Appearance
Quality of life scripts for your FiveM server. Performance optimized resources that install in minutes, with free updates and support that actually answers.
Character System includes its own appearance editor - clothing, barber, tattoo and plastic surgeon menus - styled to match the loading, character selection and spawn screens. When it is turned on you do not need a separate clothing resource.
Turning it on or off
In config/appearance.lua:
Config.Appearance.enabled = true -- false = use your existing clothing resource insteadtrue- players use the built-in editor. Any external clothing resource is ignored.false- character system hands clothing off to your installed resource (illenium, kartik-clothing, qb-clothing, and others are detected automatically).
Where players open it
Where |
How it opens |
What they can edit |
|---|---|---|
Character creation |
automatically after a new character spawns |
model, heritage, features, hair, clothing, props |
Clothing store |
store zones, or the |
clothing, props, saved outfits |
Barber |
barber zones |
hair, beard, eyebrows |
Tattoo parlour |
tattoo zones |
tattoos |
Plastic surgeon |
surgeon zones |
heritage, face features |
Which sections show up in each place, and the store locations, blips and prices, are all set in config/appearance.lua (Config.Appearance.sections, Config.Appearance.zones, Config.Appearance.prices).
Saved outfits
Players can save outfits from the clothing menu. The number each character may keep is capped by Config.Appearance.maxOutfits. Outfits and character looks are stored in your database automatically — no setup needed.
Adding or hiding items
In config/appearance.lua:
Hide a whole slot (e.g. bags):
Config.Appearance.disabledComponents/disabledProps.Hide specific items for one gender:
Config.AppearanceBlacklist[gender].components[componentId] = { 5, 12 }.Rename or reorder slots:
Config.AppearanceComponents/Config.AppearanceProps.Tattoos: edit the list in
config/tattoos.lua.
Item preview thumbnails
Each item in the menu shows a small preview picture. These are optional — without them the menu still works and shows numbered tiles instead.
Pictures are read from the resource's preview/ folder, arranged like this:
preview/<gender>/<folder>/<index>.<ext>Slot |
Folder |
|---|---|
Clothing |
the component number — |
Hair |
|
Props (hats, glasses, watches…) |
|
Beard / eyebrows / chest hair |
|
Heritage faces |
|
Turn previews on or off and point them at a different folder in Config.Appearance.previews (enabled, folder, ext, defaultImage).
Getting the pictures
The easiest way to create a matching set is the standalone uz_AutoShot resource. Run its /shotmaker command in game, then copy the images it produces (in uz_AutoShot/shots/) into this resource's preview/ folder. Any existing pack that uses the same folder layout works too.
uz_AutoShot doesn't take pictures of the heritage/parent faces, so those tiles stay as numbered tiles.
