This page covers the two ways servers arrive at qs-inventory 4.1: updating from qs-inventory 4.0, where every setting lived in config files, and moving from another inventory — ox_inventory, qb-inventory, the ESX default inventory or tgiann-inventory — with the built-in importer that brings your items, player inventories, stashes and trunks over.
Two inventories cannot run at the same time: both answer the same exports, open on the same key and save the same player column. Remove the old one from server.cfg before qs-inventory starts.
Updating From qs-inventory 4.0#
Version 4.1 moved every setting into the game. Everything 4.0 kept in config/, and where it lives now:
In 4.0 | In 4.1 |
|---|---|
|
|
| /inventorycreator → Crafting. The shipped example benches are added there on the first start. |
| /inventorycreator → Shops, as a Buyer. The shipped example sell points are added there on the first start. |
| /inventoryconfig → Vehicles. |
| /inventoryconfig → Vending machines, Garbage, Item rules and Weapons. Their factory defaults moved to |
| /inventorycreator → Give. |
The Customization panel | The style studio, opened with the inventory's Settings button: 12 styles, a free mode, compact layout and the quick wheel. |
Back up
Export the database, and copy your old
qs-inventoryfolder somewhere outsideresources.Replace the resource
Replace every file. Then put back what you had edited:
shared/items.lua,shared/weapons.lua,server/custom/webhook/webhook.luaand any change underclient/custom/orserver/custom/.Do not run the SQL again
The SQL files drop the stash, trunk, glovebox and clothing tables. The new tables 4.1 needs are created by the resource on its own.
Grant access to the panels
bash add_ace group.admin command.inventoryconfig allow add_ace group.admin command.inventorycreator allowFramework admins already have access.
Set your values again
Run
refreshand restart, open/inventoryconfig, and copy across what you had changed in the old config: weights and slots, keys, vehicles, weapons, robbery rules. Use the search box (Ctrl+F) to find each one. Settings marked Restart need one more restart of the inventory.Recreate your own benches and sell points
Only the shipped examples are added automatically. Benches and sell points you had written yourself are placed again in
/inventorycreator, standing on the spot and pressing Here.
The old config files are no longer read. Leaving them in the folder does nothing; delete them to avoid confusion.
From the very old qs-inventory tables#
Servers that still have the old qs_stash, qs_trunk and qs_glovebox tables can copy them in: /inventoryconfig → General, turn on Show advanced settings, then Import data from the old qs-inventory, save and restart. On that start the rows are copied into inventory_stash, inventory_trunk and inventory_glovebox, items that no longer exist are listed in server/custom/backward/missing_items.json, and the option switches itself off.
Coming From Another Inventory#
The importer, in /inventorycreator → Import, reads what your previous inventory saved in the database and brings it into qs-inventory. Item lists kept in a Lua file are pasted into the panel.
Inventory | Items | Player inventories | Stashes | Trunks and gloveboxes |
|---|---|---|---|---|
|
| Yes | Shared and personal | Yes |
|
| Not needed: QBCore players already use the same format | Yes, including qb-inventory 2.x | Yes, including qb-inventory 2.x |
ESX default | The | Yes, with the weapon loadout | esx_addoninventory, and weapons from datastores | esx_inventoryhud trunks and gloveboxes |
|
| Yes | Shared and personal | Yes |
Back up the database
The importer never deletes the old data, but it writes player inventories, so keep a copy.
Stop the old inventory
Remove it from
server.cfgand restart. You can leave its folder inresources, not started: the importer then reads its items and images from there. While the old inventory is running, the import is refused.Empty the server
Players who are online are skipped, so run the import with nobody else connected. The header chip says how many are online.
Analyse
Open /inventorycreator → Import. The analysis runs on its own, without writing anything: each inventory gets a card that says what it found — items, player inventories, stashes, trunks — and whether its folder is there.
Paste your item list
For ox_inventory, qb-inventory and tgiann-inventory, open the item file, copy all of it, paste it in Item list and press Read list. The whole file, only its entries or a JSON list all work, up to 4 MB.
Import
Tick what to bring — Items and images, Player inventories, Stashes, Trunks and gloveboxes — and press Import. The result line says how many items were created, images copied and inventories converted.
What the importer does with each piece:
Piece | What happens |
|---|---|
New items | Created as creator items: they show up in the Items tab and apply at once, with their image copied into |
Items qs-inventory already has | Skipped. Nothing in qs-inventory is ever overwritten. |
Weapons in the item list | Left out and counted — add them in the Weapons tab. Weapons inside saved inventories are converted when qs-inventory knows the weapon. |
| Not imported: money lives in the framework's accounts. |
ox_inventory ammo | Mapped to |
Stashes, trunks and gloveboxes | Only added where qs-inventory has nothing with that id; existing ones are left alone and counted as conflicts. |
Player inventories | The previous value of each player is saved in |
Chezza and core_inventory are not in the list: they do not publish how they save inventories. Their items can still come in, from the ESX card (they use ESX's
itemstable) or by pasting their list in the ox_inventory or qb-inventory card.
Your other scripts keep working: qs-inventory answers the exports['qb-inventory'] and exports.ox_inventory calls they already make. See Integrations.
What Changes for Your Staff and Players#
Before | In qs-inventory 4.1 |
|---|---|
Edit a config file and restart |
|
Shops, stashes and benches written in Lua |
|
Items and add-on weapons added in files | The Items and Weapons tabs of the creator, applied without a restart. The files still work. |
Giving items by command | The Give tab, to several players at once. |
One look for everybody | Each player picks a style in the style studio; the server sets the default. |
Guessing where duplicated items come from | The Stats tab: every item created, which script gave it, who holds what, and anti-dupe alerts. |
Checking It Worked#
Start the server. The console shows
loaded N creator recordsand no errors from the old inventory./inventorycreator → Items lists the imported items with their pictures.
/inventorycreator → Stats → Who has what, then Scan: the imported items appear on players and in stashes, trunks and gloveboxes.
Open a stash and a trunk you know had items, and open the inventory of a player who was imported.



