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Config.Outfits in shared/config.lua defines preset uniforms for each job or gang. Players open them from a clothing room or the /joboutfits / /gangoutfits commands (when Config.EnableJobOutfitsCommand = true).

Structure

Outfits are keyed by job/gang name, then by gender (Male / Female), each holding a list of outfits:
shared/config.lua

Outfit slots

outfitData uses named slots rather than raw component IDs: In each slot, item is the drawable and texture the variation. Use item = -1 (and texture = -1) to leave a prop slot empty (e.g. no hat).
The quickest way to author an outfit is to build the look in the appearance menu, note the drawable/texture numbers per slot, and transcribe them into an outfitData block.

Who can manage outfits

  • Config.EnableJobOutfitsCommand - enables the /joboutfits and /gangoutfits commands so players can open their outfits without a clothing room.
  • Config.BossManagedOutfits - lets job/gang bosses add and manage their own outfits in-game (stored per job, separate from this static list).
  • Config.PersistUniforms - keeps a job/gang outfit applied across reconnects/logouts instead of reverting to the saved skin.