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:
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 tonilto auto-derive a darker shade fromaccent.accentSoft— used for soft backgrounds and highlights. Set tonilto auto-derive a lighter shade fromaccent.
For most servers, setting only accent and leaving the other two as nil is enough:
Config.Theme = {
accent = '#ff5577',
accentDark = nil, -- auto-derived
accentSoft = nil, -- auto-derived
}Locales
The resource ships with English and Swedish:
locales/
├── en.json
└── sv.jsonThe active language is set in config.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:
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:
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):
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:
Config.Currency = {
pattern = '$ %s',
thousands = ',',
account = 'bank',
}pattern— display format;%sis replaced with the amount (e.g.'%s €'for suffix currencies).thousands— the thousands separator (,renders12,500,.renders12.500).account— the framework account used for contract payouts and market transactions, e.g.'bank'or'cash'.

