What goes wrong most often, what it actually means, and what to do about it. Most of these are configuration, not faults, and the script names the cause in the console or in a notification. For anything unclear, turn on Config.Debug, reproduce it, and read the server console and F8 before opening a ticket.
Installation and Startup#
"You have renamed the script!" and the console freezes
The folder is not called qs-treasure-hunter. This is deliberate. Rename it back, fix the ensure line in server.cfg and restart the server.
Using the detector does nothing, or F8 says the 'skv_metaldetector' model is missing
qs-treasure-hunter-props is not started. Add ensure qs-treasure-hunter-props before ensure qs-treasure-hunter. If the item does nothing at all, the inventory entry is missing its client.export — see Installation — or, on a plain ESX or QB inventory, Config.RegisterUsableItemsManually is off.
"This item does not exist", or the console says an item is configured but your inventory has no such item
An item in the config is not registered in your inventory. The console line names every one, once. Register them from items.lua, or take them out of the config. The player keeps their progress and experience and is never charged for an item that did not arrive; a crate does not spend its key for one.
The leaderboard fails with "Illegal mix of collations"
Your database uses a different collation from the one the tables were created with — MariaDB 11.4 changed the default. The first start fixes this on its own. If the database user is not allowed to alter tables, the console prints the exact ALTER TABLE statement to run by hand.
"Config.Vehiclekeys is set to … which no file in client/vehiclekeys/ handles"
The detected key system has no file of its own. Boats still spawn, just without keys. Add a file for your system as shown in Integrations.
The NPC is missing
F8 prints "Ped model … never loaded" when Config.StartJob.ped.model is not a valid ped. Use a base-game model name. The NPC only spawns once the framework has loaded the character.
The Panel and Crews#
"You are not a treasure hunter"
Config.RequireJob is on and the player's job is not in Config.TreasureHunterJob. The panel still opens for shopping and selling; only starting and being paid for a hunt need the job. Changing job mid-hunt abandons the hunt with this same message.
"Only the crew leader can do that"
The player is still in somebody else's crew. Type /leavecrew and they are back on their own.
"The player is too far away", or the invitation never arrives
The invited player must be within Config.InviteDistance (20 m), use their server id, and not already be in a crew of two or more. Pressing Invite again on somebody who has not answered yet does nothing; the invitation expires after 60 seconds.
"One of your crew is not high enough level for this hunt"
Correct behaviour: every member, not only the leader, needs the hunt's levelRequired. Hover each member's level card to compare.
Crew tiles show initials instead of faces
A face can only be photographed for a player whose ped is streamed to you. Members standing far away fall back to their initials. Reopen the panel next to them.
The panel or a puzzle screen will not close
Press Escape: it steps back out of a view, then closes. An invitation dialog has its own Decline. If another resource draws over the panel and steals the focus, restart that resource or ours, and check F8 for a NUI error.
Hunts#
The detector HUD reads nothing
It only reads while you hold right click to sweep, on a metal detector hunt, on foot. Chests register from 15 m. It cannot be used from a vehicle or with diving gear on.
"You need a metal detector for this hunt" even with Config.GiveMissingTools on
The free tool is given once every 15 minutes per character, so it cannot be farmed. A hunter who no longer has the one they were given has to buy another. The tool is checked again on every dig, not only at the start.
"You need a treasure key" / "You need an ancient key"
Each crate costs a treasure_key and the ancient chest an ancient_key for whoever enters the code. They are sold in the shop. To drop the requirement, set Config.RequireTreasureKey or Config.RequireAncientKey to false.
"Your inventory is full"
The find did not fit. The chest is put back, the key is not spent and nobody else loses it. Make room and open it again.
"You are too far away"
The server measures where it sees your ped, not where your screen says you are. Chests and the chest code are accepted within 8 m, measured flat; a diver floating above a crate counts.
The underwater crates cannot be found
They spawn when you are within 80 m of each one and glow from 30 m, on the sea bed rather than the surface. Swim lower. If the sea bed is out of reach, the zone in Config.UnderwaterTreasureChestLocations is over water that is too deep; move it.
The totem readings keep fading, or a totem opens nothing
Fading is the puzzle: hold the third totem and both readings stay steady for everyone within 25 m. Totems and the beacon only answer crew members standing at the site, so a member who stayed behind gets nothing.
"Too many wrong tries — the chest scrambled itself"
After Config.Puzzle.MaxAttempts wrong answers the cipher is rebuilt, so the old key no longer works. Read both totems again. Spaces never count against an answer.
Diving gear randomly stops working
Another diving resource is writing the same scuba flags. Set Config.ManageDivingGear = false and let that resource own the air.
"This map is for a different kind of hunt"
A clue_map only works on a metal detector hunt and a treasure_map on an underwater one, and both only during a hunt. The map is not spent when it is refused.
Boats#
There is no Boats tab
The tab is part of the shop, so it needs both Config.EnableShop and Config.BoatRental.Enabled.
"That boat would not load", then a refund
The tier's model is wrong or not streamed. When no boat appears within 20 seconds, the server voids the rental and refunds it in full. Fix the model name.
"Bring it back to the slipway"
A return is only accepted within Config.BoatRental.ReturnRadius (45 m) of the spawn point. The message says how far away you are.
The boat disappeared
Correct behaviour: the rental ran out (with a warning two minutes before), the player rented another one, or they disconnected. Ending or abandoning a hunt never takes the boat.
Leaderboard and Rewards#
The leaderboard is empty or out of date
Only hunters with experience in that period are listed, and the boards refresh every Config.UpdateLeaderboard minutes. With Config.EnableLeaderboard off, nothing is ranked or reset.
A winner was not paid
Resets run at 00:00 server time. A winner who was offline is paid the next time they load in, from qs_treasure_hunter_rewards. A server that was down at midnight catches the reset up on its next start, and never pays the same day twice.
Still stuck? Open a ticket and include your framework and inventory with their versions, the server console from the resource's start, and the F8 console with
Config.Debugon while you reproduce the problem.



