Which frameworks does it support?
ESX and QBCore out of the box, with Qbox supported. A standalone-friendly path is available too.
Will it hurt my server's performance?
It's built to idle near zero when nothing is happening and only does work when players are actually being affected, so a deep feature set doesn't become a constant tax.
Do I get updates and support?
Yes - ongoing updates and bug-fixes are included, and support happens in the Discord where the developer is active.
How configurable is it really?
Severity, spread, in-game effects, the economy and the medical stations are all driven by a documented config, so you can shape it to your server rather than accept a generic drop-in.
Is this AI-generated?
AI was used, but deliberately and under control - this isn't unreviewed AI output. The core structure and systems were designed by a developer with 13+ years of experience, and AI helped generate the large library of symptoms and diseases to that structure. Every piece was reviewed, and the code was tested and fixed by hand before release. AI-assisted and human-engineered. One exception: the minigames are currently AI-generated to a larger degree than the rest, and they're on the list for a future rework.
Does this include an EMS job or a revive system?
No - this package is the complete disease system: illnesses, symptoms, the full diagnosis and treatment flow, medical stations and lab work. It deliberately doesn't replace your EMS/ambulance job or your revive system, so it slots in alongside whatever your server already uses instead of fighting it.
Does it come with custom assets (textures, decals, props)?
Yes - custom textures, damage decals and a handful of props are included, so conditions are actually visible in-game. One honest caveat: some decals (skin irritations, for example) are only visible to the affected player, not to everyone around them. That's a limitation in FiveM itself rather than the script, and it will be revisited if the engine allows it.