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

# Player usage

> What players see and do: storing, retrieving, and every vehicle action in the garage UI.

## Opening a garage

Walk to a garage marker and press **E** (configurable in
`config/controls.lua`), or use `ox_target` / `qb-target` / the `ox_lib`
radial menu if enabled in `config/integrations.lua`.

## Storing a vehicle

Drive into the garage radius and press **E**. The vehicle's fuel, engine,
body, mods and (optionally) per-panel deformation are saved with it. If the
garage has a store fee or a capacity limit, both are checked here.

## The garage panel

The panel lists your vehicles with a thumbnail, plate, speed class and status
chip — parked here, left out, at another garage, or impounded. Search by name
or plate, and filter by state. Expanding a vehicle shows its fuel, engine and
body condition, mileage, and every available action:

| Action       | What it does                                                                                                                                                                                                                                                                                                                                                                                     |
| ------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| **Take out** | Spawns the vehicle at a free spawn point. Left-out or destroyed vehicles cost the towing fee (`Retrieval.returnCost`)                                                                                                                                                                                                                                                                            |
| **Repair**   | Fixes engine, body and deformation for a fee based on missing condition (`Features.repair`)                                                                                                                                                                                                                                                                                                      |
| **Transfer** | Moves the vehicle to another garage (for a fee) or gifts it to a nearby player                                                                                                                                                                                                                                                                                                                   |
| **Share**    | Grants up to `maxShares` players access to take the vehicle out                                                                                                                                                                                                                                                                                                                                  |
| **Sell**     | Sends a purchase offer to another player. The buyer gets a confirmation popup showing the seller, vehicle, plate and price, and must accept within `Features.sellVehicle.offerTimeoutSeconds` (default 30s). On accept the price is charged to whichever of their cash or bank balance covers it — nothing moves until they say yes, and declining, disconnecting or timing out cancels the sale |
| **Rename**   | Sets a nickname shown instead of the model name (word-filtered)                                                                                                                                                                                                                                                                                                                                  |
| **Pin**      | Pins the vehicle to the top of your list                                                                                                                                                                                                                                                                                                                                                         |
| **Track**    | Marks a left-out vehicle on the map. With `Features.trackBlip.live` enabled (default) the blip follows the vehicle in real time — even while someone is driving it — with a GPS route, until the tracker expires or the vehicle is stored                                                                                                                                                        |

<Info>
  Player pickers (transfer, share, sell) only list players within
  `Transfers.nearbyPlayerRadius` metres (10 by default) — and the same
  distance is enforced server-side when the action runs. Set it to `false`
  to allow the whole server.
</Info>

Financed vehicles show a **Financed** tag and can be blocked from take-out
and transfer until paid off (`Features.finance`).

## Mileage & servicing

With `Features.mileage` enabled, every vehicle tracks a real odometer —
distance is measured client-side while the vehicle is actually driven and
persists with the vehicle. Past the service interval — or when engine/body
drop below the thresholds — the UI shows a **needs service** hint until the
vehicle is repaired.

## Going inside

Garages with interiors enabled show a **Go inside** button — a walkable
showroom displaying the vehicles parked at that garage. Press **E** at the
exit to leave.

## Impounded vehicles

Impounded vehicles appear in the impound lot's panel with the reason, fee
and release time — see [Impound](/nex_garages/impound).
