Clothing Conflicts
Resolve overlapping clothing assets, clean up stream folders, and preview custom wardrobes before you decide anything.
๐ Apparel Slot Conflicts
- When custom clothing packs clash on the same slot, they override each other, causing invisible limbs or missing textures.
- The resolver scans your apparel definitions, identifies slot overlaps, and automatically shifts clashing items to free slots.
๐ Stream Asset Duplicates
- Easily scan and find duplicate clothing textures and meshes streamed in different folders. Keep the version you want and disable the duplicates.
- Filter the Clothing tab by add-on or replace packs to work through one type at a time.
โก Automated Reindexing & Pack Conversion
- Reindexing a conflicting slot is fully automated. If a pack requires configuration metadata to reindex, Conflict Resolver creates and registers it automatically to convert and resolve the conflict cleanly.
- Both clothing and props reindex, and every texture variation of a garment moves with it, you never end up with a shirt whose colour options were left behind.
- Reindexing changes an item's slot in the clothing store, so a player already wearing the moved item may need to pick it again.
๐งญ The 5-Step Clothing Repair
After a scan, the dashboard home screen shows a strip of five numbered steps at the top. They run in order, each one checks a different kind of problem, and each shows you a preview of what it would change before anything is written. A step that comes back clean ticks itself off and the strip moves on to the next one.
| Step | What it checks | What it does |
|---|---|---|
| 1 - Declarations | Packs that stream more clothing than they actually list | Raises the pack's own list so everything it ships shows up in the store. Nothing moves or gets renamed - this step is always safe. |
| 2 - Contested copies | Two packs claiming the same colour/variation slot of a garment | Moves one of them to the next free variation so both colours load side by side. This one moves numbers. |
| 3 - File placement | Items whose files are scattered across different folders | Gathers each item's files back into one place. Names stay the same. |
| 4 - Unreachable clothing | Garments sitting on disk that nothing ever lists | Gives them numbers so they finally appear in the store. Safe, because nothing could have been pointing at them before. |
| 5 - Collections | Packs that would be better off in a namespace of their own | Moves a whole pack into its own collection - see below. This is the widest step and it moves numbers. |
Steps 2 and 5 say "moves numbers" on their face for a reason - see Numbers can move.
๐งฉ Shared Clothing File Clashes
Some packs ship their own copy of the same core clothing definition file (.ymt) for a character model. Only one of those copies can ever load, and everything the ignored copy declared quietly disappears - clothing that is sitting right there on disk simply never shows up in the store.
The dashboard turns that into a plain report:
| Column | What it tells you |
|---|---|
| Resource | Which pack the copy belongs to |
| Drawables / Props | How much clothing that copy declares |
| Unreachable | Clothing that exists on disk but this copy never declares - items you paid for that can't appear in-game |
| Loads | The copy that actually wins (the resource that starts last) |
It also flags when two copies are complementary - one is better at clothing, the other at props - meaning removing either one loses something, so merging is the only correct fix.
[!WARNING] Never just delete the losing file while its resource is still streaming clothing. Undeclared props crash the game and undeclared components make clothing vanish silently. Remove the whole resource, or merge.
๐ Where to merge, and where the button is
- Open the dashboard with
/conflictsand go to the Clothing tab. - In the conflict list, click the flagged shared clothing file - the row showing several packs shipping the same definition for one character model.
- Scroll to the bottom of the detail panel that opens beside it. The green Fix button sits there, with a line underneath naming the copy that will be kept.
What it does:
- The copy that currently loads keeps its numbering, so outfits players already saved stay valid.
- It is raised to cover everything the other packs stream, including packs that ship no definition file of their own.
- The other copies are moved into a collection of their own rather than destroyed, and the originals are backed up - the whole thing is undoable from the Backups panel.
- The merge refuses rather than guesses: if two copies disagree in a way it can't fold safely, it skips them and tells you why. Nothing is renamed unless the merge actually succeeded.
The same panel also holds the two per-file options: Reindex (keep both, move one to a free slot) and Keep this (disable the other duplicates by renaming them to .bak).
๐ฆ Collections
A collection is a pack's own private wardrobe namespace. Clothing numbers are only unique inside one namespace, so every pack sitting in the shared default namespace is competing for the same limited pool of numbers. Give a pack a collection of its own and it gets a completely fresh range that costs the shared pool nothing.
That makes it the one operation that actually creates room. Merging packs into the shared namespace never does - the merged file spends exactly the same budget. So when a category has grown past the game's slot limit, converting a pack into its own collection is the fix.
Running it
- It's step 5 of the repair strip on the dashboard home screen. Click the step, or the button underneath the strip when step 5 is the next one due.
- You first get a preview listing every pack that could move, each with a tick box. Nothing has been written at this point.
- Untick any pack you want left alone. Everything starts ticked, and the button converts only what is still ticked - it reads Convert 2 of 5 once you narrow it down.
- Click Create collections to apply, or Not now to walk away.
- Everything is snapshotted first and is restorable from the Backups panel.
A pack that dresses both character models is still one row - converting it moves both halves together.
It sits last in the strip on purpose: a pack is only worth converting once steps 1-4 have settled what it declares and where its files live.
Numbers can move
This is the part worth reading twice.
Clothing in the shared default namespace has no fixed number of its own. The number a garment ends up with in-game depends on load order - it is the pack's own position plus everything that loaded before it. Add a pack, remove a pack, or rename a resource so it starts in a different order, and every number after it shifts. That is also why a saved outfit can suddenly show the wrong shirt after you install something new.
Because of that:
- A number the dashboard shows for a shared-namespace item is its number inside its own pack, not the number the game will end up using.
- An item in a collection is the opposite - its number is local to that collection and stays put no matter what else you load. That stability is one of the real reasons to convert.
- Converting a pack renames its streamed files and moves its wardrobe numbers, so saved outfits pointing at those items will point somewhere else afterwards. Prefer doing it to a freshly added pack, before anyone has worn anything from it.
- The same caution applies to step 2 (contested copies) and to any manual Reindex - a player already wearing a moved item may need to pick it again.
If a pack is already live and players have outfits saved from it, convert during a maintenance window and tell them - or leave it alone and trim items instead.
๐ Slot Limit Warnings
The game only syncs a limited number of clothing slots per category. Stack enough packs and you quietly cross that line, items past it simply never appear, and nothing tells you why.
Conflict Resolver counts your whole wardrobe per character model and warns you when a category goes over the limit, showing the exact count and which packs contribute to it, so you can trim or repack before players start reporting "missing" clothes.
The limit is counted per namespace, so the real fix is to move a pack into its own collection - that is the only thing that adds capacity. Merging packs together makes it worse, not better.
๐๏ธ Previews Before You Choose
Never delete a garment blind. Two ways to look first:
- In the dashboard: click a conflicting file to decode and display its actual textures, with a 3D preview of the garment. Click through each texture variation to compare.
- In-game, side-by-side: spawn live character clones wearing each conflicting version next to each other. A floating card at the bottom of the screen guides you through the controls without cluttering the view. Press
[ESC]to exit.
Vehicle Conflicts
Conflict Resolver simplifies the task of managing vehicle asset overlaps in your server. If you install custom vehicles, this feature helps you identify and resolve ID clashes automatically from the dashboard.
Maps & Prop Conflicts
Manage duplicate placements, clean up stream folders, and resolve physical entity overlaps in the game world.