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Coming from another clothing menu ​

Players keep their characters. ZAIDERS Appearance reads the looks your previous menu saved, in the same tables and formats, so nobody has to make their character again. Outfits and job uniforms come over with one console command, the tattoos kept inside the saved looks come by themselves (or with one command), and the old menu's tables are never changed.

What happens to each thing ​

WhatWhat to do
Saved looks (playerskins, users.skin)Nothing. It reads illenium-appearance's, fivem-appearance's, qb-clothing's and esx_skin's formats as they are.
Players' outfits (illenium-appearance or qb-clothing, player_outfits)One console command (below).
Job and gang uniforms (illenium-appearance, management_outfits)One console command (below).
Tattoos kept inside the saved looks (illenium-appearance, fivem-appearance)Nothing, or one console command (below). Each character's come over by themselves the first time they enter. On ESX with esx_skin, use the command.
Tattoos bought in another tattoo resource (in its own table)They aren't brought over. If you keep using that resource for tattoos, ZAIDERS Appearance's tattoo shop turns itself off. See Tattoo shop.
Outfits already in ps_outfits / ps_job_outfitsNothing. They show up in the wardrobe as they are.
Scripts that call the old menu (multicharacter, housing, jobs)Nothing. While the old menu isn't running, this one answers its exports and events. See Frameworks & compatibility.

Moving over ​

  1. Back up your database

    Nothing is deleted, but a backup before any change to a live server is always worth it.

  2. Install ZAIDERS Appearance and stop the old menu

    Follow Installation. Remove the old menu's ensure, and leave its tables where they are.

  3. See what can be brought over

    In the server console:

    text
    zappearance_migrate

    It only reads. It says how many outfits, uniforms and tattoos it found, how many are new, and the command to bring each one. When the server starts and finds something to bring, the console also says so.

  4. Bring the outfits

    text
    zappearance_migrate outfits confirm

    It copies the players' outfits from illenium-appearance or qb-clothing (player_outfits) into ps_outfits.

  5. Bring the job uniforms

    text
    zappearance_migrate uniforms confirm

    It copies illenium-appearance's job and gang uniforms (management_outfits) into ps_job_outfits, with the grade each one is seen from. If a uniform had no minimum grade, every grade sees it, and the console says how many. Set the grade from the wardrobe. See Wardrobe & outfits.

  6. Bring the tattoos

    text
    zappearance_migrate tattoos confirm

    It saves in zaiders_tattoos the tattoos illenium-appearance or fivem-appearance kept inside each saved look, for the characters with none saved here yet: only the designs this shop sells, with their darkness as layers. Without the command they come anyway, each character's the first time they enter (Config.Tattoos.importFromLooks). On ESX with esx_skin they only come with the command, because any player can write users.skin through esx_skin:save: run it right after installing.

Safe to run again

The migration never changes or deletes the other menu's tables, and never brings the same thing twice. If it stops halfway (for example, the database went down), run the same command again and it picks up the rest.

Faster wardrobes ​

If your ps_outfits or ps_job_outfits tables came from another resource without indexes, these make the wardrobe faster. Run each one once; skip one that says the index already exists:

sql
ALTER TABLE `ps_outfits` ADD INDEX `identifier` (`identifier`(64));
ALTER TABLE `ps_job_outfits` ADD INDEX `job` (`job`(50));

Support for Zaiders Store FiveM clothing packs and scripts.