# F.A.Q > Frequently asked questions for ML Clothing System Category: INVENTORY · Source: https://miciomods.it/docs/ml-inventory-faq · Last updated: 2026-07-28 # F.A.Q ## Setup **Which frameworks are supported?** ESX, QBCore, and QBox, through `ml_bridge`. The framework is detected at runtime, so the same build runs on any supported core with no framework option to set. **Do I need to download the inventory separately?** No. The advanced inventory ships bundled with the product and loads from the same package. Start it before `ml_clothing` in your `server.cfg`. **Does ML Clothing create database tables for clothing?** No. Worn appearance is saved through your detected appearance script, or through inventory item metadata in native mode. The only table the resource creates is `ml_invadmin_audit`, the admin panel audit log, and it is created automatically on first start. **Which languages are included?** Six locale files ship in the build: English, Italian, German, Spanish, French, and Portuguese (Brazil). Set the active one with `Config.Language`. If the chosen language has no file, the resource falls back to English. **The armor plate prop does not show up. Why?** The prop streams from a `DLC_ITYP_REQUEST` declared in the manifest. Restart the server after first install. A hot refresh can skip newly added stream assets, so a full restart is needed the first time. ## Clothing, plates, and bags **How does equipping clothing work?** Clothing pieces are inventory items. Using an item equips it into its fixed slot from `Config.ClothingItems` and updates the matching ped component or prop. Removing it restores the default state defined in `Config.DefaultClothing`. **Clothes picked in the appearance menu or at character creation never become items. Why?** The appearance script has to hand the saved outfit to ML Clothing. Add `exports.ml_clothing:syncFromNUI(appearance)` right after each save in your appearance script; for `illenium-appearance` that means `InitializeCharacter`, `OpenShop`, and the `changeOutfit` event in `client/client.lua`. For `codem-appearance`, call `exports.ml_clothing:syncFromPed()` inside the save callbacks it exposes. The exact lines to add are in [Clothing Integration](https://miciomods.it/docs/ml-inventory-cloth-integration). **Can two clothing items share a slot?** No. Each item in `Config.ClothingItems` must have a unique slot number. If two items map to the same slot, one is dropped on equip. Slots 11 to 25 are reserved for clothing. **How does the plate carrier work?** Body armor uses slot 14 and acts as a plate carrier. Inserting plates into it sets ped armor from the sum of plate health, capped at 100. A heavy carrier holds up to two plates, a light one holds one. Removing a plate returns it to the inventory with its remaining health. **What happens when a plate is destroyed?** With `Config.UseBrokenPlates = true`, a plate that reaches zero health becomes the broken plate item (`Config.BrokenPlateItem`, default `brokenplate`). The broken plate provides no protection but can be repaired. **Do bags affect movement?** Yes, when `Config.BagEffect = true`. A worn bag slows the player based on the weight it carries, interpolated from `Config.Bag.SpeedTable`. A heavier bag means a lower speed multiplier. **How is a bag's size decided?** By the worn bag drawable index and gender, looked up in `Config.BagSizes`. Each entry sets weight, columns, and rows. A drawable with no entry falls back to `Config.Bag.DefaultWeight` and the default grid. **Can I stop certain items from going into bags?** Yes. `Config.BagBlacklist` blocks items by exact name (`items`) or by name prefix (`prefixes`), and can prevent nesting a bag inside a bag with `denyBagInsideBag`. The swap is refused when a match is found. **What is the wear and decay system?** Configured drawables lose durability while worn. At zero durability the piece stays worn but stops protecting, and is flagged in the `ml_clothingBroken` statebag. The shipped entries target radiation masks and suits. Body armor is excluded because it has its own plate durability. Repair behavior is set per entry or by the defaults in `Config.WearDecay`. ## Admin **How do I open the inventory admin panel?** Run the command set by `Config.Command` (default `invadmin`), or bind a key with `Config.OpenKey`. Access is checked server side. **Who can use the admin panel?** A player who holds the ACE in `Config.AdminAce`, when it is set, or a player that `Bridge.HasPermission` recognizes as admin. Without either, the panel refuses to open with an insufficient permissions message. **What does the admin panel log?** Item edits, stash edits, and player give and remove actions are written to the `ml_invadmin_audit` table with the admin name, source id, action, and detail. ## Updates **How do I update ML Clothing?** Replace the resource folder with the new version, keeping your edited `shared/config.lua`, `shared/invadmin_config.lua`, `open/` files, and `locales/`, since those are left out of escrow. Restart the server so any new stream assets load. Check the changelog for new config keys to merge into your existing files.