How to Use the FiveM Resource Inspector (Tutorial)

Step-by-step: upload a vehicle resource, read the score, fix errors in the right order, use the per-model table, and paste the corrected fxmanifest. Includes what every check means.

September 12, 20263 min read2 sections

What the Inspector does

It reads a FiveM vehicle resource the way the game does: it finds the manifest, checks which meta files are declared and mounted, walks the stream folder, and cross-references model names between vehicles.meta, handling.meta, carvariations.meta and carcols.meta. It then reports every problem with the exact fix. It never uploads your files.

Step 1: Upload the resource

Open the Resource Inspector. Drag the converted .zip onto the drop zone, or click "Choose folder" and pick the extracted resource folder. Nested zips (a zip containing the resource folder) are fine; the tool finds the folder with the manifest. RAR archives must be extracted first.

Step 2: Read the score card

You get a score from 0 to 100, the file count, total size, how much of it is streamed, and how many models were found. Below that: counts of errors, warnings and info. Anything with errors will not work correctly in game; warnings are quality problems; info is housekeeping.

Step 3: Fix errors top to bottom

Findings are sorted by severity. The most common errors and what to do:

  • Not in stream/: move the file into `stream/`. Only that folder is streamed.
  • Over 16 MB: open the file in the [Texture Optimizer](https://www.gta5modsconvertor.com/tools/ytd-optimizer) and shrink it.
  • Meta not in files {} / no data_file line: add the lines the finding shows to `fxmanifest.lua`, or paste the suggested manifest (Unlimited).
  • handlingId not found: copy the exact `handlingName` from `handling.meta` into `vehicles.meta`.
  • Model referenced but no .yft: the spawn name in `vehicles.meta` and the file name do not match; rename one.
  • Step 4: Check the per-model table (Unlimited)

    Each spawn name gets a row: .yft present, _hi.yft present, .ytd present, listed in vehicles.meta, listed in carvariations.meta, and the handling ID with a red mark if it does not resolve. A row with all green ticks is a car that will spawn.

    Step 5: Use the suggested manifest (Unlimited)

    The bottom-right card holds a complete fxmanifest.lua generated from the meta files actually present in your resource, with the right data_file type for each. Copy it over yours when the original is missing lines. It does not include scripts, so re-add any client_script entries you had.

    Step 6: Re-check and ship

    Apply the fixes, re-zip or re-select the folder, and run it again. Aim for zero errors; warnings about _hi models and heavy textures are worth fixing but not blocking. Then install it or pass it to the Car Pack Builder.

    Every check, in one list

    Manifest: fx_version, game, files {}, data_file lines, entries pointing at missing files, wrong data_file types. Layout: assets outside stream/, spaces and uppercase in names, duplicates, junk files in stream/. Size: over 16 MiB (error), over 8 MB (warning). Models: yft / _hi / ytd pairs, vehicles.meta ↔ handling ↔ carvariations ↔ carcols links, mod kit IDs in the vanilla 0–1023 range, long or uppercase spawn names.

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