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> Source: https://fivemad.com/docs/resources/maps-mlos-clothing
> Section: Resources
> Tags: maps, mlo, ymap, clothing, eup, addon clothing, streaming, install
> Last updated: 2026-09-22
> Site map for assistants: https://fivemad.com/llms.txt

# 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.

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](/docs/development/streaming-assets).

[How To Install Custom Clothing into a FiveM Server For FREE! 2026 (HighwayTrooper)](https://www.youtube.com/watch?v=KmX1CtAMcsQ) (YouTube video)

## 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`:

```cfg title="server.cfg"
ensure bob74_ipl
ensure [maps]
```

4. `refresh` and `ensure` it, or restart. Players download it on their next join.
5. Fly to the location and check: walls, floors, collisions (can you fall through?), doors, lighting.

A typical map resource manifest:

```lua title="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](/docs/server-setup/server-cfg#sv_enforcegamebuild)).

### Placing props yourself

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

```lua title="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'
```

3. `ensure` it **before** your clothing menu resource (illenium-appearance, qb-clothing, esx_skin...), so the menu sees the new items.
4. 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](/tools/ymt-creator) generates the ped variation `.ymt` for a pack from its drawable and texture file names. For textures, the [Clothing Designer](/tools/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](/tools/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.
