> For the complete documentation index, see [llms.txt](https://code-after-sex.gitbook.io/script-documentation/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://code-after-sex.gitbook.io/script-documentation/cas-advanced-inventory/outfit.md).

# Outfit

Take clothes off and put them back on from the CAS Advanced Inventory satchel. 16 outfit pieces, works with Murphy's Clothing, cas-charcreator, vorp\_character and rsg-appearance, colours and tints kep

The satchel shows sixteen outfit pieces: hat, eyewear, neckwear, shirt, vest, coat, pants, boots, poncho, gunbelt, satchel, watch, ring, gloves, chaps and spurs. Click a piece to take it off, click it again to put it back on. A short animation plays while it happens.

| State      | Meaning                         |
| ---------- | ------------------------------- |
| worn       | You wear it                     |
| taken off  | You own it but took it off      |
| none       | You have nothing for that piece |
| taking off | It is coming off right now      |

## Who owns the clothes

The inventory never stores clothes itself. It asks the script that owns your character's clothes, so the colours stay right and other scripts hear about it.

```lua
Config.OutfitProvider = 'auto'   -- config/clothing.lua
```

`'auto'` picks the first one that runs:

1. **murphy\_clothing** (Murphy's Clothing)
2. **cas-charcreator**
3. **vorp\_character**
4. **rsg-appearance**
5. **native** (no clothing script: the piece is taken off the ped and put back exactly as it was)

With **Murphy's Clothing** a piece goes off and on through Murphy's own category toggle, so its clothing menu, shops and wardrobe always know what you wear. If a piece does not come back that way, the inventory puts it on with the model and colour Murphy reported before it came off. Pieces Murphy has on record but you are not wearing show as taken off.

With **cas-charcreator** and **vorp\_character** a piece goes off and on through their own clothing commands. A piece taken off stays off after a relog, and other scripts are told through their events. With **rsg-appearance** the inventory reads its clothes cache and takes the piece off the ped.

## Matching your clothing script

`Config.OutfitCommands` maps each piece to the clothing key and command of cas-charcreator / vorp\_character, for example:

```lua
coat = { Coat = 'coat', CoatClosed = 'ccoat' },
pants = { Pant = 'pant', Skirt = 'skirt' },
ring = { RingRh = 'ringsR', RingLh = 'ringsL' },
```

If your character script uses other command names, change them here.

`Config.OutfitPieces` lists the ped component categories each piece covers (for Murphy's Clothing, rsg-appearance and the native mode). Murphy's Clothing uses the same category names (`hats`, `coats`, `shirts_full`, `boot_accessories` ...). Add or move categories to match your clothing packs.

`Config.OutfitAnims` sets the animation per piece (the hat has its own).

## Searching and outfits

During a search the searcher can pull worn pieces off the other rider ([Give, trade and search](/script-documentation/cas-advanced-inventory/give-trade-search.md)). The piece is taken off through the same provider, so the owner can put it back on later.

## Turning it off

`Config.Outfit.Enabled = false` in `config/config.lua` turns taking clothes off and on from the satchel off.
