Usage & Controls
Learn how to scan your server, fix overlapping IDs, clean up duplicate assets, and modify clipping objects using the in-game UI and live map editor.
๐ Terminology & Concepts
Before scanning, make sure you understand what each conflict type means. For a full technical explanation of how GTA/FiveM handles these systems, see the Understanding Conflicts guide.
- Modkit IDs: Unique numbers grouping vehicle customization/tuning parts. Conflicts cause custom parts to mismatch or crash the game.
- Siren IDs: Lightbar sequences and settings for emergency vehicles. Conflicts break flash patterns and siren audio.
- Duplicate Files (Map Assets): Identical filenames streamed across multiple map resources, leading to visual flickering and missing walls.
- Prop Conflicts: The same object placed by two differently-named map files, stacked on top of each other, or moved to different spots.
- Duplicate Placements: Multiple identical prop models spawned on top of each other, causing texture flickering (Z-fighting).
- Cross-Model Collisions: Two different props intersecting/clipping into each other, causing physics or collision bugs.
- Path Nodes: The invisible road network NPC traffic follows. When two packs cover the same area, only one wins, often bringing back roads another pack removed on purpose.
๐ฅ๏ธ NUI Scanner Dashboard (/conflicts)
To open the scanner, type the following command in your in-game chat or console (requires command.conflicts permission):
/conflictsEverything the scan found is listed in one place, filtered by tab:
1. Modkits & Sirens
- How it works: Scans all resource directories looking for
carcols.metaconfigurations. It compiles a list of all Modkits and Sirens and flags any duplicate IDs. - Auto-Fixing Modkits: Click the "Fix All" button (or individual item fixes) to automatically re-assign conflicting Modkit IDs to a free number. The tool writes directly to the target
carcols.metafiles. - Auto-Fixing Sirens: Click to fix Siren conflicts. It automatically locates the associated resource, changes the ID in
carcols.meta, and updates the matchingsirenSettingsin the resource'svehicles.metaorcarvariations.meta.
2. Files
- How it works: Scans for identical map assets streamed across multiple resources, grouped into Collision, Occlusion, Prop and Asset families.
- Auto-Clean & Merge: Identical copies are cleaned automatically and safely combinable copies are merged. Anything risky is handed back to you with the reason shown, see Merging & Resolving Conflicts.
- Manual choice: Pick which copy to keep at any time; the recommendation defaults to the most recently modified.
- Review & fix all: Resolve every duplicate in one pass, with the recommended keeper pre-selected per row, a newest/largest toggle, per-row overrides, and risky rows pre-set to skip.
3. Props
- How it works: Finds the same object placed by differently-named map files, either stacked in one spot, or moved apart.
- Pick the placement to keep and the others are removed, with a backup taken first. See Prop Placement Conflicts.
4. Clothing
- How it works: Finds clothing packs clashing on the same slot, duplicate streamed garments, shared clothing definition files that override each other, and categories that have grown past the game's slot limit.
- Preview first: Decode and view a garment's actual textures and 3D model right in the dashboard, or spawn side-by-side character clones in-game. See Clothing & Prop Conflicts.
5. Path Nodes
- How it works: Flagged on the Files tab with their own tag. When two packs cover the same area, the winner replaces the whole road network there, often putting back roads the other pack removed to build on.
- Auto-fix road paths: One button resolves everything it can do safely, and skips the rest. See Road & Path Node Conflicts.
6. Backups
- How it works: Every auto-fix creates a backup of the affected files.
- Restore: View all past backups along with the date, description, author, and changed files. Click the Restore button next to any backup to roll back changes immediately.
- The same panel holds your database backups, see Database Backup Setup.
[!NOTE] Files inside escrow-protected resources are marked with a ๐ badge and are never modified. See Protected Resources for how to resolve those.
Toolbar buttons
Not everything is a tab. The dashboard header also carries:
| Button | What it opens |
|---|---|
| Hidden maps | Maps that don't draw properly: leftover occluders, and two packs building in the same spot. See Cross-File Map Conflicts |
| Collision issues | Collision that doesn't match what you see: invisible walls or steps, and ground you fall through |
| Auto Resolve Map Conflicts | Runs the Hidden maps and Collision issues fixes in one pass. See How to Resolve Conflicts |
| ๐ Fix Road by Coords | Find and close an AI traffic road from a coordinate. See Road & Path Node Conflicts |
| Map editor | The live in-world editor, same as /mapeditor |
| Auto-fix modkits / Auto-fix sirens | Resolve the safe vehicle ID clashes in one pass |
| Fix all duplicates | Batch review of every duplicate file |
| Reindex clothing | Move every clashing clothing slot to a free index |
| Auto-fix road paths | Resolve every safely-fixable path node conflict |
๐ฅ Live In-World Map Editor (/mapeditor)
You can launch the live editor by clicking the "Open Map Editor" button inside the scanner dashboard, clicking on coordinates next to any physical conflict, or using the console/chat command:
/mapeditorThe live editor drops your character, spawns a freecam, and scans streamed entities in a 120m radius around you. It automatically highlights:
- Duplicate Placements: Exact same prop models spawned at the same coordinates.
- Cross-Model Collisions: Props clipping into each other, causing z-fighting.
On-Screen Toolbar
| Button | What it does |
|---|---|
| Collision | Draw the real collision mesh of the clashing files around you, straight in the world |
| Probe | Trace an invisible wall or floor back to the collision file it comes from |
| Zones | Draw an area, say which resource owns it, and clear out the rest. See Zone Ownership |
| ๐ Road Fixer | Find and close NPC traffic roads where your camera is. See Road & Path Node Conflicts |
| Re-scan | Re-scan the area around the camera |
| Keys | Open the full controls reference at any time |
| โ | Exit the editor |
The conflict list on the left filters between Duplicates, Collisions, All, and Files, the last one lets you run the duplicate-file scan and apply fixes without leaving the editor.
Keyboard Controls Reference
| Action Category | Keybind | Description |
|---|---|---|
| Camera Movement | W / A / S / D | Fly forward, left, backward, right |
Spacebar / Left Ctrl | Move camera up / down | |
Left Shift (Hold) | Fast movement mode | |
Right-Mouse Drag | Look around / rotate camera | |
| Selection | LMB (Left Click) | Grab the prop under the crosshair |
Tab | Teleport camera to the next detected conflict | |
R | Re-scan the surrounding area for conflicts | |
V | Toggle the collision mesh overlay on and off | |
| Nudging (Precise) | Arrow Keys | Nudge the selected prop along the X and Y axes |
Q / E | Nudge along Z-axis (Move Mode) or adjust Pitch/Yaw (Rotate Mode) | |
M | Toggle between Move (Translation) and Rotate modes | |
G | Toggle grid/coarse snapping for translations/rotations | |
H | Hide / show the selected prop | |
Z | Undo the last nudge movement | |
| Gizmo (Free Drag) | LMB drag | Move or rotate the prop using the 3D handles |
RMB drag | Look around while dragging | |
T / E | Switch between translate and rotate handles | |
Q | Toggle local / world space | |
W A S D | Fly while dragging | |
F / ESC | Finish and return to the panel | |
| Saving & Exit | Enter | Commit current adjustments as a persistent server override |
Backspace | Clear persistent override on selected prop (restore original) | |
ESC / Escape | Close the map editor and return to your character |
All keys are FiveM defaults and can be rebound under Settings โบ Key Bindings โบ FiveM.
๐พ How Overrides Work
- Local Previews: When nudging or hiding props in the editor, changes are session-local and visible only to you.
- Committing Changes: Pressing
[Enter]saves the override record to the server and broadcasts it to all active players. - Stream Sync: Whenever clients stream in a prop matching the original model and coordinates, the server-broadcasted override is dynamically re-applied.
- Safety: Overrides are clean, light, and do not modify original
.ymapfiles. You can undo or remove any override anytime using[Backspace]on the prop.