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This page covers only the Awoken rework’s additions to ox_inventory. For the standard ox_inventory convars (framework selection, slot count, weight limit, police groups, hotbar slots, logging, etc.), refer to the upstream documentation - those are unchanged.

Standard ox_inventory configuration

Convars, framework selection, slot/weight defaults, logging, hotbar - all the base settings live in the official Overextended docs.
The Awoken-specific settings live in two places:
  1. config.json in the resource root - every visual and UX option the overhaul adds.
  2. data/containers.lua - the new container definitions file. See Containers.
config.json ships plaintext and is intended for non-developer editing. Save the file and ensure ox_inventory - no rebuild required.
Bigger features have their own pages:
  • Rarity - the five-tier rarity system.
  • Tags - the multi-select filter and tag definitions.
  • Containers - paper bags, gun boxes, first-aid kits, whitelist/blacklist rules.
  • Throwable Items - make any item physically throwable with a prop model and hand offset.

Theme & colours

config.json
accentColor drives every “active” element in the UI - selected sort mode, active filter button, hotbar key chip, etc. Set it once and the whole inventory rethemes.

Global Awoken accent (cross-resource theming)

If you run multiple Awoken-branded resources and want them all to share the same accent colour, set a single convar in server.cfg:
server.cfg
When this convar is set, it overrides accentColor in config.json. Leave it unset (or empty) to use the config.json value. The convar value is read at UI load and applied immediately - no rebuild required.

Item display toggles

config.json

Durability - colours & stacking

config.json
The three colours render the three-tier durability bar on every slot, hotbar slot, and notification.

durabilityStack - three modes

Controls how durability is resolved when two stacks of the same item with different durability values are merged.
config.json

Notifications

config.json
notificationPosition accepts: bottom-center, top-center, right-center, left-center, top-right, top-left, bottom-right, bottom-left. Any action key not listed in notificationActions falls back to accentColor.

Clothing Panel

A dedicated 12-slot panel for clothing (Hat, Glasses, Mask, Gloves, Jacket/Shirt, Neck, Armour, Bag, Pants, Shoes, Watch, Bracelet). Players toggle the panel from the hotbar.
config.json

Naked drawable overrides (custom MP peds)

When a player strips a clothing slot via the Clothing Panel, the resource applies a “naked” drawable ID for that slot. Defaults match the standard mp_m_freemode_01 / mp_f_freemode_01 peds. Override only the slots you need to fix - any slot not listed falls back to the default.
config.json
Common symptom that this fixes: “the strip toggle only works on the jacket / top”. That usually means your custom ped pack has different drawable counts and the hardcoded values for the other slots don’t exist on your peds.

Item context-menu buttons

Right-clicking an item shows Use, Give and Drop, plus any extra actions the item defines through buttons in data/items.lua. A button entry takes an optional icon so a custom action matches the built-ins instead of sitting there bare next to them.
data/items.lua
Supported icon names: Circuitry, Coins, Eye, Gear, HardDrive, Key, Note, Package, Pill, SimCard, Toolbox, Wrench
icon is optional. A name that is not on the list renders the button without an icon rather than breaking the menu, so a typo costs you an icon and nothing else.
The list is deliberately fixed. Resolving an arbitrary icon name at runtime means shipping the entire icon set in the UI bundle, so adding one is a small code change: add it to web/src/components/inventory/buttonIcons.ts and rebuild the web UI.

Right-click menu & tooltip colours

The right-click menu and the item tooltip each have their own colours. The menu settings also theme the split window, since that is opened from the menu.
config.json
The rarity badge keeps its colour from your rarity entries, and the crafting duration keeps the accent colour, so both stay readable whatever you set here.

Splitting a stack

Right-click any stack of more than one and choose Split. The window opens at an even split, and you can drag the slider or type into either box, the other side follows. An odd stack leaves the larger half where it is. The new stack goes into the first free slot in the same inventory. If there is no free slot the confirm button says so rather than failing when clicked.
There is nothing to configure here. Splitting is a normal item move as far as the server is concerned, so it obeys weight, slot and container rules exactly as dragging does.

Bags on the floor

A dropped bag can be opened by standing over it and pressing the inventory key, by looking at it with ox_target, or both. Both are on by default.
config.json
dropTarget does not need inventory:target. That convar decides whether stashes and shops use target zones instead of markers, and plenty of servers leave it off while still running ox_target for everything else.
Set inventory:dropprops 1 in your server.cfg to spawn a bag prop instead of a marker, and inventory:dropmodel to change which prop. The target sits on the bag either way.

Search, Sort & Filters

The toolbar at the top of every inventory grid exposes:
  • Search - toggle the search bar with the hotbar Search button. Filters items by name in real time.
  • Sort - 9 sort modes: default, name (asc/desc), weight (asc/desc), count (asc/desc), rarity (asc/desc).
  • Rarity filter - multi-select chips for each rarity tier you’ve defined.
  • Tag filter - multi-select chips for each tag present in the open inventory.
These are always available - there’s no config.json toggle to disable them. The rarity filter button is hidden automatically if showRarity is false; the tag filter button is hidden if no items in the current inventory have any tags.
Filter state (search query, sort mode, active rarities, active tags) persists across opening and closing the inventory within the same session. Left and right inventory grids keep an independent filter state.