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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 RagePluginHook. 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 / RagePluginHook

  • 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 RagePluginHook.

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 🤔

Edited by PWE
Change base to RagePluginHook

  • 2 weeks later...
  • Author

Development Update — Moving to RagePluginHook

A small but important change to the direction of the project:

I am currently rewriting the PWE plugin architecture and moving away from ScriptHookVDotNet.

The new version will be built 100% around RagePluginHook.

Why the change?

While ScriptHookVDotNet made the initial development of PWE-NUI, PWE-Inventory and PWE-Target relatively straightforward, I want the project to have a cleaner and more consistent architecture specifically designed for LSPDFR.

Instead of having an additional ScriptHookVDotNet layer between the plugins and RagePluginHook, the new architecture will communicate directly with RagePluginHook.

What is changing?

The following components are being migrated:

  • PWE-NUI — shared WebView2/NUI framework

  • PWE-Inventory — inventory and interaction system

  • PWE-Target — contextual targeting system

All of them will become native RagePluginHook plugins.

This also means that ScriptHookVDotNet will no longer be required by these projects.

What stays the same?

The overall idea of the projects is not changing.

PWE-NUI will still provide the shared WebView2-based UI layer, while PWE-Inventory and PWE-Target will continue to use it for their interfaces.

The goal is still to provide a more modern, configurable and reusable framework for LSPDFR plugins, including:

  • HTML/CSS/JavaScript interfaces

  • Shared NUI communication

  • Inventory systems

  • Contextual targeting

  • Configurable interactions

  • Reusable APIs for future PWE plugins

Current status

This is an architectural change rather than a simple dependency swap, so development is temporarily focused on getting the new foundation working correctly before continuing with new features.

The project is still WIP, and existing screenshots/features may change as the new architecture is implemented.

Once the migration is complete, I will continue development of Inventory and Third-Eye/Target on top of the new RagePluginHook-based foundation.

More updates coming soon.

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