Before You Begin#
Requirement | Status | Download |
|---|---|---|
| Required | |
|

Documentation
Everything you need to get Quasar Weapon Skin Creator running: the pool, the data folder, and the first shop.
Requirement | Status | Download |
|---|---|---|
| Required | |
|
Required |
OneSync | Required | Enabled in your server settings |
MySQL database | Required | — |
Framework | Optional | ESX, QBCore — also runs standalone |
The framework is detected automatically (custom/<framework>/).
Download Sizes
Plan for these before you install:
What | Size |
|---|---|
The pool | ~212 MB of stream files — arriving per weapon, the first time a client sees one |
This resource | ~57 MB sent to clients, almost all of it the studio's weapon textures |
Start order relative to other weapon packs does not matter. The pool patches no weapon metadata, so it has nothing to conflict with.
Quasar Weapon Skin Creator is linked to your CFX Portal account.
Sign in to the CFX Portal using the same account used during checkout, then open Granted Assets and locate Weapon Skin Creator in your asset library. Download the latest version and extract the archive.
After extracting the download, you should have the following folder:
[weaponskin-creator]/
├── qs-weaponskin-creator/ the script
└── qs-weaponskin-pool/ the shell pool (ships pre-built)Folder | Description |
|---|---|
| Main resource (required). |
| The shell pool (required). Ships pre-built — never restart it with players online |
Never rename the resource folders.
Move the whole [weaponskin-creator] folder into your server's resources directory:
resources/
└── [weaponskin-creator]/Then add this to your server.cfg:
add_ace resource.qs-weaponskin-creator command.ensure allow
add_ace resource.qs-weaponskin-creator command.start allow
add_ace resource.qs-weaponskin-creator command.stop allow
add_ace resource.qs-weaponskin-creator command.restart allow
add_ace resource.qs-weaponskin-creator command.refresh allow
ensure ox_lib
ensure oxmysql
ensure qs-weaponskin-pool
ensure qs-weaponskin-data
ensure qs-weaponskin-creatorThe loading order matters. The pool and the data resource must start before the creator.
qs-weaponskin-data is your data: the addon weapons you add, the AI pictures your players generate and the finished skin textures.
The creator creates it on the first start.
:warning: Never delete or replace
qs-weaponskin-datawhen you update. Replaceqs-weaponskin-creatorandqs-weaponskin-poolonly. It is the only copy of everything your players have made, and deleting it cannot be undone.
Start the server once and the tables create themselves.
The qs_weaponskin_* tables are built automatically. [sql]/database.sql is the same schema, included only for servers that prefer to import by hand.
qs-weaponskin-pool ships pre-built and is used as it is. There is nothing to generate and no command to run.
The shipped pool matches the shipped Slots and enabled settings. Changing those does not rebuild it, because Config.Pool.AutoGenerate is false — the studio simply keeps offering what the pool actually holds, and the console says so at boot.
Rebuilding It (Advanced)
Set Config.Pool.AutoGenerate = true only if you want a pool tailored to your own settings. Fewer slots or fewer weapons is a smaller download for every player.
With it on, the pool is written and mounted on the next server start, and weaponskin_pool forces a rebuild.
:warning: Rebuilding while players are online is not safe. A client reads weapon metadata once per session, so players already in game keep the old pool.
When that happens the resource warns in the console every 20 seconds and holds new players at the join screen until somebody restarts — letting them in would give them a session where no skin works at all.
Config.Pool.BlockJoinWhenStale = falseturns that guard off.
None of this applies while AutoGenerate is false, which is the default.
Before you raise
Slots, read the budget docs. Every slot is a file every player downloads.
No tools needed.
Run /weaponskincreator → Addon Weapons.
Scan.
Add support.
One restart on an empty server.
It is all in game. Open /weaponskincreator → Settings: every tunable this resource has is there, grouped and searchable, with a line under each one explaining what it costs you.
Changes apply the moment you save — to the server and to every player online. The handful that genuinely cannot work that way are marked needs a restart in the panel.
Settings live in qs_weaponskin_settings, one row per value you actually changed, so an update never overwrites your tuning.
Start the server, then in game:
Run /weaponskincreator.
Create a shop — area, NPC, workbench.
Check the Overview tab's self check is green.
Walk up to the shop ped and the skin studio opens. Done.