Char Creator Integration
This section explains how the script is fully compatible with multicharacter systems that use illenium-appearance
, integrating automatically without requiring additional setup. It also shows how to easily retrieve a player’s appearance from a ped.
This script has been designed to fully override and manage all default events from illenium-appearance
, ensuring native compatibility without requiring any additional configuration. Thanks to this integration approach, any multicharacter system that relies on illenium-appearance
—such as qs-multicharacter
, qb-multicharacter
, or any other similar implementation—will automatically work with this script as if it were using the original. You don't need to make manual changes, patch event handlers, or rewrite compatibility logic; everything is handled transparently by the system.
This means that as long as your multichar system is set to use illenium-appearance
for character styling and appearance control, our script will intercept those calls and respond appropriately, preserving full functionality while using our own internal logic.
Moreover, extracting a player's appearance for custom implementations is extremely straightforward. You can get the current visual data of any ped using a simple helper like this:
function Appearance:GetAppearanceFromPed(ped)
if not DoesEntityExist(ped) then
Error('Ped does not exist', ped)
return nil
end
local appearance = exports['qs-appearance']:getPedAppearance(ped)
if not appearance then
Error('Failed to get appearance from ped', ped)
return nil
end
Debug('Got appearance from ped', appearance)
return appearance
end
This function safely checks the ped entity, fetches the current appearance using the qs-appearance
export, and returns the structured data. This can be used in custom spawns, player saving systems, NPC customization, or anything else where you need to capture or replicate a character's current look.
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