Outfits
Two rows of outfit tiles, doing different jobs.
Suggested outfits — on the IDENTITY step, from Config.Outfits. Four looks you
write per sex. One click dresses the character as a starting point; nothing about
them is saved.
You write them in the numbers the creator shows you: walk the CLOTHING step to the
look you want, read the number off each spinner, and type it straight into the
config. See Config.Outfits for the one edge that rule
has.
Starter outfits — on the CLOTHING step, the player’s own. Empty slots filled with SAVE: dress the character, press SAVE to take a copy, click the tile afterwards to put it back on. CLEAR empties a slot. The name under a filled tile is editable and is kept through a re-save.
Slots survive moving between steps, and are cleared by switching gender, because a drawable number means a different garment on each freemode model.
Every filled slot is saved with the character into multicharacter_outfits:
local outfits = exports.nuggs_multicharacter:GetCharacterOutfits(charKey)-- { { slot = 1, label = "Work Boots", values = { torso_1 = 5, pants_1 = 24, ... } }, ... }They are also written into your server’s own wardrobe store so a player can
wear one without a script of yours in between — the property datastore (ESX) and
player_outfits (illenium, fivem-appearance, qb-clothing and the housing scripts
built on them). Config.OutfitSlots.publish picks which; "auto" uses every store
that is actually there.
Entries written from here are tagged: republishing replaces this resource’s own and never touches an outfit the player saved themselves, and deleting a character takes its outfits back out.
