01 — Inventory
MODERN DZ-STYLE INVENTORY
A modern grid-based inventory designed around the DayZ-style item management experience, with per-item dimensions, weight limits and server-side validation.
- Grid-based item placement with configurable sizes.
- Per-item weight and slot limitations.
- Drag & drop item management.
- Item rotation while dragging.
- Stack splitting and merging.
- Timed and conflict-aware transfer processing.
- Fully server-validated inventory mutations.
02 — QUICK SLOTS
QUICK SLOTS & WEAPON MANAGEMENT
Keep your most important items accessible without constantly opening the inventory.
- Quick slots remain visible while the inventory is closed.
- Assign items directly from the inventory.
- Slots 1–7 can be used for quick access.
- Primary and Secondary Sling slots are bound to quick slots 1 and 2.
- Weapons can be equipped and holstered directly through quick slots.
- The GTA weapon wheel is disabled for a more inventory-focused experience.
03 - WEAPONS
ADVANCED WEAPON SYSTEM
Every weapon becomes an individual inventory instance with persistent data and detailed weapon handling.
- Unique weapon serial numbers.
- Individual durability.
- Weapon attachments.
- Magazine-based ammunition.
- Weapon-specific ammunition metadata.
- Weapon cleaning and durability recovery.
- Fire mode switching.
- Single, burst and automatic fire modes.
- Magazine loading and unloading.
- Weapons without magazines support internal ammunition.
- Weapon data remains persistent through transfers.
04 — AMMUNITION
DETAILED MAGAZINE & AMMO SYSTEM
A dedicated ammunition system gives weapons persistent magazine states and realistic inventory interaction.
- Magazines store their current ammunition.
- Reloading selects the fullest compatible magazine.
- Loose ammunition can be loaded individually.
- Magazine loading props are networked.
- Nearby players can see magazine loading animations.
- Magazine props are reused during continuous loading.
- Multiple calibers different magazines for calibers
05 — EQUIPMENT
COMPLETE CHARACTER EQUIPMENT SYSTEM
Turn clothing and equipment into actual inventory items with persistent metadata and saved character appearance.
- Pants, torso, T-shirt, shoes and vest slots.
- Hat, mask, glasses, accessory and watch equipment.
- Clothing metadata supports individual drawable variants.
- Male and female clothing variants.
06 — BACKPACKS
PERSISTENT BACKPACK SYSTEM
Backpacks are fully functional inventory containers with their own grid, weight limits and persistent contents.
- Multiple configurable backpack types.
- Unique backpack IDs.
- Persistent contents when dropped, stored or traded.
- Configurable grid dimensions and maximum weight.
- Optional dedicated weapon slot.
- Backpack clothing/outfit support.
- Backpacks can be opened directly from the ground or storage.
- Backpacks cannot be placed inside other backpacks.
07- CONTAINERS
PORTABLE STORAGE CONTAINERS
Create specialized portable containers for different gameplay purposes.
- First Aid Pouches.
- Ammo Boxes.
- Configurable grid sizes.
- Individual weight limits.
- Category restrictions.
- Contents remain stored when the container is moved.
- Fully configurable through Config.ItemContainers.
08- WORLD STORAGE
COMPLETE WORLD STORAGE SYSTEM
Store and access items throughout the world with multiple storage types.
- Ground drops with configurable lifetime.
- Vehicle trunk storage.
- Vehicle glovebox storage.
- Personal containers.
- Job-restricted containers.
- Shared containers.
09 — CONSUMABLES
IMMERSIVE CONSUMABLE SYSTEM
Consumable items use a hold-to-use system with progress, props and cancellation controls.
- Hold E to consume or perform the configured action.
- Configurable consumption duration.
- Item-specific props
- Hunger and thirst integration. (Negative status values are supported.)
- Consumable information can be integrated with external systems.
- Nutrition data refreshes automatically after inventory changes.
- Reusable food and drinks. (lik big foods and drinks)
010 — PLAYER LOOTING
PLAYER LOOTING SYSTEM
Allow players to search dead or hands-up players through an integrated looting system.
- /rob player looting.
- Target support for robbing
- Distance validation on every transfer.
- Looting window closes when the target becomes invalid.
- Configurable death and hands-up state handling.
012 — Z SKILLS
SKILL-BASED CARRY CAPACITY
Integrate inventory capacity with Hate ZSkill for progression-based carrying limits.
- Balance skill integration.
- Load Carrying bonuses.
- Resilience bonuses.
- Configurable carry capacity effect.
- Optional backpack capacity bonuses.
- Capacity updates immediately when skills are unlocked.
- Existing items remain protected when capacity decreases.
Other ınformatıons
Framework
Built with framework bridges so the inventory can integrate into different FiveM server environments.
- ESX Legacy support.
- QB-Core support.
- Qbox support.
- Qbox compatibility through its QB-Core bridge.
- Framework inventory methods remain available through the bridges.
- Custom framework integrations can be implemented through the bridge layer.