These are the most common problems, what they mean and how to fix them. Nearly all of them come from one of four causes: the server can't verify the pack, the resource starts in the wrong order, a model name is misspelled, or a script's shell list was edited in the wrong place.
Installation and Licensing#
"You lack the required entitlement"
The server's license key belongs to a different Cfx.re account from the one that bought the pack. Generate a server key on the purchasing account, put it in sv_licenseKey and restart. Download the pack again from that same account.
"Couldn't find resource modern_garages_living"
The folder is not inside resources/, or its name doesn't match the ensure line. Also check that extracting didn't leave a folder inside a folder of the same name (modern_garages_living/modern_garages_living/): fxmanifest.lua must sit directly inside the folder you ensure.
"Failed to verify protected resource"
The server could not verify the protected files. Either a file was changed or only part of the folder was copied, or the server artifacts are too old. Download the pack again, replace the whole folder without editing any file, and update FXServer if your build is old.
Advanced Garages#
"No shells available. Please add a shell to the Config.Shells"
Config.Shells is empty in the copy of qs-advancedgarages that is running. Add the five entries to config/config.lua as shown in Integrations, save the file and restart qs-advancedgarages.
The creator stops when you pick Shell, and F8 shows "attempted to load invalid model"
Config.Shells lists a model that doesn't exist on your server, and the creator stopped when it tried to show it. The number in the message is that model's hash.
If the hash is one of the five in the Map Guide, the pack isn't started or was started after you joined. Check
ensure modern_garages_living, restart and reconnect.If it isn't, the entry is misspelled or belongs to a shell pack that isn't installed. Fix the spelling, or start the pack that provides that model.
Only delete an entry if no garage uses a shell at or after its position yet, since garages remember their shell by position.
The creator refuses the exit point
The point you aimed at is outside the shell, usually because the camera was looking through the open door or into empty space. Aim at the floor just inside the door, where the ghost of your character stands on the floor, and press ENTER again.
"No free space in this garage..." and some cars are missing inside
The garage has more cars stored than parking spots in its shell, so the extra cars are not shown inside. They are still in the garage and can be taken out from the garage menu. To show more, edit the garage in /garagecreator, select the shell interior again and place more spots, or use a bigger shell.
A shell garage opens with the wrong interior, or the cars stand in the walls
Config.Shells in qs-advancedgarages was reordered, or a line was inserted in the middle. Each shell garage remembers its shell by its position in the list, so it now loads another model with the old exit and spots. Put the list back in its original order and add the Modern Garages Living lines at the end. Garages created while the order was different may need their shell interior placed again.
Players can't walk into the garage
Either Allow enter shell / interior is switched off for that garage in the creator, or it is a public garage and Config.EnablePublicInteriors is false. Switch on the one that applies and try again.
Quasar Housing#
"Model qs_garage_shell_small_01 is not valid"
The creator checks every model in Config.Shells before showing it, and this one doesn't exist in your game. Either the name is misspelled in Config.Shells, the pack isn't started, or it was started while you were already connected. Check the spelling against the Map Guide, make sure ensure modern_garages_living is in server.cfg, then restart and reconnect.
The garage shells never appear when changing shells
The five entries are not in the Config.Shells of the qs-housing that is running, or qs-housing wasn't restarted after the edit. Once they are there, they are the last five in the list, so step back from the first shell to reach them.
"The coords you selected are not in the shell"
The exit point was aimed outside the shell, for example through the open door or at the outer wall. Aim at the floor just inside the door and confirm again.
"We can't find the exit zone of this house, please specify it"
The house was saved without an exit. qs-housing opens the exit selector straight away: aim at the floor just inside the door and confirm. The exit is saved for every later visit.
Existing houses open with a different interior
Config.Shells was reordered, or a line was inserted in the middle. qs-housing remembers each house's shell by its position in the list, so the houses now point at other shells. Put the list back in its original order and add the Modern Garages Living lines at the end. Houses created while the order was different may need their shell chosen again.
The house garage doesn't offer the Modern Garages Living shells
That is expected. With Advanced Garages, the garage attached to a house is chosen from Advanced Garages' IPL showrooms, not from Config.Shells. Use the shells as the house itself, or create a private shell garage in /garagecreator as described in Integrations.
Shells In Game#
The player falls through the floor or sees an empty void
The model never loaded on that player's game. Usually the pack isn't started, the model name in the script is misspelled, or the pack was started after the player joined.
Check the server console for
Started resource modern_garages_living.Compare the model name in your script with the Map Guide, character by character:
smallormed, then a two-digit number.Reconnect after starting the pack for the first time.
The player appears inside a wall, in mid-air or outside the garage
The shell loaded, but the script puts the player in the wrong spot because its entry point for that shell is wrong. Use the entry points exactly as listed. The usual mistakes are dropping the minus sign on Z, which lifts the player above the floor (by more than 3 m in qs_garage_shell_med_02), and giving every shell the same heading: the doors are on different walls, so qs_garage_shell_med_03 needs 90, the medium halls 01 and 02 need 0, and the small shells need 270.
The interior takes a moment to appear the first time
This is normal. The pack is about 12.5 MB, and the two largest shells are about 4 MB each, so the first time a player's game needs one it may still be loading the model. After that it comes from the player's cache.
Two interiors overlap, or another shell shows through the walls
The script spawns its shells too close together. Keep spawn points further apart than the reach of the two shells added together, as listed in the Map Guide: qs_garage_shell_med_03 alone reaches 55.1 m from its origin.
Still stuck? Open a ticket and include three things: the console output around
modern_garages_living(the start line or the error shown instead), the garage or housing script you use and its version, and the shell lines you added to its config.



