~/guides/best-fivem-clothing-store-script
Best FiveM Clothing Store Script in 2026
-- listicle · updated august 2026 · var fivem team
-- 13 options compared · free to 96 eur band · prices read august 2026
A clothing shop is the second thing a new player touches after the character creator, and the first thing they judge your server on, because it is the only shop where they spend twenty minutes before spending any money. This guide sets out what a clothing store actually has to do beyond opening a menu, then compares the free and paid options on the market with prices read in August 2026, including the parts where the competition is simply better.
What a FiveM clothing shop actually has to cover
Six things decide whether a clothing store survives a busy Saturday night. The player has to see the item on their own ped before paying, not after. The catalogue has to be browsable by eye, because scrolling through drawable index 0 to 380 with no images is not shopping, it is debugging. Prices have to be computed on the server, since a shop that trusts a price sent by the interface is a free wardrobe within a week. Outfits have to persist, because the whole point of buying clothes is wearing them again on Tuesday. Different stores have to be able to charge different amounts, or your economy has one clothing price for the entire map. And the shop has to hand the final look back to whatever appearance system already owns your player skin, rather than writing its own parallel copy.
Notice what is not on that list. Tattoo support, a barber, plastic surgery and a character creator are all real features, but they are separate rooms in the same building. Vendors bundle them because it raises the price of one purchase, not because a clothing store needs them to work.
| Criterion | A clothing shop | A full appearance suite |
|---|---|---|
| Try-on, stores and saved outfits | yes | yes |
| Barber | no | yes |
| Tattoo shop | no | yes |
| Character creator | no | yes |
| Replaces your appearance system | Writes back into it | Becomes it |
| Item images | You run the generator | rcore ships 46,000 items already done |
| In-game shop builder | no | Quasar, with live stock |
Live preview, try-on and the camera
Try-on is the whole product. Mechanically it is simple: the interface sends a component and a drawable index, the client calls SetPedComponentVariation or SetPedPropIndex, and the ped changes on the next frame. What separates a good implementation from a bad one is the three things around it.
First, the camera. Browsing shoes while the camera frames the chest is useless, so the shop needs an orbit camera that pivots on the right bone for the section being browsed, with mouse drag for yaw and pitch, a wheel zoom and sensible clamps so the player cannot end up inside the ped. Second, the rollback. A player who tries eleven jackets and walks out must leave wearing what they came in with, which means capturing the original skin on entry and restoring it on exit, including when the interface is closed with escape rather than the cancel button. Third, and least visible, the privacy of the changing room. Some scripts move the player into their own routing bucket so nobody watches them cycle through underwear in the middle of Vespucci. Others just let it happen in public, which is a judgement call about your server rather than a bug.
Try-on to saved outfit
- Enter the storeThe skin the player walked in with is captured, and the better scripts move them into their own routing bucket.
- Browse and try onThe interface sends a component and a drawable, the client calls SetPedComponentVariation, the ped changes on the next frame.
- Price on the serverShop id, section, drawable and texture go up, the amount comes back. A shop that trusts a price from the interface is a free wardrobe within a week.
- Pay and write backThe final look goes to esx_skin, qb-clothing, fivem-appearance or illenium-appearance, whichever already owns the skin.
- Save the outfitNamed and stored as JSON against the player, ideally per character rather than per account.
- Or walk outClosing with escape has to restore what the player came in wearing, not the eleventh jacket they tried.
Components, drawables and where thumbnails come from
Every clothing shop in FiveM is a front end over the same twelve component slots and their prop equivalents. If you need the actual IDs, which slot is the torso and which is the undershirt, and how drawable and texture relate to each other, that is a reference job rather than a buying decision, and it lives in the FiveM clothing list. This page assumes you already know that layer and are choosing what sits on top of it.
The interesting question is where the item images come from, because that is where the real cost of a clothing shop hides. The generation technique is shared across the market: teleport a ped to a green screen, apply one drawable, take a screenshot through screenshot-basic, crop it, remove the green background pixel by pixel and save a PNG named after the component, drawable and texture. rcore, Quasar, 0RESMON and Var-ClothesShop V2 all ship some version of that pipeline. The difference that matters is whether the vendor also ships the output. A full set covering both freemode peds, every component and every texture variant is thousands of images and hours of a dedicated server instance grinding through them, and it has to be redone every time GTA adds a DLC or you stream an addon pack. rcore is the only product in this comparison that hands you 46,000 items already categorised, named, colour tagged, priced and assigned to shops. Everyone else, Var included, hands you the machine and lets you press the button.
Per-store pricing and saved outfits
Pricing is where clothing shops quietly differ the most, and where store pages are least informative. The simplest implementations use one global constant for every garment on the map. illenium-appearance is honest about this: Config.ClothingCost is a single number, and the store entries in its config carry coordinates, a zone and a blip but no price key at all. The next step up is a multiplier on the drawable index, which makes higher indices cost more and is a rough proxy for DLC content being newer. The step that actually changes gameplay is per-store rules, where a discount outlet and a designer boutique read from separate price blocks, each with their own tax and discount, so shopping in Rockford genuinely costs more than shopping in Strawberry.
Saved outfits are the other half. The baseline is create, name, list and delete, keyed to the player identifier and stored as JSON. Two details are worth checking before you buy. One is whether outfits are keyed per character or per account, because on a multicharacter server an account level key means your criminal and your paramedic share one wardrobe. The other is what happens when a player edits a saved outfit inside a shop: most scripts either charge nothing, which is exploitable, or charge for the whole outfit again, which is absurd. Charging only for the pieces that actually changed is the correct answer and is rare enough to be worth asking about.
Fitting into your appearance system
A clothing shop does not own your player skin. Something else already does, and the shop has to write back into it or the clothes vanish on reconnect. In practice there are four targets. On plain ESX it is esx_skin with the skinchanger events. On QBCore it is qb-clothing and the playerskins table. And on a large share of modern servers it is fivem-appearance or illenium-appearance through their exports. Any shop worth buying names all four in its config and lets you switch with one line.
The free appearance systems deserve a straight assessment here, because on this specific question they are competitors rather than dependencies. illenium-appearance is MIT licensed, runs on qb-core, ESX and ox_core, and ships 15 clothing stores, 7 barbers, 6 tattoo shops and a surgeon, plus job and gang locked stores, rank based clothing rooms, and a blacklist that can restrict components to jobs, gangs, citizen IDs or ACE groups. That last feature is better than most paid shops manage and it costs nothing. Its weakness is the one named above, a single global clothing cost, plus a repository whose last commit was December 2024. The upstream fivem-appearance has not been pushed since February 2023, and bl_appearance from Byte Labs was archived read only in September 2025 despite being the most technically interesting of the three. Free here means stable and unmaintained rather than actively developed, which is fine if you have a developer and a liability if you do not. The same trade runs through the whole paid market, and it is unpacked properly in the escrow versus open source guide.
The FiveM clothing shop market in August 2026
Every price below was read from the vendor page or the repository in August 2026. Read the scope column before the price column, because half this table is a clothing shop and half is an appearance suite that also replaces your barber, your tattoo shop and your character creator. Comparing a 19.99 EUR shop to a 60.00 EUR suite on price alone is meaningless. Note also that Quasar renders its price client side, so the product page can show a loading state on first visit.
| Script | Price (Aug 2026) | Code access | Scope | What it is built around |
|---|---|---|---|---|
| illenium-appearance | free | MIT | full suite | 15 clothing stores, 7 barbers, 6 tattoo shops, 1 surgeon. Job and gang locked stores, clothing rooms, one global clothing cost. |
| fivem-appearance | free | MIT | appearance | The upstream project. React interface, documented exports, last pushed February 2023. |
| bl_appearance | free | GPL-3.0 | appearance | Three parent face mixer, layered tattoos, outfit sharing. Archived read only in September 2025. |
| izzy Dress | 11.40 / 14.40 EUR | escrow / open | shop only | The price floor. QBCore, ESX and QBox, and the smallest open source premium on the market. |
| STG Clothing Store | 19.99 EUR | both, same price | shop only | ESX, QBCore, QBox and vRP, sold with escrow and open source badges at a single price. |
| Sotek Clothing Store | 24.00 EUR | escrow | shop only | Detailed position and spawn config, with a Gabz map adaptation shipped. |
| VMS Clothes Store | 24.00 / 38.40 EUR | escrow / open | shop only | ESX, QB-Core and QBX. The cleanest escrow to open source pair in the category at 1.6x. |
| atiysu Clothing System | 27.59 / 83.99 EUR | escrow / source | shop only | qb-core and esx. Source access costs 3.04x the escrow build, the widest gap recorded. |
| Rarx Clothing | 49.99 EUR | escrow | shop only | QBCore, ESX and QBox. Premium positioning just under the full suites. |
| Quasar Appearance | 59.99 EUR | escrow | full suite | In-game shop creator, live stock management, automatic image generation, barber, tattoo and surgery. |
| rcore Clothing & Appearance | 60.00 EUR | escrow | full suite | 46,000 items preconfigured with names, colours and prices, colour and subtype filters, addon pipeline, barber and creator. |
| 0R-Appearance v2 | 96.00 EUR | open source tier | full suite | Clothing, barber, tattoo and creator in one resource. The lib and image generator stay escrowed even here. |
| Var-ClothesShop V2 | see product page | open source | shop only | 14 stores, 15 categories, three price modes per category, per-store tax and discount, saved outfits, diff billing. |
The same table as three bands
- illenium-appearance, fivem-appearance, bl_appearance0 EUR
MIT and GPL-3.0. Stable rather than actively developed.
- Clothing shop, escrow11.4 to 27.59 EUR
Clusters hard at 19.99 to 24.00 across STG, Sotek and VMS.
- Full appearance suite49.99 to 96 EUR
Clothing plus the barber, the tattoo shop and the character creator.
0 EUR 96 EUR
Three things fall out of that table. The open source premium is wildly inconsistent in this category: izzy charges 1.26x for source access, VMS charges 1.6x, and atiysu charges 3.04x for what is described as the same script. The clothing shop segment clusters hard at 19.99 to 24.00 EUR, tighter than banking or housing, which tells you vendors do not think the mechanics are worth much on their own. And the top of the market is not selling mechanics at all, it is selling content and tooling: rcore sells a populated catalogue, Quasar sells an in-game shop builder with live stock, and both are things you cannot rebuild in an evening.
Where Var-ClothesShop V2 fits, honestly
Var-ClothesShop V2 is a shop, not a suite, and it is built around the pricing question above. It ships 14 configured stores across the map and 15 categories covering the clothing components and the props, and every category in every shop carries its own price rule. There are three modes: fixed, multiplier on the drawable index, and a per-drawable table where you name the price of specific items outright, with optional textureBase and textureMult values if you want to charge for colourways. Each shop then carries its own tax and discount rate, and each category can whitelist or blacklist individual drawable indices, so a Ponsonbys can sell six suits at 600 while a Discount Store sells the cheap tier at 310 with ten percent off. No other script in this comparison exposes that granularity per location.
The price is computed entirely on the server. The interface sends a shop id, a section, a drawable and a texture, and nothing else, so there is no amount for a spoofed callback to tamper with. Outfits live in a clotheshop_outfit table with save, rename and delete all scoped to the owner. Editing a saved outfit runs through a preview call and an apply call that compare the stored outfit against the changes and bill only the pieces that moved, which is the behaviour described in the pricing section above and which I have not found in any competing product. Framework detection is automatic across ESX, QBCore and standalone, the skin manager is one config line covering esx_skin, qb-clothing, fivem-appearance and illenium-appearance, and the orbit camera pivots on different bones depending on whether you are looking at a hat or at shoes.
| Criterion | Var-ClothesShop V2 | rcore and Quasar suites |
|---|---|---|
| Price rules per store, with tax and discount | Three modes per category | no |
| Editing a saved outfit bills only what changed | yes | no |
| Item images shipped with the product | no | rcore, 46,000 of them |
| Colour and subtype filters | no | rcore |
| In-game shop builder and live stock | no | Quasar |
| Barber, tattoo shop and creator included | no | yes |
| Full React and Vite sources, escrow disabled | yes | no |
Now the honest part, and it is the same gap for every engine in this market. Var-ClothesShop V2 ships the image generator, a client and server JavaScript pair that green screens the ped and keys the background out, along with per-category camera presets. It does not ship the images. You run the generator or you point the script at a CDN, and that is real work that rcore has already done for you 46,000 times over. It has no in-game shop builder, so adding a store is a config edit and a server restart rather than the live tool Quasar sells, and there is no live stock management. It has no colour or subtype filters, so browsing a large category is still scrolling. Locales ship in English and French only, against the thirteen languages STG bundles. There is no QBox target, detection covers es_extended and qb-core. And on QBCore the outfit table is keyed to the player license rather than the citizen id, so multiple characters on one account share a wardrobe. If any of those five things is a dealbreaker, buy elsewhere and do not let the pricing engine talk you out of it.
What you get in exchange is that everything above is editable. The build is published with escrow disabled outright and the interface ships as the full React and Vite project rather than a compiled bundle, so changing the price rules, the layout or the image path is a developer afternoon rather than a support ticket. That is the trade: no catalogue, no builder, complete source.
The barber and the tattoo shop are the rest of the suite
Once the clothes are handled, the two rooms players ask for next are the barber and the tattoo parlour, and this is exactly why the suites price at 60 EUR. Buying them separately only makes sense if the separate pieces are better at something. Var-BarberShop makes that case on immersion. It spawns real barber peds, the vanilla s_m_m_hairdress_01 and s_f_m_fembarber models, across 7 salons with 22 configured chair positions, plays a synchronised scene between the player and the barber with a scissors prop attached, runs the scr_barbers_haircut particle on the head bone and plays the scissors sound from the entity. Most competitors at the same 24 to 25 EUR price point are a customisation menu with no ped and no scene at all. The honest limits: the busy flag that reserves a chair is a single server wide value, so one player is in a chair at a time across the whole map, pricing is one multiplier in the locale file rather than a per-salon rule, and there is no barber job or player owned salon, which is precisely what VMS sells at the same price.
Var-Tattoo covers the third room, with 693 tattoos pulled from 22 overlay collections, each carrying its own price rather than one flat rate, a body zone camera preset, automatic ped undressing so you can see what you are buying, and a degressive price for removing everything at once. One thing to be clear about: it is sold as an escrow build only, there is no open source tier of it, so if a fully editable appearance stack is the requirement then the tattoo room is the piece that will not meet it. rcore sells a tattoo shop with a business layer and a tattooist job at 54.00 EUR and Rarx ships animated tattooist peds with adjustable opacity at 39.99 EUR, and both are richer products on their own terms.
If you are still deciding the layer above all of this, the onboarding flow itself is covered separately in the best FiveM character creator comparison, and the wider framework specific shortlists live in the ESX scripts and QBCore scripts guides. Whatever you buy, install it on a test server and check two things before it goes live: the resmon value while a player idles near a store marker, and whether closing the menu with escape after ten try-ons leaves the player in their original clothes.
Frequently asked questions
What is the best FiveM clothing store script?
It depends on whether you are buying a catalogue or an engine. If you want 46,000 clothing items already named, coloured, priced and assigned to shops, rcore Clothing & Appearance at 60.00 EUR is the only product on the market that ships that work done, and nothing else comes close on content. If you want a shop you configure yourself, with your own price rules and your own item images, the 20 to 50 EUR band covers it and the catalogue is your job. Free is also a real answer: illenium-appearance is MIT licensed and ships 15 clothing stores, 7 barbers, 6 tattoo shops and a surgeon with no purchase at all.
Is there a free FiveM clothing shop script?
Yes, and it is genuinely usable. illenium-appearance is MIT licensed, supports qb-core, ESX and ox_core, and ships job and gang locked stores, rank based clothing rooms, outfit saving and a blacklist system that limits components to jobs, gangs, citizen IDs or ACE groups. Its last commit was December 2024, so it is stable rather than actively developed. The upstream fivem-appearance by pedr0fontoura is also MIT but has not been pushed since February 2023, and bl_appearance from Byte Labs is GPL-3.0 and was archived read only in September 2025. Free means you inherit the maintenance.
How do clothing shop item images get generated?
Almost every catalogue based shop uses the same trick: put the ped on a green screen, apply one drawable, take a client screenshot through screenshot-basic, crop it, key out the green and save it as a PNG named after the component, drawable and texture. rcore, Quasar, 0RESMON and Var-ClothesShop V2 all ship a variant of that generator. What differs is whether the vendor also ships the resulting images. Generating a full set for both genders is thousands of screenshots and takes hours of server time, so check whether you are buying a generator, a catalogue, or both.
Do I need a clothing store if I already run illenium-appearance?
Not for the mechanics, because illenium already does try-on, outfits and stores. You would replace it for two reasons. The first is pricing granularity: illenium has one global Config.ClothingCost value, so every item in every store costs the same, and there is no per-store price key in its store entries. The second is presentation, because illenium browses drawables as a list of indices rather than a grid of item images. If neither of those bothers your players, keep illenium and spend the money elsewhere.
How much does a FiveM clothing store script cost?
Prices read from vendor pages in August 2026 ran from free for illenium-appearance to 96.00 EUR for the 0RESMON open source appearance suite. A plain clothing shop sits at 11.40 to 27.59 EUR escrowed, with 19.99 to 24.00 EUR the most common price point across STG, Sotek and VMS. Full appearance suites that also cover the barber, the tattoo shop and the character creator sit at 49.99 to 96.00 EUR. Open source tiers of the same script run 1.26x to 3.04x the escrow price depending on vendor, so read the tier before comparing numbers.
Can each clothing store have different prices in FiveM?
Only if the script was built for it, and most were not. The common pattern is one global price constant, or one multiplier applied to every drawable index. Per-store pricing means the shop config itself carries the price rules, so a discount store in Strawberry and a designer store in Rockford can charge different amounts for the same drawable, and can each carry their own tax and discount rate. Var-ClothesShop V2 does this with three price modes per category, fixed, multiplier and a per-drawable table, plus a tax and a discount field on every shop.
-- var-fivem.com
Try the shop before you buy it
Var-ClothesShop V2 runs on the public Var test server, so you can browse a store, try items on, save an outfit and edit it back at a different shop before spending anything. The script ships as Open Source with the full React interface project included.
Related: FiveM clothing list · Best FiveM character creator
Keep reading
- referenceFiveM Clothing List: Component & Prop IDsComplete reference of the 12 FiveM clothing component IDs (0-11) for SetPedComponentVariation and the prop IDs for SetPedPropIndex, with drawable and texture explained and Lua snippets.read
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