Appearance is the clothing, barber, tattoo and character system for your server. A player walks into a store and browses a photographed catalogue of roughly 29,000 garments — searchable, filtered by collection, colour and price, with an "only what I can afford" switch — instead of clicking through numbered drawables. Barbers, tattooists and plastic surgeons work the same way, and a new character is built in a creator that cannot be skipped.
What separates it from every other clothing script is that almost nothing lives in a file. Every store — its polygon zone, its blip, its NPC and the categories it sells — is drawn in game with a free camera. The catalogue, the ped list, the gloves and each shop's stock are rows in your database, edited from an in-game creator and applied live. And there is no catalogue SQL to import: the first start builds the tables and fills them with 29 ready-made stores over a catalogue that is already photographed.
Where to start#
Page | What it covers |
|---|---|
Requirements, download, load order, the two database layers, and who counts as an admin. | |
The creator's six tabs, drawing a shop, photographing clothing, the shop menu, outfits, clothing rooms and character creation. | |
Frameworks, targets, inventories, tattoos, notifications and migrations — and how each one is detected. | |
Every command, the exports for driving it from your own scripts, and the events it emits. | |
What each problem means, and the setting or command that fixes it. |
What it does#
Area | Details |
|---|---|
Shops | Clothing stores, barbers, tattooists and plastic surgeons, each a polygon zone drawn in game with its own blip, NPC, price and category list. Twenty-nine are already on the map on the first start. |
The catalogue | Around 29,000 photographed garments held in SQL, with search, collection, colour, price range, source and favourites filters, a random outfit button, and prices per item. |
Character creator | Ped model, inherited parents from 89 face presets, twenty face sliders, hair, twelve head overlays, eye colour, body scale and tattoos — with a first-spawn flow the player cannot cancel out of. |
Outfits | Players save, name, preview, delete and switch outfits, and share one with a nearby player for a fee. Job and gang clothing rooms hand out uniforms per grade, and a uniform can survive respawn. |
Stock | Per shop and per ped model. An admin standing in the store marks catalogue items out of stock and customers stop seeing them, with no restart. |
Add-on clothing | A scanner finds every clothing pack started on the server, tells a replace pack from an addon pack, and photographs the new garments straight into the catalogue. |
Ped models | 1,009 peds shipped. Hide them, show them, add your own by model name and photograph them, all from the creator. No file editing and no restart. |
Creator | Six tabs — shops, catalogue photos, ped models, glove categories, clothing packs and a bulk catalogue editor with multi-select, bulk pricing and bulk flags. |
Compatibility | Answers the events and exports of |
Languages | 41 translations ship in |

Everything is placed in game#
A clothing store is not a coordinate you type. You open the creator, press Draw Zone, fly a free camera around the building and left-click its corners; the polygon turns green when it is valid. Name it, pick its type and its blip, and the shop is live for every player on the server without a restart.

The same is true of the catalogue. Add-on clothing packs are detected on their own, photographed against a green screen and written into the database as real rows with a label, a price and a picture — the part of running a clothing server that normally takes a weekend.

Driving it from your own scripts? A heist script can read and restore a full appearance, a mask shop can set one component, and a tattoo resource can re-apply its own decorations on the hook the script fires. See Commands and Exports.



