Clothing
By default, the script works out-of-the-box with illenium-appearance, qb-clothing, and native esx_skin. If you are using a different custom clothing/appearance resource, you can integrate it easily.
There are two main areas to check: the Custom Client File and your Framework Bridge.
1. Applying Clothes to Ped Lineups
When the cinematic camera pans across your characters, the script needs to know how to apply their saved skin data to the ped models.
Open custom/client.lua and locate:
function Custom_ApplyPlayerClothing(ped, skinData)
-- By default, it defers to the bridge file
Bridge.Client.ApplyPlayerClothing(ped, skinData)
endTo modify how clothes are applied, open your respective framework bridge (e.g., bridge/client/qbcore.lua or esx.lua) and find Bridge.Client.ApplyPlayerClothing:
Bridge.Client.ApplyPlayerClothing = function(ped, skinData)
-- Add your custom export or event here. Example for a custom appearance script:
-- exports['my_custom_appearance']:setPedAppearance(ped, skinData)
-- Default illenium-appearance implementation:
if GetResourceState('illenium-appearance') == 'started' then
exports['illenium-appearance']:setPedAppearance(ped, skinData)
else
TriggerEvent('qb-clothing:client:loadPlayerClothing', skinData, ped)
end
end2. Triggering the Character Creator
When a player finishes creating a new character in the UI, they drop from the sky and need to be presented with the clothing menu to create their face/outfit.
Open your respective framework bridge (e.g., bridge/client/qbcore.lua) and locate Bridge.Client.LoadSkin:
Last updated