Troubleshooting

Common setup checks and runtime issue resolution for Oxide Drugselling.

Common checks for the current oxide-drugselling resource.

No Sell Interaction Appears

Check:

  1. Config.Selling.enabled is true
  2. the player has at least one item listed in Config.Drugs
  3. the player has finished loading through o-link
  4. the player is not already in a sale
  5. the player is not on cooldown
  6. the target ped is not blacklisted, dead, a player, or a mission entity
  7. neither the player nor the ped is in a vehicle
  8. the configured police minimum is currently satisfied

Also verify your o-link.target integration is working correctly on the server.

Interaction Appears but the UI Does Not Open

Check:

  1. web/dist exists and is included in the manifest
  2. the resource started after o-link
  3. the target ped is not despawning or being claimed by another resource
  4. the player still has a valid loaded character identifier through o-link.character

If you edited the UI, rebuild it before restarting the resource.

Sell Panel Opens but Shows No Items

Check:

  1. inventory item names exactly match the keys configured in Config.Drugs
  2. the items have the metadata shape expected by the configured grouping and pricing logic
  3. any optional progression level requirement is actually met
  4. the player still has the items when the server callback runs

Common mistakes:

  • using server-specific item names that do not match the shipped weed or meth keys
  • missing metadata fields referenced by metaKeyFormat, groupLabel, gradeDisplay, or modifiers

Weed or Meth Bonuses Do Not Apply

Check:

  1. the source resource is started before oxide-drugselling
  2. the configured export names still match the source resource
  3. the item metadata contains the expected fields
  4. the modifier config in shared/config/drugs.lua matches the source metadata shape

Examples:

  • weed trait bonuses need a valid strain_id and a working GetStrainData export
  • meth variant pricing needs variant
  • meth grade pricing needs purity

Level Gating, XP, or Sold Tracking Does Not Update

Check:

  1. the drug type defines a progression block
  2. the configured resource is started
  3. levelExport, addXpExport, and addSoldExport still exist on that resource
  4. the player is selling the drug type that points at that source resource

If the progression resource is unavailable, the sale system keeps working and simply skips those hooks.

Sale Completes but No Dirty Money Is Paid

Review shared/config.lua:

Config.DirtyMoney = {
    mode = 'account',
    account = 'cash',
    item = 'black_money',
}

Then verify:

  • the configured account exists when using account mode
  • o-link.money is wired to your framework correctly
  • the configured item exists when using item mode
  • the inventory has room and allows the item when using item mode
  • your server is not blocking the item add/remove flow through another inventory rule

Police Dispatch Does Not Fire

Check:

  1. your o-link.dispatch integration is working
  2. Config.Selling.dispatch contains the expected values
  3. Config.Selling.policeJobs matches your actual police job names
  4. you are testing enough attempts to see a chance-based system fire

Robbery Behavior Looks Wrong

Check:

  1. the NPC model is listed in Config.Selling.gangModels
  2. robberyChance, robberyItemLoss, and robberyCashPercent are set as intended
  3. the player's dirty money is actually stored in the configured account or item mode

Remember that robbery only applies to gang NPCs and still competes with other outcomes.

Useful Checks

  • Confirm the server logs show oxide-drugselling initialized.
  • Enable Config.Debug = true when validating inventory grouping, progression fallback, or pricing.
  • If an interaction closes unexpectedly, check for rate-limit, missing-item, or export errors in the server console first.

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