FiveM map conflicts: fix flickering MLOs and missing props
Walls flicker, props vanish, an MLO turns invisible? Why FiveM map resources conflict, what each file type breaks, and how to merge .ymap files in a few clicks.
By Termi
- Maps
- MLO
- Desktop app
On this page
- Why map resources conflict
- The kinds of conflict, and what they break
- Map flickering (occlusion conflict)
- Prop placement conflict (.ymap)
- Archetype conflict (.ytyp)
- Collision and 3D model conflicts (.ybn, .ydr)
- Fixing it by hand
- Merge them in a few clicks
- When you don’t need to merge
- Common questions
- Why does my MLO flicker or disappear when I walk up to it?
- Does changing the ensure order fix FiveM map conflicts?
- How do I find which resources stream the same .ymap?
- Can I merge .ybn or .ydr files?
- Which plan has it
You add a new MLO, restart the server and drive over to see it. The building is there, but the police station across town now flickers, a parking lot lost its lamps and one wall of the interior disappears when you walk up to it. Nothing in the console says why. This is a map conflict, and it is one of the most common problems on any FiveM server that runs more than a couple of maps. This guide explains where conflicts come from, how to tell which kind you have, and how to fix them without spending an evening in CodeWalker.
Why map resources conflict
Most maps don’t build the city from scratch. They edit pieces of GTA V that already exist: they move a fence, delete a lamp post that stands in the way, or cut a hole into the occlusion of a block so their interior shows up. To do that, they ship their own copy of a base-game file, with the same name as the original.
The trouble starts when two resources ship a copy of the same file. The game loads only one of them: the one from the resource that starts last. Everything the other map changed in that file is simply gone.
ensure pd_mlo
ensure burgershot_mlo
ensure street_lightsIf both MLOs stream dt1_05_strm_1.ymap, only the copy from burgershot_mlo loads. The police station’s edits never reach the game, so its interior is drawn with the original block around it. Swapping the two lines doesn’t help, it only moves the breakage to the other map.
The kinds of conflict, and what they break
The file type tells you a lot about what you will see in game. These are the ones you run into most often.
Map flickering (occlusion conflict)
To save work, GTA V doesn’t draw what it thinks is hidden behind walls. Those invisible blockers are called occluders, and they live inside .ymap files. An MLO has to remove the occluders that would hide its interior. When another map’s copy of that file wins, the old occluders come back: the interior flickers, vanishes when you get close, or you can see straight through the walls into the void.
Prop placement conflict (.ymap)
A .ymap also says which objects stand where: buildings, props, LODs, lights, grass, even the spots where parked cars spawn. When two maps edit the same one and only one copy loads, you get missing props, buildings that pop in and out, lamps that don’t light up, or a tree growing through the middle of a new garage.
Archetype conflict (.ytyp)
A .ytyp defines the objects themselves: which model a prop uses, how far away it stays visible, and for MLOs, the rooms and portals inside. If two copies disagree, props show up with the wrong model or not at all, and an interior can lose a room.
Collision and 3D model conflicts (.ybn, .ydr)
A .ybn is collision: what you can walk on and what stops you. A .ydr is a 3D model. A clash here shows up as walking through walls, invisible barriers, falling through a floor, or a prop with the wrong shape or textures. These files are whole objects rather than lists of edits, so there is nothing to combine: you decide which copy should win and make sure that resource starts last.
Fixing it by hand
Until now, the usual fix looked like this:
For a single file that’s an hour of careful work. A big server has dozens of them, and the moment one map gets an update you get to do it all again. It is also easy to get wrong: miss one occluder and the flicker stays.
Merge them in a few clicks
The Map Merger in the FiveDock desktop app does that work for you. It reads your server.cfg, finds every .ymap and .ytyp that more than one started resource streams, and folds each set of copies into one file that keeps every map’s changes.
The merge follows one simple rule, the same one you would follow by hand:
Copies that are byte-for-byte identical are marked as such and skipped, since they can’t conflict. Distant LOD lights are merged together with their matching LOD light file, which the game needs to stay in sync. You can do the same from the command line:
> fivedock merge C:\server
41 started resources, 3 map files streamed by more than one
dt1_05_strm_1.ymap pd_mlo -> burgershot_mlo
vw_distlodlights_medium010.ymap pd_mlo -> street_lights
shared_props.ytyp (identical) pd_mlo -> burgershot_mlo
> fivedock merge C:\server --apply
merged dt1_05_strm_1.ymap +38 -4, base-game file
merged vw_distlodlights_medium010.ymap +112 -0, base-game file
Wrote C:\server\resources\[fivedock]\fivedock-merged. Undo with: fivedock merge undo+38 -4 means the merge brought in 38 items the first copy didn’t have, and left out 4 base-game items that one of the maps had deleted.
Nothing is lost
Every change is backed up. The original copies are moved out of their resources rather than deleted, and Undo last merge (or fivedock merge undo) puts everything back, including your server.cfg.
When a map gets an update, run the scan again. The merger also reads its own earlier output, so the new copies are folded into what you already have.
When you don’t need to merge
A file streamed twice isn’t always a problem. Leave it alone when:
Test after merging. Drive past every map involved and walk into each interior. If something looks off, one click on undo brings back the state from before.
Common questions
Why does my MLO flicker or disappear when I walk up to it?
Usually because another resource streams its own copy of the same .ymap, and that copy still holds the occluders the MLO removed. GTA V does not draw what an occluder hides, so the interior flickers or vanishes as you get close. The game loads the copy from the resource that starts last.
Does changing the ensure order fix FiveM map conflicts?
Only for collision (.ybn) and model (.ydr) files, where you pick the copy you want and make its resource start last. For a .ymap or .ytyp that two maps both edited, the game still loads one copy, so a new order moves the breakage to the other map. Those files have to be merged into one copy that keeps both maps’ changes.
How do I find which resources stream the same .ymap?
Look for files with the same name in the stream folders of every started resource: two resources that both ship dt1_05_strm_1.ymap conflict over it. The Map Merger in the FiveDock desktop app reads server.cfg and lists every .ymap and .ytyp that more than one started resource streams, in the order they start.
Can I merge .ybn or .ydr files?
No. A .ybn is a whole collision mesh and a .ydr a whole 3D model, so they hold no list of separate edits to combine the way a .ymap does. Decide which copy should win and make sure its resource starts after the other one.
Which plan has it
The Map Merger is part of the Metro plan. The scan and the files stay on your machine; the merge itself runs on FiveDock’s servers, so the app stays small and every merge uses the same, up-to-date data about the base game. Compare the plans or download the desktop app to scan your server.