The car you want only exists as a replace mod: the download swaps a stock vehicle instead of adding a new one. This guide ends with that model as a real add-on, with its own spawn name, next to the untouched stock car. You need the mod's gta5-mods.com link, a text editor and a file manager. No OpenIV.
Why servers want add-on, not replace
On FiveM a replace mod is a set of streamed files that carry the names of a base game vehicle. A streamed file with a base game name overrides the base asset for everyone connected, so every copy of that car on the server, traffic included, becomes the mod. The spawn name, handling, sound and seating stay those of the stock car, and two replace mods for the same vehicle cannot both be active. An add-on has its own name and its own data, so you can have as many as memory allows. The short comparison is in add-on vs replace, and the behaviour of unmodified replace resources is covered on converting replace cars.
What converting a replace mod gives you
We ran a replace sedan from gta5-mods.com through the converter on 2026-10-10 to see exactly what comes back. The zip contained this:
replace_resources/
├── fxmanifest.lua
├── common/ (empty)
└── stream/
├── oracle.yft
├── oracle_hi.yft
└── oracle.ytdThe manifest was three statements and nothing else:
fx_version 'cerulean'
games { 'gta5' }
files {
'common/*.meta'
}So the result is a working replace resource: the model and texture files keep the stock car's name (here the Oracle), there are no meta files and no data_file lines. Started as it is, it replaces the Oracle server-wide. Other replace mods will differ in file names and file count, but the principle is the same: you get the stream files, not an add-on.
Note
The folder in our test was called replace_resources. If yours has a generic name too, rename it before you install a second replace conversion, or one folder overwrites the other.
Turning it into an add-on
Step 1: Convert the mod and pick a new name
Paste the mod's page link into the converter, download the zip and unpack it. Then choose the new spawn name: lowercase letters and digits, no spaces, and not the name of any base game vehicle or of another car on your server. The vehicle spawn codes list shows which names are taken by the base game. This guide uses altima17. Rename the resource folder to it as well.
Step 2: Rename every stream file consistently
Replace the stock name at the start of each file name and keep whatever follows it:
| Before | After |
|---|---|
oracle.yft | altima17.yft |
oracle_hi.yft | altima17_hi.yft |
oracle.ytd | altima17.ytd |
oracle+hi.ytd (if present) | altima17+hi.ytd |
One missed file is enough to break the car: a model that still has the old name keeps overriding the stock vehicle, and a texture dictionary with the old name leaves the new model untextured.
Warning
If the mod includes tuning parts (extra .yft files named after the stock car's parts), renaming is not enough. Those parts are tied to the stock car's mod kit and need a matching carcols.meta. For a heavily tuned car, look for an add-on release of the same model first.
Step 3: Generate vehicles.meta and carvariations.meta
Open the Vehicles.meta Generator and enter the new spawn name. It fills <modelName> and <txdName>, which must both equal the new file name. Pick the class, the seat layout and an engine sound that suit the car; the stock vehicle the mod replaced is the natural reference, because the model was built on its skeleton and seat positions. Set a display name while you are there, so the generator also writes vehicle_names.lua. Every field is explained in the generator tutorial.
Step 4: Decide on the handling id
<handlingId> in vehicles.meta must match a <handlingName> the game knows. You have two valid choices:
- Reuse the stock handling. Set
<handlingId>to the replaced vehicle's handling name, normally the stock name in capitals (for our example,ORACLE). The base game already has that entry, so you ship nohandling.metaat all. The car drives exactly as it did as a replace mod. - Give it its own handling. Set
<handlingId>to a new name such asALTIMA17and create ahandling.metawhose<handlingName>is identical. Build it in the Handling Editor; mastering handling.meta explains the values.
Step 5: Check carvariations.meta
The generated file gives the car its colour combinations. Its <modelName> must again be the new name. Leave the kit as 0_default_modkit unless you ship a carcols.meta, and only enable liveries if the model has them.
Step 6: Replace the manifest
Put the generated metas in a data/ folder, delete the empty common/ folder and replace the converter's manifest with one that declares the files:
fx_version 'cerulean'
game 'gta5'
files {
'data/vehicles.meta',
'data/carvariations.meta',
'data/handling.meta',
}
data_file 'HANDLING_FILE' 'data/handling.meta'
data_file 'VEHICLE_METADATA_FILE' 'data/vehicles.meta'
data_file 'VEHICLE_VARIATION_FILE' 'data/carvariations.meta'
client_script 'vehicle_names.lua'If you reused the stock handling in step 4, remove both handling.meta lines. Each meta needs its files entry and its data_file line; the type for carvariations.meta is VEHICLE_VARIATION_FILE.
altima17/
├── fxmanifest.lua
├── vehicle_names.lua
├── data/
│ ├── vehicles.meta
│ ├── carvariations.meta
│ └── handling.meta
└── stream/
├── altima17.yft
├── altima17_hi.yft
└── altima17.ytdStep 7: Test
Drop the folder, zipped, into the Resource Inspector; it reports a model without a matching texture dictionary or a declared meta that is missing. Then ensure altima17 and check three things in game:
- The new spawn name spawns the modded car.
- The stock car (here
oracle) spawns as the original again. - Doors, seats and wheels sit where they should. If passengers float or clip, the seat layout in vehicles.meta does not suit the model.
Common mistakes
- Renaming the folder but not the files. The folder name decides nothing. The file names in
stream/do. - Keeping an old copy of the replace resource running. The stock car stays replaced until that resource is stopped and removed.
<txdName>still set to the old name. The car spawns white or invisible. See missing textures.- A
handlingIdthat exists nowhere. Either match your own handling.meta or use a stock handling name. - Choosing a name that another resource already uses. Only one of the two cars will be reachable. The Car Pack Builder reports duplicate spawn names when you merge resources.
- The game says the model does not exist. Work through fixing 'Invalid Model'.
FAQ
Does the converter turn a replace mod into an add-on automatically?
No. In our test it returned the stream files under the stock car's name and a manifest without data files. The renaming and the meta files in this guide are what make it an add-on.
Can I rename a .yft and .ytd without OpenIV?
Yes. For the base files it is an ordinary rename in your file manager, as long as model, _hi model and texture dictionary all get the same new name and vehicles.meta uses it too.
Which handling should a converted replace car use?
Start with the handling of the vehicle it replaced, since the mod was made to fit it. Give it its own entry later if you want it to drive differently.
Why does my new add-on show NULL as its name?
Its <gameName> has no text entry yet. Load the generated vehicle_names.lua, or follow FiveM car names show NULL.
Is it better to find an add-on version of the mod?
If one exists, usually yes: it comes with the author's own meta files and tuning parts. See converting add-on cars.
Sources
- Output of one replace-mod conversion (file list and manifest shown above), run and inspected on 2026-10-10
- FiveM docs: data files (
HANDLING_FILE,VEHICLE_METADATA_FILE,VEHICLE_VARIATION_FILE) - FiveM docs: resource manifest
Have a gta5-mods.com link ready?
Paste it into the converter and download a FiveM resource with the stream folder, meta files and fxmanifest.lua in place.
- 3 conversions free, no account needed
- 2 more free if you leave an email
- After that: $15 once for unlimited conversions and the Pro tools, no subscription