The Three Windows#
Banking Creator has three interfaces, and it helps to know which is which from the start:
Window | Opened with | What it is for |
|---|---|---|
The bank |
| The customer's account: money, cards, credit, company account, scheduled payments and property. |
Manage | The Manage button inside the bank, or | Running a branch: treasury, fees, clients, credit approvals, staff, licences and property. Shown to the owner, the staff and creator admins. |
The creator |
| Placing and editing every branch and ATM on the map. |
The counter prompt appears within 2.5 m of a branch's point, extra tellers within 2 m, and the boss laptop within Config.Laptop.distance. With Config.UseTarget set, the same points become target zones instead.
Branches live in the database, not in
config.lua. Everything placed in the creator or changed in Manage is sent to every player the moment it is saved — blips, peds, props, target zones and doors are rebuilt on the spot.
What a Fresh Server Opens With#
The SQL import places the eight banks already built into the GTA map, each with a teller ped, a blip and card issuing switched on:
Branch | Map area |
|---|---|
Fleeca — Legion Square | Pillbox Hill, by Legion Square |
Fleeca — Alta St | Alta, on Hawick Avenue |
Fleeca — Del Perro | Burton |
Fleeca — Hawick Ave | Rockford Hills, on Boulevard Del Perro |
Fleeca — Great Ocean Hwy | Banham Canyon, on the coast road |
Fleeca — Grapeseed | Harmony, on Route 68 |
Fleeca — Paleto Bay | Paleto Bay |
Pacific Standard — Downtown | Downtown Vinewood, the central bank |
All eight start state-owned and not for sale. Every ATM prop on the map works too — prop_atm_01, prop_atm_02, prop_atm_03 and prop_fleeca_atm — on top of any ATM you place yourself.
The Customer's Bank#
The header shows the branch's public name, and a Buy button when it is for sale. The tabs below appear only when they have something to offer:
Tab | What is there | Shown when |
|---|---|---|
Overview | Balance card with an eye to hide the figures, cash on hand, Deposit / Withdraw / Transfer with quick-amount chips, the balance chart and the transaction history. | Always |
Cards | Issue, freeze, re-PIN, redesign, reprint and delete cards. | Always |
Loans | Credit score, the loan simulator, open loans, and qs-housing credit to pay down. | At a counter, when the branch lends or the player owes something |
Mortgage | Bank mortgages against a house. | At a counter, with qs-housing running and the Mortgage licence |
Company | The player's job and gang accounts. |
|
Scheduled | Standing orders. |
|
Property | Houses this branch has for sale, with photos. | At a counter of a branch with the Real Estate licence |
Moving money#
Deposit takes cash from the player's pocket into the bank account; Withdraw does the reverse.
Transfer sends money to another player found by typing their character name — two letters are enough, and only connected players are listed.
At a counter of an owned branch, the owner's service fee is charged on top (see Fees and the treasury).
Money frozen by deposit screening shows as an amber line under the balance and cannot be withdrawn or transferred.
ATMs#
An ATM is a lighter session: the account, the history and the three money buttons, plus company accounts and scheduled payments. Credit, mortgages, property and card issuing are counter-only.
Setting | Effect |
|---|---|
| The ATM needs a card. Pressing |
| The ATM opens the player's own account directly, no card, no PIN. |
| The most a player can move through ATMs in an hour (2,500 by default). |
| Every world prop listed in |
A card opens the account of whoever it belongs to. A stolen card and its PIN let a thief withdraw from the victim's account — that is deliberate, for robbery roleplay. Three wrong PINs in a row block the card until its owner unfreezes it at a counter.
Bank Cards#
A card is a tier, not just a colour: the bank only prints one once the player's credit score reaches the tier's minimum, and charges its price in cash.
Tier | Minimum score | Price |
|---|---|---|
Classic | 300 | 100 |
Silver | 560 | 5,000 |
Gold | 660 | 25,000 |
Platinum | 740 | 75,000 |
Black | 810 | 250,000 |
Edit the names, scores and prices in Config.CardTiers, but keep the five ids — classic, silver, gold, platinum, black — because each one has its own card design in the interface. With the credit score switched off, every tier is open.
Cards are issued and managed only at a counter, within
Config.CardIssueDistance(4 m) of the branch point — never at an ATM.Config.CreateCardEverywhere = falselimits issuing to branches with Allow card creation ticked in the creator.A player may hold
Config.MaxiCardsCreatedcards (4).From the Cards tab the owner changes the PIN, freezes and unfreezes, switches to another unlocked design, reprints a card they lost (only if they are not already carrying it) and deletes it.
At an owned branch the card price goes into the branch treasury.
Credit#
The credit score#
Every player has a score between 300 and 850, recalculated from their history each time it is read:
Factor | Default |
|---|---|
Starting score with no history ( | 550 |
Each credit fully repaid ( | +40 |
Each missed instalment ( | −35 |
Each defaulted credit ( | −120 |
Each credit currently open ( | −15 |
Each visit to a branch ( | +2, up to +60 |
The score places the player in a tier, and the tier moves the terms every branch offers them:
Tier | From | Maximum loan | Interest |
|---|---|---|---|
Excellent | 780 | ×1.5 | −4 points |
Good | 700 | ×1.2 | −2 points |
Fair | 600 | ×1.0 | ±0 |
Poor | 500 | ×0.6 | +3 points |
Bad | 0 | ×0.3 | +8 points |
Set Config.Loans.score.enable = false and everyone gets the branch's plain terms, and every card tier is open.
Loans#
Lending terms come in three layers: Config.Loans.default seeds every branch, the creator or the branch's Manage panel overrides them per branch (minimum, maximum, interest, instalments, auto-approve), and the player's score tier adjusts the result.
The player asks
In the Loans tab they pick an amount and the number of instalments; the simulator shows the instalment, the interest and the total. They may add a reason and, with qs-housing, pledge a house.
The branch decides
A state-owned branch with auto-approve pays out at once. An owned branch always waits: the owner gets a notification, and anyone with the
creditpermission approves or rejects it in Manage → Credit, where the applicant's phone number is shown. The applicant must be connected to receive the money, and the loan is paid out of the branch treasury.Instalments are charged
Every
Config.Loans.intervalminutes the instalment is taken from the bank account — even while the player is offline — and repaid into the treasury of the branch that lent it. The player can also pay an instalment by hand, or clear the rest in one go whileearlyPayoffis on.Missed payments
If the account cannot cover an instalment, a late fee of
lateFee% of the instalment is added to the debt. AftermaxMissedmissed payments in a row the loan is defaulted: automatic charges stop, the score takes the hit, and a pledged house is seized by the branch.
Mortgages#
With qs-housing running, two kinds of mortgage live side by side — do not confuse them:
| Housing credit | Bank mortgage |
|---|---|---|
Created by | qs-housing, when a house is bought on credit | The Mortgage tab at a branch |
Terms | Whatever qs-housing set |
|
Paid | By hand from the Loans tab, on top of qs-housing's own schedule | Automatically every |
Needs | qs-housing | qs-housing and the branch's Mortgage licence |
Owned Branches#
Any branch can become a player business. An admin puts it up for sale in the creator (Ownership & Sale → List this bank for sale and a price), and a Buy button appears in that bank's header. The price comes out of the buyer's bank account.
Fees and the treasury#
A new owner starts with
Config.Ownable.defaultFee% (2) and can set any fee up tomaxFee(10). It is charged on withdrawals and transfers at their counters — and on deposits iffeeOnDepositis on — and never to the owner themself.Fees, card sales, loan repayments and property sales go into the branch treasury; loans and property purchases come out of it.
On purchase the treasury is seeded with
Config.Ownable.startingTreasury(2,000,000). That float is the branch's working capital: only what is above it can be withdrawn, so buying and reselling a bank never mints money.When another player buys an owned branch, the previous owner receives the price plus whatever was withdrawable (
payFromPreviousOwner). Selling back to the state refunds the withdrawable treasury plussellRefundPercent% (50) of what the owner paid.
Licences#
A state-owned branch is a basic counter. The owner turns it into a full bank by buying licences in Manage → Overview, paid from their own bank account:
Licence | Price | Unlocks |
|---|---|---|
Corporate ( | 250,000 | The Companies file: which company and gang accounts bank here and what they move. |
Lending ( | 400,000 | The lending desk, with the branch's own rates. |
Mortgage ( | 600,000 | The mortgage desk. |
Hiring ( | 300,000 | Raises the staff cap from |
Real Estate ( | 500,000 | The property desk, and taking a house as loan collateral. |
Extra Teller ( | 150,000 each | One more clerk per purchase, up to |
Config.BankUpgrades.stateOwned decides what an unowned branch can do without licences, and Config.BankUpgrades.enable = false gives every branch everything. Licence names and descriptions come from the locale files (ui.upgrades.catalog); add title and description to a catalog entry to override them.
The Manage panel#
Section | What it is | Needs |
|---|---|---|
Overview | Treasury, total earned, operations, current fee, and the licence shop. | Access to Manage |
Finance | The ledger, withdrawing earnings above the float, and the deposit-screening queue. |
|
Clients | Everyone who banks here: visits, volume, fees, balance, score, loans, cards (freeze or cancel them), flagged deposits and recent movements. |
|
Companies | Company and gang accounts operating at this branch, and their recent activity. |
|
Credit | Applications to approve or reject, the loan book, and the branch's lending terms. |
|
Settings | Public name, service fee; the owner also lists the branch for sale or sells it back to the state. |
|
Staff | Hire connected players, set their rank, and build ranks. |
|
Property | Offers from residents, the houses the branch owns, listings and sales. |
|
Ranks and permissions#
A rank is a name, a grade and any mix of seven permissions. A branch can hold up to ten ranks; the owner always has every permission.
Permission | Lets that rank |
|---|---|
| See the treasury and the ledger. |
| Take earnings out of the treasury. |
| Approve and reject loans, and change the lending terms. |
| Open client files, freeze or cancel cards, review held deposits, see companies. |
| Rename the branch, set the fee, run the property desk. |
| Hire, fire and promote, and edit ranks. |
| Lock and unlock the branch doors. |
Every branch starts with Manager (everything), Banker (finance, credit, customers, doors) and Teller (customers, doors). Buying the licences, placing tellers and listing the branch for sale stay with the owner.
Doors#
Doors picked in the creator only lock once the branch has an owner — an unowned bank is public. The owner and ranks with doors see [E] - Lock Door within Config.Doors.distance; both leaves of a double door move together. With lockedOnBuy the branch locks up the moment it is bought.
Deposit Screening#
A deposit at or above minAmount is booked into the account and then frozen: the customer sees the money but cannot withdraw or transfer it until the hold ends.
Config.Screening = {
enable = true, -- false = no deposit is ever flagged
minAmount = 250000, -- deposits of this or more are flagged (0 = flag nothing)
holdHours = 3, -- hours the money stays frozen (0 = flag it, never freeze it)
autoRelease = true, -- the money unfreezes on its own when the hours are up
includeAtms = true, -- screen ATM deposits as well as counter deposits
}Held deposits appear in Manage → Finance and on the client's file, for anyone with the
customerspermission.Clear releases the money immediately. Return takes it back out of the account and hands it over as cash — the customer must be connected.
ATM deposits belong to no branch, so any branch can review them.
With
autoRelease = falseonly a banker frees the money — on a server where nobody runs a branch, it can stay frozen indefinitely.
Company and Gang Accounts#
Every job — and every gang on QBCore — gets one shared account, opened automatically the first time a member visits the Company tab (autoCreate). It is stored in qs-banking's own table, so it works the same on ESX and QBCore with no esx_addonaccount or qb-management.
Role right | Boss | Employee |
|---|---|---|
| Yes | Yes |
| Yes | No |
| Yes | No |
| None | 5,000 per 60 minutes |
Deposits and withdrawals move money between the member's bank account and the company's; Pay sends company money straight to a connected player, with a note. Every movement is logged with who, what and why. The boss is whoever the framework marks as boss — on ESX, whose jobs have no boss flag, anyone at or above bossGrade (3).
Bosses edit the two roles in game. For finer control, map grades to roles in the config — any role other than boss and staff lives only there:
Config.Society.roles.manager = {
label = 'Manager', view = true, deposit = true,
withdraw = true, transfer = true, manage = false,
limit = 25000, window = 60,
}
Config.Society.gradeRoles = {
police = {
[0] = 'staff',
[2] = 'manager',
[3] = { label = 'Captain', withdraw = true, transfer = true, limit = 50000 },
[4] = 'boss',
},
-- ['*'] = { ... } applies to every job or gang not listed
}Standing Orders#
Recurring transfers a player sets up once in the Scheduled tab — rent, wages, paying someone back. The recipient must be connected when the order is created; after that the bank charges it on schedule whether either side is online or not.
Setting | Default | Meaning |
|---|---|---|
| 5 | Active orders per player. |
| 1 / 500,000 | Size of each payment. |
| 30 | Shortest gap between payments, in minutes. |
| 3 | Failed charges before the order is paused — not deleted. The player resumes it from the tab. |
| 0 | Flat fee per payment, charged to the payer. |
Property Banking#
Needs qs-housing and, at the branch, the Real Estate licence. Turn the whole section off with Config.RealEstate.enable = false.
Step | What happens |
|---|---|
A resident sells up | They offer a house they own outright — not rented, no credit left — to a licensed branch at their price. A branch holds at most 20 pending offers. |
The branch accepts | The seller is paid from the treasury, and the deed and keys move to the branch owner. |
The branch lists it | With a price, it appears in the customer's Property tab with photos and a waypoint. Buying respects qs-housing's house limit. |
Direct sale | Staff sell a house to a connected player at an agreed price. |
Release | The state buys it back for |
House as collateral. At a branch with the licence, a borrower can pledge a house they own outright. The loan may not exceed maxLoanToValue % (70) of the house's price, and a house can back only one open loan. If the loan defaults, the branch seizes the house and the former owner is told by phone.
The Bank Creator#
/bankcreator opens a list of every bank and ATM on the left, with search, and the selected one's form on the right. Teleport takes you to it; New starts a fresh one.
Bank section | What you set there |
|---|---|
General | Internal name, label, public name, whether the branch issues cards, and the bank point — where customers press |
Map Blip | Icon and colour picked from the game's full lists with pictures, scale, short range and name. |
Teller Ped | Model, animation scenario and position of the clerk behind the counter. |
Boss Terminal | An optional laptop or PC prop on a desk that opens Manage. |
Doors | The MLO doors the owner will be able to lock. |
Loans | This branch's minimum and maximum loan, interest, instalments and auto-approve. |
Ownership & Sale | Put it on the market with a price and a starting fee, or see who owns it and its treasury. Once owned, the sale is the owner's decision. |
An ATM needs a label, a position and a blip, plus one choice: Spawn a physical ATM prop places a new machine of the chosen model, while leaving it off turns an ATM already in the map into an interaction point.
Placing a point#
Every position — bank point, ped, laptop, ATM, extra teller — is placed the same way: the window hides and a free camera starts, with a translucent preview of the real ped or prop under the cursor.
Key | Does |
|---|---|
| Fly the camera. |
| Raise / lower the camera. |
| Rotate the preview. Hold |
Mouse wheel | Raise / lower the preview, up to 5 m either way. |
Left click | Place it here. |
| Cancel. |
The rotation and height are drawn on screen while you place, and re-placing something starts from the rotation it already had.
Picking doors#
Pick doors opens the same free camera. Aim at a door and left click to add it — or remove it if it is already picked — right click undoes the last one, Enter finishes and Backspace cancels. Picked doors are outlined in green.
Save and the branch appears for everyone at once — blip, ped, laptop, target zones and doors. Deleting a bank or an ATM removes it the same way, and cannot be undone.
Phone Notifications#
With qs-smartphone running, the bank pushes notifications filed under its own app. Each kind has its own switch in Config.PhoneNotifications:
Switch | Default | Sent when |
|---|---|---|
| Off | The player moves their own money. |
| On · Off | Money arrives or leaves by transfer. |
| On | A loan is approved, rejected or cleared; an instalment is charged or missed. |
| On | A scheduled payment goes out, fails or pauses. |
| 1,000 | The balance drops under this amount — once, until it recovers. 0 turns it off. |
Card freezes, held and released deposits, house offers and seizures are always pushed while the phone is enabled.



