FiveM studio · MLO
Buy a FiveM MLO,interiors you can actually walk into.
Walk-in interiors from our own production, properly portalled, with occlusion and LOD stages, running under ESX, QBCore and standalone. We walked through every one of them before release.
- Our own production, not resold
- Delivered streaming-ready
- ESX, QBCore & standalone
- Tested in game

01
What is an MLO?
Explained briefly, before we talk price.
An MLO (Map Load Object) is a walk-in custom interior for GTA V and FiveM. Unlike an ordinary building, which is empty inside, an MLO has an interior of its own that streams in dynamically as you enter, with no loading screen.
A portal system makes that possible: doors and windows are defined as portals, and the engine uses them to decide which rooms need rendering right now. On top of that come room definitions, occlusion data, custom lighting, authored collision and navigation data for NPCs.
Technically an MLO consists of a .ytyp file defining rooms and portals, the model and collision files (.ydr, .ybn, .ytd), and a .ymap that anchors the interior at its position in the game world. For players it simply means: open the door, you are inside, no waiting.

02
What is the difference between an MLO and a YMAP?
The question support gets most often.
Put simply: the .ymap decides where something stands in the world, the MLO decides what it looks like inside and that you can walk into it.
| YMAP | MLO | |
|---|---|---|
| Purpose | Placement in the world | Walk-in interior |
| Contains | Position, rotation, scale of objects | Rooms, portals, occlusion, timecycle |
| Typical use | Exterior design, props, vegetation | The interior behind the door |
| Enterable | No, exterior only | Yes, without a loading screen |
| Files | .ymap | .ytyp, .ydr, .ybn, .ytd + .ymap |
In practice the two belong together: the .ymap puts the MLO at its coordinate in Los Santos, and the MLO supplies the walk-in interior behind it. Buying “just a YMAP” usually gets you an exterior with no interior to enter.
03
Our FiveM MLOs at a glance
What is on our shelf.
- MLO interiors
- Homes, businesses, government, hospitality, workshops, the places roleplay servers actually play in. Every interior is built for its purpose: a workshop needs lifts and working routes, a hideout needs sightlines and escape routes.
- Exteriors and mappings
- A mapping changes the exterior: building shells, props, fences, vegetation. The line to an MLO runs at the door, the moment someone should walk in, you need an MLO. We supply both, because an interior rarely convinces without a matching setting.
- Custom MLO to brief
- If your location is not in the catalogue, we build it to brief. How that works is further down.
Examples from the catalogue
- Mafia HideoutInterior
- Drug LaboratoryInterior
- Crown Performance – MechanicInterior
- Mirror Park – RemasteredExterior
- Border Control – ROXWOODExterior
04
What does an MLO cost?
An honest range instead of “on request”.
What finished interiors, exteriors, mappings and bundles cost is shown live in the shop, that is where the binding final prices including all charges are listed. We deliberately don't repeat them here: the catalogue and promotions change, and a number on this page would then be wrong.
You get a fixed quote in the customer portal before work starts, not a timesheet afterwards.
05
How do I install an MLO in FiveM?
Step by step, even if it is your first time.
- Folder structure and fxmanifest.lua
- You create a resource with an fxmanifest.lua and a stream folder, and register the .ytyp in the manifest. Our MLOs arrive streaming-ready: the resource is already assembled, you only drop it into your resources folder.
- What belongs in the stream folder
- The model and collision files go there: .ytyp for rooms and portals, .ymap to anchor it in the world, .ydr for the models, .ybn for collision and .ytd for textures.
In four steps
Upload the resource folder into resources/ over SFTP.
Add a line ensure <foldername> to your server.cfg.
Restart the server and reconnect once so the assets stream cleanly.
Teleport to the spot in game and check the interior, collision and lighting.
Common mistakes
- MLO not visible, usually a .ytyp not registered in the manifest.
- No way through the door, portal missing or facing the wrong way.
- Missing collision, the .ybn was not streamed along.
- Duplicate props, a second resource overrides the same building, or vanilla objects were not disabled.

Where the numbers actually come from.
How do MLOs affect FPS and server performance?
An MLO contains no script code and therefore creates no server load in the resmon sense, it shows 0.00 ms there. That is true of every streamed asset, though, and on its own says nothing about quality. Anyone advertising with it is telling you nothing.
The real cost of an MLO lands on the client side: polycount, texture memory, draw calls, the number and quality of LOD stages, and the size of the streaming budget. That is exactly where we optimise, textures at a sensible resolution rather than 4K across the board, several LOD stages per object, occlusion set so only the room you stand in gets rendered.
No script overhead, and a streaming budget we tell you before you buy.
07
Are your MLOs suitable for ESX and QBCore?
Built framework-independent.
Yes. Our MLOs run under ESX, QBCore and standalone. The MLO itself is a stream asset and knows no framework, the integration only appears where you place jobs, door locks or interaction points. Where we ship such coordinates and zones, they are documented so they carry over into either framework.
08
How does an MLO commission work?
From brief to handover, all in the portal.
We currently accept commissions selectively only, our focus is on the hosting lines. Finished catalogue assets are unaffected and available at any time.
- 01
Enquiry
In the customer portal: title, project type MLO/interior, complexity, budget range and target date.
- 02
Brief
Targeted questions, location on the map, style and mood, adjacent maps, requirements for performance, collision and sightlines. You upload reference images directly.
- 03
Quote
From the brief we cut a fixed quote, which you accept in the portal or send back for changes.
- 04
In progress
You see every phase live, including milestones with a test-server link to walk through.
- 05
Review
Review rounds with notes on the commission itself rather than in a Discord thread.
- 06
Handover
Files and invoice end up on the commission, nothing gets lost.
09
Frequently asked questions about FiveM MLOs
Answered briefly.
01
What is an MLO?
An MLO (Map Load Object) is a walk-in custom interior for GTA V and FiveM. Unlike an ordinary building, which is empty inside, an MLO has an interior of its own that streams in dynamically as you enter, with no loading screen. A portal system makes that possible: doors and windows are defined as portals, and the engine uses them to decide which rooms need rendering. On top of that come room definitions, occlusion data, custom lighting, authored collision and navigation data for NPCs. Technically an MLO consists of a .ytyp file defining rooms and portals, the model and collision files (.ydr, .ybn, .ytd), and a .ymap that anchors the interior at its position in the game world. For players it simply means: open the door, you are inside, no waiting.
02
What is the difference between an MLO and a YMAP?
Put simply: the .ymap decides where something stands in the world, the MLO decides what it looks like inside and that you can walk into it. A .ymap is a placement file. It defines which objects appear at which position, rotation and scale: building shells, props, fences, vegetation, light sources. A pure mapping often consists solely of .ymap files and changes only the exterior. An MLO, by contrast, is an archetype with an interior. It describes rooms, portals between those rooms, occlusion and timecycle data, including which room has to be visible when. That is why an MLO works without a loading screen and still performs. In practice the two belong together: the .ymap puts the MLO at its coordinate in Los Santos, and the MLO supplies the walk-in interior behind it.
03
What does an MLO cost?
Prices for finished interiors, exteriors, mappings and bundles are shown live in the shop, that is where you see the binding final prices including all charges. For commissioned work the price depends on five things: floor area and number of rooms, number of portals, the share of custom-modelled props versus vanilla assets, whether an exterior is included, and how many review rounds you want to plan for. You get a fixed quote in the portal before work starts, not a timesheet afterwards.
04
How do I install an MLO on my FiveM server?
You create a resource with fxmanifest.lua and a stream folder, copy the MLO files (.ytyp, .ymap, .ydr, .ybn, .ytd) into the stream folder, register the .ytyp in the manifest and start the resource in server.cfg. Then reconnect once so the assets stream cleanly. Our MLOs arrive streaming-ready, the resource is already assembled, you only upload it over SFTP into your resources folder. If something is not visible straight away, it is almost always an unregistered .ytyp or a second resource overriding the same building. We help with installation.
05
Are your MLOs suitable for ESX and QBCore?
Yes. Our MLOs are built framework-independent and run under ESX, QBCore and standalone. The MLO itself is a stream asset and knows no framework, the integration only appears where you place jobs, door locks or interaction points. Where we ship such coordinates and zones, they are documented so they carry over into either framework.
06
How do MLOs affect FPS and server performance?
An MLO contains no script code and therefore creates no server load in the resmon sense, it shows 0.00 ms there. That is true of every streamed asset, though, and on its own is not a quality marker. The real cost of an MLO lands on the client side: polycount, texture memory, draw calls, the number and quality of LOD stages, and the size of the streaming budget. That is exactly where we optimise: textures at a sensible resolution rather than 4K across the board, several LOD stages per object, occlusion set so only the room you stand in gets rendered.
07
May I use a purchased MLO on several servers?
No, the standard licence covers a single server setup. That may well be a connected infrastructure you run yourself throughout. If you run several logically or organisationally separate setups, such as multiple communities or brands, each setup needs its own licence unless the product description says otherwise. Extended forms such as multi-server, reseller or whitelabel licences exist by separate written agreement. Our EULA is what governs.
08
Do I get the source files?
Buying from the catalogue gets you the ready-to-run resource, exactly what you need to operate it. Source files such as Blender or 3ds Max projects and texture projects are not part of the standard licence. If you need them for a commissioned project, we put that in writing before work starts, because it requires a separate agreement. Either way: complete source files must not be published in a form that lets third parties download or reuse them.
09
How does an MLO commission work?
You start the enquiry in the customer portal: title, project type MLO/interior, complexity, budget range and target date. Targeted questions follow, location on the map, style and mood, adjacent maps, particular requirements for performance, collision or sightlines. You upload reference images and mood boards directly. From the brief we cut a fixed quote, which you accept in the portal or send back for changes. After that you see every phase live: in progress, milestones with a test-server link, review, handover. Files and invoice end up on the commission. Note that we currently accept commissions selectively only.
10
Will the MLO run on my server?
On any FiveM server where you have file access, an MLO needs no more than that. If you do not have one yet, or want to move to a host with full SFTP access: with us you get both from one place, and on performance questions the same contact sees the asset and the machine it runs on.

Asset and machine from one place.
MLO bought, will it run on your server?
Installing one needs full file access to your server. That is exactly what you get here: a file manager in the customer portal and SFTP per server, plus txAdmin and a live console. When an MLO raises performance questions, one contact sees both sides, the asset and the machine.
Nobody Workz is an independent studio and is not affiliated with Take-Two Interactive, Rockstar Games or Cfx.re. GTA V and FiveM are trademarks of their respective owners.