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Built-in menus ​

np_menu ships a set of menus built on its own API. They are usable as they are and double as examples. Each one can be switched off.

MenuKey / commandConfigWho
Dev / adminF10 · /devmenuConfig.Builtin.devnp_menu.admin ace
Quick menuF1 · /quickmenuConfig.Builtin.quickEveryone
Radial interactionshold Left AltConfig.Builtin.radialEveryone
Context menuhold G, releaseConfig.Builtin.contextEveryone
Tuning shopE in a shop zone (driver seat)Config.Builtin.shopsEveryone
Clothing storeE in a shop zoneConfig.Builtin.shopsEveryone
Settings/menusettings or the quick menuConfig.Builtin.settingsEveryone

Keys are RegisterKeyMapping defaults that players can rebind. The shop camera key is C (Config.Keys.shopCamera).

Disabling ​

lua
Config.Builtin = {
  dev = true,       -- dev / admin menu (+ its server actions)
  quick = true,     -- F1 quick menu
  radial = true,    -- built-in radial items (the wheel itself and addRadial keep working)
  context = true,   -- "third eye" context menu and addContextOption
  shops = true,     -- tuning shop + clothing store, blips and markers
  settings = true,  -- settings menu (and the quick menu tile)
}

A disabled menu's client and server files return early, so it registers nothing and costs nothing.

Dev / admin ​

A staff-skinned list menu with deep search. Opening it asks the server whether you hold Config.Admin.ace (cached for 60 s); without it you get a "no permission" toast. Every effect is a server action that checks the ace again.

Dev menu (staff skin)

  • Self: noclip (with a speed list), godmode, invisible, never wanted
  • World: time of day slider (synced for everyone), freeze time, weather
  • Tools: teleport to waypoint, copy coordinates (vector3, vector4, heading) to the clipboard, entity inspector
  • Vehicle: spawn by model (with recents), repair, clean, flip, max tune, plate, delete (hold to confirm)
  • Players: online list with goto, bring, spectate, heal, freeze and kick (with a reason)
  • Server info: players, uptime, resources, hostname

Everything the dev menu changed (noclip, godmode, invisibility, frozen clock) is reset when np_menu stops.

Quick menu ​

The F1 grid: phone home-screen pages with a dock. Hold Y on a tile to pin it to the dock.

Quick menu

TileWhat it does
ID cardView your ID, or show it to the closest player (server action)
WalletCash and bank from the framework
InventoryFires Config.Quick.inventoryEvent; otherwise opens ox_inventory when it's started; otherwise runs Config.Quick.inventoryCommand (default /inventory)
ClothingTake off / put on hat, glasses, mask, top, pants, shoes, bag and vest, and restore your outfit
EmotesCategories (general, gestures, activities, work, dance) with search
VehicleOnly in a vehicle (locked otherwise): engine, doors, windows, seats, extras
Walk stylePick a walk style (kept across restarts)
JobJob and grade, duty toggle through Config.Quick.dutyEvent / dutyEventServer
BillsFires Config.Quick.billsEvent, or shows a "not available" toast when it's not set
SettingsOpens the settings menu
AdminOpens the dev menu. Only with the admin ace

See Configuration → Quick menu hooks.

Radial interactions ​

Items registered with addRadial (see Radial wheel):

ContextItems
vehicleLock / unlock, engine, doors, windows, seats, trunk, lights, give keys
onfootEmotes, walk style, clothing (open the quick menu's submenus), hands up, point, stop carrying
playerGive money, show ID, carry, escort
pedGreet, rob (placeholders, off by default)

Locking uses qbx_vehiclekeys / qb-vehiclekeys for the key check when they're started (Config.Interact.lockMode). Give money, show ID, give keys and carry / escort are server actions (np_menu:interact:*) that re-check distances, amounts and money on the server. Carry and escort send a request the target has to accept (Config.Interact.carry.enabled, off by default).

Context menu ​

Hold G: the entity under the crosshair (Config.Context.distance, 5 m) gets an outline. Release to open its menu.

Context menu

EntityOptions
VehicleLock / unlock, open / close trunk, check plate, repair (needs Config.Context.repair.item, shows the count), impound (Config.Context.impound.jobs, on duty)
PlayerGive money, show ID, carry, escort
Object"Pick up" placeholder for Config.Context.pickupModels

Other resources add their own options with addContextOption. The server fires np_menu:interact:impounded (src, plate, model) after an impound so you can persist it.

Tuning shop ​

Drive into one of the Config.Shops.tuning.locations (Benny's and five LS Customs) and press E in the driver seat.

Tuning shop

  • Categories: performance, cosmetics, wheels, respray, lights, neon
  • Every change is previewed live on your vehicle, with a camera preset per category (C cycles) and a stats card
  • The cart sums up the changes. Buy sends the list to np_menu:shops:buyTuning; the server checks you're at the shop, recomputes the price from Config.Shops.prices and charges Config.Shops.tuning.account
  • The original look is restored on cancel, close, death, leaving the vehicle and resource stop
  • After a purchase the server fires np_menu:shops:tuningBought (src, netId, changes, price). Listen to it to persist vehicle props in your garage

Clothing store ​

Walk into one of the Config.Shops.clothing.locations and press E.

  • Drawable and texture rows for every component and prop, previewed on your ped
  • Camera presets (face, torso, legs, feet; C cycles) and a rotate slider
  • A flat price per changed slot (Config.Shops.prices.clothing), paid from Config.Shops.clothing.account
  • Saved outfits in client KVP (up to Config.Shops.clothing.maxOutfits). Applying an outfit in the store puts it in the cart; it's charged through the normal buy
  • After a purchase the server fires np_menu:shops:clothingBought (src, changes, price) for your appearance resource

Shops need a framework

The shops charge money through the framework bridge. In standalone mode every purchase with a price fails with "No framework with money support is running".

Settings ​

See Theming & settings.

np_* FiveM resources