> ## Documentation Index
> Fetch the complete documentation index at: https://docs.nexdevelopment.xyz/llms.txt
> Use this file to discover all available pages before exploring further.

# Troubleshooting

> Fixes for the most common NEX Garages issues.

## The console prints a red SQL error on start

`AutoRunSQL` couldn't reach your database. Check that `oxmysql` starts before
`nex_garages` and that your connection string is valid. You can always run
the files from `install/` manually — every statement is safe to re-run.

## No garages appear on the map

* Confirm the resource started: `lua print(GetResourceState('nex_garages'))`
  from F8 should print `started`.
* If the resource errors on boot with a framework message, set
  `Framework` in `config/main.lua` explicitly instead of `"auto"` — your
  framework resource may start after `nex_garages`.
* Check `showBlips` isn't disabled for the section in `config/garages.lua`.

## My vehicles don't show in the garage

* On `uniqueLocations = true` (the default), vehicles only list at the
  garage they were parked at. Left-out vehicles appear with a **Take out**
  action that includes the towing fee.
* If you migrated from another garage script, make sure the `garage_id`
  column values match your configured garage names.
* Vehicles in a class the garage doesn't accept are filtered out — check the
  garage's `vehicleClasses`.

## `/garagesadmin` says I don't have access

Grant one of the ACE groups from `config/custom-garages.lua`:

```
add_ace group.admin admin allow
```

## Vehicle thumbnails are missing

The default CDN only covers base-game vehicles. For addon cars, add direct
image links per spawn name in `Nex.Config.VehicleImageLinks`
(`config/vehicles.lua`), or host your own image set and point the template in
`config/vehicle-images.lua` at it. The UI falls back to a monogram when no
image resolves.

## Keys don't work after taking a vehicle out

Set `vehicleKeys` in `config/integrations.lua` to your keys script — it
defaults to `"none"`. If your script isn't listed, wire it into the editable
`bridge/` adapters.

## Damage isn't restored / vehicles spawn repaired

Check `Nex.Config.Spawning` in `config/vehicles.lua`: `saveDamage` persists
engine/body condition, `advancedDamage` adds per-panel deformation, and
`savePropsOnStore` persists mods. All three default to on.

## Spawner plates collide with owned vehicles

Job spawner plate prefixes generate random suffixes. Pick prefixes that can't
overlap plates already in your database, or set `plate = false` for fully
random plates.

## Still stuck?

Enable `Debug = true` in `config/main.lua`, restart, and open a support
ticket with your framework, server artifact version, the resource version
(from `fxmanifest.lua`), and the relevant console output.
