
Free FiveM MLOs Starter Pack 2026 + Buyer’s Guide
You want solid interiors that do not tank FPS. This starter pack gives you ten free MLOs that we vetted for clean portals, stable lighting, working navmesh, and small stream sizes. You also get install snippets, a safe ensure order, a buyer’s checklist for paid MLOs, and a short profiling routine you can repeat.
This guide is part of our complete FiveM content creation guide, covering everything from MLO design to scripting, vehicle modding, and building your creator brand.
Quick jumps: browse MLOs, best MLOs, optimize performance
Starter Pack: 10 free MLOs we recommend
How to read each pick
- Portals: room portals and occlusion setup quality.
- Lights: baked emissives and dynamic toggles; flicker checks.
- Navmesh: walk paths for peds; door flags.
- Stream size: approximate total of ytyp, ydr, ydd, ytd.
- Dependencies: game build, prop packs, other.
- Test steps: quick, repeatable checks.
- Known conflicts: common overlaps.
Note: Stream sizes are typical for clean packs and can vary by release.
1) Beach House Apartment (Del Perro)
Why it’s in: A compact living space with good occlusion and minimal draw calls.
- Portals: 7 rooms, tight seals; doors close volumes correctly.
- Lights: emissives stable at night; no Z-fighting in kitchen.
- Navmesh: smooth across living room, balcony; NPCs can roam.
- Stream size: ~18–25 MB.
- Dependencies: none; works on game build 2699+.
- Test steps: teleport to door → enter → toggle day/night → walk balcony edge → open/close doors → check reflections.
- Known conflicts: overlaps with other Del Perro apartments.
2) Strawberry Houses
https://vertexmods.com/en/shop
Why it’s in: Multi-entrance retail rows for jobs and events.
- Portals: 10+ micro-shops, clear volumes.
- Lights: uniform store lights; no light leak at shutters.
- Navmesh: wide aisles; target systems work well.
- Stream size: ~22–30 MB.
- Dependencies: none.
- Test steps: run along all stores → check doors → stress with 10 players inside → confirm minigames/targets open.
- Known conflicts: signage collisions with other Strawberry edits.
3) Mirror Park Auto Repair (Small Garage)
Why it’s in: Reliable RP hub for mechanics with low overhead.
- Portals: 5 rooms; big shutter portal sealed.
- Lights: shop tubes; no flicker on dyn lights.
- Navmesh: ramps path; peds reach toolbench.
- Stream size: ~12–18 MB.
- Dependencies: none.
- Test steps: open shutter → park vehicles → test target zones → toggle timecycle evening.
- Known conflicts: conflicts with other Mirror Park garage remaps.
4) Bus Station Lobby (Terminal Interior)
Why it’s in: Public transit RP with benches, kiosks, and clear sightlines.
- Portals: 6 rooms; big hall behaves as one volume.
- Lights: stable emissives; no bloom spikes.
- Navmesh: peds sit and wander.
- Stream size: ~15–22 MB.
- Dependencies: none.
- Test steps: run across hall → sit on bench → time to midnight → check shadows.
- Known conflicts: minor prop overlaps with billboard mods.
5) Container Hideout (Elysian Island)
Why it’s in: Tiny, safe performance footprint; great for missions.
- Portals: 3 rooms; ladder entrance sealed.
- Lights: warm indoor bulbs; no light leak.
- Navmesh: single path; NPC guards work.
- Stream size: ~6–10 MB.
- Dependencies: none.
- Test steps: enter from roof → toggle flashlight → shoot test for bullet decals.
- Known conflicts: shipyard overhaul packs.
6) Paleto Pet Clinic
Why it’s in: Small medical layout outside city load.
- Portals: 4 rooms; doors isolate exam rooms.
- Lights: clean interiors; no emissive flicker.
- Navmesh: reception to rooms works; animals path OK.
- Stream size: ~10–14 MB.
- Dependencies: none.
- Test steps: walk reception → door test → timecycle rain → check reflections.
- Known conflicts: other Paleto strip remaps.
7) Cinema Room (Morningwood)
Why it’s in: Event-ready room with clear seating and screen prop.
- Portals: 3 volumes; hall → screen → booth.
- Lights: dim preset; no heavy post effects.
- Navmesh: aisles walkable; sit targets OK.
- Stream size: ~9–13 MB.
- Dependencies: none.
- Test steps: sit test → switch time to night → check screen surface.
- Known conflicts: neon packs nearby.
8) Pink Cage Motel Singles
Why it’s in: Low-cost housing for starters; scalable instances.
- Portals: multiple room cells; each sealed.
- Lights: hallway emissives OK; minor LOD swap outside.
- Navmesh: rooms connect; path to stairs OK.
- Stream size: ~20–28 MB.
- Dependencies: none.
- Test steps: enter three different rooms → door spam test → night pass.
- Known conflicts: other Pink Cage remasters.
9) Hookies Seafood (Coastal Restaurant)
Why it’s in: Civilian RP on the coast with vehicle parking.
- Portals: 5 rooms; kitchen sealed.
- Lights: warm dining; no flicker on signs.
- Navmesh: bar path, kitchen door flags OK.
- Stream size: ~14–21 MB.
- Dependencies: none.
- Test steps: open/close doors → seating test → exterior night pass.
- Known conflicts: some indie Hookies retextures.
10) Lighthouse Keeper’s House
Why it’s in: Unique RP spot with minimal city load.
- Portals: 4 rooms; stair portal sealed.
- Lights: cozy lamps; no leaks through roof.
- Navmesh: stair path valid; porch OK.
- Stream size: ~8–12 MB.
- Dependencies: none.
- Test steps: climb tower → check occlusion when looking out → night pass.
- Known conflicts: world overhaul at the lighthouse point.
Install: copy‑paste fxmanifest hints and a safe ensure order
Folder layout (per map)
resources/
my-mlo-name/
stream/ # ytyp, ybn, ydr, ytd
fxmanifest.lua
Minimal fxmanifest.lua
fx_version 'cerulean'
game 'gta5'
this_is_a_map 'yes'
files {
'stream/**/*.ytyp'
}
-- Request YTYPs so interior archetypes load
data_file 'DLC_ITYP_REQUEST' 'stream/**.ytyp'
server.cfg — proven ensure order
# 1) Global fixes before any maps
ensure mapfixes # optional: collision/LOD fixes
ensure interiorprops # optional: common prop packs
# 2) Your MLOs (small → large), exteriors last
ensure mlo-beach-house
ensure mlo-shopcenter
ensure mlo-mirrorpark-garage
ensure mlo-bus-station
ensure mlo-container-hideout
ensure mlo-paleto-pet-clinic
ensure mlo-cinema-room
ensure mlo-pink-cage
ensure mlo-hookies
ensure mlo-lighthouse-house
# 3) Scenario edits that touch the same areas (if any)
ensure scenarios
Game build
Add this if the author requires a newer build:
sv_enforceGameBuild 2802
Clean updates
- Remove old versions fully before deploying a new one.
- Clear client cache only if authors advise it.
Starter pack summary
| Map | Type | Stream size | Known issues |
|---|---|---|---|
| Beach House Apartment (Del Perro) | Apartment | ~18–25 MB | Conflicts with other Del Perro interiors |
| Shopcenter (Strawberry Ave) | Retail | ~22–30 MB | Signage overlaps in modded streets |
| Mirror Park Auto Repair | Garage | ~12–18 MB | Garage remap conflicts |
| Bus Station Lobby | Transit | ~15–22 MB | Billboard prop overlaps |
| Container Hideout | Safehouse | ~6–10 MB | Shipyard overhaul conflicts |
| Paleto Pet Clinic | Clinic | ~10–14 MB | Other Paleto strip edits |
| Cinema Room | Venue | ~9–13 MB | Nearby neon post FX |
| Pink Cage Motel Singles | Motel | ~20–28 MB | Competes with Pink Cage remasters |
| Hookies Seafood | Restaurant | ~14–21 MB | Hookies retextures |
| Lighthouse Keeper’s House | House | ~8–12 MB | Lighthouse overhaul packs |
How to test and profile maps fast
Five‑minute sanity check
- Teleport to the entrance and enter. 2) Walk every room. 3) Toggle day and midnight. 4) Open and close each door. 5) Check reflections, shadows, and emissives. 6) Spawn two vehicles outside and look back toward the interior. 7) Run with 8–12 players inside for two minutes.
Resmon routine
- Press F8 →
resmon 1. 2) Watch CPU at idle for 30 seconds. 3) Trigger a peak moment: doors, targets, seating, interactions. 4) Record load numbers for each resource. 5) Anything above 0.05 ms sustained in an interior is a flag. 6) Remove one map at a time to confirm the culprit.
Artifact and DLC checks
- If you see invisible walls or “black rooms,” the YTYP did not load. Recheck
DLC_ITYP_REQUESTlines and file names. - If peds cannot move, the navmesh may be missing or door flags are wrong. Test without target scripts to isolate.
Buyer’s Guide for paid MLOs
What to check before you buy
- Portals: rooms seal properly; no see‑through edges when doors open.
- Lighting: no flicker at night; emissives look stable; no overbright glass.
- Navmesh: peds path all rooms; stairs work; doors use correct flags.
- LOD chain: exterior LODs pop cleanly; no late swaps.
- Stream size: under 60–120 MB for small/medium interiors.
- Memory: textures are reasonably compressed; no bloated 8K.
- Collisions: bullets leave decals; you cannot walk through counters.
- Game build: works on your target build without hacks.
- Conflicts: coordinate list provided; compatible with popular overhauls.
- Support: changelog, updates, and a way to report bugs.
- License & escrow: terms are clear; you can configure doors and props.
How to test a paid map
- Spin up a throwaway server. Add only the map and your essential core.
- Run the Resmon routine from above. Save screenshots of idle and load.
- Stress test with 15–20 players. Time at night and rain. Walk every room.
- Try doors from both sides. Use a flashlight in dark corners.
- Place your job props. Check doorway widths and seat offsets.
How to profile like a pro
- Record baseline with the map disabled. Then only the map. Then the full stack. Compare.
- Move closer to the exterior parking and look back inside. Watch draw calls and spikes.
- If the map holds ≤0.03 ms idle and ≤0.07 ms under load, you are good.
Buyer checklist (print this)
| Check | Why it matters |
|---|---|
| Rooms seal with clean portals | Prevents overdraw and FPS loss |
| Emissives stable at night | Avoids flashing and eye strain |
| Peds walk stairs and doors | Ensures jobs and AI behave |
| LODs pop cleanly | Stops texture pop‑in outside |
| Stream size in budget | Keeps RAM and VRAM headroom |
| No collision leaks | Prevents exploits and weird movement |
| Build matches server | Avoids black rooms and crashes |
| Coordinates + conflicts listed | Saves hours of debugging |
| Active support channel | Faster fixes and updates |
| Clear license | You can configure and move props |
FAQ: common MLO problems and quick fixes
1) I get a black interior or go through an invisible wall. What now?
- Your YTYP files did not load. Confirm
data_file 'DLC_ITYP_REQUEST'lines and file names. Verifythis_is_a_map 'yes'. - Need more help? Check the invisible wall guide here
2) Lights flicker or glass glows too much at night. Fix?
- Switch time to midnight and look at emissives. If the issue persists, disable other post‑FX mods and check for duplicated emissive props.
3) Peds cannot walk through doors or up stairs.
- The navmesh or door flags are wrong. Test the map alone. If it works solo, a target script or doorlock might be the cause.
4) Texture pop‑in when I look toward the street.
- The exterior LOD chain is heavy. Lower texture resolution or ask the author for lighter LODs. Avoid stacking multiple remaps in the same block.
5) I see z‑fighting on floors or walls.
- Two geometry layers overlap. Remove other map edits that touch the same coordinates. Keep only one version.
6) Resmon shows spikes when 15 players enter at once.
- That is a stress point at portals and scripts. Reduce dynamic props, disable unused targets, and profile again.
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