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-- 29 sections

  • ›paintball
  • ›chess
  • ›supermarket simulator
  • ›coins shop
  • ›clothes shop
  • ›casino
  • ›drugs
  • ›clothes shop v2
    • installation
    • configuration
    • position
    • advice-and-troubleshooting
    • configure-clothing-shops
  • ›interaction
  • ›emote
  • ›crew
  • ›alert job
  • ›pin code
  • ›society manager
  • ›property
  • ›barber shop
  • ›shop with basket
  • ›tattoo shop
  • ›gardener job
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  • ›character creator
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  • ›bill
  • ›tattoo shop v2

~/docs/clothes-shop-v2/configuration/configure-clothing-shops

clothes shop v2 docs›
  • installation
  • configuration
  • configuration/position
  • configuration/advice-and-troubleshooting
  • configuration/configure-clothing-shops

Clothes Shop V2

Configure Clothing Shops

-- 1 code block · 1 min read

get var-clothesshop v2try it on the test server

1. Core Configuration

All shop logic is centralized in shared/sh_clothes.lua.
Before adding shops, verify your global settings :

  • Choose the skin manager (qb-clothing, esx_skin, etc.)
  • The Shared.ClotheCategories table maps each clothing slot to its ESX or something else keys and icon directories. You can extend or rename categories here if needed

Pricing defaults

Shared.ClotheDefaultCategory defines a fallback price if a shop omits pricing for a given category.

2. Clothing Shop Schema

The comment block in sh.lua documents the full schema for shop entries and category options (pricing modes, whitelist/blacklist, texture surcharges, etc.).

Pricing modes

  • fixed – flat fee (base)
  • multiplier – base + drawableIndex × mult
  • table – map explicit prices to drawable indices (map)

3. Adding a New Clothing Shop

  1. Open shared/sh_clothes.lua and locate Shared.ClotheShops.
  2. Duplicate an existing shop block and give the table key a unique identifier (e.g., mirror_park).
  3. Edit basic shop info: name, payment (cash or bank), currency symbol, tax, and discount.
  4. Configure categories under categories:
    • Set enabled = true for each clothing type you want to sell.
    • Define pricing using one of the modes above and optionally override the icon path.
  5. Set the blip:
    • pos = vec3(x, y, z)
    • sprite, display, scale, colour, and name
  6. Save the file and restart the script to load the new shop.

Example excerpt (from the provided “Strawberry” shop) for reference :

lua
strawberry = {
    name = "Discount Store - Strawberry",
    payment = "bank",
    currency = "$",
    tax = 0.00,
    discount = 0.10,
    categories = {
        undershirt = { enabled = true, price = {mode = "fixed", base = 300},
                       icon = "images/icons/CLOTH-3-ICON.png" },
        tops = { enabled = true,
                 price = {mode = "multiplier", base = 300, mult = 2},
                 icon = "images/icons/CLOTH-3-ICON.png" },
        -- …
    },
    blip = {
        pos = vec3(71.835, -1399.081, 29.376),
        sprite = 73,
        display = 4,
        scale = 0.7,
        colour = 2,
        name = "Clothing"
    }
}

4. Optional Tweaks

  • Default marker look (Shared.Marker) : adjust type, size, and color for shop entry markers
  • Sound and locale : toggle purchase sounds with Shared.PlaySound, and edit top-screen prompts in Shared.Locale

Full reference

FiveM Clothing List

Component and drawable IDs for every clothing slot, so you can map the outfits this shop sells to the right game values.

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