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The Awoken rework ships under the illenium-appearance name and preserves the entire upstream export and event surface unchanged. Every resource written against stock illenium-appearance - inventory clothing panels, multichar, character creators - works without modification. These exports are inherited from the original illenium-appearance. All exports are client-side and called on the illenium-appearance resource name:

The appearance table

Most exports read or write pieces of an appearance table - the same shape getPedAppearance returns and setPlayerAppearance accepts:
Sub-shapes: component_id and prop_id are the standard GTA slots - see the Image Previews page for the full slot tables.

Getters

Read state from a ped entity. Pass cache.ped for the local player.

Setters

Apply state to a ped. The setPed* exports take an explicit ped; the setPlayer* exports always act on the local player (cache.ped) and can swap the model.
On freemode peds, setPedComponent/setPedComponents ignore component_id 0 (face) and 2 (hair) - those are driven by setPedHeadBlend and setPedHair. Apply hair through setPedHair, not as a component.

Opening the editor

startPlayerCustomization(cb, config) opens the full appearance UI on the local player. cb receives the saved appearance table, or nil if the player cancelled.
config toggles which sections the player can edit - the same keys as Config.NewCharacterSections. Omit a key (or set it false) to hide that section.

Commands & events

The resource name, exports, and event namespace all use illenium-appearance - reference it that way in exports[...] and event calls. Nothing changes for scripts written against stock illenium-appearance.