Troubleshooting
Common setup checks and runtime issue resolution for Oxide Drugselling.
Common checks for the current oxide-drugselling resource.
No Sell Interaction Appears
Check:
Config.Selling.enabledistrue- the player has at least one item listed in
Config.Drugs - the player has finished loading through
o-link - the player is not already in a sale
- the player is not on cooldown
- the target ped is not blacklisted, dead, a player, or a mission entity
- neither the player nor the ped is in a vehicle
- 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:
web/distexists and is included in the manifest- the resource started after
o-link - the target ped is not despawning or being claimed by another resource
- 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:
- inventory item names exactly match the keys configured in
Config.Drugs - the items have the metadata shape expected by the configured grouping and pricing logic
- any optional progression level requirement is actually met
- 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:
- the source resource is started before
oxide-drugselling - the configured export names still match the source resource
- the item metadata contains the expected fields
- the modifier config in
shared/config/drugs.luamatches the source metadata shape
Examples:
- weed trait bonuses need a valid
strain_idand a workingGetStrainDataexport - meth variant pricing needs
variant - meth grade pricing needs
purity
Level Gating, XP, or Sold Tracking Does Not Update
Check:
- the drug type defines a
progressionblock - the configured
resourceis started levelExport,addXpExport, andaddSoldExportstill exist on that resource- 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.moneyis 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:
- your
o-link.dispatchintegration is working Config.Selling.dispatchcontains the expected valuesConfig.Selling.policeJobsmatches your actual police job names- you are testing enough attempts to see a chance-based system fire
Robbery Behavior Looks Wrong
Check:
- the NPC model is listed in
Config.Selling.gangModels robberyChance,robberyItemLoss, androbberyCashPercentare set as intended- 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 = truewhen 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.
Support
Need more help?
- Discord: https://discord.gg/dZ6q8FyGhm
- Website: https://www.oxidestudios.dev/
- o-link (required abstraction layer): https://github.com/WHEREISDAN/o-link