Config Reference
Config Reference
Every top-level key in shared/config.lua. The file itself carries the detailed comments; this is the map.
Weight is **grams** everywhere. `30000` is 30 kg.
Core
| Key |
Controls |
Config.Player |
slots and maxWeight for pockets |
Config.UI |
Language, language picker, max stack, interface options, imageFallback (where else to look for item art) |
Config.OpenKey / Config.SecondaryKey / Config.Hotbar.peekKey |
Default keys, F2 / K / TAB as in ox_inventory (rebindable; a change reaches new players only) |
Config.OpenRadius |
Metres before an open panel closes |
Config.Names |
Renaming one item (maxLength 32) |
Config.Standalone |
With no framework: which item is money (cashItem) and whether job-gated points are open or closed (jobGates) |
Config.Admin |
Who may open the admin panel |
Containers & world
| Key |
Controls |
Config.Stashes |
Static stash definitions — including the evidence locker (100 slots / 100 kg) and ox's policelocker / emslocker |
Config.Shops |
Shop catalogues, stock and prices; each branch counts its own stock |
Config.Shops_Ped |
Clerks behind the counter where a shop or stash names a ped |
Config.Shops_Restock |
Shelves refilling — every = 0 (never, as ox: a count comes back on restart); 10 * 60000 refills a share every ten minutes |
Config.Vehicle |
Boot and glovebox capacity by model (ox's sizes per class); respectLocks; randomLoot / loot (ox randomloot / vehicleloot, on) |
Config.Drop |
Ground piles — slots 50, maxWeight 30000 (an empty pile takes any first stack); prop.enabled (ox dropprops, off) draws prop.model (prop_med_bag_01b) instead of the drop marker. A pile nobody uses is cleared after 5 minutes (fixed, ox's cleartime) |
Config.Placeable |
Placing props in the world |
Config.PropPoints |
Dumpsters and vending machines, found by model; dumpsters as ox's (models, loot, 15 slots / 100 kg, 5 min refill) |
Config.Airdrop |
Crates, loot tables, timers |
Config.Marker |
Marker per kind — stash, shop, workbench, drop — at ox_inventory's defaults |
Config.Target |
Look-and-click (ox_target / qb-target) — enabled off, as ox's inventory:target: every point opens with the inventory key and the label names it ([F2]); keepKey leaves the key working beside the eye |
Config.Workbench |
Weapon benches — a door to aty_gunsmith for the weapon in hand |
Items & economy
| Key |
Controls |
Config.StarterItems |
Given once on first spawn |
Config.Consume |
Eating and drinking; progress picks whose bar draws timed actions (auto = ox_lib, then qb, then this inventory) |
Config.Portions |
Portion behaviour (off, as ox: one item is one use) |
Config.Decay |
Spoilage (spoil) and water damage to items while swimming (water) |
Config.Effects |
Effect definitions |
Config.Pricing |
Dynamic pricing (off by default) |
Config.ItemFeed |
On-screen item feed (ox itemnotify); weapons adds Equipped / Holstered lines (ox weaponnotify); lines last 2.5 s; setupNotice says "Your inventory is ready" once the bag has loaded (ox disablesetupnotification off) |
Config.Money |
mirror (default, as ox_inventory) or framework — cash, and ESX's black money, kept as items equal to the wallet; stack is the per-slot ceiling (250,000) |
Player systems
| Key |
Controls |
Config.Wear |
Clothing slots and the character view |
Config.Weapons |
Weapon handling — wheel (off by default), reload.onlyWhenEmpty / reload.duration / reload.bar, mismatch / ignore (ox weaponmismatch / ignoreweapons), suppressPickups, draw / holster animations (ox weaponanims: melee, police pistol holster, one-handed waist; draw.lockSteering off) |
Config.Ammo |
Ammo and loading — mode ('single' by default: one item is one round, as ox; 'box'), boxSize, special rounds |
Config.Encumbrance |
Movement penalty when heavy |
Config.Hotbar |
Quick slots — mode ('ox' by default: bag slots 1–5 are the quick slots, as in ox_inventory; also 'bind' and 'slots'), useKeys, peekKey, holdTime (3000), showOnUse (off) |
Config.Death |
What falls out on death (off, as ox: nothing falls) |
Config.Anim / Config.Emote |
Animations / /me narration of inventory actions |
Config.CarryVisible |
Visible carried props |
Interaction
| Key |
Controls |
Config.Give |
Handing items over — playerList (off, as ox: to the player in front, or beside you in a car) |
Config.Throw |
Throwing |
Config.Search |
Searching players — key (unbound, as ox; /search, and /steal while stealCommand is on) |
Config.Evidence |
Who may take things out of an evidence locker (takeGroups, takeGrade) |
Config.Licences |
Where licences are kept (backend: auto, qb, esx, item) and which ones invlicence lists |
Config.Notes |
Writable notes |
Integration
| Key |
Controls |
Config.QbMirror |
Keep the framework's own inventory copy in step |
Config.Webhook |
Discord webhooks |
Config.ClearStashes |
Deletes stash and evidence rows unchanged for this long, at start (ox: '6 MONTH'). The first start only counts and prints what would go. false keeps them |
Config.Migrate |
oxResource: the folder an old ox_inventory sits in, for invmigrate items |
Live overrides
The admin panel's Settings, Appearance, Dumpsters and Airdrops tabs write overrides without editing the file — but only for the 75 curated fields they expose (UI, OpenRadius, Hotbar, Consume, Decay, Drop, Give, dumpsters, Search, Evidence, Encumbrance, Wear, Airdrop, shop restock, Standalone, Webhook). Everything not on that list is edited in the file and needs a restart.
invsettings lists every one of them beside the file's value, and invsettings clear <path> puts one back. invoverride lists the item and shop-price overrides.
Clearing an override restores the file value. An early version of this used a falsy check to decide whether an override existed, which meant clearing a setting whose value was `false` silently deleted it instead — if you see a setting that will not clear, check you are on a current build.