# PED::_SET_PELT_FOR_HORSE

- **Hash:** `0xA73F50E8796150D5`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPeltForHorse`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PELT_FOR_HORSE

## Signature

```c
void _SET_PELT_FOR_HORSE(Ped horse, int peltId);
```

## Parameters

- `horse` (`Ped`)
- `peltId` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetPeltForHorse(horse, peltId)

-- always available, by hash
Citizen.InvokeNative(0xA73F50E8796150D5, horse, peltId)
```

### JavaScript

```js
SetPeltForHorse(horse, peltId);

// by hash
Citizen.invokeNative('0xA73F50E8796150D5', horse, peltId);
```

### C#

```csharp
Function.Call((Hash)0xA73F50E8796150D5, horse, peltId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*
