wais_multicharacter v2

Open wais multichar's config and find the following two lines that start with

Config.Skinchanger = 
Config.Appearance = 

and replace them with

Config.Skinchanger = GetResourceState('skinchanger') == 'started' and GetResourceState('illenium-appearance') ~= "started" and GetResourceState('fivem-appearance') ~= "started" and GetResourceState('rcore_clothing') ~= "started" and true or false or false or false or false -- ESX Frameworks are also for detecting skinchange usage. Don't touch it.
Config.Appearance = GetResourceState('rcore_clothing') == 'started' and 'rcore_clothing' GetResourceState('illenium-appearance') == 'started' and 'illenium-appearance' or GetResourceState('fivem-appearance') == 'started' and 'fivem-appearance' or GetResourceState('codem-appearance') == 'started' and 'codem-appearance' or false -- Appearance name for the script to detect and use the appearance system.

Next find the following line of code Config.GetPlayerSkin = function(requiredId, cb) and replace it with

Config.GetPlayerSkin = function(requiredId, cb)
    if GetResourceState('rcore_clothing') == 'started' then
        local skinData = exports["rcore_clothing"]:getSkinByIdentifier(requiredId)
        if skinData then
            cb(skinData.ped_model, skinData.skin)
        else
            cb(nil)
        end
        return
    end

Next find the following line of code Config.SetPedClothing = function(ped, skin) and replace it with

Config.SetPedClothing = function(ped, skin)
    -- It is a function to load the clothes of the pads in the character menu.
    if GetResourceState('rcore_clothing') == 'started' then
        exports['rcore_clothing']:setPedSkin(ped, skin)
        return
    end

Next find the following code block inside Config.CreatedNewCharacter = function(data) around line ~280

            if GetResourceState('vms_charcreator') == 'started' then
                TriggerEvent('vms_charcreator:openCreator')
            end
        elseif Config.Appearance then
            TriggerEvent("esx_skin:openSaveableMenu", function() end, function() end)
        end
    elseif Config.Framework.Framework == "qbcore" then
        if GetResourceState('vms_charcreator') == 'started' then
            TriggerEvent('vms_charcreator:openCreator')
        end

and replace it with the following code

            if GetResourceState('rcore_clothing') == 'started' then
                TriggerEvent('rcore_clothing:esx:charcreator')
            elseif GetResourceState('vms_charcreator') == 'started' then
                TriggerEvent('vms_charcreator:openCreator')
            end
        elseif Config.Appearance then
            TriggerEvent("esx_skin:openSaveableMenu", function() end, function() end)
        end
    elseif Config.Framework.Framework == "qbcore" then
        if GetResourceState('rcore_clothing') == 'started' then
            TriggerEvent('rcore_clothing:qb:charcreator')
        elseif GetResourceState('vms_charcreator') == 'started' then
            TriggerEvent('vms_charcreator:openCreator')
        end

Next find the following code block

Config.CharacterSelected = function(charid, skinData)
    -- When a person selects a character and presses the play button, the selected character comes as citizenid or char1...5
    -- You can spawn the character selector with export or trigger here. 
    -- skinData = {model = charModel, skin = charSkin}
    SetEntityVisible(PlayerPedId(), true)

    if Config.Appearance then
        exports[Config.Appearance]:setPedAppearance(PlayerPedId(), skinData.skin)

and replace it with the following codeblock

Config.CharacterSelected = function(charid, skinData)
    -- When a person selects a character and presses the play button, the selected character comes as citizenid or char1...5
    -- You can spawn the character selector with export or trigger here. 
    -- skinData = {model = charModel, skin = charSkin}
    SetEntityVisible(PlayerPedId(), true)

    if Config.Appearance then
        if GetResourceState('rcore_clothing') == 'started' then
            exports['rcore_clothing']:setPedSkin(PlayerPedId(), skinData.skin)
        else
            exports[Config.Appearance]:setPedAppearance(PlayerPedId(), skinData.skin)
        end

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