Which frameworks are supported?
Qbox, QBCore and ESX. Memories are saved per character, so a framework is required; there is no standalone mode. See Dependencies.
What do I need before installing?
OneSync, oxmysql and one of the supported frameworks, plus the database table included with the resource. ox_lib, ox_target and qb-target are optional. Installation covers the order.
Does it ever show a character's real name?
No. Players only see the aliases they chose themselves. The one exception you control: if you connect your ID card script, being shown an ID saves the name printed on the card. A fake ID saves the fake name. See ID cards.
Can other players see my aliases or notes?
No. Each character's memories are private. Two players can know the same person under different names, and notes never appear overhead. See Privacy & limits.
Do masks work out of the box?
Yes, on the standard male and female freemode models: every mask hides the face. Helmets, glasses, tops and fake beards or wigs need a rule for the exact items on your server. See Masks & disguises.
Why does everyone on my custom ped show Face covered?
Models that are not in Config.Masks are treated as covered, so an unknown mask can never be mistaken for a face. Add the model with its no-mask drawables. See Custom ped models.
Do I need ox_lib?
No. The built-in memory book has no UI dependency. Set Config.UI = 'ox_lib' only if you prefer ox_lib's dialogs. Your framework or target resource may need ox_lib for itself.
Can I translate it?
Yes. Every message, overhead label, ox_lib dialog and the memory book come from a file in locales/, which stays editable. Copy locales/en.lua, translate it and set Config.Locale. Anything you leave out stays in English. See Translations.
Can players change the key?
Yes. Each player can rebind Wolfden Remember Me: hold to recognize (or your translation of it) under Settings → Key Bindings → FiveM. Config.RevealKey sets the default for new players.
What happens to memories when a character is deleted?
They stay until you remove them. Call DeleteCharacterData from your character deletion flow to remove the character's own memories and everyone else's memories of them.
Does it affect performance?
While the key is not held, no labels are drawn and nothing is sent to the server. While it is, labels refresh once a second by default, capped by Config.MaxLabels, and the database is read only when a character's book is first opened or changes, never every frame.