NX Four Seasons ❄️ Immersive season, weather and temperature cycle [QB/QBox/ESX/Standalone]

A script by NX-Creative

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NX Four Seasons ❄️ Immersive season, weather and temperature cycle [QB/QBox/ESX/Standalone] main image

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Full Description

nx_fourseasons-new

Showcase Video

nx_fourseasons is a server-authoritative four-season weather system built to look incredible and matter for gameplay. It ships with a first-of-its-kind Liquid Glass UI for FiveM (real refraction + chromatic dispersion) and a custom screen raindrop shader that works with no graphics mods.

:coin: Affordable pricing at just 10.89€ + tax

15 000 lines codebase protected by Asset Escrow. :dizzy:

Links

Screenshots



Custom Screen Raindrop Shader

Features

Highlights

  • :sparkles: Liquid Glass UI (true shader-based glass): light refraction + chromatic dispersion (not a simple blur), and real on-screen raindrop distortion.

  • :droplet: Custom screen raindrop shader (works without graphics mods): reacts to weather intensity, movement speed, and cover/indoors (clear under shelter). Shows actual shaded raindrops on your screen using the games texture as a basepoint.

  • :spiral_calendar: Server-synced multi-day forecast: consistent for every player, progresses with the in-game day, and persists across restarts via oxmysql.

  • :video_game: Comprehensive gameplay impact, not just visuals: traction changes, visibility/fog control, snow tracks, wetness, temperature effects, seasonal ambience.

  • :hammer_and_wrench: Full admin toolkit: an ox_lib admin panel for weather/season/temp control, event triggers, testing tools, and maintenance actions.

  • cd_easytime Compatibility Layer: supports same event names so compatible scripts keep working without rewrites.

Weather, Seasons & Forecast

  • Four seasons: Summer :sunflower: Fall :fallen_leaf: Winter :snowflake: Spring🪻with season-weighted weather probabilities, including seasonal effects and gameplay changes specific to each season

  • Dynamic intensity: :umbrella: precipitation and extreme weather :zap: have real “strength”, not just a label. The strength has actual effect over visibility, rain, traction etc.

  • Multi-day forecast UI: server-synced, consistent for all players, saved in the database
    :globe_with_meridians: Forecast, weather and temperature is persistent through server restarts

  • Season progression: seasons advance over configurable in-game days :partly_sunny:(Config.SeasonDuration). For example a season change after 45 in game GTA days.

  • Forecast access: /forecast + optional newspaper stand interaction via ox_target.

  • Realtime time mode (optional): world time can follow real-life time via Config.TimeSync. The default option (without this mode) is to follow GTA game time.

  • Realtime season mode (optional): seasons can follow real-world month progression with Config.UseRealtimeSeason.

Immersion & Effects

  • Wetness & storm feel: wet overlays + rain FX while driving :cloud_with_rain:

  • Visibility system: fog density & timecycle adjustments based on weather and intensity :face_in_clouds:

  • Snow tracks: vehicle trails + ped footprints when snowing.:snowman:

  • Seasonal ambience effects: wind gusts, falling leaves, snow flurries (triggered contextually). :wind_face:

  • Temperature gameplay effects: cold breath particles, shivering, frozen screen overlay; heat haze + sweat + subtle camera distortion :cold_face:

  • Indoors / under-cover detection: effects scale down or disable when under a roof or inside. :house:


Roleplay & Gameplay Examples

  • Crews can plan jobs around the forecast: heavy rain changes grip and visibility, fog alters sightlines, snow punishes careless getaways.
  • Police/EMS can lean into warnings: stage units before severe weather, adjust patrol strategy in low visibility, run safety messaging during extremes.
  • Car meets, racing, and public events gain real stakes: dry days have grip; storms don’t forgive bad driving.

Admin Tools

Can be used to alter the regular season cycle. Accessible via /weatheradmin (and optional keybind via config).

  • Weather controls: set type + intensity + duration, or reset back to automatic cycling.
  • Temperature controls: override temperature, clear override, quick seasonal presets.
  • Season controls: set season, advance to next season, trigger seasonal events (heatwave/windstorm/blizzard/thunderstorms).
  • Warnings: broadcast warning levels for rain/thunder/snow.
  • Testing menus: traction/slippery roads, visibility/fog density, seasonal VFX, cold/heat effects.
  • System tools: toggle debug, force-sync all clients, reset system & regenerate forecast, database logging test.

Developer API (Exports)

Client exports for other resources:

-- Core state
local weather = exports.nx_fourseasons:GetCurrentWeather()
local temp = exports.nx_fourseasons:GetCurrentTemperature()
local season = exports.nx_fourseasons:GetCurrentSeason()
local time = exports.nx_fourseasons:GetCurrentTime()
local forecast = exports.nx_fourseasons:GetForecast()
local indoors = exports.nx_fourseasons:IsPlayerIndoors()

-- Sync compatibility helpers
exports.nx_fourseasons:PauseSync(true)   -- pause sync (char creator etc.)
exports.nx_fourseasons:PauseSync(false)  -- resume + resync
exports.nx_fourseasons:RequestSync()
local isPaused = exports.nx_fourseasons:IsSyncPaused()

-- Vehicle Road Effect API
exports.nx_fourseasons:ToggleCurrentRoadEffects(vehicle, enabled)
exports.nx_fourseasons:SetVehicleRoadEffect(vehicle, overrideReduction)
local reduction = exports.nx_fourseasons:GetVehicleRoadEffect(vehicle)
exports.nx_fourseasons:ResetVehicleRoadEffect(vehicle)


Compatibility

Frameworks: ESX Legacy / QBox / QB Core / Standalone
Language: English + Finnish included by default, configurable at Config.Language
Target: ox_target supported for newspaper stands, not necessary

cd_easytime Compatability Layer

  • Existing scripts using cd_easytime event names can continue using them.
  • Supported compatibility events include:
    cd_easytime:PauseSync, cd_easytime:SyncMe, cd_easytime:RequestSync, cd_easytime:ForceUpdate
  • Important: do not run the actual cd_easytime resource together with nx_fourseasons (to avoid double-sync conflicts).

Dependencies

Required: ox_lib , oxmysql
Optional: ox_target


Customization Options

Most behavior is controlled from shared/config.lua:

Core Integrations

Config.Framework
Config.Target
Config.NotificationSystem

Admin access & tooling

Config.AdminKeybind
Config.Debug
Config.EnableLogging

Main feature toggles

Config.EnableSeasons
Config.EnableWarnings
Config.EnableWeatherEffects
Config.EnableTemperatureSystem

UI behavior

Config.UI.EnableForecast
Config.UI.EnableWeatherHud
Config.UI.NotifyOnWeatherChange, Config.UI.NotifyOnTempChange
Config.UI.TempChangeThreshold
Config.UI.UseMetric
Config.UI.DisplayFormat
Config.UI.WarningDuration

Timing & persistence

Config.WeatherUpdateInterval
Config.MinWeatherDuration, Config.MaxWeatherDuration
Config.ForecastDays
Config.ForecastRefreshInterval

Temperature simulation

Config.BaseTemperature, Config.ColdTemperature, Config.HotTemperature
Config.MinTemperature, Config.MaxTemperature

Road & vehicle handling

Config.RoadEffects.*

Warnings & localization

Config.WarningMessages
Config.WeatherMessages
Config.Locale

Timing & persistence
  • Config.TimeSync.Enabled
  • Config.TimeSync.UseRealTime
  • Config.TimeSync.Freeze
  • Config.TimeSync.StartHour, Config.TimeSync.StartMinute, Config.TimeSync.StartSecond
  • Config.TimeSync.TimeScale
  • Config.TimeSync.SyncIntervalSeconds
  • Config.TimeSync.RealtimeUtcOffsetMinutes
  • Config.UseRealtimeSeason

Lifetime Support and Answers https://discord.gg/UYrWRyrUqY

Buy now at our Tebex https://nxcreative.tech/

Code is accessible No
Subscription-based No
Lines (approximately) ~15000
Requirements ox_lib, oxmysql
Support Yes

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