INF Housing
Most housing scripts give you one kind of property.
INF Housing gives you three.
Shells. Game interiors. MLOs. Real doors. Rent. Furniture. Keys. Garages. In-world creation. Built to replace the config-file grind.
QBCore • ESX • HOUSING • MLO SUPPORT • SHELLS • RENTALS
THREE PROPERTY TYPES
Shells
Spawned interiors with unlimited copies for scalable housing.
Game Interiors
Use GTA interiors already built into the map, including apartments, mansions, and penthouses. Each exists once and can belong to one owner.
MLOs
Shared-world properties behind real doors.
No teleport.
No fade.
Unlock the door and walk inside.
BUILD EVERYTHING IN-GAME
Use /housing to create complete properties without editing coordinates.
Set the name, type, interior, tier, and pricing, then place everything directly in the world:
Entry point
Property boundaries
Doors
Stash
Wardrobe
Garage
Raycast placement reads door models and positions automatically.
Single doors, double doors, garage doors, and sliding gates are supported.
No restart required.
TIERS CONTROL THE PROPERTY
Four tiers are included by default.
Each tier can control:
Stash size
Stash weight
Key limits
Garage bays
Furniture limits
Rename tiers, add your own, or remove what you do not need.
Changing a property's tier updates its limits without rebuilding it.
BUY OR RENT
Every property can support:
Outright purchase
Weekly rent
Monthly rent
Rent renews automatically from the bank.
Miss payment and the property can enter lockout before eventual eviction.
Lockout does not immediately delete the lease, keys, or stored belongings.
If eviction happens, belongings can be moved to impound instead of disappearing.
FURNISH THE PROPERTY
INF Housing includes 75 placeable props across nine categories.
Players position real preview objects instead of guessing from markers.
Rotate them.
Raise them.
Move them later.
Keyholders can rearrange furniture, while ownership permissions control who can completely clear the property.
Furniture stays with the house when ownership changes.
KEYS, TRANSFERS & ENTRY
Property access is built around actual ownership.
Players can:
Give keys in person
Transfer properties
Host viewings
Lock and unlock doors
Use deadbolts
Access property garages
Authorized jobs can also use configurable forced-entry mechanics with grade requirements, logging, cooldowns, and resident notifications.
FINDING A HOME
Properties can be discovered through:
Map blips
Realtor NPCs
/realty
Players can search, filter by tier, sort by price, and set waypoints.
Browsing never spends money.
Buying and renting happen at the property itself.
BUILT TO SURVIVE
Shell interiors use isolated interior handling so multiple properties can exist without players hearing or seeing each other through the stack.
Door registration is self-healing and works per property even when multiple homes use the same door model.
Boot validation checks:
Database schema
Framework compatibility
Required resources
Property geometry
Tier configuration
Shell configuration
Rent settings
Problems are named at startup instead of waiting for a support ticket.
BUILT TO INTEGRATE
INF Garage
House garages register with the property and can be removed automatically when ownership changes.
Clothing
Supports major clothing resources for wardrobe access.
Voice
pma-voice support keeps instanced interiors separated properly.
COMPATIBILITY
Frameworks
QBCore
ESX
Inventory
ox_inventory
qb-inventory
Target
ox_target
qb-target
Clothing
op-clothing
illenium-appearance
qb-clothing
fivem-appearance
Required
ox_lib
oxmysql
bob74_ipl
INCLUDED
Shell properties
Game interiors
MLO properties
In-game creator
Door system
Buying and renting
Property keys
Transfers
Furniture system
Stashes
Wardrobes
House garages
Realtor system
Property ledger
Forced entry
Boot validation
Open config, bridges, SQL, catalogs, and documentation
A house should feel like a place.
Not a menu with coordinates behind it.
Tags: FiveM, QBCore, ESX, Escrow