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[WIP] NUI | Inventory | Third-Eye

Featured Replies

PWE-NUI

PWE-NUI is a reusable WebView/NUI bridge for GTA V / LSPDFR plugins built on ScriptHookVDotNet. Its goal is to bring a FiveM-like NUI workflow into single-player LSPDFR scripting, allowing plugins to use HTML, CSS and JavaScript interfaces instead of relying only on native menus, scaleforms or simple drawn rectangles.

It acts as the shared UI layer for other PWE scripts, handling WebView startup, message dispatching, callbacks from JavaScript to C#, and resource-based UI events. This makes it possible to build modern, maintainable interfaces while keeping everything inside normal LSPDFR plugin folders.

Current features:

  • WebView2-based NUI system for LSPDFR / ScriptHookVDotNet

  • HTML/CSS/JS UI support

  • C# to JavaScript event dispatching

  • JavaScript to C# callback handling

  • Shared bridge usable by multiple scripts

  • Focus handling improvements for in-game UI

  • Self-contained deployment alongside plugin folders

PWE-Inventory

PWE-Inventory is a modern inventory system for GTA V / LSPDFR inspired by the FiveM ox_inventory experience. It replaces older native-style inventory interaction with a WebView-powered grid interface, bringing item slots, item images, drag-and-drop interactions and hotbar support into single-player LSPDFR.

The system is designed to be configurable and expandable. Items, weights, labels, buttons, keybinds, shop content, armory content, trunk behavior and coordinates are stored in external .ini files instead of being hardcoded. Item images can also be assigned individually, with a fallback image used when no custom asset exists.

Current features:

  • ox_inventory inspired grid UI

  • Player inventory, vehicle trunk, armory, shop and dealer inventories

  • WebView/NUI interface powered by PWE-NUI

  • Drag-and-drop item movement

  • Use, drop, dispose, buy/take and trunk actions

  • Configurable item definitions through .ini

  • Configurable labels, buttons, weights and coordinates

  • Item image support with fallback asset

  • Hotbar preview and hotbar item usage

  • Configurable keybinds with modifier support, for example LShift+1

  • Self-contained folder structure for cleaner installation

PWE-Inventory aims to bring a more modern and flexible inventory workflow to LSPDFR, while staying fully local to GTA V single-player and ScriptHookVDotNet.

Why?

Since I used Peaky's Grid Inventory but didn't like the fact that everything including keybinds was hardcoded, I decided to create my own version.

This is my personal opinion, nevertheless the author @Peaky12 deserves a plus for pretty good inventory.

G1doTB4.jpegsdIINNc.jpeg

PWE-Target

PWE-Target is an LSPDFR-focused contextual targeting system inspired by FiveM’s ox_target. It provides an interaction layer where scripts can register actions for vehicles, peds, players, objects, models and zones, then display those actions through a clean WebView/NUI interface.

Instead of every plugin building its own key prompts or interaction checks, PWE-Target is intended to work as a shared targeting framework. Players hold the configured key, look at an entity or zone, and available options appear next to the target reticle.

Current features:

  • ox_target inspired contextual targeting UI

  • WebView/NUI interface powered by PWE-NUI

  • Global vehicle, ped, player, object and generic options

  • Model-specific target options

  • Local entity target options

  • Sphere zone support

  • Distance checks

  • Conditional CanInteract callbacks

  • Option selection callbacks for other scripts

  • Configurable hold key and behavior via .ini

  • Optional debug mode

  • Self-contained folder structure

Why?

Because I'm tired of looking for so many keybinds to perform action 😂

PWE-Target is built as a foundation for future LSPDFR scripts that need consistent, modern world interactions without recreating targeting logic from scratch.

q9NGOQN.jpeg

Release

Maybe in future 🤔

I'm gonna have to try this out. Nice to see someone else have a crack at this 🙂

It's funny you mentioned the hardcoded keys as I am working on that at the moment

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