YND Mover Pro (Traffic Path Mover) 1.00
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YND Mover Pro - By RevoxX & imadX
====================================================
Description:
YND Mover Pro is the ultimate automated tool for moving GTA V traffic paths (.ynd files) to custom coordinates.
If you have a custom map and you moved it to a new location, this tool will perfectly shift your AI traffic paths, recalculate the Rockstar 512x512 grid AreaIDs, heal broken connections, and compile native .ynd binaries ready for your FiveM server or SP Mod!
Features:
- Native .ynd binary support (No need to convert to XML!)
- Automated Rockstar Grid (AreaID) Recalculation
- Cross-boundary Link Healing
- Vanilla Merge Support
- Modern Dark Mode UI
How to use:
1. Extract the folder anywhere on your PC.
2. Run "YndMoverPro.exe".
3. In "Source Folder", select the folder containing your old .ynd files.
4. In "Output Folder", select an empty folder where the new files will be saved.
5. (Optional: use it for better resultas) In "Vanilla Paths", select a folder containing the original GTA V paths if you want to merge them to avoid broken outer links.
6. Enter your X, Y, Z offsets.
7. Click "Process & Merge Paths".
8. Drag and drop the generated .ynd files from your Output folder into your mod!
Important Notes & Known Issues:
- Matching Offsets: The X, Y, and Z offset values you enter in this tool MUST be the exact same numbers you used to shift your .ymap files. Otherwise, the traffic will float or go under the ground.
- Excess/Stray Nodes: When shifting massive networks across grid boundaries, you might occasionally notice some floating or "excess" stray nodes at the outer edges where your custom map connects to the vanilla world. The solution is simple: open the generated output files in CodeWalker and manually delete these specific extra nodes one by one to clean up the edges.
Credits:
- Developed by RevoxX & imadX
- Powered by CodeWalker.Core API
Enjoy modifying!
YND Mover Pro - By RevoxX & imadX
====================================================
Description:
YND Mover Pro is the ultimate automated tool for moving GTA V traffic paths (.ynd files) to custom coordinates.
If you have a custom map and you moved it to a new location, this tool will perfectly shift your AI traffic paths, recalculate the Rockstar 512x512 grid AreaIDs, heal broken connections, and compile native .ynd binaries ready for your FiveM server or SP Mod!
Features:
- Native .ynd binary support (No need to convert to XML!)
- Automated Rockstar Grid (AreaID) Recalculation
- Cross-boundary Link Healing
- Vanilla Merge Support
- Modern Dark Mode UI
How to use:
1. Extract the folder anywhere on your PC.
2. Run "YndMoverPro.exe".
3. In "Source Folder", select the folder containing your old .ynd files.
4. In "Output Folder", select an empty folder where the new files will be saved.
5. (Optional: use it for better resultas) In "Vanilla Paths", select a folder containing the original GTA V paths if you want to merge them to avoid broken outer links.
6. Enter your X, Y, Z offsets.
7. Click "Process & Merge Paths".
8. Drag and drop the generated .ynd files from your Output folder into your mod!
Important Notes & Known Issues:
- Matching Offsets: The X, Y, and Z offset values you enter in this tool MUST be the exact same numbers you used to shift your .ymap files. Otherwise, the traffic will float or go under the ground.
- Excess/Stray Nodes: When shifting massive networks across grid boundaries, you might occasionally notice some floating or "excess" stray nodes at the outer edges where your custom map connects to the vanilla world. The solution is simple: open the generated output files in CodeWalker and manually delete these specific extra nodes one by one to clean up the edges.
Credits:
- Developed by RevoxX & imadX
- Powered by CodeWalker.Core API
Enjoy modifying!
First Uploaded: September 08, 2026
Last Updated: September 09, 2026
Last Downloaded: 4 hours ago
4 Comments
More mods by RevoxX, imadX:
====================================================
YND Mover Pro - By RevoxX & imadX
====================================================
Description:
YND Mover Pro is the ultimate automated tool for moving GTA V traffic paths (.ynd files) to custom coordinates.
If you have a custom map and you moved it to a new location, this tool will perfectly shift your AI traffic paths, recalculate the Rockstar 512x512 grid AreaIDs, heal broken connections, and compile native .ynd binaries ready for your FiveM server or SP Mod!
Features:
- Native .ynd binary support (No need to convert to XML!)
- Automated Rockstar Grid (AreaID) Recalculation
- Cross-boundary Link Healing
- Vanilla Merge Support
- Modern Dark Mode UI
How to use:
1. Extract the folder anywhere on your PC.
2. Run "YndMoverPro.exe".
3. In "Source Folder", select the folder containing your old .ynd files.
4. In "Output Folder", select an empty folder where the new files will be saved.
5. (Optional: use it for better resultas) In "Vanilla Paths", select a folder containing the original GTA V paths if you want to merge them to avoid broken outer links.
6. Enter your X, Y, Z offsets.
7. Click "Process & Merge Paths".
8. Drag and drop the generated .ynd files from your Output folder into your mod!
Important Notes & Known Issues:
- Matching Offsets: The X, Y, and Z offset values you enter in this tool MUST be the exact same numbers you used to shift your .ymap files. Otherwise, the traffic will float or go under the ground.
- Excess/Stray Nodes: When shifting massive networks across grid boundaries, you might occasionally notice some floating or "excess" stray nodes at the outer edges where your custom map connects to the vanilla world. The solution is simple: open the generated output files in CodeWalker and manually delete these specific extra nodes one by one to clean up the edges.
Credits:
- Developed by RevoxX & imadX
- Powered by CodeWalker.Core API
Enjoy modifying!
YND Mover Pro - By RevoxX & imadX
====================================================
Description:
YND Mover Pro is the ultimate automated tool for moving GTA V traffic paths (.ynd files) to custom coordinates.
If you have a custom map and you moved it to a new location, this tool will perfectly shift your AI traffic paths, recalculate the Rockstar 512x512 grid AreaIDs, heal broken connections, and compile native .ynd binaries ready for your FiveM server or SP Mod!
Features:
- Native .ynd binary support (No need to convert to XML!)
- Automated Rockstar Grid (AreaID) Recalculation
- Cross-boundary Link Healing
- Vanilla Merge Support
- Modern Dark Mode UI
How to use:
1. Extract the folder anywhere on your PC.
2. Run "YndMoverPro.exe".
3. In "Source Folder", select the folder containing your old .ynd files.
4. In "Output Folder", select an empty folder where the new files will be saved.
5. (Optional: use it for better resultas) In "Vanilla Paths", select a folder containing the original GTA V paths if you want to merge them to avoid broken outer links.
6. Enter your X, Y, Z offsets.
7. Click "Process & Merge Paths".
8. Drag and drop the generated .ynd files from your Output folder into your mod!
Important Notes & Known Issues:
- Matching Offsets: The X, Y, and Z offset values you enter in this tool MUST be the exact same numbers you used to shift your .ymap files. Otherwise, the traffic will float or go under the ground.
- Excess/Stray Nodes: When shifting massive networks across grid boundaries, you might occasionally notice some floating or "excess" stray nodes at the outer edges where your custom map connects to the vanilla world. The solution is simple: open the generated output files in CodeWalker and manually delete these specific extra nodes one by one to clean up the edges.
Credits:
- Developed by RevoxX & imadX
- Powered by CodeWalker.Core API
Enjoy modifying!
First Uploaded: September 08, 2026
Last Updated: September 09, 2026
Last Downloaded: 4 hours ago





great!Someone finally made this. Could the path input box be modified to support dragging and dropping folders for automatic recognition?
@JoyLucien I didn't understand you?
@RevoxX The path input box on the software allows folders to be dragged onto it for automatic path recognition.
@JoyLucien No u can't I will add it in the future.