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Quick Clothing is for temporary gameplay changes: take a hat off, open a collar, roll sleeves, remove a coat, and put it back later. It is deliberately separate from the saved appearance. A radial menu should not have to rewrite a character’s wardrobe every time they take their hat off.

Available actions

The first ten are visibility toggles. sleeves and collar are garment transforms and only work when the current MP garment exposes a compatible wearable state.

Built-in commands

Players can use:
For a basic radial menu, calling the command is valid:
For programmatic integrations, prefer the exports below because you get a success value and failure reason.

Client exports

Sleeve values

Use the semantic state rather than a MetaPed hash:

Collar values

RCO resolves the actual wearable state exposed by the current garment. Your radial resource should not hardcode RDR2 wearable-state hashes.

Local client events

If your radial/menu system is event-based:
These are local client events (AddEventHandler), not network events.

Server exports

Server-side scripts such as medical/job systems can change the same semantic state without inventing their own client protocol:

Why some combinations are blocked

Quick Clothing is intentionally conservative. If removing one item would expose an invalid body composition, RCO returns a reason instead of forcing the change. Examples include a shirt under certain visible vests/coats, pants with lower-body layers that depend on them, gloves under gauntlets, or boots with compatible dependent pieces. Common reasons include:
Treat the reason as a normal rejected action, not as a crash condition.

NPC clothing behavior

Visibility toggles understand RCO’s NPC clothing pipeline, but sleeves/collar transforms are not invented for NPC meshes. When the current garment cannot safely expose that transform, the API returns unsupported_npc_clothing. That is intentional. A fake sleeve transform that visually works on one NPC shirt and removes the player’s arms on another would be worse than refusing the action.

Editor, wardrobe and /reloadskin

Quick Clothing state is semantic and temporary. When the player opens Creator, a tailor or wardrobe, RCO works from the real base appearance, not the temporarily hidden version. After the editor closes, compatible toggles are revalidated and reapplied. Example:
If the new garment no longer supports a previous transform such as rolled sleeves, only that invalid transform is cleared.

OneSync / replication

RCO replicates semantic intent through player state, not full appearance snapshots or raw shop hashes. Conceptually:
This avoids per-frame player scans and avoids caching another player’s old garment hash after they change outfit. The appearance engine remains the authority for reconstructing the actual visual state.