Changelog
Released version and their changes.
#Changes
- Added missing bundled inventory icons.
- Fixed a timing issue that could cause the wiring to not be colored.
#Files Affected
Note: Due to the number of files changed, we recommend a full reinstall instead of swapping out individual files.
- nui/*
- extras/items/images/256/adv_hotwire_kit.png
- extras/items/images/256/artwork/hotwire_kit.png
- extras/items/images/256/artwork/screwdriver.png
- extras/items/images/256/hotwire_kit.png
- extras/items/images/256/screwdriver.png
- fxmanifest.lua
2026-10-17 14:29 CET
#Changes
- Added keyless vehicle access for configured jobs.
- Access can be limited by job, minimum grade and duty status; mechanics are enabled by default, with duty required only when the framework supplies a duty status.
- Eligible job members can unlock locked vehicles as they approach to enter without lockpicking, within 10 metres and subject to vehicle-access restrictions.
- Job access does not grant keys or add vehicles to the key fob, vehicle list or other resources’ key-based access checks.
- Drivers can now lock or unlock their current vehicle with the lock-closest control without a vehicle key; this is enabled by default and excludes bicycles and vehicles ignored by Vehicle Keys.
#Files Affected
Note: Due to the number of files changed, we recommend a full reinstall instead of swapping out individual files.
- client/locked/*
- client/unlocked/hooks.lua
- client/unlocked/hotwiring.lua
- server/locked/*
- server/unlocked/hooks.lua
- shared/locked/*
- shared/unlocked/config.lua
- fxmanifest.lua
#Config Changes
shared/unlocked/config.lua- Added
Config.Settings.jobAccess.jobs.mechanic={requireDuty = true} - Added
Config.Settings.vehicleActions.driverConsoleLock=true
- Added
#Changes
- Hotwiring shorts now burn the ground wire, shock the player, and apply the failure penalty each time without blowing a fuse or ending the attempt, allowing the player to continue while alive.
- The hotwiring camera and alignment view now tilt with the vehicle, keeping the view correctly oriented when the vehicle leans, this was specifically targeting weird angles on bikes.
- Fixed the motorcycle hotwiring lid view so it is centered over the handlebars and keeps the screwdriver visible while working on a screw.
- Hotwiring now stops when the player dies or is reported down by the death system, and attempts started while already dead are treated as unsuccessful.
- Hotwiring now starts only once the player is seated as the driver and is no longer entering, exiting, or changing seats; attempts started while unseated are rejected with a not-driving notification.
- The hotwiring prompt now checks for a steering column while the driver is seated and keeps recognizing it for that vehicle model if the driver's position later changes.
#Files Affected
- client/locked/*
- client/unlocked/hotwiring.lua
- server/locked/*
- shared/unlocked/config.lua
- nui/*
- locales/*
- fxmanifest.lua
#Config Changes
shared/unlocked/config.lua- Edited
Config.Settings.hotwiring.minigame.difficulties.easy:{wires = 5, groundWires = 1, standardColours = true, mistakes = 2, stripZone = 0.4}->{wires = 5, groundWires = 1, standardColours = true, stripZone = 0.4} - Edited
Config.Settings.hotwiring.minigame.difficulties.expert:{wires = 8, groundWires = 2, standardColours = false, mistakes = 1, stripZone = 0.24}->{wires = 8, groundWires = 2, standardColours = false, stripZone = 0.24} - Edited
Config.Settings.hotwiring.minigame.difficulties.hard:{wires = 7, groundWires = 2, standardColours = false, mistakes = 1, stripZone = 0.28}->{wires = 7, groundWires = 2, standardColours = false, stripZone = 0.28} - Edited
Config.Settings.hotwiring.minigame.difficulties.medium:{wires = 6, groundWires = 1, standardColours = true, mistakes = 2, stripZone = 0.34}->{wires = 6, groundWires = 1, standardColours = true, stripZone = 0.34}
- Edited
#Changes
- Added an in-vehicle 3D hotwiring challenge for cars and motorcycles.
- Unscrew and remove the cover to reach the wires.
- Strip loose wires, identify circuits through their reactions, twist the battery and ignition wires together, and hold the starter wire against the pair to crank the engine.
- Hotwire kits provide a tester without pre-stripping wires; without a kit, players rely on circuit reactions by default. Tester readings distinguish live and ground wires, while circuit indicators show powered systems without naming the wires.
- Powered circuits activate responses such as lights and the horn, cranking uses the vehicle’s own starter sound, and distinct audio cues accompany screwdriver work, cover removal, and other steps.
- Configurable difficulty adjusts wire layouts, colour clues, tolerated shorts, and stripping precision; shorting a live wire to ground burns the ground wire, and too many shorts or cutting a required wire too short fails the attempt.
- Hotwire progress stays with each vehicle until it despawns, preserving cover removal, wire work, and damage between attempts without rolling back completed work; a blown fuse or a required wire cut too short replaces the harness without restoring the cover.
- With ignition power, the challenge succeeds when the engine catches or after 2.5 seconds of cranking even if it does not; an engine that catches keeps running during confirmation but shuts off if the attempt is not confirmed.
- Fixed vehicle-state update errors when switching vehicles for locked-exit blocking or NPC key-search prompts.
#Files Affected
Note: Due to the number of files changed, we recommend a full reinstall instead of swapping out individual files.
- client/locked/*
- client/unlocked/hotwiring.lua
- server/locked/*
- shared/locked/*
- shared/unlocked/config.lua
- shared/unlocked/hotwire_mounts.lua
- nui/*
- extras/items/ox_inventory.lua
- extras/items/qb-core.lua
- extras/items/qs-inventory.lua
- locales/*
- stream/zyke_hotwire.ytyp
- stream/zyke_hotwire_bare.ydr
- stream/zyke_hotwire_column.ydr
- stream/zyke_hotwire_cover.ydr
- stream/zyke_hotwire_driver.ydr
- stream/zyke_hotwire_lamp_ground.ydr
- stream/zyke_hotwire_lamp_live.ydr
- stream/zyke_hotwire_lid.ydr
- stream/zyke_hotwire_loom.ydr
- stream/zyke_hotwire_loom_bike.ydr
- stream/zyke_hotwire_screw.ydr
- stream/zyke_hotwire_shared.ytd
- stream/zyke_hotwire_stripper_a.ydr
- stream/zyke_hotwire_stripper_b.ydr
- stream/zyke_hotwire_switch.ydr
- stream/zyke_hotwire_tester.ydr
- stream/zyke_hotwire_twist.ydr
- stream/zyke_hotwire_wire_1.ydr
- stream/zyke_hotwire_wire_2.ydr
- stream/zyke_hotwire_wire_3.ydr
- stream/zyke_hotwire_wire_4.ydr
- stream/zyke_hotwire_wire_5.ydr
- stream/zyke_hotwire_wire_6.ydr
- stream/zyke_hotwire_wire_7.ydr
- stream/zyke_hotwire_wire_8.ydr
- fxmanifest.lua
#Config Changes
shared/unlocked/config.lua- Edited
Config.Settings.hotwiring.items.adv_hotwire_kit:{timeMultiplier = 0.8, testedWires = 2, preStripped = true}->{timeMultiplier = 0.8} - Edited
Config.Settings.hotwiring.items.hotwire_kit:{timeMultiplier = 1.2, testedWires = 1}->{timeMultiplier = 1.2} - Added the full
Config.Settings.hotwiring.minigametable. Copy the entire table from the new config.
- Edited
#Changes
- Added a signal jammer that players use near a protected vehicle to match its frequency and amplitude before time runs out, jamming the vehicle on success.
- Protected vehicles must be jammed before lockpicking or hotwiring; by default this applies to vehicle class 7 (Super).
- A failed or interrupted scan after it starts can trigger the vehicle alarm and wear the tool, while putting the device away before the scan starts cancels without cost.
- Includes a streamable signal jammer prop and inventory images.
- Hotwiring now uses an under-dash wiring minigame where players identify the battery and ignition wires, strip and connect them, then select the starter wire.
- Difficulty depends on vehicle class and rises with harder installed security modules.
- Added installable vehicle security modules in basic, advanced and elite tiers for owned vehicles.
- Installing from the driver seat consumes the module, saves it to the vehicle, and only allows upgrades to a higher tier.
- Vehicles with a module require a signal jam, and the jammer challenge is raised to at least the module's difficulty.
- Configured installer jobs, such as mechanics by default, can install modules on owned vehicles without holding the key, but must still be in the driver seat.
- Other resources can read or change modules with the
GetVehicleSecurityModuleandSetVehicleSecurityModuleserver exports. - Module data is stored in the first supported started framework's owned-vehicle table.
- Includes streamed props and inventory images for all three tiers.
- In automatic mode, lockpicking can now use the zyke_lockpick minigame at the nearest front door handle when that resource is running, falling back to the skill check otherwise.
- Added the
EnsureKeyclient and server export, which grants a key only if the player lacks access and safely handles concurrent grants for the same player and plate. - Client key access checks are now cached and refreshed when keys, frequencies, inventory or the character change.
- Fixed vehicle lists to show only vehicles the player currently has key access to.
#Files Affected
Note: Due to the number of files changed, we recommend a full reinstall instead of swapping out individual files.
- client/locked/*
- client/unlocked/hooks.lua
- client/unlocked/hotwiring.lua
- client/unlocked/lockpicking.lua
- client/unlocked/security_modules.lua
- client/unlocked/signal_jamming.lua
- server/locked/*
- server/unlocked/hooks.lua
- shared/unlocked/config.lua
- nui/*
- README.md
- extras/items/images/256/artwork/security_module_advanced.png
- extras/items/images/256/artwork/security_module_basic.png
- extras/items/images/256/artwork/security_module_elite.png
- extras/items/images/256/artwork/signal_jammer.png
- extras/items/images/256/security_module_advanced.png
- extras/items/images/256/security_module_basic.png
- extras/items/images/256/security_module_elite.png
- extras/items/images/256/signal_jammer.png
- extras/items/images/4096/README.md
- extras/items/ox_inventory.lua
- extras/items/qb-core.lua
- extras/items/qs-inventory.lua
- locales/*
- stream/zyke_security_module_advanced.ydr
- stream/zyke_security_module_basic.ydr
- stream/zyke_security_module_elite.ydr
- stream/zyke_security_modules.ytyp
- stream/zyke_signal_jammer.ydr
- stream/zyke_signal_jammer.ytyp
- fxmanifest.lua
#Config Changes
shared/unlocked/config.lua- Edited
Config.Settings.hotwiring.items.adv_hotwire_kit:{timeMultiplier = 0.8}->{timeMultiplier = 0.8, testedWires = 2, preStripped = true} - Edited
Config.Settings.hotwiring.items.hotwire_kit:{timeMultiplier = 1.2}->{timeMultiplier = 1.2, testedWires = 1} - Added
Config.Settings.lockpicking.minigame="auto" - Added
Config.Settings.lockpicking.pins=6 - Added the full
Config.Settings.hotwiring.minigametable. Copy the entire table from the new config. - Added the full
Config.Settings.securityModulestable. Copy the entire table from the new config. - Added the full
Config.Settings.signalJammertable. Copy the entire table from the new config.
- Edited
#Changes
- Fixed robbed NPCs disappearing when they drop vehicle keys right under them.
- Robbery key bags now reliably appear on the ground beneath the victim.
- Robbed NPCs now keep fleeing on foot after a robbery.
- Fixed acceleration staying blocked after a missed engine update.
#Files Affected
- client/locked/*
- server/locked/*
- fxmanifest.lua
#Changes
- Fixed an accidental double-notification when you're robbing NPCs of their vehicle.
- Hardened the fleeing mechanic during NPC vehicle theft.
- Fixed a regression in the vehiclekey split causing the "automatic engine" setting to keep turning the vehicle on constantly.
#Files Affected
- client/locked/*
- server/locked/*
- fxmanifest.lua
#Changes
- Lockpicking attempts now trigger pedestrian witness alerts within a configurable distance, set to 15.0 by default.
- Lockpicking now provides the specific lockpick item used for each attempt, keeping item handling tied to the selected item. This lets you run custom logic based on the item used.
- Keys, robbery and vehicle access.
- Hotwiring and lockpicking support configurable ordered skill-check sequences, defaulting to easy, medium and hard and can disable skill checks entirely.
- Failed hotwire attempts now apply a configurable health penalty along with some effects, default loss is set to 10 health for every fail.
- Adjusted an internal check to avoid stale data blocking some hotwire actions.
- The hotwire animation is now played throughout the skill checks and not just the final progressbar.
- Engine-start attempts are ignored while another action is in progress, preventing conflicting vehicle actions. Such as during hotwire, or stealing keys.
- Replicated engine-start state now starts the vehicle for its current driver when the engine is not already running. Entity ownership could previously prevent the engine from starting properly.
- Fixed the NPCs being robbed of their vehicle to continue fleeing after their vehicle theft interaction, which was lost during the vehiclekeys split.
- Stronger enforcement for vehicles successfully taken from NPCs to remain unlocked until their keys are marked stolen. Previously a race condition could cause issues.
- NPC key recovery now tracks both key-bag and pedestrian pickups, validates the expected entity type and removes invalid or expired pickup records.
- Vehicle network ID handling now uses the compatibility network helper, preventing vehicle actions from using unavailable entity references.
#Files Affected
Note: Due to the number of files changed, we recommend a full reinstall instead of swapping out individual files.
- client/locked/*
- client/unlocked/disable_native_hotwiring.lua
- client/unlocked/hooks.lua
- client/unlocked/hotwiring.lua
- client/unlocked/lockpicking.lua
- server/locked/*
- server/unlocked/hooks.lua
- shared/unlocked/config.lua
- fxmanifest.lua
#Config Changes
shared/unlocked/config.lua- Added
Config.Settings.hotwiring.failurePenalty.enabled=true - Added
Config.Settings.hotwiring.failurePenalty.healthLoss=10 - Edited
Config.Settings.hotwiring.skillCheck:true->{"easy", "medium", "hard"} - Edited
Config.Settings.lockpicking.skillCheck:true->{"easy", "medium", "hard"} - Added
Config.Settings.lockpicking.witnessDistance=15.0
- Added
#Changes
- Split a few functionalities into separate files.
- Keys, robbery and vehicle access.
- Successful hotwiring starts the vehicle without granting a temporary vehicle key.
- During hotwiring, steering, exiting and related vehicle controls are restricted until the action ends.
- Fixed passive lock-state updates, they no longer trigger repeated door-close events.
#Files Affected
Note: Due to the number of files changed, we recommend a full reinstall instead of swapping out individual files.
- client/locked/*
- client/unlocked/disable_native_hotwiring.lua
- client/unlocked/hotwiring.lua
- client/unlocked/lockpicking.lua
- server/locked/*
- server/unlocked/hooks.lua
- shared/locked/*
- external_support/keys/qb-vehiclekeys.lua
- fxmanifest.lua
#Changes
- Fixed the start-stop-toggle keybinds being incorrectly ported from the garage.
- Fixed the personal settings into the finalized design, mirroring garages.
#Files Affected
Note: Due to the number of files changed, we recommend a full reinstall instead of swapping out individual files.
- client/locked/*
- shared/unlocked/config.lua
- nui/*
- fxmanifest.lua
#Config Changes
shared/unlocked/config.lua- Removed
Config.Settings.personalSettings.force.autoStartEngine(wasfalse) - Removed
Config.Settings.personalSettings.force.holdExitToKeepState(wasfalse) - Removed
Config.Settings.vehicleEngine.autoStartEngine(wastrue) - Removed
Config.Settings.vehicleEngine.holdExitToKeepState(wastrue) - Added two new
Config.Settings.personalSettings.settingsentries:holdExitToKeepStateautoStartEngine
- Removed
Semi-official release for the product, making it available as a secondary resource, awaiting further testing for official release.