What goes wrong most often, what it actually means, and what to do about it. For anything not listed here, set Config.Debug = true — most problems name themselves in the console.
Installation and Start-up#
"You have renamed the script!" and the server hangs
The folder must be named exactly qs-outfitbag. The name check runs on start and stops the server on purpose when it fails. Rename the folder back and start again.
Using the item does nothing
Check, in order:
The item name in your inventory matches
Config.ItemNameexactly.The item is usable —
useable = trueon qb-core and qs-inventory.Your framework starts before
qs-outfitbag. Otherwise the script runs standalone and never registers the item.With debug on, the console says which framework it found.
The console says "No matching dependencies found"
Nothing from the framework or target list was running when qs-outfitbag started. Move ensure qs-outfitbag below your framework and target in server.cfg, or pin them with Config.Framework and Config.Target — see Integrations.
Text reads "Translation [xx][KEY] does not exist"
Config.Language points to a code with no file in locales/, or your own locale file is missing that key. Copy the missing keys from locales/en.lua.
The window's icons show as empty squares
The bag window loads its icons and font from cdnjs and Google Fonts. A player whose connection blocks those addresses sees squares where the four apply icons should be. Everything still works — the icons sit in the same order: full outfit, bottom, top, accessories, then the bin.
Bags#
The bag opens but there is no list and no Save button
The bag is locked — every bag is when it is placed. The owner presses the padlock and the list and Save Outfit appear. Somebody else's locked bag stays empty until its owner unlocks it. See Usage → Locking and Sharing.
The bag is invisible, or never appears
Config.BagModel is a prop your game build does not have. The default model is a DLC prop and only exists on a game build that includes it: raise sv_enforceGameBuild, or switch to a classic prop such as prop_cs_heist_bag_02.
There is no Pick Up Bag option
Only the player who placed the bag can pick it up, and the option is shown only to them. With qs-textui and the built-in prompt it is the G key rather than a menu entry.
Other players cannot see Use Bag on my bag
The option reaches other players when the bag is placed, or a couple of seconds after they join. A player who is far away waits up to 30 seconds for the bag to stream in; if they arrive later than that, pick the bag up and place it again with them nearby.
My bag disappeared, and the item with it
Its owner disconnected, or the resource or the server restarted. Placed bags are not saved, and only picking one up returns the item. The outfits are untouched — they are stored per player and open in the next bag.
Using the item twice quickly only places one bag
There is a two-second pause between placements. Wait a moment and use it again.
Outfits#
Outfits do not save
Check that the outfitbag_outfits table exists. It is created when oxmysql is ready, so oxmysql must start first and your database user needs permission to create tables. A rare Duplicate entry error means the random id was already taken — save again.
The outfit resets after reconnecting
By default an applied outfit is not handed to your clothing resource. Turn on Config.PersistOutfitToClothing — after reading the warning in Usage → Persisting Outfits if clothes are items on your server.
Players receive clothing items after applying an outfit
Config.PersistOutfitToClothing is on with an inventory that turns clothes into items. Turn it off: the inventory hands out the items again every time an outfit is saved to the clothing resource.
The outfit looks wrong on another character
Drawable numbers belong to a ped model. An outfit saved on a male character is put on a female one with the nearest pieces she has, which rarely match. Save a separate outfit for each model.
Hair or face did not change
Correct behaviour. Outfits carry clothing and props only; face, hair and decals are never touched.
All my characters share one wardrobe — or each has its own
It depends on the identifier your framework provides. On QBCore outfits are tied to the license, so every character on the account shares them; on Qbox and on a multicharacter ESX server each character has its own. The table is in Integrations → Frameworks.
Uniform Bags#
"You are not allowed to use this bag!"
The player's job is not in the bag's jobs list. Names must match your framework's job name exactly — police, not Police. Set public = true to open it to everybody. A standalone server has no jobs, so only public bags open there.
The player kneels in the wrong place
Set pedpos to a spot just in front of the bag, with a heading that faces it. Without pedpos the player kneels on the bag's own position.
A uniform bag does not appear
Check that pos is just above the floor you want — the bag is dropped onto the ground beneath that point — and that Config.BagModel exists on your game build. Uniform bags appear a second after the resource starts.
Still stuck? Open a ticket and include your framework, target and inventory, your
shared/config.lua, and the console output withConfig.Debug = true.



