# F.A.Q > Frequently asked questions for ML Random Cloth Category: RANDOM CLOTHING · Source: https://miciomods.it/docs/random-cloth-faq · Last updated: 2026-07-28 ## Setup **Do I need ml_clothing for this to work?** Yes. The pack items give real clothing items that `ml_clothing` defines and handles, including bag stash metadata. ML Random Cloth is an addon for `ml_clothing`, not a standalone system. Start `ml_clothing` before `ml_random_cloth`. **Is there a database to import?** No. ML Random Cloth creates no SQL table. Nothing to import. The random result is written into the given item's metadata by `ml_clothing` at runtime. **I used a pack and nothing happened. Why?** Check three things. First, the standard pack item in `ox_inventory` needs `client = { export = 'ml_random_cloth.usePack' }`, otherwise using it runs nothing. Second, `ml_clothing` must be started so the target clothing item exists. Third, there is a 3 second server cooldown per player between pack opens, and a full inventory stops the give because the server checks carry space before removing the pack. **Which frameworks are supported?** ESX, QBCore, Qbox, and Standalone, through `ml_bridge`. There is no framework setting in the config; the bridge detects it at runtime. With `Config.Debug = true` the detected framework prints on start. **How do I change the language?** Set `Config.Language` in `shared/config.lua`. The resource ships with `en` and `it` locale files. Codes without a matching locale file fall back to `en`. ## Packs and Clothing **What are the standard packs?** Fifteen fixed items, one per clothing type: `pack_mask`, `pack_hat`, `pack_earrings`, `pack_glasses`, `pack_chain`, `pack_undershirt`, `pack_jacket`, `pack_pants`, `pack_bodyarmor`, `pack_bracelet`, `pack_watch`, `pack_bag`, `pack_shoes`, `pack_gloves`, `pack_decals`. Each gives one random clothing item of its type with a random drawable and texture. **How do I make a themed pack with specific drawables?** Add an entry to `Config.CustomPacks`. You can list specific drawable IDs per gender, fixed `{drawable, texture}` tuples, or a string array for full random. Set `giveAll = true` to give one item per type, or leave it off to give one random type from the pack. Register each custom pack item in `ox_inventory` with `client = { export = 'ml_random_cloth.useCustomPack' }`, the same way standard packs use `ml_random_cloth.usePack`. See the Configuration page for the three formats. **Can I stop certain broken clothing models from being given?** Yes. Add the GTA drawable IDs to `Config.ExcludedDrawables` under the matching gender and clothing type. Those drawables are never rolled in random mode. **Why do jackets and pants seem to have fewer texture variants?** By design. In random mode the texture pool for `pants` and `jacket` is capped at 3 to avoid picking rarely-used high-index textures. Other types use their full texture range. **How do bags get their inventory size?** `Config.BagSizes` sets the stash `weight`, `cols`, and `rows` per bag drawable and gender. It also whitelists which bag drawables can be rolled: only drawables with a size entry are given. `ml_clothing` writes the stash metadata onto the item when it is created. **Can players exploit the pack to get any drawable they want?** The give is server-side. The server sanitizes the metadata, enforces pack ownership, a cooldown and carry space, and for themed packs it rejects any drawable that is not in the pack's list for that gender. Standard packs are trusted only within the sanitized numeric metadata and pack ownership. The Developer page has the full breakdown. ## Updates **How do I update ML Random Cloth?** Replace the resource folder with the new version, keeping your edited `shared/config.lua`, `locales/`, and any custom `_INSTALL` changes since those are escrow-ignored. Restart the resource.