Jim-Mechanic v3.6 - QB ESX QBOX OX Mechanic Script

As we recently started a fresh server I remembered QB Mechanicjob has the Spray Booth to spray cars. Is there an option for Jim Mechanics to use the Spray Paint Booth as well besides the spray can items?

1 Like

How can I get this to work with OX Inventory

I dont think it works with latest qb-core version. I mean shops, stashes, crafting. I have it from escrow system and cant get it work properly

yo whats ur server discord link been trying to find a way to ask u

This has been updated to 3.6

My discord link is on my store, I’m not allow to directly provide it here I believe

With the aid of jim_bridge the script now supports:
QBCore, ESX, QBOX and OX_Core

It also fully supports:

  • ox_lib + ox_target + ox_inventory
  • qb-inventory new and old
  • ps-inventory new and old
  • qs-inventory
  • origen-Inventory
  • core Inventory
  • codem inventory
  • tgiann Inventory

Also it has many new features since 3.1, I’ve updated the original post with the list of some of the new features

Unfortunatley, I admittedly avoid these forums because of people getting mad when I don’t read their dm’s or get in trouble for no reason or have demands for support. I primarily work on my discord

1 Like

Where are the settings regarding seat belts?

then leave esx idk why everyone wants t keep esx its trash to me personally and if it were up to me id say devs should be able to convert qbcore to esx or esx to qbcore fairly easily i do it alot mainly happ about the work ive done to renzuhygiene and his project cars got them fullyfunctional in qbcore

how do i disable the billing use outside script

Anybody know how to quickly disable to in vehicle HUD

have you found a fix?

wow nice work <3

jim_mechanic / JixelPatterns – Compatibility Issue

Just wanted to point out something that’s honestly a pretty big limitation with the jim_mechanic / jixelpatterns system so other server owners don’t get caught off guard.

Right now, repair kits straight up don’t work if the script can’t detect the vehicle’s engine. That by itself could be manageable… but there’s no real workaround or support for it. Instead, the blame gets pushed entirely onto vehicle devs.

Here’s what was said:

ā€œUnfortunately not as its on the vehicle, its not something a script can fix, as a script just looks for the native of the engine. Its all on the vehicles not the script.ā€ – McKlean
ā€œIt’s on the cars developer to develop the vehicle properly so the mech script can detect the vehicle parts.ā€ – dude495

I get the point they’re making—but realistically, that doesn’t line up with how FiveM servers actually run.

Most servers:

  • Use a mix of different vehicle packs

  • Have older or paid vehicles that aren’t getting updates

  • Don’t have the time (or access) to go back and fix every single vehicle

So what ends up happening is:

:backhand_index_pointing_right: You’re basically limited to only certain vehicles that work with their system
:backhand_index_pointing_right: Or you’ve gotta go out of your way to fix/replace vehicles yourself
:backhand_index_pointing_right: And there’s no fallback, override, or built-in way to handle it

For something that’s supposed to be a core mechanic system, that’s a pretty big drawback.

What’s kinda frustrating is they’ve made adjustments/support for other features (like NOS purge), but on this, it’s pretty much a hard ā€œnot our problem.ā€


Not even trying to bash—just being real:

This would be way easier to deal with if there were things like:

  • A fallback detection system

  • Config overrides for unsupported cars

  • Some way to manually define parts if detection fails

Even one of those would go a long way.


Just a heads up to anyone thinking about using it:

Be ready to either limit your vehicle selection or put in extra dev work to make things compatible.

1 Like

do i need a manual transmission script or is it with this scrip cuz you said it supports manual??

love this script!