Outfit Bag gives your players a wardrobe they can carry. Using the item sets a bag down at their feet; opening it kneels them beside it with a camera on the scene and a live preview of their character, and every outfit they have saved is one click away — the whole look, or only the top, the bottom or the accessories. The bag can be locked, or left open for the crew to borrow from, and picked back up into the inventory when they are done.
Your server gets uniform bags too: fixed bags in a police locker room, a hospital or a garage, each with its own outfits and an optional job list, so a shift starts with one click instead of a trip to the clothing store. There is no SQL to import — the first start builds the table — and the framework and target system are detected on their own on ESX, QBCore and Qbox.
Where to start#
Page | What it covers |
|---|---|
Requirements, download, load order, the database, the inventory item and the config file. | |
Placing and picking up a bag, the bag window, the four apply modes, locking and sharing, uniform bags and keeping outfits after a reconnect. | |
Frameworks, targets, clothing resources and inventories — how each one is detected, and how to add your own. | |
The standalone command, the event that places a bag from your own scripts, and the format of a saved outfit. | |
What each problem means, and how to fix it. |
What it does#
Area | Details |
|---|---|
Portable bags | Using the item places a real bag prop in front of the player, visible to everyone. The owner opens it, saves outfits into it and picks it back up into the inventory. Several bags can stand at once. |
Saved outfits | Stored per player in the database, so every bag a player places opens on the same wardrobe, and it survives restarts. Each outfit keeps every clothing piece and prop with its texture. |
Apply modes | Full outfit, top only, bottom only or accessories only — change a jacket without touching the trousers. |
Live preview | Selecting an outfit shows the character wearing it beside the window before anything changes on them. |
Lock and share | Every bag starts locked. Its owner unlocks it to work in it — and while it stays unlocked, anyone who walks up can try on the owner's outfits, but never save or delete. |
Uniform bags | Fixed bags written in the config, with their own outfits, an optional job list and the spot where the player kneels. |
Persistence | Optionally hands the applied outfit to illenium-appearance, fivem-appearance, qb-appearance, qb-clothing, qbx-clothing or skinchanger, so it is still on after a reconnect. |
Compatibility | ESX, QBCore and Qbox — or standalone — with ox_target, qb-target, qs-textui or a built-in prompt. All auto-detected, every bridge unencrypted. |
Languages | 28 translations: AR · BG · CA · CS · DA · DE · EL · EN · ES · FA · FR · HI · HU · IT · JA · KO · NL · NO · PL · PT · RO · RU · SL · SV · TH · TR · ZH-CN · ZH-TW. |
Driving it from your own scripts? A radial menu, a job locker or a shop can place a bag for a player with one event, and saved outfits are plain JSON in a single table. See Commands and Events.



