In-game map conflict scanner and resolver for FiveM. It scans every started resource for conflicting .ymap, .ytyp, .ybn, .ydr, .ydd, .ytd and .yft files, shows each conflict in the world, and resolves them with keep, move, remove or edit decisions. Standalone, no framework required.
Features (As of 01/09/2026 [dd/mm/yyyy])
Full Server Scan
Lists all started resources, reads their folders, and hashes and parses every map file. RSC7 parsing of ymap, ytyp and ybn runs on the server.
Duplicate files across resources, props removed, moved or re-modelled between versions of a ymap, double placements of the same prop, overlapping box occluders, duplicate collision files, and archetypes defined more than once across ytyp files. Duplicate files carry badges for vanilla overrides, LOD distance disagreements and stale LOD data.
Shrink one box until the overlap clears, remove a single box, or merge a whole cluster into one volume. The merge checks how much empty space the result would swallow and refuses when it would hide geometry it should not.
Move, rotate and resize a box occluder with the gizmo, or right click one face to extrude just that side. The wireframe follows the gizmo live and the edit is written straight into the ymap.
Move and rotate a collision bound with the gizmo, or move a whole .ybn as one, with the red mesh following the drag live. Composite bounds get move and rotate, a single bound with no composite wrapper gets move.
Read every material slot in a bound and set its surface from the full GTA V list, plus the sixteen collision flags such as see through, shoot through, walkable path and no navmesh.
Props that can’t be removed while in runtime are buried inside the ymap, and occluder changes rewrite only the fields that changed, so the resource keeps loading from its original file.
Releases have most of the non important files for the average user stripped and frontend is already build and doesn’t include the frontend src since there is no need.
Personally i recommend doing stuff manually since you have more control, but so far i had no one report issues with the auto-resolve so good luck and thanks for using it more updates coming soon, i m just a bit busy now
Unfortunately, this program does not resolve conflicts between YBN, YDR, YDD, and YFT at all, it doesn’t allow for resolution through “merges.” Instead, it asks you to keep or delete a particular version, which ultimately does nothing to help ensure compatibility between multiple mappings.
That doesn’t change the fact that, in every other respect, he does the job as required, but let’s just say that when it comes to the most important part, he doesn’t know how to do it.
Is it possible to remove some trees, especially the trees that are blocking the area? They are overlapping the road, and I would like to have them removed because they are conflicting with the MLO.
rn no, if you mean custom ymap then atm it’s not possible since there is no way to tell that but can add to be able to modify any streammed prop, it’s on the todo list
I can’t seem to get it to work. I’ve installed according to the instructions, and while I get the prompt for the /conflicttool command, nothing happens when I type it in. I don’t get any warnings or logged events and I definitely have the correct permissions.
I’m using server artifacts version 35245 and gamebuild 3407
I’d love to give this script a go to solve some issues with mapping we have, but I’m wondering if the actions are reservable? in-case there’s a mistake made when merging or something goes awry I can revert everything back to when I used the tool, or does that require a manual backup of the servers map folder to my local machine