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Add MLO to FiveM Server

How to Install and Verify a FiveM MLO

Install a FiveM MLO by keeping its resource package intact, starting it after its dependencies and checking the exact location in game. A successful resource start is only the first check: textures, collision, visibility and other maps must also work.

Confirm the target GTA edition before installing or exporting assets. Legacy packages are not automatically Enhanced-ready; follow the official Enhanced asset-conversion guidance when that is your target.

Check the package before upload

Read the creator’s supported game build, dependencies, installation notes and license. Keep the original archive and the currently working map/configuration. Test on an isolated server first.

The resource folder should contain its manifest directly and its streamed assets in the documented structure. Preserve names and hidden files. Separate resource folders help rollback but do not prevent model or map hash collisions.

Install and register

  1. Upload the complete resource under resources, optionally in a grouping folder such as [maps]. Avoid an accidental extra archive folder above fxmanifest.lua.
  2. Keep the supplied manifest. If a package lacks one, establish the actual asset types and required declarations before creating it; do not assume every map needs the same files.
  3. For additional YTYP archetypes, verify the package declares DLC_ITYP_REQUEST for its real YTYP path. See the official data-file reference.
  4. Add ensure followed by the exact resource-folder name to server.cfg after required dependencies. Start on staging and inspect the first console error.

Test the location

  1. Use your installed administration tool’s documented teleport function or travel to the supplied coordinates. There is no universal teleport slash command.
  2. Walk through every doorway and floor. Check missing collision, invisible barriers, texture references, flicker and room visibility.
  3. Test several lighting conditions using the time/weather system your server actually runs. Compare the same camera route before and after the map is enabled.
  4. Join with another player, reconnect and restart. Check a client without your local development files.

Resolve conflicts and roll back

If the area breaks only when another map is enabled, compare overlapping placements and archetype/model names on staging. Do not rename a drawable alone: references in other files may depend on it.

Keep ordinary cache state for the first comparison. Clear only the specific cache documented for a diagnosed stale-file issue, with the client/server stopped as appropriate. Broad recursive deletion is not an installation step.

If the map fails acceptance, stop it, remove its ensure line and restore the previous map configuration. Correct the source or obtain a compatible package before retrying.

Reference documentation

Cfx.re — resource manifest

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