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Troubleshooting

When something does not behave, look at Problems first (the counter in the status bar): it lists what is wrong with the interior right now, with a reason for each.

The Game library or the Textures panel is empty. They read your GTA V install: File > Game install… and pick GTA5.exe. The Textures panel offers a one-time scan (about 6 minutes) before every texture name can be searched.

A tool or key does nothing. In mesh edit mode the edit keys win over the global ones (1 2 3 are element modes, not camera views); leave with Tab. A key may be bound to something else in your scheme: Preferences > Controls shows conflicts. F3 finds a command by name.

Walls snap where I do not want them. Hold Shift to free the grid and the snaps; Alt frees the angle. The arrow beside the magnet switches single snap kinds off.

A door or window moved with the wall. That is the Doors and windows follow setting (Edit menu); by default they stay where they stand.

I cannot select something. It may be hidden or locked (the Scene list shows both); Alt+H shows everything hidden.

I lost work. The editor autosaves and keeps backups in the project’s Backups/ folder. After a crash it offers to recover. Window > History goes back step by step.

The view is slow. Switch the shading from Lit or Material to Solid, turn off Ambient occlusion in the View menu, or lower the walls (Ctrl+End).

The interface is too small or too big. Preferences > Interface > UI scale: Auto, 1080p, 1440p, 4K, 5K or a custom scale.

A wall does not follow the ceiling height. A full wall follows the ceiling beside it only while it has no height of its own. A wall end you raised or lowered keeps its height when the ceiling changes; set it back to the ceiling’s height and it follows again. See Wall heights.

Keys I press show up in the corner of the view. That is Show the keys pressed (Window menu, or Preferences > Interface), made for recording tutorials. Turn it off there.

The AppImage does not start. Make it executable (chmod +x modlo-creator-*.AppImage). It needs FUSE (a fusermount or fusermount3 program, from the fuse3 or fuse2 package); without it, start it with --appimage-extract-and-run. It also needs 64-bit Linux with glibc 2.35 or newer and OpenGL 3.3.

No file dialog opens. File dialogs use zenity, or kdialog on KDE: install one. The GTA V setup also takes a typed path.

Set up GTA V does not find my game. It looks in Steam (Proton, Flatpak, Snap and other library folders), Lutris, Heroic, Bottles and Wine prefixes. If your install is somewhere else, type the folder that holds GTA5.exe.

The window has no custom title bar. It is off by default on Linux. Preferences > Interface > Custom title bar turns it on at the next start.

Where are my settings? In ~/.local/share/interior-editor ($XDG_DATA_HOME/interior-editor when that is set).

Linux support is in beta: please report anything that does not work, with your distribution and desktop.

Export is refused or reports errors. Choose a folder first; open Problems and fix the errors (red). The export report lists every file and warning.

Problems says “No room yet”, that a room is sealed, or that no door or window leads outside. Close the outline of walls so a room appears, give every room a door, window or opening, and put a door or window in an outer wall. A teleport interior needs no outside door.

Something is “outside every room”. Props, lights, effects and mesh objects belong to the room they stand in; one outside every room is attached to the outside view or left out of the export. Move it into a room.

Save or Export says the licence must be checked. See Licence keys. Your work is autosaved first.

My server runs GTA V Enhanced. Set Game in the Export window to Enhanced, or Both for one resource that works on either game. The game files then go in stream_enhanced/, which FiveM on Enhanced loads instead of stream/. The choice is saved with the project. The Enhanced export has not been tried in game yet. See GTA V Legacy and Enhanced.

Nothing renders when I enter, or I fall through. Check that the resource started (ensure <name> in the server console), that stream/_manifest.ymf and the .ytyp are in the folder, and that the server was restarted after the first export. Every polygon a player stands on needs its room’s id; the export sets them, but collision you added by hand needs a room.

The outside is black from a doorway. A room’s timecycle can turn the exterior off (Mp_apart_mid does; the default is MPApartHigh). Problems says “turns the exterior off … Pick another timecycle” for such a room; change it in the room’s Properties > Game properties.

The game crashes when approaching the interior. A missing or wrong _manifest.ymf is the known cause; re-export the whole resource and restart the server.

A walk-in doorway still blocks me. The export report names the file and depth that still blocks the opening (“make the cut deeper”); raise Cut depth or switch on Auto depth and export again. Put a clear collision box in the doorway, and check Map files for occluders.

My walk-in interior is invisible from inside the building. Rockstar puts occluders inside solid buildings. On the Map files tab set Clear inside to Interior (the default) or Building. For a free or teleport interior, tick Occluders > Clear occluders inside the interior on the Placement page.

The ground shows through the floor of a walk-in interior. The map has ground or a floor inside the building, a little over your floor (a car lot running in under the walls). Make sure Floor > Clear the game’s floor inside the rooms on the Placement tab is on (the default) and export again. The section names what it clears, and names a model it cannot change (a game prop used all over the map, terrain) with the reason. See The game’s floor inside the rooms.

There is a hole in the ground in front of a walk-in doorway, or I fall through the world there. Before version 1.1.0 a Door mark’s cut could cut a hole into the ground in front of the door. Export again: a door’s cut now leaves the ground, the step and the threshold it stands on (every face lying flat less than 30 cm over the mark’s bottom edge). A clear collision box in the doorway should have Keep the floor on.

A game prop next to my walk-in building lost part of its model. Before version 1.1.0 an opening could cut a game prop near the building as if it were part of the building. Export again: props are no longer cut.

A custom door has no collision or does not swing. Doors made in the Door editor with a version before 1.1.0 had no collision in game. You do not need to remake them: export again and the door is written with collision built the way the game’s own doors carry theirs, so it collides and opens.

A mirror does not show the door of its room. Before version 1.1.0 mirrors did not show the door of their room. Export again: a door into a room with a mirror is now written so the mirror can reflect it (not yet checked in game).

Sounds are wrong or missing. Restart the server after audio changes. A room’s Portal occlusion (Properties > Game properties) says how much sound its open doorways and window portals stop: automatic by default, or 0 to 1.

Interiors with rooms, exits, doors, lights, props, glass, trims, god rays and curtains have been loaded in game. Newer features (walk-in placement, map file replacement, building edits, window prefabs, decals and dirt, floors with zones and cuts, ladders, levels and stairs) are checked against the file formats with CodeWalker but have not all been seen in game yet.

Not seen in game yet: the GTA V Enhanced export, cloth, breakable glass, the doors a mirror reflects, the models a walk-in building comes with, clear collision boxes and the map file options (occluders, replacing the game’s interior). The Linux version is in beta.

If something looks wrong, note what you built and what the Problems list says, and report it to support@modlocreator.app or on the Discord.