Bablo ResourcesDocs

Customization

Everything below lives in bablo-boosting/config.lua, which is fully editable (not escrowed).

Changes to config.lua require a resource restart to take effect (restart bablo-boosting in the console).


UI Theme

The entire UI is recoloured from a single accent colour — including the minigames, level badges and unlock cards. Set your server’s colour in Config.Theme:

LUA
Config.Theme = {
    accent     = '#7aadff',
    accentDark = '#5596ff',
    accentSoft = '#d9e8ff',
}
  • accent — the main colour. Accepted formats: '#RRGGBB', 'RRGGBB' or 'FFRRGGBB'.
  • accentDark — used for pressed / emphasis states. Set to nil to auto-derive a darker shade from accent.
  • accentSoft — used for soft backgrounds and highlights. Set to nil to auto-derive a lighter shade from accent.

For most servers, setting only accent and leaving the other two as nil is enough:

LUA
Config.Theme = {
    accent     = '#ff5577',
    accentDark = nil, -- auto-derived
    accentSoft = nil, -- auto-derived
}

Locales

The resource ships with English and Swedish:

PLAINTEXT
locales/
├── en.json
└── sv.json

The active language is set in config.lua:

LUA
Config.Locale = "en"

To add your own language, copy locales/en.json to a new file (for example locales/de.json), translate the strings, and point the config at it:

LUA
Config.Locale = "de"

The locale is server-authoritative — clients automatically sync the language from the server, so every player sees the same translations without any client-side setup.

Each locale file has two sections: game (in-world notifications, HUD steps and prompts) and ui (every label inside the tablet UI).


Map Blips

Each mission objective gets its own map blip, configured per objective in Config.Blips:

LUA
Config.Blips = {
    targetVehicle   = { sprite = 225, color = 5 },
    recoveryVehicle = { sprite = 225, color = 3 },
    fetchHeli       = { sprite = 43,  color = 5 },
    fetchTow        = { sprite = 68,  color = 5 },
    respray         = { sprite = 72,  color = 5 },
    extraction      = { sprite = 1,   color = 3 },
    dropoff         = { sprite = 1,   color = 3 },
    chop            = { sprite = 1,   color = 47 },
}

Sprite and colour ids follow the standard GTA blip references — see the FiveM blips reference for the full list.


Vehicles

The vehicle pool for each contract class lives in Config.Vehicles, one list per class (D, C, B, A, S):

LUA
Config.Vehicles = {
    D = {
        { model = 'blista',  label = 'Blista' },
        { model = 'blista2', label = 'Blista Compact' },
        -- ...
    },
    C = { --[[ ... ]] },
    B = { --[[ ... ]] },
    A = { --[[ ... ]] },
    S = { --[[ ... ]] },
}

Add, remove or swap models freely — custom/addon vehicles work as long as the model is streamed on your server.

Use fixed-roof cars only — convertibles and open-top vehicles break the chop-strip and airlift sequences. Also note that some of the default models are Tuners-era vehicles, which require game build 2372 or newer. On older builds, replace them with models available in your build.


Currency

How money is formatted in the UI and which account payouts land in:

LUA
Config.Currency = {
    pattern   = '$ %s',
    thousands = ',',
    account   = 'bank',
}
  • pattern — display format; %s is replaced with the amount (e.g. '%s €' for suffix currencies).
  • thousands — the thousands separator (, renders 12,500, . renders 12.500).
  • account — the framework account used for contract payouts and market transactions, e.g. 'bank' or 'cash'.