if(player.IsMale())
{
//Male loadout
}
else
{
//Female loadout
}
EntityAI Belt = Player.GetInventory().CreateInInventory("BeltClassname");
ItemBase Sheath = Belt.GetInventory().CreateAttachment("SheathClassname");
Sheath.GetInventory().CreateAttachment("KnifeClassname");
I'm not sure how the second one works but I think that'd be correct. Find the belt, sheath, and knife classnames you want and try it out!