# Char Create Config

Here you can adjust the base setting

```lua
Config.framework = "ESX" ---- QBCORE
```

This setting is only valid for esx multichar users

```lua
Config.haveMultichar = true
```

Here you can set 5 different skin systems.

```lua
Config.skinstyle = "esx_skin" --- "esx_skin", "qb-clothing" , "ownsystem" , "illenium-appearance", "fivem-appearance"
```

* esx\_skin  = >   For esx, it registers to users > skin table and esx\_skin works with skinchanger.
* qb-clothing = > Saves to the playerskin table for qbcore and works with qb-clothing.
* ownsystem = >  Saves to the playerallclothing folder in the script.
* illenium-appearance = > makes extra translations and saves for illenium.
* fivem-appearance = > makes extra translations and saves for fap.

You can use auto or playerload for automatic work.

```lua
Config.control = "auto" --- auto or playerload
```

With this setting, the coordinate of the place where the player will create the character is set.

```lua
Config.Spawn = vector4(402.89, -996.87, -99.0, 173.97)
```

After creating the character, you can write where the player should spawn.

<pre class="language-lua"><code class="lang-lua"><strong>Config.EnterSpawn = vector4(402.89, -996.87, -99.0, 173.97)
</strong></code></pre>

This function is a setting you can add for the last spawn.

```lua
Characterspawn = function(ped)
    FreezeEntityPosition(ped, false)
    SetPedAoBlobRendering(ped, false)
    SetEntityAlpha(ped, 255)
    SetEntityCoords(ped, Config.EnterSpawn.x, Config.EnterSpawn.y, Config.EnterSpawn.z)
    SetEntityHeading(ped, Config.EnterSpawn.h)
end
```
