Shops Creator turns every shop on your FiveM server into something you build in game and players can own. Staff draw a shop's outline with a free camera, drop a shopkeeper and a blip inside it, fill it with categories and items, and save — the shop is live for every player at once. Stores sell to players, sell shops buy from them, and any of them can be put on the market for a player to buy and run as a real business, with staff, stock, promotions and a bank balance.
What separates it from a static shop list is that nothing is typed into a config file. Every shop, price, stock level, owner and promotion is created and changed in game, saved to the database and synced live. Templates fill dozens of shops in one click, and 29 shops are already placed on the vanilla map the moment you import the database.
Where to start#
Page | What it covers |
|---|---|
Requirements, download, load order, the database, creator access and the config file. | |
The creator, store and sell shops, categories, templates, the player's shop, owned shops and the boss menu. | |
Frameworks, inventories, targets, societies, gangs, payment methods, notifications, Discord logs and languages. | |
The creator command, and the server exports for changing a shop's stock from your own scripts. | |
What each message means and how to fix it. |
What it does#
Area | Details |
|---|---|
Creator | Every shop drawn in game with a free camera: its zone, shopkeeper, blip and boss menu point. Search, filter, teleport, edit and delete from one list. |
Stores | Categories, items with limited or unlimited stock, a cart, any payment method — cash, bank, black money — and opening hours with a live countdown. |
Sell shops | Players sell items for a fixed price per unit, up to a maximum the shop accepts, optionally funded by job societies. |
Access rules | Lock a shop or a single category to jobs, grades, gangs or required items — with all or any logic. |
Player ownership | Put any shop up for sale. The owner sets prices, deposits and withdraws stock, buys wholesale, hires employees with permissions and resells the shop. |
Finance | Each owned shop has a balance, revenue figures, a full transaction ledger, deposits and withdrawals. Revenue can be shared with job societies. |
Promotions | Percentage or fixed discounts on the whole shop, on categories or on items, with start and end dates. |
Best Price Finder | Players compare an item across every store, see the cheapest, the saving and the distance, and set a waypoint. |
History and analytics | Every purchase and sale recorded, with filters and analytics for players and a dashboard for owners. |
Templates | Save a shop's catalogue, share it with other creators and import it into many shops at once. |
Logs and languages | Discord logs for every action, and 41 translations included. |
Visual Shop Creator#
Create, place and configure shops directly in game. Staff adjust zones, shopkeepers, categories, items and store behaviour in real time, without editing coordinates or restarting the server, so the economy grows alongside your roleplay.

Player-Owned Businesses#
Players buy their own stores and run them: managing stock, setting prices, hiring staff, tracking profits and competing with other businesses. Every decision affects revenue, creating an economy driven by players rather than static prices.

Supply and Demand#
Every item has real stock. Shops sell out, owners restock from wholesale suppliers, run promotions and undercut competitors — and players find the best deal with the built-in price comparison.

Society and Job Integration#
Revenue can flow into job and society accounts — a share of every sale for the city, the police or a gang — and sell shops can be funded by a society, so legal and illegal businesses coexist in the same economy.

Fully Automated Storefronts#
Once configured, shops run on their own: sales, stock, revenue and payouts are handled automatically, even while the owner is offline, so the economy stays active around the clock.

Driving it from your own scripts? A delivery job can restock a shop, a heist can empty one, and a farming script can fill a market — all with four server exports. See Commands and Exports.



