Kartik Scripts

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.

๐Ÿ“– 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.

๐Ÿ–ฅ๏ธ NUI Scanner Dashboard (/conflicts)

To open the scanner, type the following command in your in-game chat or console (requires command.conflicts permission):

/conflicts

Everything the scan found is listed in one place, filtered by tab:

1. Modkits & Sirens

  • How it works: Scans all resource directories looking for carcols.meta configurations. 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.meta files.
  • Auto-Fixing Sirens: Click to fix Siren conflicts. It automatically locates the associated resource, changes the ID in carcols.meta, and updates the matching sirenSettings in the resource's vehicles.meta or carvariations.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 ๐Ÿ”’ 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:

ButtonWhat it opens
Hidden mapsMaps that don't draw properly: leftover occluders, and two packs building in the same spot. See Cross-File Map Conflicts
Collision issuesCollision that doesn't match what you see: invisible walls or steps, and ground you fall through
Auto Resolve Map ConflictsRuns the Hidden maps and Collision issues fixes in one pass. See How to Resolve Conflicts
๐Ÿ“ Fix Road by CoordsFind and close an AI traffic road from a coordinate. See Road & Path Node Conflicts
Map editorThe live in-world editor, same as /mapeditor
Auto-fix modkits / Auto-fix sirensResolve the safe vehicle ID clashes in one pass
Fix all duplicatesBatch review of every duplicate file
Reindex clothingMove every clashing clothing slot to a free index
Auto-fix road pathsResolve every safely-fixable path node conflict

๐ŸŽฅ 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:

/mapeditor

The live editor drops your character, spawns a freecam, and scans streamed entities in a 120m radius around you. It automatically highlights:

  1. Duplicate Placements: Exact same prop models spawned at the same coordinates.
  2. Cross-Model Collisions: Props clipping into each other, causing z-fighting.

On-Screen Toolbar

ButtonWhat it does
CollisionDraw the real collision mesh of the clashing files around you, straight in the world
ProbeTrace an invisible wall or floor back to the collision file it comes from
ZonesDraw an area, say which resource owns it, and clear out the rest. See Zone Ownership
๐Ÿ“ Road FixerFind and close NPC traffic roads where your camera is. See Road & Path Node Conflicts
Re-scanRe-scan the area around the camera
KeysOpen the full controls reference at any time
โœ•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 CategoryKeybindDescription
Camera MovementW / A / S / DFly forward, left, backward, right
Spacebar / Left CtrlMove camera up / down
Left Shift (Hold)Fast movement mode
Right-Mouse DragLook around / rotate camera
SelectionLMB (Left Click)Grab the prop under the crosshair
TabTeleport camera to the next detected conflict
RRe-scan the surrounding area for conflicts
VToggle the collision mesh overlay on and off
Nudging (Precise)Arrow KeysNudge the selected prop along the X and Y axes
Q / ENudge along Z-axis (Move Mode) or adjust Pitch/Yaw (Rotate Mode)
MToggle between Move (Translation) and Rotate modes
GToggle grid/coarse snapping for translations/rotations
HHide / show the selected prop
ZUndo the last nudge movement
Gizmo (Free Drag)LMB dragMove or rotate the prop using the 3D handles
RMB dragLook around while dragging
T / ESwitch between translate and rotate handles
QToggle local / world space
W A S DFly while dragging
F / ESCFinish and return to the panel
Saving & ExitEnterCommit current adjustments as a persistent server override
BackspaceClear persistent override on selected prop (restore original)
ESC / EscapeClose the map editor and return to your character

All keys are FiveM defaults and can be rebound under Settings โ€บ Key Bindings โ€บ FiveM.


๐Ÿ’พ How Overrides Work

  1. Local Previews: When nudging or hiding props in the editor, changes are session-local and visible only to you.
  2. Committing Changes: Pressing [Enter] saves the override record to the server and broadcasts it to all active players.
  3. Stream Sync: Whenever clients stream in a prop matching the original model and coordinates, the server-broadcasted override is dynamically re-applied.
  4. Safety: Overrides are clean, light, and do not modify original .ymap files. You can undo or remove any override anytime using [Backspace] on the prop.

On this page