Wardrobe
Store and change outfits inside a property. The wardrobe can run internally (built-in outfit store) or hand off to an external clothing resource.
Placing a wardrobe
Like stashes, wardrobes are placed where you want them, never opened from the door.
- Wardrobe point: radial → Property → Wardrobe Point, place the marker.
- Wardrobe furniture: a wardrobe prop placed in the modeler.
Config.Wardrobe.Mode picks which are allowed ('furniture', 'points',
'both'); a property may place up to Config.Wardrobe.MaxPoints (2) points.
Open a wardrobe by walking to it and pressing E. Wardrobe points carry a
[G] Remove wardrobe option (for those with decorate rights). Every wardrobe at
a property opens the same outfit store, the points are just the where;
capacity is the property's wardrobe_slots.
Internal mode (default)
Config.Clothing.Mode = 'internal'.
- Outfits are stored per property (collective) and filtered by ped model, so a male ped never sees outfits saved on a female ped.
- Actions: wear / save / delete an outfit.
- Capacity =
min(property.wardrobe_slots, Config.Clothing.OutfitGlobalCap)(global cap default 12).
External mode
Config.Clothing.Mode = 'external'.
Opening a wardrobe calls your clothing resource instead. Bridges are provided for:
- illenium-appearance
- fivem-appearance
- qb-clothing
External export names are the common defaults, confirm they match your clothing
resource's version. The bridge lives in bridge/clothing/.
Caps & pricing
wardrobeSlotscascades from the block fit-out caps →Config.Stash.GlobalCap→ (Classic)Config.Classic.FitoutCaps.- Fitting a wardrobe can be charged via
Config.FeaturePricing.wardrobe. - Starting slots:
Config.PropertyDefaults.wardrobeSlots(4).