Overview & Architecture
When integrating kartik-clothing with a multicharacter resource, two main components need to connect:
- New Character Creation: Launching
kartik-clothingcharacter creator when a player creates a new character slot. - Ped Preview & Selection: Fetching skin data from the database (
kc_player_skins) and rendering it on the preview ped when players cycle characters on the selection UI.
🔑 Core Exports & Events
1. New Character Creation Trigger
-- Launch character creator
exports['kartik-clothing']:openCharacterCreator({ gender = 'male' })
-- Or launch with callback
exports['kartik-clothing']:startPlayerCustomization(function(appearance)
-- Callback triggered when character creation is saved
end, { gender = 'male' })2. Ped Preview Appearance (Client & Server)
-- Server-side: Fetch appearance data for a citizen ID
local appearanceData = exports['kartik-clothing']:getAppearance(citizenId)
-- Client-side: Apply appearance data onto a ped entity (preview ped)
exports['kartik-clothing']:setPedAppearance(pedEntity, appearanceData)3. Drop-in Compatibility Layer
kartik-clothing features built-in compatibility wrappers matching illenium-appearance, fivem-appearance, and qb-clothing. If your multicharacter script supports illenium-appearance, you can select illenium-appearance in your multicharacter config and kartik-clothing will handle all calls natively.
📚 Resource Integration Guides
- ⚡ um-multicharacter Guide, Step-by-step bridge file setup for
um-multicharacter. - ⚡ um-ronin-multicharacter Guide, Bridge file setup for the selection preview in
um-ronin-multicharacter. - 🟢 QBX Multicharacter Guide, Out of the box support via backward compatibility (no edits required).
- ⚡ bcs_character Guide, Native support built directly into
bcs_character. - ⚡ ZSX_Multicharacter Guide, Appearance detection, character creator and selection preview edits for
ZSX_Multicharacter. - ⚡ op-multicharacter Guide, Client/server integration files and
Config.Clothingforop-multicharacter.