16. Creator presets
Config.Heritage
Section titled “Config.Heritage”Presets for the HERITAGE BLEND dropdown. mom/dad are GTA parent head indices
(0–45 / 0–44); the labels are cosmetic. Tune them with /ccblend.
darkerParent is which of the two heads carries the darker skin, and it points the
SKIN TONE bar the right way round. The bar is painted light-left to dark-right, but
the value behind it is skin_md_weight (SetPedHeadBlendData’s skinMix, 0 = all
mom, 100 = all dad) — so which end runs dark depends on the pair of heads:
| Value | Effect |
|---|---|
darkerParent = "mom" |
0 is the dark end, the bar is mirrored |
darkerParent = "dad" |
0 is the light end, the bar is used as-is |
Retune mom/dad and check this with it: if dragging toward the pale end makes
the character darker, it is wrong.
The
skinnumber cannot make a preset darker than its two parents — it is a mix between them, so two pale heads give a pale character at every position on the bar. The heads are the fix, not the mix. Skin tone per head can only be judged by eye, so check the shipped presets in game and retune with/ccblend.
Config.Outfits
Section titled “Config.Outfits”Suggested outfits: four looks per sex, shown as thumbnails on the IDENTITY step.
Clicking one dresses the character in it as a starting point, and — unless you
turn Config.OutfitSlots.autoSaveSuggested off — files it into a starter outfit
slot as well, so a player who never opens the wardrobe still arrives wearing and
owning the outfits they picked.
What the character is wearing when CREATE is pressed is saved as their appearance whatever they clicked.
A preset naming a garment this server does not have is reported in the console with the key and the number, once per preset per session. It cannot be worn, so the character is dressed in the highest style that does exist — which looks like the preset simply having odd taste rather than a number needing correcting. The usual cause is a preset written on a server streaming clothing this one is not.
The numbers are style numbers — the number printed on the CLOTHING step, not the raw drawable behind it. Walk the creator to the look you want, write down what each spinner reads, and type those numbers straight in.
A spinner shows the drawable plus one, so Style 1 is drawable 0 and the lowest
number that can ever appear on screen is 1. That is why the rule has an edge: a
value of 0 or below was never on screen, so it is left alone and handed to the
ped as written, which is how -1 still means an unworn prop.
Keys are skinchanger keys applied on top of what is already set, and any key with a
spinner on any creation step may be used — the accessory keys on DETAILS as much as
the garment keys on CLOTHING. The two sexes need their own numbers because the same
style number is a different garment on each freemode model. silhouette picks the
tile picture: "tee", "hoodie", "shirt" or "jacket".
Config.Outfitsis the only table written in style numbers.Config.Default,Config.Heritageand the starter outfit slots hold raw skinchanger values, one lower than what the creator shows, because the game reads and writes them rather than you typing them off the screen.
The player’s own wardrobe is Config.OutfitSlots, in section 4.
Config.EyeColors
Section titled “Config.EyeColors”The index is what SET_PED_EYE_COLOR is given, 0 to 31. The hex is only what the
UI paints the swatch with — it does not touch the ped, and it is a hand-eyed
approximation of a GTA eye texture. Adding or removing entries changes what the
picker offers: it runs from the lowest index present to the highest.
Config.Default
Section titled “Config.Default”Appearance a brand new character starts with. Same shape skinchanger expects.
Config.RandomKeys
Section titled “Config.RandomKeys”Keys the RANDOMIZE button may touch. Drop a line to take something out of the roll.
The *_2 keys are texture slots and only make sense against the garment in the
matching *_1 key, so they are rolled after it and clamped to what that garment
offers. An outfit picked from the thumbnails is not protected — remove the clothing
block at the bottom of the list if RANDOMIZE should leave it alone.
"arms_2" is deliberately absent: skinchanger gives it a flat max of 10 instead of
asking the sleeve how many textures it has, so a random roll can land on one that
does not exist.
