What players get
- Full character creator for face, body, skin tone, hair, beard, eyebrows, makeup and other appearance layers.
- MP + NPC clothing in one catalog, including mixed outfits when the underlying garments are compatible.
- Tailors where players can preview changes and only commit them when they save.
- Barbers focused on hair, facial hair and face-related options.
- Tattoo / overlay support for built-in and custom texture packs.
- Saved outfits in the wardrobe.
- Quick Clothing commands/APIs for removing or restoring clothing during gameplay, plus sleeves and collar states where the current garment supports them.
- Reload support through
/reloadskinwhen the player needs their saved appearance reapplied.
One appearance, several editor modes
The same appearance engine is reused in different contexts:
This distinction matters for integrations. A hotel should open wardrobe mode, not a tailor. A custom admin tool may open the full editor. A local preview script should not accidentally mint permission to persist changes.
MP and NPC clothing
NPC clothing is one of the reasons Appearance is more than a stock clothing menu. NPC meshes and normal multiplayer shop items can exist in the same outfit, but they are not technically identical. RCO keeps those differences inside the appearance engine. It handles NPC drawables/layers/tints, MP shop hashes and body alpha/wearable states without asking integrations to understand MetaPed internals.Some NPC garments cannot be safely “removed” the same way an MP accessory can. When a composition would leave an invisible body section or an invalid wearable state, RCO fails closed instead of forcing a broken visual.
Save and Cancel are real states
Opening an editor does not mean every preview becomes permanent. Appearance keeps the original look separate from the working look used while the player is editing.- Save commits the final working snapshot.
- Cancel / Close restores the original snapshot.
- Rapid previews do not become the new source of truth just because they appeared on the ped for a moment.
Quick Clothing is intentionally temporary
/hat, /coat, /sleeves and the other Quick Clothing actions do not rewrite the saved outfit. They are a gameplay overlay on top of the real appearance.
That means a player can remove a hat, walk around, open a tailor, save a new shirt, and still have the system correctly understand what is saved clothing versus what is temporarily hidden.
Read Quick Clothing before wiring a radial menu.
Persistence
RCO’s saved appearance lives in its own persistence layer. Once a character has a canonical RCO snapshot, that snapshot wins on future loads. This is why old appearance resources must be stopped. A legacy barber that keeps writing toplayerskins or VORP skin columns may look like it worked until the next RCO restore puts the canonical snapshot back.
Appearance can run without Creator
Appearance can technically be used with another character selector, provided that selector integrates correctly and the conflicting appearance resources are stopped. For the full RCO Identity flow, use both resources:Where to go next
Installation
What to stop, start order and the first smoke test.
Quick Clothing
Commands, radial-menu APIs, sleeves, collar and OneSync behavior.
Wardrobe integrations
Houses, hotels, camps and other external wardrobe points.
API
Public exports, side, persistence rules and examples.

