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FAQ & Troubleshooting

The resource errors on start or nothing works

  • Check the ensure order in server.cfg: ox_lib, oxmysql, your framework, inventory, target system and your other scripts (housing, garages, phone...) first, then vns-core, then the props and vns-basebuilding-lite / vns-basebuilding-pro. If vns-core starts before any of those, the database, items, storages, money or targeting won't work. See Installation.
  • vns-core is a separate download from your portal. Make sure it is installed.
  • Look for red [vns-core] warnings in the console. They name the framework, inventory or target system vns-core couldn't find. Start that resource before vns-core, or force the value in vns-core/config.lua.

Props are invisible / players see nothing

The props resources are missing or started after the script. Check server.cfg:

ensure vns-core
ensure vns-basebuildingprops-lite  # or vns-basebuildingprops-pro on Pro
ensure vns-basebuilding-lite       # or vns-basebuilding-pro

Install only the props pack of your version. The Pro pack already includes every Lite model, so running both packs loads the same models twice.

Doors don't appear

Add this to server.cfg and restart:

setr game_enableDynamicDoorCreation "true"

Item images don't show in the UI

  • Config.ItemIcons = "inventory": the image folder comes from vns-core. If your inventory is renamed or stores images elsewhere, set Config.ItemImagePath in vns-core/config.lua, e.g. 'nui://myinventory/html/images/'.
  • Config.ItemIcons = "custom": the item needs a matching PNG in html/icons/others/<itemname>.png inside vns-basebuilding-lite or vns-basebuilding-pro.

Storage boxes don't open

On ESX without a separate inventory resource there are no stashes. Install one of the supported inventories (for example ox_inventory).

Notifications show in the wrong style

Notifications are sent through vns-core. Set Config.NotifySystem in vns-core/config.lua (for example 'ox_lib').

Food / crafted products do nothing

By design. The script gives the item, and making it eatable or usable is done in your framework or inventory item definition (see Items Setup).

Players can't claim a base

  • Your server runs a game build older than 3407. The Base Control model comes with the Agents of Sabotage DLC, so on an older build it never loads: the radial menu opens, the player picks the Base Control and nothing appears, with no error anywhere. Add sv_enforceGameBuild 3407 to your server.cfg, or set a model you do have in config/props.lua. See Installation.
  • They don't have the materials. Placing a Base Control costs its buildCost from config/props.lua, 20 wood, 30 metal and 10 concrete by default, and the item names have to match the ones on your server.
  • Config.OneBasePerPlayer = true and they already own a base.
  • The spot is too close to another base (Config.BaseControl.SafeZoneSpawn) or inside a Config.BuildingBlockZones zone.
  • By default no item is needed. The Base Control is placed from the radial build menu. If you set ItemName on the basecontrol entry in config/props.lua, they need that item.

Cooking/crafting recipe is missing from the list

If the recipe has RequiredBlueprint set and HideIfNoBlueprint = true, players without the blueprint item don't see it at all. Set HideIfNoBlueprint = false to show it with a "Blueprint needed" mark instead.

Turrets don't shoot

  • No power (Pro: not wired or grid off, Lite: no running generator with fuel).
  • The turret mode is "Armed Only" and the target isn't holding a weapon.
  • The target is a member of that base, or its ped model is in Config.Turret.excludedModels.

Raiding does nothing

  • Config.Raid.enable = false, or RaidHours.enable = true and the current time is outside the window.
  • The prop type is disabled (e.g. PlantOnStorage = false).
  • The player has build access to that base, and members can't raid their own base.

Repair says there are not enough materials

By default repairing takes its materials from the inventory of the player who starts the repair. The repair window shows how much they have next to what the repair needs. If Config.RepairMaterialsFrom = "storage" is set in config/general.lua, the materials come from the base storage (the upkeep materials in the Base Control) instead.

Bases decay too fast / too slow

Tune Config.UpkeepMultiplier (0.25 = quarter cost), Config.DecayDamagePerTick, or disable decay entirely with Config.EnableDecay = false.

Debug overlays are showing in production

Set Config.Debug.Enable = false in config/general.lua.

Where do I translate the script?

Every player-facing string is in config/language.lua.