MLO map conflicts in FiveM: missing walls, flickering, duplicate props
Fix missing walls, flickering textures, duplicate props and invisible interiors when two FiveM maps clash: find the overlapping resource and remove the extra ymap.
The symptoms look like this: a wall is missing in a building, the floor or a texture flickers, the same chair or prop shows twice, or an interior is invisible when you walk in. When it started after you added a map, two resources are very likely editing the same area. This guide shows how to find the pair and how to fix it.
Why two maps clash
A map changes the world with .ymap files (where objects are), .ytyp files (what interiors and props exist) and .ybn files (collisions). When two resources work on the same place, these things happen:
- Duplicate props. Both maps place the same furniture or the same building, so you see double and often flicker where the two surfaces meet.
- Missing walls or an invisible interior. One map hides or replaces a part of the base game building, and another map expects it to be there. A map that removes a base game object in a place where you put a custom interior is the most common cause.
- Z-fighting (flickering). Two flat surfaces occupy the same spot, and the game draws one, then the other, frame after frame.
- Same interior twice. You installed two versions of one MLO (for example an old and a new pack with a different folder name). Their definitions use the same internal names and collide.
Step 1: find which resource is involved
You need a list of every resource that contains map files. Look for folders with a stream folder and this_is_a_map 'yes' in the manifest. Then:
- Go to the broken place in game and note the exact spot.
- In the server console, type
stop <resource>for one map resource. In txAdmin you can use the live console for this. - Leave the server and join again. Streamed map data is most reliable after a reconnect.
- Check the spot. If the problem is gone, you found a resource in the clash. If not, start it again with
ensure <resource>and stop the next one.
Do it with all map resources, not only the new one. The map you just added is the first suspect, but the other half of the clash can be an older map that worked alone for months.
Tip: if you have many maps, stop half of them, test, and halve again. You find the pair in a few rounds instead of dozens of restarts.
Step 2: fix it
Once you know the two resources, you have three choices.
Remove one of them
If both maps show the same building (two different MLOs for the same shop, or an old copy of a map you updated), keep one and delete the other from resources and from server.cfg. This is the fix in most cases.
Remove the duplicate .ymap
Packs often ship the same .ymap in two resources, or a "fix" map that repeats part of a main map. If two files place the same props, delete one of the .ymap files from stream and restart the resource. Keep a backup first, and change one file at a time.
Edit the .ymap
If you want both maps, open the files in a map editing tool such as CodeWalker. It lets you view a .ymap, select the objects inside it and see their positions. You can then delete the duplicated entities in one file and save it. This takes care, so work on a copy and test after each change.
Step 3: check the load order
Conflicts do not always come from the files only. Which resource starts last can decide which version of a thing the game uses. In server.cfg, keep your maps together and in a stable order:
# maps
ensure map_base_fix
ensure my_mlo_one
ensure my_mlo_twoPut a "fix" or "patch" map after the map it fixes. If you changed the order and the problem moved, you have confirmed a conflict even before you edit anything. See also server.cfg resource order.
Other causes to rule out
Not every flicker is a conflict between maps. Check these too:
- Too many heavy files. A server with many large map textures can fail to stream parts of a place, which looks like missing walls. See oversized assets and texture loss.
- A missing
.ytypline. The walls show but props do not. Check the manifest as in how to install an MLO. - A game build that is too low. The pack uses DLC content your players do not have. See sv_enforceGameBuild and DLC.
- A stale client cache. The server is fine and your game keeps an old copy of the map. Try clearing the FiveM cache.
Keeping maps from clashing in the future
- Install one map at a time and test the place before you add the next one.
- Keep a short list of every map and the coordinates it covers.
- Read the pack's description: authors often write which other maps or fixes it replaces.
- Do not install a map "fix" from a different author without reading what it changes.
Checklist
| Symptom | Fix |
|---|---|
| Same prop shows twice | Two maps place it: remove one map or the duplicate .ymap |
| Flickering floor or wall | Two surfaces in one spot: find the second resource and remove one |
| Wall missing in a building | A map hides a base game part: stop maps one by one to find it |
| Interior invisible | Check for two versions of the same MLO and for a missing .ytyp line |
| Moved after changing order | Confirmed conflict: put the patch map after the map it fixes |
| Still unsure | Stop half of your maps and halve again until the pair is found |
Quick answers
How do I know which map is causing the conflict?
Stop your map resources one by one and check the place in game after each stop. When the problem goes away, the last resource you stopped is part of the clash, either alone or together with another one.
Can two maps be used in the same place?
Only if they do not change the same objects. Two maps that both place or remove things in the same building will fight, and one of them has to go or be edited.
Do I need CodeWalker to fix this?
Not for finding the conflict, but yes if you want to edit a .ymap and remove only the duplicate part. Without a tool, the fix is to remove one of the two maps.
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