*Take on the role of a legendary hunter. Track down one of 13 legendary animals scattered across the map — but first you'll need to follow a trail of clues and deal with the dangerous gang that stands in your way.*
PREVIEW
> Each mission follows the same structured flow. You start by visiting a hunter NPC at one of several configurable locations across the map. A custom UI lets you browse available missions, read details about the target animal, and see your unlock progress before starting.
> Once a mission begins, a waypoint guides you to an area where the first clue is hidden — a prop object placed at a random position within a large spawn pool, so the location is never the same twice. Interact with the clue to inspect it (with a progress bar), and you'll receive directions to a nearby bandit camp. Eliminate all of them to proceed. With the gang dealt with, a second clue appears at a new randomised location. Inspect it, and you'll be sent to the hunt area — where the legendary animal and two of its kind are waiting for you. Kill the legendary animal to complete the mission.
#### **Features**
**13 Hand-crafted Missions**
* Alligator, Boar, Beaver, Fox, Coyote, Bighorn Ram, Elk, Bison, Buck, Wolf, Bear, Panther, and Cougar
* Each mission has a unique hunt location, unique clue props, unique enemy spawn positions, and a dedicated UI card with animal lore and mission description
**Progression System**
* Auto-creates the required database table on resource start
* Progress is tracked per character and per mission
* Missions unlock sequentially — each one requires completing the previous mission a configurable number of times (default: 10)
* The UI clearly shows completion progress and lock status for every mission
**Fully Randomised Clue Spawns**
* Each mission has a pool of 10–15 possible clue positions for both clue 1 and clue 2
* The exact prop location is picked randomly on every run, keeping missions fresh
**Enemy Ambush**
* 8 configurable enemy spawns per mission with configurable models, weapons, ammo, and accuracy
* Enemies must all be eliminated before the second clue becomes available
**Mission Cooldown & Clue Timer**
* Global cooldown per mission (configurable in minutes) prevents the same mission from being started repeatedly.
* A separate clue timer limits how long a player has to find the first clue before the mission fails
**Custom UI**
* Full mission selection interface with animal art, lore text, mission info, and a start button
* Smooth fade-in/out with timecycle modifier when opening and closing
* Blip and GPS route system throughout all mission phases
* Animated legendary animal blip that changes on kill
**NPC Spawns**
* Fully configurable NPC model and as many spawn locations as needed (one per town, region, etc.)
* Each NPC gets a configurable map blip
**Framework & Localisation**
* RSG-Core and VORP auto-detected at startup with no manual config needed
* Full English and Romanian translations included
* All strings, including mission names and descriptions, are editable in the locale files
* `fw_func.lua` is left open and documented — swap out notifications and progress bars easily
**What's configurable**
* Locale, mission cooldown, clue timer, and completions-to-unlock threshold
* All 13 missions: animal models, clue prop models, waypoint coords, enemy positions, hunt coords, and clue spawn pools
* Enemy models, weapons, ammo count, and accuracy
* NPC model, blip type, and spawn locations
* All UI and notification text via locale files
**installation:**
*Installation is quick and easy, with step-by-step instructions provided in the included README fil*e.
**Dependencies:** RSG (ox_lib) / VORP (vorp_progressbar) — both can be replaced or removed via `fw_func.lua`
[All files open!]
Config = {} (1/3 config files)
Config.Locale = 'en' -- En, RO
Config.ClueTimer = 15 -- Time to find the clue#1 (if not found in xx mission fails)
Config.MissionCooldown = 15 -- Cooldown in minutes before a player can start a legendary mission if theres already an active one.
Config.CompletionsToUnlock = 10 -- amount of times a mission must be completed before the next one unlocks
Config.LegendaryModels = {
[joaat('MP_A_C_BEAR_01')] = true,
[joaat('MP_A_C_MOOSE_01')] = true,
[joaat('MP_A_C_BEAVER_01')] = true,
[joaat('MP_A_C_BOAR_01')] = true,
[joaat('a_c_alligator_02')] = true,
[joaat('MP_A_C_FOX_01')] = true,
[joaat('MP_A_C_COYOTE_01')] = true,
[joaat('MP_A_C_BIGHORNRAM_01')] = true,
[joaat('MP_A_C_ELK_01')] = true,
[joaat('MP_A_C_WOLF_01')] = true,
[joaat('MP_A_C_BUFFALO_01')] = true,
[joaat('MP_A_C_BUCK_01')] = true,
[joaat('MP_A_C_COUGAR_01')] = true,
[joaat('MP_A_C_PANTHER_01')] = true,
}
-- NPC that opens the Legendary Missions UI.
-- Add as many spawn locations as you want (one per town, etc.).
Config.NPCModel = 'MP_U_M_M_LEGENDARYBOUNTY_002'
Config.NPCBlip = 'blip_ambient_bounty_target' -- any valid blip hash string
Config.NPCLocations = {
{ coords = vector4(2808.6707, -1328.1892, 46.3794, 149.8594) }, -- Saint Denis (station area)
{ coords = vector4(-333.1974, 762.3759, 116.5898, 61.7546) }, -- Valentine
{ coords = vector4(-755.9953, -1288.9988, 43.6433, 255.6636) }, -- Blackwater
}
Config.Enemies = {
models = {
`g_m_m_uniafricanamericangang_01`,
`u_m_m_odriscollbrawler_01`,
`MP_G_F_M_LAPERLEGANG_01`,
`g_m_m_unicriminals_01`,
`g_m_m_unicriminals_02`,
`g_m_m_uniduster_02`,
`MP_G_M_M_UNICRIMINALS_07`,
`MP_G_M_M_UNICRIMINALS_09`,
},
weapons = {
`weapon_repeater_winchester`,
`weapon_revolver_cattleman`,
`weapon_shotgun_pump`,
`weapon_revolver_doubleaction`,
},
ammo = 60,
accuracy = 80,
}