[Paid] Backpack manufacturing business with Storage


Backpack manufacturing business for FiveM (Qbox, QBCore, or ESX) with:

  • Tiered craft and sell progression (5 tiers, 200 levels)
  • Balanced anti-boost XP (must craft and sell to gain XP)
  • Wearable storage bags with unique per-item stash data
  • Shop, crafting, profile UI and achievements support

Video Showcase

Purchase Tebex

Support

Features

  • Manufacturing progression

    • Tier 1-4 progression across levels 1-100 (upgrades every 5 levels)
    • Tier 5 progression across levels 101-200 (upgrades every 20 levels)
    • Perk effects are automatically derived from player level/rank state
  • Anti-boost XP system

    • XP is granted only when crafted and sold counts are paired per tier
    • Farming lower tiers after unlocking higher tiers gives reduced XP
    • Notifications explain when XP is earned (or why it is not)
  • Two bag item types

    • Crafted product bags (used for manufacturing/selling loop)
    • Wearable storage bags (wear_*) with unique stash IDs
  • Immersive selling flow

    • NPC walks in, player confirms with E, handoff animation, NPC leaves with bag prop
  • UI

    • Separate Bags category for wearable storage
    • Tier lock checks for wearable purchases
    • Profile/perk/manufacturing display in NUI

Dependencies

Required (see fxmanifest.lua):

  • ox_lib
  • oxmysql
  • community_bridge (handles framework + inventory bridge)
  • shock_ui — standalone FiveM NUI for notifications, progress, inputs, and hints;

Get shock_ui (public release)

  • shock_ui FiveM release (GitHub)

    Installation
    Install & ensure shock_ui

  • Drop resource, run install/sql/backpacks.sql

  • Merge items (install/items.lua for ox_inventory, or QB/ESX files)

  • Start order: ox_liboxmysql → core → ox_inventorycommunity_bridgeshock_uishock-backpacks


Progression Model

  • Tier unlocks derive from level (maxTier from level config)
  • Rank/progression is computed from level and XP (no separate perk XP track)
  • XP is awarded by paired tier actions:
    • Crafting increases crafted count for tier
    • Selling increases sold count for tier
    • XP is granted when min(crafted, sold) increases

Wearable Bag Storage

  • Wearable bags are non-stack and unique
  • Each bag gets a metadata UID
  • Using a wearable bag can apply configured ped clothing (Config.BagClothing) if enabled
  • Opening bag calls server callback to register/open stash:
    • stash id format: shock_backpack_bag_<uid>
  • If bag is lost, stash access is effectively lost with it

Security Hardening

  • Server-side validation for purchase/sale inputs (item names, quantities, payment method)
  • Server-side sale quantity cap enforcement (cannot exceed unlocked batch cap)
  • Bag open callback rate-limited to reduce spam abuse
  • Existing inventory, price, tier-lock and resource-origin checks remain enforced

Commands

  • Sell start: /sellbackpack
  • Sell stop: /stopbackpacksell

Troubleshooting

  • Shop or sell money wrong / not applying (ESX vs QB)

    • Try Config.Framework = 'universal' so cash is resolved across cash / money.
    • Or set explicitly: 'esx', 'qbcore' / 'qbox'.
    • Verify community_bridge matches your framework (Qbox vs QBCore vs ESX).
  • Bags not opening

    • Verify wearable items use client.export = 'shock-backpacks.openBackpack'
    • Confirm Config.BagStorage has an entry for each wear_* item
  • No XP gained

    • Craft and sell must be paired for the same tier
    • Selling only (or crafting only) will eventually show no-XP hint
  • Tier lock confusion

    • Check shared/levelConfig.lua maxTier mapping
    • Check Config.WearableBagTier for shop-lock thresholds
Code is accessible No (configs editable via escrow_ignore, not full code)
Subscription-based No
Lines (approximately) ~6,500
Requirements community_bridge or shock-UI
Support Yes
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