If an org is intelligent enough, it can be outfitted in an editor. It can only spawn at certain levels depending on what materials are used. This also brings up the issue of procedural outfitting, because creatures evolve. How will that work?
I was idly wondering about procedural clothes today.
1. I guess there is the whole trousers vs dress dichotomy which works for any number of limbs (do you have a general tarp over you or are your clothes fitted to each leg).
2. A good way of displaying social status is to make clothes which are complex, use rare colours and are impractical. So a menial worker would wear something functional (like a boiler suit etc) but an aristocrat would wear something crazy. (In creatures that can fly it might be very aristocratic to cover your wings to show you don't need to fly away because you are so powerful).
3. You are optimally fashionable when you are wearing something only 10% of people are wearing (or something like that) this creates an eternal game of always chasing the next fashion.
4. On earth the fashions of the most successful military get widely adopted, especially among men (men now look like red coats from the 19th century). So that would be cool.