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Installing maps, MLOs and clothing packs

Installing maps, MLOs and clothing packs

Install custom maps, MLO interiors and clothing packs on a FiveM server: folder layout, manifests, conflicts, game builds, add-on vs replace clothing and texture sizes.

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Maps and clothing are “asset” resources: mostly files in a stream folder plus a manifest. They’re easy to install and easy to get wrong in subtle ways (conflicts, texture loss, wrong game build). This page is for server owners. If you make these assets, see Streaming custom assets.

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Maps and MLOs

A map resource adds or changes things in the world (.ymap placements, models, collisions). An MLO is an interior with rooms, like a custom police station or a shop you can walk into.

Install

  1. Extract the resource into resources/[maps]/. Check fxmanifest.lua is directly inside the resource folder.
  2. Read the README: some MLOs need a specific game build, another resource (often bob74_ipl), or tell you to remove something that conflicts.
  3. Add it to server.cfg after bob74_ipl:
server.cfg
ensure bob74_ipl
ensure [maps]
  1. refresh and ensure it, or restart. Players download it on their next join.
  2. Fly to the location and check: walls, floors, collisions (can you fall through?), doors, lighting.

A typical map resource manifest:

fxmanifest.lua
fx_version 'cerulean'
game 'gta5'
this_is_a_map 'yes'

data_file 'DLC_ITYP_REQUEST' 'stream/my_mlo.ytyp'

If a map comes as a singleplayer mod (dlc.rpf), it isn’t FiveM ready: the files must be extracted into a stream folder and the metadata turned into data_file lines.

Conflicts

  • Two MLOs in the same place fight each other: flickering walls, missing floors, invisible interiors. Only use one per location.
  • Many MLOs remove or replace base map pieces around them. Two such maps next to each other can remove each other’s surroundings.
  • bob74_ipl loads online interiors that some MLOs replace (for example some apartments and clubhouses). The MLO’s README usually says what to disable in bob74_ipl’s config.
  • Map packs that edit the same .ymap as another pack: the last one started wins.

Game builds

Newer MLOs may use props from recent DLCs. If your sv_enforceGameBuild is older than what the MLO needs, you’ll see missing props or empty spots. Check the README and your build (see server.cfg explained).

Placing props yourself

For simple additions (benches, barriers, a few decorations), you don’t need a full map editor. The YMAP Builder builds a .ymap from props placed by coordinates, and the Objects / Props List helps you find the right model with pictures and sizes. Find coordinates on the Interactive Map.

Clothing

Add-on vs replace

Type What it does Use it?
Add-on Adds new drawables on top of the base game, as a new collection with its own .ymt and .meta. Yes. Packs don’t break each other or base clothes.
Replace Overwrites a base game item (same file name as the original). Avoid. Players lose the original item and packs overwrite each other.

Most modern packs (and EUP conversions for FiveM) are add-on.

Install

  1. Extract into resources/[clothing]/.
  2. Check the resource has a .meta file registered in the manifest and the .ymt and drawables in stream:
fxmanifest.lua
fx_version 'cerulean'
game 'gta5'

files { 'mp_m_freemode_01_mp_m_mypack.meta' }
data_file 'SHOP_PED_APPAREL_META_FILE' 'mp_m_freemode_01_mp_m_mypack.meta'
  1. ensure it before your clothing menu resource (illenium-appearance, qb-clothing, esx_skin…), so the menu sees the new items.
  2. Test with both male and female freemode peds if the pack has both.

How players see new clothes

The clothing menu shows new drawables at the end of each category. If you install several packs, their numbers shift when you add or remove a pack before them, which changes what saved outfits point to. Decide your packs early and add new ones at the end of the ensure list.

Making or merging packs

Merging many small packs into one is common on RP servers to control numbering. Community tools like Durty Cloth Tool and grzyClothTool build and merge packs, and the YMT Creator generates the ped variation .ymt for a pack from its drawable and texture file names. For textures, the Clothing Designer paints on a clothing model and exports new .ytd textures.

Texture sizes (the big one)

Clothing and map packs are the most common cause of texture loss: blurry roads, missing textures, invisible objects when many players are around. The reason is almost always oversized textures (4K where 1K would do).

  • Watch the server console for oversized asset warnings when the resource starts.
  • Shrink .ytd textures to 2048 or less, with mipmaps. The YTD Optimizer does it in bulk and shows the memory you save.
  • Fewer, well made packs beat many heavy ones.

Checklist

  • Manifest directly inside the resource folder.
  • ensure after bob74_ipl (maps) or before the clothing menu (clothes).
  • No two MLOs in the same place.
  • Game build matches what the asset needs.
  • No oversized asset warnings, or you shrank the textures.
  • Tested in game with a fresh client cache if something looks wrong.