# F.A.Q > Frequently asked questions for ML PropsCarry Category: ITEM CARRY · Source: https://miciomods.it/docs/ml-propscarry-faq · Last updated: 2026-07-28 ## Setup **How do I change the language?** Set `Config.Locale` in `shared/config.lua`: **shared/config.lua** ```lua Config.Locale = 'en' ``` **How do I add a new item?** Add an entry to `Config.Items` with the item name, prop model, bone hash, and default positions for male/female: **shared/config.lua** ```lua { name = 'my_item', prop = 'prop_my_model', bone = 24818, isWeapon = false, defaultPosition = { male = { x = 0.0, y = 0.0, z = 0.0, rx = 0.0, ry = 0.0, rz = 0.0 }, female = { x = 0.0, y = 0.0, z = 0.0, rx = 0.0, ry = 0.0, rz = 0.0 }, }, } ``` Or use `/carryadmin` in-game to add, edit or remove items visually. Catalog changes apply to every player live with no restart, and persist in the database. ## Admin **Can I add or change carry items without restarting?** Yes. `/carryadmin` opens the catalog manager. It lists every carry item (config and live), and lets you add a new one, re-edit an existing one's position with the 3D editor, or delete a live one. Saves write to the `ml_propscarry_items` table and broadcast to every connected player immediately: no config editing, no restart. **Who can open the admin catalog?** Anyone the framework treats as an admin (`Bridge.HasPermission`), or the `ml_propscarry.admin` / `admin` ACE. Override it per server in `open/server.lua` with `Handlers.IsAdmin`. ## Editor **How do players customize positions?** Use `/carryedit [itemName]`. A 3D gizmo appears on the prop: drag the arrows to move it, grab the rings to rotate it, and orbit the camera to check it from every side. Press Enter to save, ESC to cancel. Positions are stored per-player server-side. **How do I reset a position to default?** Click **Reset to Default** in the `/carryedit` editor (two-click confirm), or run `/carryreset [itemName]`. Both delete the player's saved position, so the prop reverts to the current default: including a default an admin has since set live with `/carryadmin`, which then applies to that player again. ## Weapons **Are weapon attachments visible on holstered weapons?** Yes, when `Config.WeaponComponents = true`. Scopes, suppressors, grips, and other attachments are resolved from item metadata and rendered on the holstered weapon model. `ox_inventory` gives the full experience. QB-style inventories (qb, ps, qs, codem, core, tgiann) store attachments in their own metadata formats and ml_propscarry reads those too, including the tint where the inventory saves one. If an inventory stores nothing on the weapon, it simply shows without attachments. **Does flashlight state persist?** Yes, when `Config.FlashlightPersist = true`. The on/off state is tracked per weapon serial number and preserved across holster/draw cycles. ## Sync **Can other players see my carried props?** Yes. Props sync to nearby players (within 200m) via StateBags. Other players see the same props with the same positions. **Is there a limit on carried items?** Maximum 20 items synced per player to prevent entity exhaustion. ## Updates **How do I update the script?** 1. Download latest from CFX Portal 2. Backup `shared/config.lua` 3. Replace all files except config 4. Restart the resource Player positions are stored in KVP and the live catalog in the `ml_propscarry_items` table: both survive updates, nothing to migrate.