# FAQ / Troubleshooting

<mark style="color:yellow;">Important Note:</mark>\
If <mark style="color:yellow;">`Config.UseWeaponsAsItems`</mark> is true, weapons are added directly to your inventory rather than being spawned in the world. This means <mark style="color:yellow;">`Config.WeaponSpawnWithAmmo`</mark> won’t work because there’s no physical weapon object to display ammo.

<mark style="color:yellow;">**Q: The script can’t detect ESX/QB.**</mark>\
**A:** Ensure **es\_extended** or **qb-core** is started before this resource. If auto-detection fails, manually set `Config.Framework` to `"esx"` or `"qb"`.

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<mark style="color:yellow;">**Q: Players cannot purchase items—even when they have enough money.**</mark>\
**A:** Verify the player’s cash or bank account balance using your framework’s money methods, and ensure the prices in `Config.ShopItems` are correctly defined.

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<mark style="color:yellow;">**Q: The shop does not open when I press the interaction key.**</mark>\
**A:** Make sure you’re within the defined distance of a shop location (as per `Config.Shops`). Also, check that your keybindings are not conflicting with other resources.

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<mark style="color:yellow;">**Q: My job is restricted from accessing the shop.**</mark>\
**A:** The script checks your job against `Config.BlacklistedJobs`. If your job is listed (e.g., police or ambulance), you will be blocked from opening the shop.

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<mark style="color:yellow;">**Q: How do I add new items without creating a new category?**</mark>\
**A:** Simply add a new item object to an existing category array in `Config.ShopItems`. For example, to add another pistol, append it to the `Pistols` array. No additional category is needed unless you want a distinct grouping.
