- Enable driving difficulty when drunk
Config.CarDriveDefficultOver = 1.5                      -- BAC level where driving becomes harder
Config.CarDriveDefficultHold = {min = 200, max = 600}   -- Duration of driving effects (in ms)

Config.RagdollWhenDrunk = true                          -- Enable random ragdoll effect when drunk
Config.RagdollOverDrunk = 3.0                           -- BAC level that triggers random ragdoll
Config.NextRagdollRandomTimer = {min = 20, max = 40}    -- Time before next ragdoll trigger (in seconds)
Config.RagdollRandomTimer = {min = 1, max = 5}          -- Ragdoll duration (in seconds)

Config.LostControlFromOverDrink = true                  -- Enable losing control when severely drunk
Config.LostControlAction = true                         -- Temporarily disables player control (mouse & keyboard) at intervals when heavily intoxicated.
Config.LostControlCount = 4.5                           -- BAC level that triggers loss of control
Config.LostControlRadialToMove = 500.0                  -- Radius within which the player might move randomly
Config.LostControlTimeOut = 80                          -- Time before control returns if destination isn't reached (in seconds)
Config.ProcentForLostControl = 50                       -- Chance (%) of losing control when conditions are met

Config.BreathalyzerItemName = 'breathalyzer'            -- Item name used to measure BAC
Config.BreathalyzerCheckTimer = 10                      -- Duration of the breathalyzer check (in seconds)

Config.StomachLavageTarget = true                       -- Enable stomach pumping through target system; export works regardless
Config.StomachLavageTargetType = 'ox_target'            -- Target system type: 'ox_target' or 'qb-target'
Config.StomachLavageTargetAllow = {'ambulance'}         -- Jobs allowed to use stomach pumping via target

:camera_flash: Preview

:movie_camera: Watch the Video (YouTube)


:credit_card: Purchase


:information_source: Final Information

Code is accessible Escrow (editable: framework, notify, target)
Subscription-based No
Lines (approximately) 2500+
Requirements ESX or QBcore/QBX (editable)
Support Yes and constant updates

Make your RP servers more immersive and fun with ALCO System — realistic alcohol effects, police interaction, and full customization. Cheers! :beers:


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5 Likes

Does this work with qbox?

I don’t need SQL for QB Core?

It should work without a problem on the QBox. But if you encounter any problems, open a ticket on Discord and we’ll help you.

SQL is optional if you want to use features related to recording intoxication levels.

Is not required does not need to be enabled.

The database clears itself after a period when a person should sober up. If you leave the server while your character is at level 4.0, for example, and the cfg has the average level decreased by 1.0 every hour, upon re-joining the server after an hour of absence, the person’s average will be 3.0, not 4.0 at the beginning.

When the script starts, it checks whether the results that exist in the database should still be there. If they aren’t, they are deleted.

{5B6932D4-3322-45EA-B054-F8784CD9898F}
how can i turn this off?

and and what would be a good option maybe add the thirst in ox_inventory so that your drink in your hud also goes up because then it makes a bit more fun to drink more often if I do that now in ox_inventory the item no longer works?

The title “beer Alco System” feels a little informal, but given that it’s released by NRG, a trusted and established creator, there’s no reason to doubt its authenticity.
From a technical perspective, the scripting and logic are well put together — it’s stable and functional — though not quite on the level of a top-tier paid resource, which is perfectly understandable for a free release.

A native thirst mechanic isn’t included by default (for example, integration with qb-hud), but the idea of connecting it to ox_inventory is smart.

It would make sense to link alcohol consumption with thirst recovery or reduction through a simple export or callback, creating a more dynamic and immersive experience.

One small suggestion for improvement would be to add documentation in the README.md that lists all relevant triggers, exports, and events.
That would make it much easier for developers to integrate the system into other server scripts.

Overall, it’s a well-built concept with strong potential — I’m happy to give it a proper try on our server.

GreetZ
NebelRebell
Nebelbank.net

1 Like