What goes wrong most often, what it actually means, and what to do about it. Most of these are configuration, not faults: the script tells the player exactly which rule shut them out, and with Config.Debug = true the console says the rest. Read the message, then find it below.
Installation and Access#
The console repeats "Using standalone inventory"
Your inventory was not detected. It is started after Shops Creator, or its folder was renamed. Move its ensure above ensure qs-shops-creator in server.cfg, or add the new folder name to the inventories table in config/main.lua. In standalone mode the creator's item list is empty.
The resource stops with an error about the framework
No supported framework was running when it started. Shops Creator needs es_extended, qb-core or qbx_core started before it. A renamed framework folder goes in the frameworks table in config/main.lua.
"You do not have permission to do this." on /shopcreator
You are neither a framework admin nor in Config.CreatorJobs. On ESX the group must be admin or superadmin; on QBCore and Qbox the god or admin permission, or the command ace. For a job, check that the grade numbers in Config.CreatorJobs match the grades in your framework — grade = false allows them all. Restart the resource after editing the config.
Errors about missing tables or columns
database/database.sql was not imported, or was imported before an update added new columns. Import it again: it only creates what is missing and never overwrites your shops.
The interface does not open, or opens blank
The interface ships ready to use in web/. If that folder is missing or half-copied, re-download the resource from the CFX Portal and copy the whole folder again — do not copy individual files over an old version.
The player is stuck with a cursor
The resource was restarted while a menu was open. Opening and closing any shop gives control back; a reconnect always does.
Opening a Shop#
There is no prompt at the shop
The prompt sits on the shopkeeper, not on the whole zone. Walk up to the ped's position — within its interaction distance — rather than the shop's door. If the shopkeeper is switched off on the Shop panel, there is no interaction point at all. With Config.UseTarget = true, check that ox_target or qb-target starts before Shops Creator.
"CLOSED" or "Opens in 2h 15m"
The shop has opening hours and is outside them. Hours follow the in-game clock or real UTC time, as set on the Opening Hours panel. The shopkeeper leaves while the shop is closed and comes back on opening.
"You do not have access to this shop. Reason: …"
The reason names the rule: Required job, Required grades, Required gang, Required gang grades, or You need these items in your inventory. They are set on the Access Control panel. Required items must be in the player's inventory — not in a stash or vehicle.
A "Buy Shop" window opens instead of the store
Correct behaviour. The shop has ownership enabled and nobody has bought it yet, so the first interaction offers it for sale. Turn ownership off on the Ownership panel if the shop should just sell to players.
Some categories or items are missing for some players
Categories can be limited to jobs, grades or items, with all or any of those conditions required. A player who does not meet them does not see the category or its items. Check the category's access settings in the Category Manager.
Buying and Selling#
"Your cart is empty or invalid."
Every item in the cart was refused: out of stock, more than the remaining stock, or no longer sold by the shop. Stock is shared and live — another player may have bought the last units while the cart was open.
"You do not have enough inventory space for these items."
The player's inventory is full or too heavy. Nothing was charged: the money is only kept once every item is delivered, and any item already handed over is taken back.
The payment method is refused
The store only accepts the methods ticked for it in the creator — Config.DefaultMoneyType if none were ticked. Sell shops always pay into the shop's first method.
"This shop does not have enough money to afford your items."
The sell shop is owned, and its balance cannot cover what it would pay you. The owner has to deposit money from the boss menu's Finance section.
"Sale failed. The funding society does not have enough money."
The sell shop is funded by one or more job societies, and the named society's account cannot cover its share. Top up that job's account, or change the percentages on the Access Control panel.
A sell shop stopped buying an item
That item has a max quantity, and the shop has bought it all. Raise it in the creator, set it to unlimited, or restock it from another script with SetItemStock.
Owned Shops and the Boss Menu#
"Your permission to access the boss menu is denied."
Only the owner and employees with Access Boss Menu can open it. The owner hires and sets permissions from the Employees section. A shop with no owner has no boss menu at all.
I cannot find the boss menu
It is opened at a separate point, placed on the creator's Ownership panel — usually a counter or an office inside the shop — not at the shopkeeper. The prompt reads Press [E] to access the boss menu.
An employee cannot see Employees or Finance
Correct behaviour. Employees get four permissions — Manage Inventory, Access Boss Menu, Manage Promotions and Manage Shop Settings. Hiring, firing and the shop's money stay with the owner.
Nobody appears when hiring
Only players within 10 metres of you, who are not already employees, can be hired. Bring them to the shop.
An item cannot be deposited into stock
The shop has restrictions on the Ownership panel: a whitelist of items it may stock, a blacklist it may not, or a maximum per item or in total. Items outside those rules do not appear in the deposit list.
"Invalid resell price" when selling the shop
The shop's resell percentage is 0, so selling it back would pay nothing. Set a resell percentage on the Ownership panel.
Stock Exports#
An export returns item_not_found
The shop does not list that item. The exports change the stock of products that already exist — add the product in the creator first.
An export returns shop_not_found
The id is wrong, or was passed as a string. Pass the number from the qs_shops table: 1, not '1'.
RemoveItemStock returns unlimited_quantity
The item has unlimited stock (-1). Use SetItemStock to give it a real number first.
Still stuck? Turn on
Config.Debug, reproduce the problem, and open a ticket with the server console output, a screenshot of the F8 console, and your framework and inventory with their versions.



