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).
Outfits are one level deeper in the menu than people expect. Pressing E in a clothing room opens a menu containing Civilian Outfit and Work Outfits - the outfits themselves are inside Work Outfits.
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).
Who can manage outfits
Config.EnableJobOutfitsCommand- enables the/joboutfitsand/gangoutfitscommands so players can open their outfits without a clothing room.Config.PersistUniforms- keeps a job/gang outfit applied across reconnects/logouts instead of reverting to the saved skin.Config.BossManagedOutfits- hands outfit management to job/gang bosses in-game, replacingConfig.Outfitsentirely. See below.
Boss-managed outfits
SettingConfig.BossManagedOutfits = true moves outfits out of the config file and into a database table that job and gang bosses manage themselves in-game. Config.Outfits is no longer read.
Adding an outfit
1
Put the outfit on
Dress your ped at a clothing store first. Saving captures whatever you are wearing at that moment, so this has to come first.
2
Open outfit management
Walk into your job’s clothing room, press E, and pick Outfit Management. Bosses can also reach it from the boss/gang menu, which additionally requires
qb-management or qbx_management - the clothing room route needs nothing extra installed.3
Save it
Pick Save Outfit, then set the outfit’s name, which gender it is for, and tick every rank allowed to wear it. Ranks are listed in order and numbered, so ticking 1, 3 and 5 gives exactly those three and nothing else.
Editing an outfit
Edit Outfit opens any saved outfit with its current name and ranks already filled in, so you can rename it or change who can wear it without rebuilding it. There is also a tick box on that screen:Replace the clothing with what I am wearing nowLeave it unticked and only the name and ranks change - the saved clothing is untouched. Tick it to update the outfit to whatever you are currently wearing, which is the quickest way to tweak a uniform without deleting and recreating it.
Bosses can only edit outfits belonging to their own job or gang. Everything is checked on the server, so it holds regardless of what the menu shows.
Clothing is captured from the ped you are wearing, and male and female freemode peds use different drawable IDs for the same garment. Build and save each outfit twice - once on a male ped, once on a female ped - or staff of the other gender get the wrong clothing.
How the two compare
Both control access the same way - an exact list of ranks - so nothing is lost switching between them:Importing your existing outfits
/importjoboutfits copies everything in Config.Outfits into the database, so bosses start from the outfits you already built instead of an empty list.
grades list carries across exactly, gaps included, so grades = { 1, 3, 5 } stays those three ranks after importing. Any outfit with no grades set is skipped and reported in the count.