Scriptlab Emotes
Five hundred and forty-eight animations, and a menu that shows each one on a copy of your own character - with its props, its particles and its clothes - before anything happens in the world. Walks, facial expressions, shared emotes, eight bindable slots, and a catalogue you can edit.
ESX Legacy QBCore QBox
See it running

Five hundred and forty-eight emotes, and your own character performing the one you point at.
What it does
A live 3D preview
Point at an emote and your character performs it beside the menu, lit and framed by the game itself. It is a local copy, so nobody around you sees a thing until you click - browsing five hundred animations is invisible to everyone else.
548 animations, sorted
Gestures, dances, props, animals, walks, expressions and shared emotes. A search that looks through all of them at once, because nobody knows which tab champagne is in.
Eight slots on the keyboard
Bind an emote to a key from the bar under the grid. Slots and favourites are stored per player and follow them between sessions.
Shared emotes that ask first
A handshake is an invitation the other player accepts or refuses. The server checks its own record of what was offered, so nobody can force an animation on anybody.
The catalogue stays yours
emotes.lua ships readable and documented. Add your own animations, props and particle effects without waiting for an update.
What it owns, and what it leaves alone
It owns
- Which emote a player is running, and what they are holding while they run it
- Favourites, quick slots, the walk and the facial expression, per player
It leaves alone
- Anything else. It reads no money, no job and no inventory, and runs on a server that has none of them
Nothing calls your framework directly. Everything goes through the included bridge, which is why one build works on ESX, QBCore and QBox rather than three versions you have to pick between.
In the box
- No SQL to import. The tables create themselves on first start.
- The
config.luaand the language files stay readable after purchase, and are commented in English. - English and French included. A new language is a new JSON file, with no rebuild.
- 3 exports, for your own scripts to build on.
- Every key is rebindable by the player, in the FiveM settings.
sl_libandsl_bridgeare included.- Full documentation and a troubleshooting guide, online and in the download.








