Before You Begin#
Before installing Motorhome, make sure your server meets the requirements. The core is small — a database, ox_lib and a framework — and everything else is picked up automatically when it is running.
Requirement | Status | Notes |
|---|---|---|
| Required | Database access. |
| Required | Menus, the lockpick skill check, progress circles and callbacks. |
Framework | Required |
|
Inventory | Required for stashes | qs-inventory, ox_inventory, qb-inventory, ps-inventory, core_inventory, codem-inventory, origen_inventory or chezza's inventory. |
Shell packs | Required |
|
Motorhome props | Required | The |
Vehicle pack | Optional |
|
Wardrobe / Phone / Target | Optional | Outfits in the wardrobe, the phone charger and break-in alerts, and target eyes instead of key prompts. See Integrations. |
| Optional | Only for photographing thumbnails in the furniture creator. |
| Recommended | Loads the game interiors used by the Luxor's Mobile Operations Center cabin. |
Downloading Motorhome#
After purchasing Motorhome, the resource is automatically linked to your CFX Portal account.
Sign in to the CFX Portal using the same account used during checkout, open Granted Assets, and download both Motorhome [main] and Motorhome [props]. If you sign in with a different account, the assets will not appear.
After extracting the main download, you should have the following folder:
[motorhome]/
├── qs-motorhome/ -- the script
│ ├── config/ -- main.lua · furniture.lua · fivemanage.lua (editable)
│ ├── client/custom/ -- bridges to other resources (editable)
│ ├── server/custom/ -- bridges and quests (editable)
│ ├── locales/ -- 41 languages
│ └── shell_offsets.json -- the exit point of each interior
├── [maps]/
│ ├── K4MB1-Motorhomes/ -- motorhome interiors
│ └── K4MB1-StarterShells/ -- apartment-style interiors
├── [vehicles]/
│ └── motorhome-vehicles/ -- addon RVs and yacht
└── [sql]/
├── esx.sql
└── qb.sqlInstalling the Resource#
Move the whole [motorhome] folder, and the props resource from the second download, into your server's resources directory. It can live inside any category folder:
resources/
└── [qs]/
└── [motorhome]/
├── qs-motorhome/
├── [maps]/
└── [vehicles]/Then open your server.cfg and start every dependency — and everything it should detect — before Motorhome:
ensure oxmysql
ensure ox_lib
# Framework
ensure es_extended
# ensure qb-core
# Inventory, wardrobe, phone, target (whichever you use)
ensure ox_inventory
ensure illenium-appearance
ensure qs-smartphone-pro
ensure ox_target
# Motorhome content
ensure K4MB1-Motorhomes
ensure K4MB1-StarterShells
ensure motorhome-vehicles
# ensure <the Motorhome [props] resource>
ensure qs-motorhome
# Needed for doors bought in the decoration editor to open and close
setr game_enableDynamicDoorCreation "true"
# Optional: language for every Quasar resource
setr qs:locale "en"The loading order matters. The framework, inventory, wardrobe and phone are detected by looking at resources that are already started, so anything that starts after qs-motorhome is not found.
The Database#
Import the SQL file for your framework before the first start, with HeidiSQL or any MariaDB/MySQL client. Both files only create what is missing, so running them again on a live server is safe.
Import [sql]/esx.sql. It adds a motorhome_inside column to users and creates the motorhome tables.
Import [sql]/qb.sql. It adds a motorhome_inside column to players and creates the motorhome tables.
Table | Holds |
|---|---|
| One row per plate: where the stash, wardrobe and charger are, and the vault codes. |
| Every piece of furniture placed in every motorhome, with its position and whether it is stored. |
| Furniture added or edited in the in-game furniture creator. |
| Dirt and rubbish waiting to be cleaned. Entries older than seven days are removed automatically. |
| A column on your players table: which motorhome a player logged out in, so they reconnect inside it. |
The Lockpick Item#
Break-ins use the item named in Config.LockpickingItem — lockpick by default. Motorhome registers it as usable through your framework, so it only has to exist in your inventory's item list. Most servers already have it; if yours does not, add a lockpick item the way your inventory defines items, or point the setting at an item you already use.
Configuring the Resource#
Everything is configured in three files, all left open for editing:
File | Contents |
|---|---|
| Language, detection lists, commands, the vehicles and their interiors, break-ins, camping, junk and the cleaning robot, money, target, controls and debug. |
| The furniture catalogue: the five room tabs, every category, every object, its price, colours and storage. |
| Your FiveManage token, used only to upload thumbnails from the furniture creator. |
The values worth reviewing first:
Config.Locale = GetConvar('qs:locale', 'en') -- or setr qs:locale in server.cfg
Config.MoneyType = 'money' -- 'money' | 'bank' — pays for furniture
Config.SellObjectCommision = 0.3 -- share of the price refunded when furniture is sold
Config.UseTarget = false -- true for ox_target eyes instead of [E] prompts
Config.DecorationMappingKey = 'F9' -- opens the decoration editor
Config.LockpickingItem = 'lockpick'
Config.ReqPoliceCount = 0 -- police on duty needed to break in
Config.ReqJobPolice = 'police'
Config.Cleaning = true -- junk builds up inside
Config.DynamicDoors = true -- needs setr game_enableDynamicDoorCreation "true"
Config.Debug = falseFurniture created in game with
/motorhomefurnitureis stored in the database and merged on top ofconfig/furniture.luaat start. If you edited a catalogue item in game, that saved copy wins over the file.
Verifying the Installation#
Restart your server. Once the database answers, the console prints how many in-game furniture items were loaded — 0 on a fresh install:
MOTORHOME INFO: Furniture Creator initialized: 0 custom items loadedThen join your server and work through the first loop:
Own a motorhome
Buy a
camperorcararvfrom your dealership so its plate is registered to you. A vehicle spawned with an admin menu has no owner, and nobody holds its key.Walk in
Stand at the side door, press
Eand choose Enter Van. The screen fades and you are inside.Set the exit of each interior
Only the tier 1 interior ships with an exit point. The first time anyone enters a tier 2 or tier 3 motorhome, a camera opens instead: aim at the spot inside the interior where the exit should be and press
Enter. It is saved toshell_offsets.jsonfor everyone, so do this yourself once per tier after installing.Make it a home
/vanLocationplaces a stash, thenF9opens the decoration editor. Usage covers the rest.



