Inventory systems for FiveM: grid and slot inventories, weight systems, stashes, shops and item metadata handling. The inventory is the single most consequential resource choice on a roleplay server, because almost every other script creates, moves or consumes items through it.
About this collection
Decide the inventory before buying the scripts that depend on it, not after. Switching later means revisiting every job, shop and crafting resource you run, since item registration and metadata differ between ox_inventory, qb-inventory and the ESX inventories. Check whether a listing supports item metadata at all, as durability, serial numbers and registration papers all depend on it. Check how it stores data, because a stash implementation that writes on every change behaves very differently under load than one that batches. And check that it ships a migration path from whatever you run now.