System Configuration
The main system behavior is controlled through:
shared/config.lua
This section explains the core configuration systems used by XDEV Appearance.
System Structure
Main system configuration:
Config.System = {}
This section controls:
- appearance saving
- outfit systems
- cache systems
- compatibility modes
- command systems
- conversion systems
Skin Format System
The resource supports multiple appearance structures.
Configuration:
Config.System.UseSystemSkinFormat = true
Behavior
true
Uses the XDEV appearance structure.
The resource saves:
- skin
- tattoo
- peddata
- outfit structures
using the internal XDEV workflow.
false
Uses Illenium-compatible appearance formatting.
The system automatically converts:
- overlays
- components
- props
- tattoos
- face data
between structures internally.
This mode exists primarily for compatibility and migration support.
Internal Conversion Workflow
Regardless of database structure, the resource internally works with the XDEV structure.
When compatibility mode is enabled:
External Format
↓
Internal Conversion
↓
XDEV Workflow
↓
Save Conversion
↓
Database
This allows:
- migration without wipes
- hybrid compatibility
- automatic structure translation
Tattoo System
Tattoo behavior is handled separately from skin data.
The system stores:
skin
tattoo
peddata
independently.
This allows:
- tattoo rebuilding
- compatibility conversions
- partial refresh systems
- tattoo synchronization
Face Cache System
The resource includes a face cache system.
This system stores:
- face blend data
- facial structure
- overlays
- facial appearance settings
independently from clothing.
Purpose:
- preserve character identity
- restore face structures
- allow outfit switching without losing face data
Cache Confirmation System
When applying cached face data, the system can display a confirmation dialog.
The player may:
- apply cached data
- cancel the operation
- delete cached data
This behavior is fully configurable.
Outfit System
The outfit system supports:
- personal outfits
- job outfits
- gang outfits
- outfit sharing
- outfit codes
Supported formats:
- XDEV format
- Illenium-compatible format
Outfit Sharing Codes
Outfit codes are stored inside:
player_outfit_codes
This allows:
- outfit importing
- public outfit sharing
- external outfit systems
Ped System
The resource supports:
- freemode peds
- addon peds
- custom ped structures
Additional ped data is stored separately through:
peddata
This allows better synchronization for custom ped systems.
Command System
Command behavior is fully configurable.
Example:
Config.System.commands = {
reloadSelf = {
enabled = true,
name = "reload"
}
}
The system supports:
- permission control
- command renaming
- command disabling
Event System
The resource includes configurable event hooks.
Example:
Config.Events.ClientSide.system = {
OnMenuOpen = true,
OnMenuClose = true
}
These events may operate as:
- disabled
- local-only
- cross-side synchronized
depending on configuration values.
Pricing System
The pricing system supports:
- clothing pricing
- barber pricing
- tattoo pricing
- outfit pricing
Pricing behavior may include:
- base prices
- extra costs
- ignored categories
- maximum limits
Compatibility Layer
Compatibility systems are handled separately from the core workflow.
Included integrations:
- qb-clothing
- illenium-appearance
The resource can emulate external workflows while still operating internally using XDEV structures.
Recommended Usage
Recommended setup for new servers:
Config.System.UseSystemSkinFormat = true
Recommended setup for existing Illenium servers:
Config.System.UseSystemSkinFormat = false
during migration periods.