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MapPack_Merge [Enhanced] 0.1.3

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DISCLAIMER: This tool is provided AS-IS. It modifies your GTA V mods folder. Back up your mods folder and your dlclist.xml before your first merge. The author is not responsible for lost mods, broken installs, or corrupted saves. Use it in single player only.

This tool was built and tested on Steam, with GTA V Enhanced, an Onigiri mods layout and NaturalVision Evolved installed. It was proven on that setup with a 47-map merge. Other storefronts should work the same way, because the tool only reads your game folder and your mod layout. The tool also supports and detects the standard mods\update\x64\dlcpacks layout. That layout has had less real-world testing than Onigiri so far. No other layout has been tested, and that includes OpenRPF. If the tool doesn't recognize your layout, it tells you it found no usable mod layout and stops. If something doesn't work on your setup, file a bug report on the GTA5-Mods or Nexus page you downloaded this from, and attach the latest log.

MapPack_Merge

Install enough map mods and the world starts to disagree with itself. A lobby's posters turn black. Paleto's main street slumps back to its blurry far-away look. The hillside under a mansion goes missing. An interior you stood in yesterday is simply gone once online maps switch on. Nothing throws an error and nothing names a culprit, because no single mod is wrong. They are all just editing the same location in-game.

MapPack_Merge is a Windows tool for GTA V Enhanced story mode that fixes those conflicts before the game loads anything. You give it your maps, whether they are DLC packs, single-player installs, archives or loose folders. It reads every one and works out where they overlap with each other and with the base game. Then it builds them into a single pack called MP_Merge, so the game loads one pack instead of the whole stack.

The tool fixes most of these conflicts on its own. When several mods share a texture parent list, it combines their entries into one list. Distant street lights and lit windows come from two light files that have to match each other, and the tool keeps them matched. Each building keeps its link to the low-detail model the game shows from far away. When two mods ship the same file, the same one wins no matter what order your list is in. When a conflict needs your judgment, the tool asks you a short question. Each answer tells you what you will see in the world if you pick it.

The companion script (optional)

Some map content only works if a script asks the game for it while the game is running. A file sitting on disk can't do that. MapPack_Merge comes with a small plugin called MapPack_Merge.asi that makes those requests for your merged pack. It runs alongside your other .asi mods and needs ScriptHookV. The tool only installs it if you say yes.

  • 🗺️ It loads map pieces that only appear when a script asks for them. If you don't install the companion, the tool leaves those pieces out of the pack.
  • 🌐 It turns on the online maps if nothing else has. A lot of map mods put their content on the multiplayer map channels, so those maps have to be on. The companion waits a moment first so your other mods get the first chance to turn them on. It does this once per session and never turns them back off.
  • 🧑‍🤝‍🧑 It spawns people at your maps' scenario points. Map makers place scenario points where people should sit, work or stand around. As you walk or drive up, the companion spawns the people each point was made for. It uses the mod's own ped lists, or the ordinary pedestrians for that area. It follows each point's opening hours and spawn chance, and it only spawns someone where there is ground to stand on. By default it keeps no more than 40 people around at once, and it removes them as you leave. It leaves alone any point the game already runs itself.
  • 🔎 It writes a log that explains what went wrong. The log says whether the game has an interior for every map placement. For each area, it says whether the scenario points are registered, open and free. When people don't show up, it adds a line saying why. If the map looks wrong somewhere, press F9 and the companion records what the game knows about that spot, what it has loaded there and whether there is ground there.
  • 🛡️ If the companion hits an error, it logs the error and turns itself off. It stays off for the rest of that session, and the game keeps running. It keeps the logs from your last three sessions in its own folder.
  • 🔌 You decide whether to install it. Preview asks once for each game folder. If you say no, the tool leaves out only the content that needs the script and tells you what that content is. You can take the plugin out later with Remove.


Important

  • This only works with GTA V Enhanced. The legacy edition has not been tested.
  • Only use it in single player. Never load a merged pack into GTA Online.
  • CodeWalker must already be installed.
  • MP maps must be switched on in game. Many map mods put their content on the multiplayer map channels, so you need something that turns MP maps on, such as an "Enable All Interiors" style mod. The companion script can do it for you.
  • Back up before your first merge. Copy your mods folder and dlclist.xml somewhere safe.
  • This version can't merge FiveM maps or whole-map level packs. Both are still in development. The tool recognizes them, tells you so, and merges nothing from them. It never skips anything silently, and it still previews every other map in your list.
  • The download is unsigned, so Windows SmartScreen will warn you the first time you run it. Choose More info, then Run anyway.


Feature list

  • 🗺️ It turns many map mods into one pack. Dozens of map, interior, building and ambient scenario mods become one DLC pack called MP_Merge. The tool manages that pack, and the game loads it as a single pack.
  • 🔍 Preview shows you what it will build before it writes anything. It reads every source in your queue and reports exactly what a deploy would build. Nothing touches your game until you say so.
  • ⚖️ It explains every conflict. When two mods claim the same file or the same place, it shows you what happens if you keep both and what happens if you keep one. You can accept all the defaults at once, or decide each one yourself.
  • 🧩 It merges shared tables instead of overwriting them. When several maps add to the same table, like the texture parent table, it combines their additions so no mod silently wins.
  • 🧑‍🤝‍🧑 An optional companion script runs while you play. It loads map pieces that need a script, turns on the online maps if nothing else has, spawns people at your maps' scenario points, and logs why people do or don't appear in an area. Press F9 anywhere to record what the game knows about that spot.
  • 🎨 You can cap texture size. Set the largest texture the pack is allowed to ship, so a big merge fits in your graphics card's memory.
  • 📦 You can roll back or remove the pack. The Deployed pack page lets you go back to your previous build or remove the pack entirely. The tool only removes its own line from dlclist.xml and leaves every other line exactly as it was.
  • ⚙️ It can run from scripts. Unattended mode returns a different exit code for each result. Its remove and roll back switches check that they actually worked.
  • 🩺 Its logs are easy to find. The About window opens the log folder. When you report a bug, attach the latest log and say what you saw.
  • 🧰 It's portable. Everything the tool keeps stays in its own folder. It writes nothing to AppData, so deleting the folder removes it completely.
  • 🔒 It never changes your original game files. It only reads them. It builds the pack in a temporary copy and only swaps it in after the pack passes validation. It keeps your previous pack as a backup you can restore, and it never edits your gameconfig.


Requirements

  • You need Windows 10 or 11, 64-bit.
  • You need GTA V Enhanced. A legit copy from any storefront works.
  • CodeWalker is required. Install an Enhanced-capable version on the same machine. It doesn't come with this tool. The tool loads your installed copy and never writes into it.
  • GTA V Mod Swap Mgmt is recommended.
  • You need a mod overlay to install into, either an Onigiri layout or a standard mods overlay.
  • The optional companion script needs ScriptHookV and an ASI loader.
  • You need several GB of free space next to the tool. It uses that space while it builds a merge.


Installation Instructions

Recommended install, inside the launcher

  1. Install GTA V Mod Swap Mgmt if you don't have it.
  2. Create a folder called MapPack_Merge inside the launcher's Apps directory. Put MapPack_Merge.exe, gtavmodmgmt.app.json and README.md into it.
  3. Start it from the launcher. The launcher passes your game folder and your CodeWalker path to it automatically. If Windows SmartScreen warns you, choose More info, then Run anyway.


Standalone install

  1. Put MapPack_Merge.exe in its own folder. It keeps its settings, logs and scratch space next to itself, so don't put it in your game directory.
  2. Run it. If Windows SmartScreen warns you, choose More info, then Run anyway.
  3. When it asks, point it at your CodeWalker folder, then at the folder that holds GTA5_Enhanced.exe. There is no default location. You pick both folders yourself.


How to use it

  1. On the Source step, pick your GTA V Enhanced folder, then add the map mods you want to merge. You can drag folders or archives straight onto the window.
  2. On the Preview step, the tool inspects every source, plans the merged pack and lists what it will build. It also lists any warnings and any decisions it needs from you. It doesn't write anything. If you change the queue, the preview goes stale and you need to run it again.
  3. On the Resolve step, you decide what wins when two mods want the same place or the same file. You can keep both or keep one. Keep all defaults accepts the default for every conflict at once.
  4. On the Deploy step, the tool builds the pack, validates it and installs it into your overlay as MP_Merge. It keeps your previous pack as a backup during the swap.


If you have a smaller graphics card, set the texture cap before your first deploy. A large merge carries a lot of texture data. When the card's memory is full, the game stops loading models and can crash to desktop. That crash doesn't mean a map is broken.

Known issues being worked on

  • This version doesn't support FiveM maps or whole-map level packs. The tool stops with a message and merges nothing from them. Support for both is coming in a later version.
  • Whether scenario people appear depends on the time of day and on MP maps being on. If some areas stay empty, attach MapPack_Merge\companion.log to your report and say where you were standing.
  • Please report anything else you find!


Changelog
📦 v0.1.3 - First public beta (18 October 2026)

  • You can merge any number of map, interior, building and ambient scenario mods into one DLC pack called MP_Merge.
  • Preview shows what a deploy would do before anything is written.
  • When two mods want the same file or the same place, the tool shows the conflict and explains both outcomes.
  • Shared tables, like texture parent tables, are merged instead of overwritten.
  • The optional companion script loads script-requested map pieces, turns on the online maps, fills in the holes on the mansion hill, spawns people at scenario points and logs why they do or don't appear.
  • A texture cap helps big merges fit on smaller graphics cards.
  • Roll back and remove only touch the map pack's own line in dlclist.xml.
  • Unattended mode returns distinct exit codes, and its remove and roll back switches check that they worked.
  • The tool is fully portable and writes nothing outside its own folder.
  • The tool recognizes FiveM maps and level packs and stops with a clear message. Support for them is coming in a later version.


Credits

CodeWalker is made by dexyfex. MapPack_Merge requires it, and you install it yourself. None of it is distributed with this tool. Thank you for the work that makes anything like this possible.

ScriptHookV is made by Alexander Blade. The optional companion script needs it, and you install it yourself.

Every map in your pack belongs to its author. This tool only combines them, so please credit and support the people who made them, wherever you downloaded their work.

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