FiveM peds: how outfits, male and female models and clothing work

What a ped is, how the male and female freemode peds differ, how an outfit is built from parts, and why some clothing and body parts clip.

Explainer

9 min read

Updated

Peds

Dressing a character in FiveM looks simple until a jacket makes an arm vanish. To understand why, you need to know what a ped is, how the male and female freemode peds differ, and how an outfit is put together from separate pieces that were never checked against each other. This guide explains all three, so you can dress characters and make custom clothing that fits.

What is a ped in FiveM?

Ped is short for pedestrian: any character model in the game. Your player is a ped, and so is every passer-by. FiveM sets a player's ped by its model name. The full list of models is in the FiveM ped models reference (opens in a new tab).

Story and NPC peds
Characters with a fixed look: the story characters, police officers, shopkeepers, pedestrians. They have few clothing options, because they were made to be seen as they are.
Freemode peds
The GTA Online characters, one male and one female. They are blank bodies built to be dressed, with the biggest wardrobe in the game. Almost every roleplay server uses them.
Some ped model names
# Story and NPC peds: a fixed look, a small wardrobeplayer_zero            # Michael, one of the story characterss_m_y_cop_01           # a police officer
# Freemode peds: the GTA Online characters, with the big wardrobemp_m_freemode_01       # malemp_f_freemode_01       # female

The male and female freemode peds

The two freemode peds are separate models. Their clothing is separate too: every item exists for one of them. A top for the male ped is not in the female ped's files, and the number of items is different on each.

The male freemode ped wearing a blue t-shirt and jeans
Male freemode ped: mp_m_freemode_01
The female freemode ped wearing a blue top, jeans and heels
Female freemode ped: mp_f_freemode_01
MaleFemale
Modelmp_m_freemode_01mp_f_freemode_01
Propsmp_m_freemode_01_pmp_f_freemode_01_p
File prefix in packsmp_m_mp_f_
ItemsTheir own list and countsTheir own list and counts

You can browse the clothing for each ped on the FiveM male clothing and FiveM female clothing pages. Each update's clothing also arrives under its own ped name, one for components and one for props. These are real names from the Alive catalogue:

Where the clothing files live
# Clothing of the male freemode pedmp_m_freemode_01                              # the base gamemp_m_freemode_01_male_freemode_beach          # an older update's packmp_m_freemode_01_mp_m_executive_01            # a newer update's pack
# Props (hats, glasses, watches) live in their own pedmp_m_freemode_01_p                            # the base game's propsmp_m_freemode_01_p_male_freemode_beach        # an older update's props
# The female ped has its own set, with mp_f in place of mp_mmp_f_freemode_01mp_f_freemode_01_p

Because the counts change from one ped to the next, you never hardcode a maximum. You ask the game how many items a slot has, as in the How to add custom clothing to your FiveM server guide.

How an outfit is built: components, props, drawables and textures

An outfit is a list of choices, one per slot. A component is a slot on the body, a drawable is the item in it, a texture is its color and a palette is a tint. Props are the slots for hats, glasses and the like, with their own numbers.

CodeComponent IDBody part
head0Head
berd1Masks
hair2Hair
uppr3Arms and torso
lowr4Legs
hand5Bags and parachutes
feet6Shoes
teef7Neckwear: scarves, chains, ties
accs8Undershirts
task9Armor and vests
decl10Decals
jbib11Tops and jackets

This is the number you pass as the second argument of SetPedComponentVariation(ped, id, drawable, texture, palette) (opens in a new tab).

client.lua
local ped = PlayerPedId()
-- component = the slot, drawable = the item, texture = the color, palette = a tintSetPedComponentVariation(ped, 11, 12, 2, 0)   -- slot 11 (top): item 12, color 2
-- props use their own numbers, and -1 takes the prop offSetPedPropIndex(ped, 1, 5, 0, true)           -- slot 1 (glasses): item 5, color 0ClearPedProp(ped, 0)                          -- take the hat off

Servers save an outfit as exactly those numbers. This is what one looks like, with example values. Because they are only numbers, changing the order of packs can change what a saved outfit shows.

{ model: "mp_m_freemode_01", components: Object, props: Object }
model: "mp_m_freemode_01"
components: { 3: Object, 4: Object, 6: Object, … }
props: { 0: Object, 1: Object }
The order to apply things in
-- 1. The model first: changing it resets the whole look-- 2. The face: head blend, features, overlays (not clothing)-- 3. The clothes, with the top before its torso-- 4. The props

How the body parts stack

The game doesn't dress one body. It draws a set of pieces, one per slot, each made by an artist for a purpose. This is how they sit, from the body outward. It is a simplified map, to show who sits on whom.

The layers
from the body outward (roughly)
 8   undershirt          ← under the top 3   torso and arms      ← pairs with the top 11  top or jacket 9   body armor          ← over the top 7   neck items          ← around the collar 5   bag or parachute    ← on the back 10  decals              ← printed on the top
 and apart from those: 4   legs     6   shoes     2   hair     1   mask props: hats, glasses, ears, watches, bracelets

Why some clothing and body parts clip

Clothing clips when pieces that weren't made together overlap. Skin pokes through a sleeve, a vest sinks into a jacket, or a hat drives hair out of the top. These are the pairs that cause most of it, and each has a fix you can test.

PairWhy it clashesWhat to do
Top and arms11 and 3They are two separate pieces drawn together. A top is made for the arms piece that fits its sleeves and gloves. A different one can poke through the sleeve or make the arms disappear.Set the torso that was made for the top. Check it with the best-torso data below.
Undershirt and top8 and 11The undershirt sits under the top. A bulky one under a tight top pokes through, and some tops aren't made to show one at all.Pick a thin undershirt, or none, for tight tops. Test the combinations players will actually wear.
Body armor and top9 and 11Armor is a thick layer over the top. Bulky jackets and wide sleeves can clip through it.Test your top with and without armor, and keep the shape close to the body where you can.
Bag and top or armor5 with 11 or 9A bag sits on the back, right where a hood, a collar or a thick jacket sits.Test with a hood or a high collar, and with armor on.
Neck items and top7 and 11Scarves, chains and ties are close to the collar. Neck items can sink into a collar, or float above it.Try the neck items players would wear with your collar shape.
Hair and hats or masks2 and prop 0 or 1Hair is its own piece. A helmet or a mask is drawn over it, and hair can poke through when nothing hides it.Test with long and short hair. Some items can hide hair themselves, if their author set it up that way.
Legs and shoes4 and 6Trousers can be made to sit over the shoes or tucked in. Boots with wide trousers are the usual clash.Test the trousers with boots, sneakers and heels, and watch the hems.

These are common causes, not hard rules. Whether a pair clips depends on the exact items, so test the real combination.

Alive Games

Put items together on a 3D ped

Build an outfit from the catalogue on a male or female ped, and look at the combination before you make a pack.

MiscellaneousMiscellaneous
ShoesShoes
VestsVests
Left BraceletsLeft Bracelets
Right BraceletsRight Bracelets
MiscellaneousMiscellaneous
ShoesShoes
VestsVests
Left BraceletsLeft Bracelets
Right BraceletsRight Bracelets
MiscellaneousMiscellaneous
ShoesShoes
VestsVests
Left BraceletsLeft Bracelets
TopsTops
GlassesGlasses
PendantsPendants
PantsPants
BagsBags
TopsTops
GlassesGlasses
PendantsPendants
PantsPants
BagsBags
TopsTops
GlassesGlasses
PendantsPendants
PantsPants

Pick the matching torso for a top

To pick the matching torso for a top, set the torso that was made for that top. The v-besttorso (opens in a new tab) resource is a data set of exactly that: for a top's drawable and texture, it holds the best torso drawable and texture, and a value of -1 means the top has no data.

It is for freemode peds only, and it doesn't cover gloves or undershirts.

client.lua
-- Example values only. Real data comes from a data set like v-besttorso.-- It is indexed by the top's drawable, then by its texture.local BEST_TORSO = {  [12] = { [0] = { drawable = 4, texture = 0 }, [2] = { drawable = 4, texture = 0 } },  [21] = { [0] = { drawable = 14, texture = 0 } },}
function SetTop(ped, drawable, texture)  SetPedComponentVariation(ped, 11, drawable, texture, 0)   -- the top first
  local best = BEST_TORSO[drawable] and BEST_TORSO[drawable][texture]  if best then                                              -- no data: leave the torso alone    SetPedComponentVariation(ped, 3, best.drawable, best.texture, 0)  endend

Always set the top first, then its torso. If a top has no data, leave the torso alone and test it by hand.

What this means when you make custom clothing

When you make custom clothing for FiveM, your item will be worn with pieces you didn't make. Before you ship a pack, run through the combinations players will pick: other torsos, undershirts, armor, bags, hair, hats and masks, on both the male and the female ped.

What to remember

Tick each one when it clicks.

0 of 6 got it

Need to make the clothes first? Read How to make custom clothing for FiveM.

Questions about FiveM peds and outfits

These answers cover why arms disappear with a new top, whether a male ped can wear female clothing, whether the game fixes clipping for you, why props live in a separate ped, and what the Wardrobe does in Alive Studio. Each answer is short and gives the fix or the rule.