Scriptsnx_fourseasons
Fourseasons
Weather, seasons, time sync, body-temperature survival, storms, and a weather platform API for FiveM. Server-authoritative. ESX, QBCore, QBox, and standalone.
nx_fourseasons is a server-authoritative weather and time system. It
drives a seasonal cycle (spring, summer, fall, winter), syncs weather
and temperature across every client, and layers on gameplay effects
that react to what is happening in the sky. Version 3.0 adds
body-temperature survival, a weather betting kiosk, and a platform API
that other resources can read and drive.
Features
- Four seasons. Each season has its own weather probability table,
temperature baseline, and optional seasonal events. Duration is
configurable, or follow the real-world month with
UseRealtimeSeason. - Server-authoritative sync. Weather, temperature, forecast, and
clock are generated on the server and pushed to clients on a fixed
interval.
PauseSync/RequestSyncexports let other resources suspend and resume a player's feed (useful for cutscenes and interiors). - Body-temperature survival. Non-lethal hypothermia and heatstroke driven by a felt-temperature model: altitude, worn clothing, nearby fire and shelter, and how wet the player is. Danger tiers drain stamina, cut sprint, and shake aim. One master switch turns the whole system off, and it never touches health. An optional thermometer HUD shows the felt temperature.
- Weather Platform API. Server exports and GlobalState let other resources read the weather, season, forecast, and player exposure, or request and lock the weather. A lock carries a priority and reverts when the owning resource stops.
- Weather betting. Players wager on the next forecast slot at the newspaper stand. Odds come from the slot's real resolution odds, so every bet is house-favourable. Offline winners reconcile on next login.
- Storm systems. Blackout pulses during thunder, proximity-based lightning strike FX, and a coastal or global ocean-wave scaler with optional boat physics penalties.
- Snow effects. Snow builds up during snow weather, slows players on foot in deep drifts, and kicks up wheel spray. Deep-snow slip is optional and off by default.
- Gameplay flooding. Subtle low-street flooding tied to the weather cycle, separate from the admin-only extreme flooding used for testing. Three profiles (subtle, moderate, strong) with season rules.
- Temperature and weather FX. Cold breath, frost overlay, shivering, sweat, and heat haze, tied to the exposure system and configurable thresholds.
- Real forecast stats. Server-computed humidity, wind, UV, dew point, and feels-like on every forecast day, using Wind Chill and Heat Index math.
- Road traction. Per-weather traction reductions applied to vehicles, with exports to override or toggle on individual vehicles.
- Screen weather. Optional screen-space rain drops and global weather overlay, toggleable per-player.
- Forecast UI. Multi-day forecast viewable via
/forecastor through a newspaper-stand target interaction. - Discord webhooks. Optional posts for daily forecasts, severe-weather warnings, and betting payouts.
- Admin menu.
ox_libcontext menu for setting weather, time, season, temperature, running seasonal events, and triggering floods. Permission-gated. - Persistence. MySQL-backed state. Cycle state, forecast, and optional analytics tables survive restarts.
- Localization. Eleven languages ship by default (English, Finnish,
German, French, Brazilian Portuguese, Spanish, Turkish, Dutch, Italian,
Polish, Chinese), selected with
Config.Language. All text loads from editablelocales/*.jsonfiles.
Framework usage
The framework is auto-detected through the bridge/ layer: ESX,
QBCore, QBox, or standalone. Set Config.Framework to force it.
Get it
Available at nxcreative.tech/fourseasons.