Inventory grid
Panel frame, header with the owner name and weight readout, the slot grid itself — column count from four to eight — and the scroll behaviour.
ox_inventory is the slot-based inventory most serious FiveM servers run. It is the screen your players stare at longer than any other: the grid, the item slots, the weight readout, the shop, the stash, the crafting bench and the hotbar.
Inventory design decides how a server feels. A cramped, default-looking grid makes a city feel like every other city; a considered one makes trading, looting and shopping readable at a glance. Because ox_inventory ships with semantic class names, a theme can restyle it completely — slot size, column count, label placement, durability and weight bars, tooltips, context menus, notifications — without touching a single line of logic.
Every theme here is a pure presentation layer over the official ox_inventory 2.48.1 release. Drag and drop, stacking, shops, crafting, metadata, durability and the server-side code are untouched, so your items, bridges and scripts behave exactly as before.
You get the complete source, the upstream LICENSE and NOTICE, a MODIFICATIONS file, and instructions for both a clean install and dropping the theme onto an ox_inventory you already run.
A theme is not a recolour of one screen. These are the parts of ox_inventory that change when you export a package.
Panel frame, header with the owner name and weight readout, the slot grid itself — column count from four to eight — and the scroll behaviour.
Slot background, border, radius, image size and fit, slot numbers, item labels (below the slot, overlaid on it, or hidden), count and weight figures, prices and currency.
The per-item durability bar and the inventory weight bar, each with bar, thin or hidden variants.
Item tooltip width, framing, heading, description, metadata rows, crafting ingredients and duration.
The right-click item menu: panel, rows, hover state and dividers.
The right-hand panel in all of its modes, including shop prices, crafting ingredient lists and the can-craft state.
The use / give / close buttons and the amount input, in column, row or compact layout.
The hotbar strip (panel, floating or minimal, placed bottom, bottom-left or top) and the pickup/use/remove notifications.
Real builds, not screenshots. Open any theme to see all of its components.
Nothing here is a fixed design with three colour options. Every value below is yours, live in the browser, on any of the twenty templates — including your own logo, your own banner and your own font.
Background, panel, secondary panel, elevated surface, border, strong border, text, muted text, accent, text on accent, success, warning and danger are separate values - and each one carries its own opacity slider, so a panel can sit at 60% over the game instead of blocking it out.
Separate families for headings, body text and figures, with size and weight. Pick from the built-in library or upload your own .woff2, .woff, .ttf or .otf and use it for one role or for everything. The file is packaged into the resource and served locally, so it renders in game with no internet.
Radius from fully square to fully rounded, border weight and style, shadow depth and the panel treatment - solid, outlined, bordered or flat. Squareness is a value, not a theme choice: any template can be made sharp or soft.
Padding, gaps and font scale move together through a density setting, or individually if you want a tighter interface on a 1080p screen and a roomier one on a 1440p one.
A PNG, JPG, WebP, SVG or animated GIF, placed centred above the action buttons, in the corner as a watermark, or hidden. Size and opacity are yours. It is packaged into the resource, so it loads offline inside FiveM.
A second image slot for a wide banner - a logo lockup, an event graphic or an animated GIF - above or below the interface, with its own height. It is drawn without a frame, so a transparent PNG stays transparent.
Add buttons above Close - a Community button with a Discord icon by default - with your own label, icon and URL. They open in the player’s own browser through openUrl, so no Lua and no extra resource is needed.
Keep FontAwesome, switch the whole interface to Google Material symbols, or turn icons off entirely. Icon size and colour are separate values from the text.
Calm, standard or lively - and the animated pieces (progress bar, progress ring, radial menu, skill check) carry a treatment designed for that template rather than one shared animation.
The built-in useful-controls dialog is restyled with the template and carries a single discreet line crediting the studio.
Pick one of the twenty inventory themes, change what you want in the browser — colours, slot size, grid gap, corner radius, fonts, icons, weight bar, your logo above the action buttons — and export a drop-in ox_inventory resource. The official 2.48.1 build is untouched underneath; the design is a layer loaded next to it.
Yes. Everything you configured lives in ox_inventory/data and in your database, and neither is part of the theme. The install step is explicit about it: keep your own data folder, unzip the package over the resource, then copy your data folder back in.
Yes. A PNG, JPG, WebP, SVG or animated GIF can be placed centred above the Use, Give and Close buttons, and a separate banner slot sits above the inventory grid. Both are packaged into the resource, so they load offline inside FiveM, and both can be positioned and sized in the studio.
No. Dragging, splitting, shift-clicking, weight limits, durability, metadata and every server event behave exactly as upstream. The theme only decides how the inventory looks: the window, the slots, the weight bar, the tooltip, the context menu, shops, crafting, the hotbar and the notifications.
Yes — slot size, grid gap, inventory width, corner radius, border weight, shadow depth, density and the item label, count and weight typography are all adjustable values rather than a fixed design, and you see each change on a live inventory as you make it.
The player inventory, a second inventory such as a stash, glovebox or trunk, shops with prices, crafting, the hotbar, the item tooltip with its metadata rows, the item context menu, the drag image, the weight bar and the pickup and notification toasts.
The packages are built on 2.48.1. When Overextended publish a new release we rebuild against it, and your saved design re-exports onto the new version from the studio — you keep the design, you get their fixes.
Once, yes. The old interface files are cached on the client, so anybody already connected keeps seeing the previous look until they restart FiveM fully. New connections get the themed build straight away.
If you do not run ox_inventory yet, drop the exported folder into your resources directory and ensure it — the package is the official 2.48.1 release with the theme layer added. If you already run it, copy the web/build/oxs folder and the patched index.html across, add the theme files to your fxmanifest.lua files block, and restart the resource. Both routes are written out in the README inside every package.