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
Job garages
Job garages come in two flavours, set per location withvehiclesType:
"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
showLiveriesExtrasMenu = true on the location to let players pick a
livery and extras before spawning.
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.
