Free tool, live below. No OpenIV, no manual renaming, no login.

FiveM EUP Merger

Combine all your clothing and EUP packs into ONE streamed resource. Upload the ZIPs, and the merger untangles duplicate dlcNames, resolves file conflicts, wires every meta into a single fxmanifest and hands you a resource your server can ensure — with a report of exactly what it did.

Free · no login · up to 6 packs per merge · need to design uniforms first? Open the EUP Maker →

Drop your clothing pack ZIPs here or click to browse

Up to 6 ZIPs · 48 MB each · addon & replace packs, EUP-style packs, bare stream folders

Free · no login · 3 merges per hour · only upload packs you have the rights to use. Need to design uniforms instead? Open the free EUP studio

What you can upload

One .zip per pack — ideally the whole resource folder (fxmanifest.lua + stream/ + .meta) zipped up. The merger is deliberately forgiving about what is inside:

Limits: up to 6 ZIPs per merge, 48 MB each. RAR/7z are not supported — re-zip those first. Freemode peds (mp_m_freemode_01 / mp_f_freemode_01) are fully understood; custom-ped files are carried along unchanged.

Addon clothing packs

Resources with caret-named files (mp_m_freemode_01_mypack^jbib_000_u.ydd), a .ymt collection and a ShopPedApparel .meta. The most common pack type — merged with everything intact.

Replace / retexture packs

Packs that overwrite vanilla or EUP textures with same-named files. Merged in upload order — when two packs replace the same file, the lower one in your list wins.

EUP-style texture add-ons

Extra texture variants for an existing collection (caret files without their own .ymt). The merger attaches them to the matching collection automatically.

Bare stream folders

Zipped just the .ydd/.ytd/.ymt files without fxmanifest? Fine. The merger rebuilds the resource around them and even generates missing .meta files.

The fiddly parts, handled

Merging clothing packs by hand fails in very specific, very silent ways. These are the four the merger takes off your plate:

Duplicate dlcNames renamed

Two packs both called "lspd"? The later one becomes "lspd2" — file prefixes, the YMT-internal dlcName and the .meta are all patched consistently, byte-validated with the same CodeWalker core our EUP maker uses.

File conflicts resolved

Same replace-file in two packs? Upload order decides, and every overwritten file is listed. No silent losses, no guessing which pack won.

One fxmanifest, all collections

Every ShopPedApparel meta is wired into a single fxmanifest.lua. One ensure line replaces your whole clothing section in server.cfg.

Full merge report

merge_report.json documents every collection, rename, conflict and skipped file — shown right in the tool and shipped inside the download.

Merging by hand vs. the EUP Merger

The manual route works — the guide below explains it — but every step has a silent-failure mode. This is what changes:

By hand
EUP Merger
Combining the files
Copy every stream/ folder by hand, pray nothing collides
Upload the ZIPs, done
Duplicate dlcNames
Rename dozens of files AND hex-edit the YMT — one miss and clothes never load
Renamed automatically, YMT + meta patched and re-validated
Same-named replace files
Silent overwrites, find out in game weeks later
Deterministic priority + every overwrite documented
fxmanifest & metas
Hand-edit data_file lines for every meta
Generated with all collections wired in
Broken packs
Crash the whole resource with no hint which pack it was
Readable error naming the exact pack and file
What you end up with
A folder you hope works
One resource + merge report + install README

The complete guide to merging FiveM clothing packs

Why one clothing resource at all?

Every streamed clothing pack is a resource with a stream/ folder. Run twenty of them and you get twenty ensure lines, unpredictable load order, and — the classic — two packs silently fighting over the same file. The long-standing community advice is to stream all clothing from one resource, so conflicts become visible and install/debug loops get short.

Merging does NOT raise the game's own limits: one YMT still holds at most 128 items per component per gender, and the number of clothing YMTs a server loads is capped by its gamebuild. The merge report shows your per-component totals so you know where you stand.

Anatomy of a clothing pack

An addon pack has three moving parts that must agree with each other: the caret-named stream files (mp_m_freemode_01_mypack^jbib_000_u.ydd), a binary .ymt describing the collection (CPedVariationInfo), and a ShopPedApparel .meta that tells the game the collection exists. The pack's identity — its dlcName — appears in all three places.

That is exactly why hand-merging goes wrong: rename the files but not the YMT content, and the clothes never load, with no error anywhere. Replace packs are simpler (no ymt/meta, vanilla file names) but collide with each other instead.

Merging manually, step by step

1) Create one resource folder with a stream/ directory. 2) Copy every pack's stream files into it, watching for name collisions. 3) Copy every .meta next to the fxmanifest and add a files + data_file ('SHOP_PED_APPAREL_META_FILE') entry per meta. 4) If two packs share a dlcName, rename one everywhere: every file prefix, the dlcName inside the binary YMT (needs CodeWalker), and the meta. 5) Test on a dev server with sv_maxclients 10 or less.

Step 4 is the one that bites: the YMT is a binary RSC7 file, so a text editor cannot fix it. The merger does the same edit through a CodeWalker roundtrip and re-validates the result before it ships.

After the merge: install checklist

Drop the merged folder into resources/, REMOVE the original pack resources from server.cfg (running both duplicates every item), add the single ensure line and do a full server restart — streamed clothing never hot-loads. Players reconnect and find everything where it was, because drawable numbering per collection is untouched.

Remember the streaming requirement: custom clothing only streams on servers with a Cfx Element Club Argentum (or higher) key, or with sv_maxclients at 10 or below for development. That applies to any clothing resource, merged or not.

FiveM EUP Merger FAQ

Streamed clothing works most reliably when it comes from as few resources as possible: fewer ensure lines, no load-order surprises, one place to look when something is missing, and a cleaner server.cfg. Community guides have recommended a single combined clothing resource for years — this tool automates exactly that, including the parts that are easy to get wrong by hand (duplicate dlcNames, YMT edits, meta wiring).
One ZIP per clothing pack — ideally the whole resource folder (fxmanifest.lua + stream/ + .meta files) zipped up. The merger also understands ZIPs that contain just the stream files, multiple nested folders, or texture-only add-on packs. RAR and 7z are not supported: re-zip those first. Up to 6 packs of 48 MB each per merge.
Yes — both flavors. EUP-style replace packs (same-named texture files) merge with upload-order priority, and addon packs built on the EUP conventions (caret names, ShopPedApparel metas) merge with their collections intact. Note that EUP itself is a third-party mod: only upload packs you have the rights to use, and remember FiveM requires an Element Club key (or sv_maxclients 10 or less) to stream custom clothing at all.
The merger renames the later pack (lspd becomes lspd2): every caret-named file gets the new prefix, the dlcName inside the binary YMT is rewritten via a CodeWalker roundtrip, and the ShopPedApparel meta is patched to match. The rename is listed in the merge report — if your outfit configs referenced the old collection name, update those references.
No. The merger deliberately does NOT renumber drawables. Each pack keeps its own DLC collection inside the merged resource, and GTA V assigns the final menu positions at load time exactly as it did before — so saved outfits that use collection natives keep working. Only collections that had to be renamed (duplicate dlcName) need their references updated.
The pack further down your upload list. You can reorder packs before merging (arrows next to each file), and every overwritten file is listed in the merge report and in the result screen, so nothing is lost silently.
Yes, but it is a game limit, not a merger limit. One YMT holds up to 128 items per component per gender, and the total number of clothing YMTs a server can load depends on its gamebuild (newer gamebuilds allow more). Merging does not raise or lower these limits — but the merge report shows your per-component totals so you can see where you stand.
The error message names the exact pack and file that broke (for example a corrupt ZIP or an unreadable YMT). Remove or fix that pack and merge again. If you hit the hourly limit, wait for the countdown shown in the tool — polls and downloads of a running merge never count against the limit.
Yes — free and anonymous, like our GLB to FiveM converter and the free EUP studio. The rate limit is 3 merges per hour per connection. No account, no watermarks, and the merged resource is yours.
That is the job of our free FiveM EUP Maker: paint designs on real GTA V clothing templates in the browser and export a streamable pack. A common workflow is to design packs in the EUP maker, collect packs from other creators, and then use this merger to bundle everything into the one clothing resource your server actually ensures.

Merge your clothing packs right now

Upload your pack ZIPs at the top of this page and download one clean, streamable resource with a full merge report — free, no login, done in under a minute.