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What an MLO is on FiveM
An MLO is a packaged interior or map modification for Grand Theft Auto V. It can replace an existing building or add a new, enterable interior with custom rooms, props, lighting and collisions. FiveM does not install an MLO through a separate in-game installer. The server loads it as an ordinary resource, just like other server content.
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The resource system is built around three items:
- A uniquely named folder inside the server’s resources directory.
- A
streamsubfolder containing the map assets. - An
fxmanifest.luathat identifies the resource and tells FiveM how to load it.
The Cfx.re map-mod documentation uses this same structure. The examples below use my-mlo as the folder name; replace it with the actual name of your pack.
Files in an MLO pack and what they do
Before copying anything, open the downloaded archive and identify the files it contains. Do not rename files unless the creator’s instructions explicitly require it. Their names and internal references can be significant.
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| Extension | Purpose | What happens if it is absent |
|---|---|---|
.ymap |
World-placement data. It tells the game where map entities are placed. | The interior or its objects may not appear at all. |
.ybn |
Collision geometry for floors, walls and other solid surfaces. | Players can fall through floors or walk through walls. |
.ytyp |
Archetype and interior definition data used by custom map assets. | Custom models or the interior definition may fail to load. |
.ydr, .ytd, .ydd |
Model and texture assets. | Objects can be invisible, show missing textures or load incorrectly. |
_manifest.ymf |
A generated manifest used for placed entities in some map projects. | Models may not load correctly when the pack requires this file. |
Not every pack contains every extension. Keep all files supplied with the MLO, including subfolders, unless the creator documents a different layout.
What you need before installing
- Access to the FiveM server’s files and permission to edit its resource directory and
server.cfg. - An extracted MLO archive. FiveM cannot load assets that remain inside a ZIP or RAR file.
- A text editor capable of saving a plain-text Lua file.
- A recent backup of the resource folder and
server.cfg, so you can restore a working configuration. - CodeWalker’s Manifest Generator if the pack contains placed entities and does not include a usable
_manifest.ymf.
No special physical hardware, disc or paid installation product is required. The work is file placement and manifest configuration. Your server still needs enough capacity for its normal player load and other resources, but the MLO installation itself does not require a particular component.
If you need a hosted FiveM server for testing an MLO, Godlike.Host provides FiveM game-server hosting with its own game panel, SFTP/FTP access and a personal firewall. It is not on Cfx.re’s list of authorized FiveM hosts (fivem.net, 10 Oct 2026).
Install an MLO as a FiveM resource
1. Create a uniquely named resource folder
Open the server’s resources directory. Create a folder with a simple name, for example:
resources/my-mlo
If you organize resources into category folders, a valid alternative is:
resources/[maps]/my-mlo
The folder name becomes the resource name. Avoid spaces and punctuation that could make the name difficult to reproduce in server.cfg. Most importantly, remember the capitalization exactly as you created it.
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2. Add the required stream folder
Inside the new resource, create a folder named stream in lowercase:
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Copy the MLO’s supplied asset files into that folder. A correct basic layout looks like this:
resources/
└── my-mlo/
├── stream/
│ ├── interior.ymap
│ ├── interior.ybn
│ ├── interior.ytyp
│ ├── interior.ydr
│ └── interior.ytd
└── fxmanifest.lua
Do not accidentally create stream/my-mlo/stream by extracting an archive one level too deep. If the files are buried below the resource’s immediate stream directory, the loader may not find them. Preserve any subdirectories that came with the pack when the creator’s structure depends on them.
3. Create fxmanifest.lua
Create a plain-text file named exactly fxmanifest.lua in the resource root, next to stream. The core map manifest shown in the Cfx.re beginner documentation is:
fx_version 'cerulean'
game 'gta5'
lua54 'yes'
this_is_a_map 'yes'
Use straight quotation marks and save the file as Lua text, not as fxmanifest.lua.txt. On systems that hide extensions, enable visible file extensions before checking the name.
this_is_a_map marks the resource as a GTA map resource. The resource-manifest reference describes the flag as causing map storage to reload when the resource loads; its value can be any string, although 'yes' is the conventional value used in the official example.
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4. Register a supplied .ytyp file when necessary
Some MLOs require the .ytyp to be declared in the manifest in addition to being present in stream. The FiveM data-files reference lists DLC_ITYP_REQUEST as a valid data-file key and identifies it as equivalent to PERMANENT_ITYP_FILE. A commonly used pattern is:
fx_version 'cerulean'
game 'gta5'
lua54 'yes'
this_is_a_map 'yes'
files {
'stream/**/*'
}
data_file 'DLC_ITYP_REQUEST' 'stream/interior.ytyp'
Replace stream/interior.ytyp with the actual relative path and filename. If the pack contains several required .ytyp files, follow its supplied instructions rather than guessing a single filename. The exact data_file declaration is a community installation pattern; the authoritative data-files reference is the place to check if a newer resource format changes the requirement.
Do not add unrelated keys simply because they appear in another map’s manifest. In particular, whether a key such as MAP_TYPES is appropriate is not established by the documentation used for this guide. Keep the manifest limited to the entries the pack needs.
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5. Generate _manifest.ymf for placed entities when required
The Cfx.re beginner guide says to generate and save _manifest.ymf with CodeWalker’s Manifest Generator for placed entities and notes that it is needed for models to load correctly. If the creator already supplied a working _manifest.ymf, keep it in the location specified by the pack. If it is missing and the map uses placed entities, open the project in CodeWalker, use its Manifest Generator, save the generated file, and place it with the other map assets as directed by the guide or pack documentation.
This step is not required for every interior. Treat it as a requirement when the map’s documentation or testing indicates that its placed models do not load without the generated manifest.
6. Add the resource to server.cfg
Open the server’s main configuration file and add an ensure line that matches the resource folder name exactly:
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ensure my-mlo
For a resource inside a category folder, use the path:
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Capitalization matters. If the directory is named My-MLO, the line must use ensure My-MLO. A mismatch can leave the files present on disk while the server never starts the resource.
Community installation guides commonly place map resources after foundational resources such as spawnmanager, sessionmanager and the server’s framework. This ordering is common practice rather than an official universal requirement. If your framework or the MLO creator specifies an order, follow that instruction.
7. Restart and test in-game
Restart the server after saving both the manifest and configuration. A full restart is the clearest first test because it removes uncertainty about whether an earlier resource state is still cached. Join the server, travel to the MLO’s documented coordinates, enter from each available entrance and inspect the interior at normal walking speed.
Check more than whether the shell appears:
- Walk across every floor and staircase to verify collision.
- Look at custom models and textures from several angles.
- Check doors, elevators and other interactive elements if the pack includes them.
- Have another player test the location if the server normally runs more than one player.
How to confirm that FiveM loaded the resource
Use the server console while it starts. The resource should be discovered and started under the same name used in ensure. A startup error naming fxmanifest.lua, a missing file or a malformed data-file declaration points to the resource itself rather than the in-game location.
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If the console appears normal but nothing is visible, verify the coordinates supplied by the MLO creator. An interior can be correctly loaded yet be located somewhere different from the entrance you expected. Then inspect the resource tree manually: the manifest must be at the resource root and the assets must be below its stream directory.
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Troubleshoot an MLO that does not show
The resource never starts
- Compare the
ensurepath with the folder name, including capitalization. - Check that
fxmanifest.luais directly inside the resource folder. - Make sure the file was not saved as
fxmanifest.lua.txt. - Look for Lua syntax errors caused by smart quotes, missing quotation marks or accidental formatting.
- Confirm that the resource is inside the server’s active resources directory, not merely in a download or backup directory.
The resource starts but the interior is invisible
Check that every supplied .ymap is in the correct stream location. A missing YMAP removes the world-placement information, so models may exist in the pack without being placed into the world. Also check that the MLO’s .ytyp is present and, when required, registered with DLC_ITYP_REQUEST.
Re-extract the original archive if filenames or folders were changed. Avoid mixing files from different versions of an MLO; one version’s YMAP can refer to models or archetypes that another version does not contain.
Players fall through floors or walls
Missing .ybn collision files are the usual cause. Confirm that all supplied YBN files were copied into stream and were not filtered out during extraction. If only one room has a problem, compare that room’s files with the archive rather than replacing the entire resource immediately.
Models are missing even though the shell loads
Check the .ydr, .ydd, .ytd and .ytyp files, then verify whether the pack requires _manifest.ymf. Generate the manifest with CodeWalker’s Manifest Generator when the placed-entity instructions call for it. A model that appears in one area but not another can indicate a missing placement file rather than a general resource failure.
Textures flicker or two interiors overlap
Flickering can indicate that another resource is loading a map at the same location. Temporarily stop other map resources that occupy the area and test again. If the problem disappears, the two resources conflict; keep only the intended map or move one resource if its creator provides a supported alternative.
Installing a replacement MLO
A replacement MLO occupies the position of an existing GTA V building or interior. Some replacement packs include a “remove” YMAP that disables the original map geometry. When the pack supplies one, include it exactly as instructed; omitting it can leave the original and replacement geometry occupying the same space. This handling is community practice and can differ between packs, so use the creator’s readme for the specific replacement.
Test replacement interiors from outside as well as inside. Look for duplicated walls, invisible barriers and old entrances that remain active. Those symptoms usually indicate that one of the original-removal or replacement-placement files was not loaded.
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Update
- Stop the server or disable the resource with
stop my-mlofrom the server console. - Back up the current MLO folder.
- Replace the files with the new release, preserving the resource folder name if the existing
ensureline should continue to work. - Compare the new manifest with the old one and add any newly documented
data_fileentries. - Start or restart the resource, then test the interior and collisions.
Disable temporarily
Remove or comment out its ensure line, or stop it from the console, then restart the server if you need a clean comparison. Keep the files until you have confirmed that no other resource depends on them.
Remove
- Delete the resource’s
ensureline fromserver.cfg. - Stop the resource and remove its folder only after creating a backup.
- Restart and check the former location for leftover replacement or conflict resources.
Practical installation checklist
- The resource has a unique folder inside the active resources directory.
- All supplied assets are extracted and are below a lowercase
streamfolder. fxmanifest.luais at the resource root and includesfx_version 'cerulean',game 'gta5',lua54 'yes'andthis_is_a_map 'yes'.- Required
.ytypfiles are present and registered when the pack requires registration. - A required
_manifest.ymfhas been supplied or generated with CodeWalker. server.cfgcontains an exact-matchensureline.- The server has been restarted and the location tested for visibility, models and collision.
Bottom line
An MLO is installed correctly when FiveM can start its resource, discover the files under stream, load the map manifest and place the interior without missing collision. Build the folder first, use the minimal map manifest, register the supplied YTYP when needed, generate the placed-entity manifest when required, and use an exact ensure path. If the result is invisible, check YMAP placement files; if players fall through it, check YBN collision files before changing anything else.
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