Boss Creator
The Boss Creator is the admin tool where entire jobs are built. Open it in-game with:
/bosscreatorAccess is limited to the groups in Creator.Permissions (admin / superadmin by default — see Configuration). Every change autosaves — there is no save button.
Creating a job
Create New Job asks for a job identifier (lowercase, e.g. police):
- If the job already exists in your framework, its label and grades are imported automatically.
- If it doesn’t, the creator registers it in the framework for you (on ESX it is written to the standard
jobs/job_gradestables).
Jobs registered through the creator are re-pushed into the framework every time the resource (or the framework) restarts, so they survive restarts like any hand-configured job.
General Settings
- Basic information — job identifier, display label, and the society account name (auto-derived, shown for reference).
- Theme — a full HSV color picker with hex input and quick presets; the color themes that job’s entire boss menu.
- Boss Menu Access — select which grades may open the boss menu. Selected grades get full access; the highest grade always has it.
- Store Delivery — the default delivery time for store items (used when an item has no time of its own) and which stash receives orders (defaults to the first placed stash).
- Company Logo — a logo URL with live preview. Use a direct image link (
https://.../logo.png— link the image file itself, not a share page) or drop a file into the resource’sassetsfolder and reference it asassets/logo.png. Lock Logo Customization prevents even the boss from changing it in the boss menu.
Placing locations
The Boss Menus, Stashes and Wardrobes tabs each list that type’s placed locations and offer four interaction types:
| Type | Description |
|---|---|
| Target | Invisible sphere zone via ox_target / qb-target |
| TextUI Zone | A walk-in zone with an [E] prompt (draw its outline point by point) |
| Ped | Spawns an NPC — requires a GTA ped model name |
| Prop | Spawns a world object — requires a prop model name |
Placement controls
After choosing a type, you place the location in the world with a raycast editor:
- Target / Ped / Prop — aim at the spot, rotate with the shown controls, E to place, BACKSPACE to cancel. Peds and props show a transparent preview.
- TextUI Zone — walk the outline and press E to drop each corner, ENTER to finish, BACKSPACE to cancel.
A TextUI zone needs at least 4 points before ENTER will finish it.
After placing, name the location in the details dialog. Existing locations can be renamed or deleted at any time — to move one, delete it and place it again.
Outfit preview ped
Wardrobe and boss menu locations can optionally hold an outfit preview position — where the preview ped stands when employees browse outfits (from a wardrobe or the boss menu’s Wardrobe tab). Click Place Preview Ped, position the ghost ped, rotate with A/D, the arrow keys or the scroll wheel, and confirm with E.
Grades & Salary
An inline-editable grade ladder:
- Change any grade’s rank number — the ladder renumbers itself and existing employees are migrated to their new grade numbers automatically (online and offline).
- Edit the label, name (ID) and salary directly in the table.
- Reorder with the move buttons, add grades with Add Grade, delete any grade except the last one.
The highest rank is always the boss rank with full permissions. Salaries are capped by Settings.SalaryLimit.
Store
Configure the job store:
- Categories — create the tabs employees filter by (items from a deleted category fall back to General).
- Add Item — pick any item from your inventory resource, then set its display label, price, minimum rank, delivery time and category.
- The item table is inline-editable: price, delivery minutes (blank = job default), minimum grade (blank = everyone) and category can be changed at any time.
Deleting a job
Delete Job asks for confirmation and removes the boss menu with all its locations, grades, outfits and store items. An optional checkbox also deletes the job from the framework itself — employees of a deleted framework job are reset to unemployed by the framework the next time they load in.

