i assume the qbox compatibility is not available. at least no jobs are displayed
Heyhey
Dont know if someone already asked but is it possible to add a Gangcreator to the Jobscreator?
If you have latest version of qbcore script, it works ![]()
Jobs Creator 8.12.4 – Smarter Plates & Accurate Targeting
Customizable random plates: lock in fixed prefixes or suffixes for vehicle plates in seconds for buyable vehicles
Reliable off duty targeting: markers now always respect employee duty status
Hello,
Could you please add the option to choose the cache size in the interface?
It would be nice if you could set Armor in the job outfits. For example when there is a vets in the outift, that you can set body armor in percent to make the vests work
You should have anything that spawns ped have a scenario, main reason why I don’t use the scripts like shopscreator and a few others, cause the peds look stiff and lifeless lol! Thank you!
Jobs Creator 8.14.1 – Time Tracking and Effortless Off Duty Control
More reliable markers: no more incorrectly created job markers (bug prevention)
Instant employees insights: see each employee’s on duty hours in the boss marker
Effortless off duty jobs: ESX jobs auto enabled for off duty, no manual whitelisting
Flexible notifications: added normal notifications to modules (easier to switch notify system)
Instant teleport: go to any job marker directly from the menu
Clear staff status: boss menu shows who is offline, on duty or off duty with different suffixes
Hi, the scripts are great, I think the interfaces should be redone to be more dynamic, that’s just my opinion.
It would be nice to set the function of getting the employees on a module or to be able to change it on integrations, I think that a lot of people is using multiplejobs scripts and with a multiplejob script the boss is only able to fire someone or to rank up him if he has the Job put on that moment so if he has another Job he cant be fired or ranked up. So if the función of gettingEmployees is opensource everyone could change this to made this script fully functional with multiplejobs script
Hey, that’s a good idea, the issue is that even if I added module for gettingEmployees as you suggest, then you would still have issues when using the actions (fire, change grade, etc)
Jobs Creator 8.15.2 – Smarter Job Actions & Cleaner Menus
Flexible job actions: add and save new job action settings thanks to the reworked system
Clearer setup: settings order has been reorganized for better readability
Polished menus: removed unsupported colors from ox lib menu for a smoother experience
Add update so you can have multiple jobs and with counting weekly hours and all time hours (with info menu and keybind you can switch jobs its like multijobs scripts)
Hi, just to let you know there is already the feature to count working hours in the script ![]()
Small Suggestion:
The locales (for example the german locale) are sometimes not fully correct and when setting jobscreator to german it stays in english, because many locales are missing in the german version. I know that i could just copy the missing englisch ones and translate them myself, but doing this with every update where sometimes some locales are added, gets pretty annoying.
And its not only the jobscreator, also vehicle_keys, missions_creator, robberies_creator, and some other resources have this problem.
I would suggest that you can make it so that you can pay the employees from the boss menu and that you can set it for each job separately whether you always get money or from the boss menu
literally the best Jobs Creator in 2025
Thank you for the kind words ![]()
Could a proximity validation be implemented at the point where the NPC’s purchase point is established, that is, the point where it buys certain items from the player? It would be good for when used for selling drugs, so that if you move away from the point, the sale is canceled, since players attack each other and go sell at headquarters. It would also be good if the distance validation to the point could be implemented, applying a penalty, meaning that the player could be sent to jail; for this, there should be a function to integrate the jail system to punish those players who abuse this method.
