FiveM Ped Outfit Builder
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FiveM Ped Outfit Builder
FiveM Ped Outfit Builder Clean configs for your next server build
Local draft How to use
FIVEM DEVELOPMENT TOOL

Build a ped outfit without the guesswork.

Choose a model, dial in every component, and copy a commented Lua config straight into your resource.

01 / PED DETAILS

Start with the ped

Use the model name or hash your resource spawns.
A helpful label for your config; it does not change the ped.
OUTFIT PRESETS

Save a loadout for later

Start with a loadout, then verify its IDs for the selected ped.

02 / CLOTHING COMPONENTS

Set the numbers

Component IDs use drawable, texture, and palette values.

03 / PROPS

Add the finishing touches

Props use drawable and texture IDs. Use -1 to clear one.

04 / VERIFY & EXPORT

Check it before it hits the server

Explore IDs, catch common mistakes, and move the config into a FiveM test resource.

Variation browser

Use the stepper to try nearby IDs. These are safe exploration values, not live GTA counts.

Browser mode
0

Config check

Warnings use practical limits until a live FiveM bridge reports exact values.

Ready
    Take your work with you

    JSON is useful for team handoff; the integration kit gives you a starting FiveM client bridge.

    START HERE

    From model name to working outfit

    Use this guide when you are building your first config or wiring the output into an existing resource.

    01

    Pick the ped

    Choose a common model, or type the exact spawn name used by your resource. Set gender as a label for your own organization; it does not change the model in-game.

    TipFreemode peds usually have more clothing variations than job-specific peds.
    02

    Enter variations

    For each component, enter a drawable (the mesh), texture (the variation), and palette (usually 0). For props, use drawable -1 when you want the game to clear that prop.

    TipIDs are model-specific. Test the values on the selected ped instead of assuming freemode IDs will work everywhere.
    03

    Save and verify

    Use a starter loadout for a quick baseline, then save your own named preset. Drafts save automatically in this app; presets are available the next time you open it.

    TipKeep presets small and named by role, faction, or version so your team can recognize them quickly.
    04

    Use the Lua output

    Copy the generated code into a client script, or download the .lua file. The returned PedOutfit table stores the values and ApplyPedOutfit applies them to an existing ped.

    local outfit = PedOutfit
    ApplyPedOutfit(PlayerPedId(), outfit)
    TipApply clothing after the ped exists and after any model change, otherwise the game may replace the outfit.
    05

    Verify, export, and bridge

    Use the variation browser for nearby values, read the config check before copying, and export JSON when you need a handoff. For exact model counts and an in-game test, download the FiveM kit and run the page as NUI.

    TipBrowser mode is only a guide. Live FiveM data is the final check because every ped can have different clothing counts.
    OPTIONAL IN-GAME WORKFLOW

    Need live variation counts or a preview?

    The browser editor cannot inspect GTA V assets by itself. Pair it with a small FiveM resource that runs in-game, calls the clothing natives, and sends the results to a NUI panel.

    1. Create a client resource with fxmanifest.lua and a client Lua script.
    2. Read counts with GetNumberOfPedDrawableVariations and GetNumberOfPedTextureVariations.
    3. Apply test values with SetPedComponentVariation and SetPedPropIndex.
    4. Expose the values to a NUI page, then export or paste the verified config here.

    This builder generates the portable config today; the live bridge must run inside FiveM and should be treated as a separate resource.