Additional Informations

Page dedicated to Additional Informations about our Skin Menu [V2].

Core Features

  • Native Overrides: Acts as a master provider for skinchanger and illenium-appearance, ensuring 100% compatibility with older third-party scripts.

  • Unified Interface: One cohesive UI handling clothes, DNA, parents, makeup, props, and tattoos.

  • Photo Studio: Leverages screenshot-basic to take actual mugshots of the player's ped for Wardrobe saves.

  • Dynamic Peds: Natively supports switching to animal peds, custom addon peds, or specific multiplayer models, locked behind admin permissions.

UI Assets & Rendering Tools

To capture high-quality previews of clothes, props, and peds for custom wardrobe thumbnails, items, or UI assets, we recommend the open-source fivem-greenscreener tool. This script allows you to isolate and photograph peds or clothing items against a solid color backdrop (green screen) for seamless background removal, providing a clean and professional look for your server's custom asset library.

Developer API (Exports & Events)

qf_skinmenu_v2 provides a rich developer API through client-side exports, client events, and legacy wrappers. You can choose the integration method that fits your codebase:

1. Appearance & Model Handlers

getPedAppearance

  • Usage: Retrieves the complete appearance configuration of a specific ped (DNA, face features, clothing, tattoos).

  • Syntax: exports['qf_skinmenu_v2']:getPedAppearance(ped)

  • Returns: table representing the full appearance payload.

-- Example: Save player appearance to a custom database or backup table
local playerPed = PlayerPedId()
local appearanceData = exports['qf_skinmenu_v2']:getPedAppearance(playerPed)

-- Print the hair texture index from appearance payload
print("Active Hair Model: " .. tostring(appearanceData.hair_1))

setPlayerAppearance

  • Usage: Applies a complete appearance payload directly to the local player's character.

  • Syntax: exports['qf_skinmenu_v2']:setPlayerAppearance(appearance)

-- Example: Reload a previously saved appearance on spawn
local savedAppearance = TriggerServerCallback('getSavedAppearance') -- Custom callback
if savedAppearance then
    exports['qf_skinmenu_v2']:setPlayerAppearance(savedAppearance)
end

setPedAppearance

  • Usage: Applies an appearance payload to a specific ped entity (such as NPCs, dummies, or showroom targets).

  • Syntax: exports['qf_skinmenu_v2']:setPedAppearance(ped, appearance)


2. Ped Variations (Components & Props)

getPedComponents

  • Usage: Retrieves an array of all clothing components currently equipped on the ped (torso, pants, undershirt, etc.).

  • Syntax: exports['qf_skinmenu_v2']:getPedComponents(ped)

  • Returns: table array containing the component ID, drawable, and texture.

setPedComponents

  • Usage: Programmatically applies a set of clothing components to a ped.

  • Syntax: exports['qf_skinmenu_v2']:setPedComponents(ped, components)

getPedProps

  • Usage: Retrieves an array of all props currently equipped on a ped (helmet, glasses, watch, bracelets, ears).

  • Syntax: exports['qf_skinmenu_v2']:getPedProps(ped)

  • Returns: table array containing the prop ID, drawable, and texture.

setPedProps

  • Usage: Programmatically applies specific props to a ped (or removes them by passing drawable -1).

  • Syntax: exports['qf_skinmenu_v2']:setPedProps(ped, props)


3. Face, Hair & Head Blend Features

getPedHair

  • Usage: Retrieves styling and color properties of the ped's hair.

  • Syntax: exports['qf_skinmenu_v2']:getPedHair(ped)

  • Returns: table representing style, colors, and highlights.

getPedHeadBlend

  • Usage: Retrieves genetic blending details of the face (mom/dad shapes and skin tones).

  • Syntax: exports['qf_skinmenu_v2']:getPedHeadBlend(ped)

  • Returns: table representing parent blend indices and mix values.


4. Interactive UI & Camera Controls

IsMenuOpen

  • Usage: Checks if the player is currently inside the skin menu UI.

  • Syntax: exports['qf_skinmenu_v2']:IsMenuOpen()

  • Returns: boolean (true/false).

OpenWardrobe

  • Usage: Programmatically opens the player's saved wardrobe list.

  • Syntax: exports['qf_skinmenu_v2']:OpenWardrobe()


Frequently Asked Questions (Q&A)

Q: Can I use this alongside illenium-appearance? A: Absolutely not. This script entirely replaces illenium-appearance. If both are running, the game engine will encounter fatal synchronization errors. qf_skinmenu_v2 handles all appearance logic.

Q: How do I add custom addon clothes (EUP)? A: Stream your EUP files to your server as you normally would. The script dynamically reads all available clothing components directly from the GTA V engine at runtime. Any properly streamed clothing will automatically populate in the menu.

Q: Why are wardrobe images failing to save? A: This usually indicates an issue with screenshot-basic. Ensure it is updated. If you are using Config.ImageSource = "remote", verify that your RemoteImagePath is a valid, accessible backend capable of receiving POST requests for image data.

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