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Static locations live in one file per garage type — config/public-garages.lua, config/job-garages.lua, config/gang-garages.lua and config/impound-locations.lua — with shared blip and marker defaults in config/garage-defaults.lua. Every garage and impound name must be unique across all files.
You can also create and edit garages entirely in-game with /garagesadmin — no config editing or restart required.

Entry fields

Each location supports:

Public garages

Nex.Config.PublicGarages ships with car garages across the map plus boat and air garages. Section-level toggles:
  • uniqueLocations — vehicles are only retrievable from the garage they’re parked at (turn off for “any garage” retrieval)
  • interiors — enables the walk-in showroom (“Go inside”)
  • showBlips / uniqueBlips — blip visibility and naming
If you rename the default Legion Square garage, also change the garage_id default in your vehicles table — stored vehicles reference garages by name.

Job garages

Job garages come in two flavours, set per location with vehiclesType:
  • "owned" — members store and retrieve their own vehicles here (a personal garage gated by job)
  • "spawner" — a fleet menu that spawns fresh vehicles from a configured list
Spawner entries support:
Set showLiveriesExtrasMenu = true on the location to let players pick a livery and extras before spawning.
Plate prefixes generate random suffixes — never configure a prefix that could collide with plates already in your database.

Gang garages

Nex.Config.GangGarages works like job garages but gates by gang. Gangs resolve automatically on QBCore/Qbox; on ESX, wire your gang system into bridge/client.lua + bridge/server.lua and set customESXIntegration = true.

Garage interiors

config/interior.lua configures the walk-in showroom: the IPL shell, the entrance, a short entry cutscene, and up to eleven display positions filled with the vehicles parked at that garage. Disable interiors per garage type (interiors = false in that type’s location file) if you don’t want them.