Paleto Forest, in place of the old sawmill
The manor stands in the forest south of Paleto Bay, on the site of the Paleto Forest sawmill. Everything the investigation needs is inside that estate: the house, the cemetery with the three white stones, the bridge and the main gate.
- Manor
-573.0, 5324.0, 71.0- Area
- Paleto Forest, south of Paleto Bay, next to the railway
- Replaces
- The Paleto Forest sawmill (
cs1_15b): sawmill buildings and props removed, ground reshaped, collisions rebuilt to fit the estate - Resource
molo_manorstreams the manor, the cemetery and the sawmill override
Any other resource that edits the Paleto sawmill (cs1_15b ymaps, ydr or ybn) will clash with the manor. Remove it, or keep only one of the two.
The route of an investigation
| Place | What happens there | Coordinates | Config |
|---|---|---|---|
| Van parking, north of Paleto Bay | The investigation van waits here. Blip "Investigation van". | -734.5, 5818.2, 17.4 | Config.Van.coords |
| Parking spot, manor road | Park the van here and open its rear doors. Red flag blip, GPS while driving, circle on the ground. | -717.1, 5430.2, 44.2 | Config.Van.parkSpot |
| Blackwood Manor | The house: journal pages, the key, the toys, the barricaded door. | -573.0, 5324.0, 71.0 | Config.Zones |
| The three white stones | Lay the three toys on the children's graves. | -503.2, 5275.9, 79.7 | Config.Graves |
| Paleto Bay bank parking | The buyer waits in his black car. Blip "Paranormal evidence". | -124.9, 6464.4, 31.6 | Config.EvidenceBuyer |
Five minutes to install
Two resources: the map and the script. The script needs the map; the map works on its own.
Copy both folders
Put
molo_manorandmolo_manor_urbexin yourresourcesfolder. Keep the folder names as they are.Start them in server.cfg
The map first, then the script. The ace line gives your admins the live event commands.
ensure molo_manor ensure molo_manor_urbex # admin commands (/urbex_event, /urbex_reset…) add_ace group.admin molo_urbex.admin allowTurn OneSync on
The server checks player positions for every pickup and sale, so OneSync is required.
Set your framework
In
molo_manor_urbex/config.lua. It is only used to pay out the evidence and to find police jobs.Config.Framework = 'standalone' -- 'standalone' | 'esx' | 'qb' | 'qbox'Optional: photos
Start
screenshot-basicif you want the camera (key K) to print a polaroid of the real shot. Without it the camera still works; it just shows no picture.
Watch a run, step by step
The reel plays on its own. Click a bar to jump to a step, or pause and read at your pace.
Six keys, all rebindable
Players can change them in Settings › Key Bindings › FiveM. The tools only work once the equipment has been taken from the van. Below, the tools filmed in game.
What evidence pays, and what the manor does back
Evidence is shared with the group and sold to the buyer at the Paleto Bay bank. Leave the manor with evidence and the investigation keeps going: the GPS leads you to him.
| Evidence | How to get it | Pays |
|---|---|---|
| Full story | Finish the ritual | $1,500 |
| Apparition photo | Camera, apparition in frame | $450 |
| Spirit Box recording | An answer from the Spirit Box | $250 |
| EMF level 5 reading | Hold level 5 for 3 s | $150 |
| Journal page | Read a page in the house | $80 |
Fear is personal. It rises when you are alone in the dark and during events, and drops near other players or with your light on. Above 55 you hear your heartbeat, above 75 the screen darkens, at 100 you faint and wake up outside.
Presence is shared. It rises with time, the number of players and noise: sprinting, gunshots, the grandfather clock, the Spirit Box. Each tier unlocks stronger events.
Creaks, whispers, footsteps, distant laughter.
Flickering lights, a rolling ball, a music box, knocks on the walls.
The father appears, objects fly, a figure behind one player, a voice calls your name.
Blackout, possession. At 100 the father hunts one player for 30 s. Caught players are "marked" for 2 hours.
Inside Blackwood Manor
A full interior on two floors: hall, living room with its grandfather clock, dining room, front room, bedrooms, nursery and gallery. Candles, creaking wooden floors and doors that answer back.



The settings you will actually touch
Everything is in molo_manor_urbex/config.lua. Positions were measured inside the MLO, so the defaults work as they are.
| Setting | What it does | Default |
|---|---|---|
Config.Framework | Money and police jobs | 'standalone' |
Config.Van | Van model, where it waits, where it must be parked (parkSpot, parkRadius), blips | 'youga', 8 m spot |
Config.EvidenceBuyer | Buyer position, car, plate, ped | Paleto Bay bank |
Config.Evidence | Price of each evidence type | see table above |
Config.Ambience | Storm, night hour and darkness around the manor. Client side only: the rest of the server keeps its weather | THUNDER, 23:30, 450 m |
Config.Keys | Default keys | E L G H J K |
Config.Police | Chance of a trespassing alert when a session starts, and which jobs get it | 35 %, police & sheriff |
Config.JournalsToSpawn | Journal pages hidden per session (items are shuffled every session) | 4 |
Config.Ghost | The ghost's ped model and glow | u_m_o_filmnoir |
Config.Text | Every text shown to players, to translate | English |
A weather or time sync script (vSync, qb-weathersync…) may fight the storm around the manor. If it does, set Config.Ambience.weather, hour and minute to nil.
Run a Halloween night live
With the ace molo_urbex.admin you can trigger any event on a player while they explore.
| Command | What it does |
|---|---|
/urbex_event <name> [id] | Fire an event now: creak whisper footsteps knock distant_laugh flicker blackout ball musicbox apparition throw hallucination name_call shake possession hunt ritual |
/urbex_activity <0-100> | Set the presence level |
/urbex_reset | New session: items reshuffled, manor wakes up |
/urbex_status | Session state in the console |
/urbex_debug (F8) | Your session state and where this round's items are |
/urbex_journal | Re-read the pages found by your group |
Server exports: exports.molo_manor_urbex:GetActivity() and exports.molo_manor_urbex:TriggerEvent(name, playerId). Police alerts go through Bridge.alertPolice in server/bridge.lua: plug your dispatch in there (ps-dispatch, cd_dispatch…).
Common questions
The house is empty, I can't find any page or key
Items only appear once the investigation has started (rear doors of the van opened at the parking spot) and you are inside the manor grounds. They are shuffled every session and sit on sofas, beds, tables and dressers. Turn your flashlight on: items glow slightly when you are within 6 m.
The rear doors of the van won't open
The van must be parked on the spot by the manor road (red flag blip, circle on the ground). Anywhere else nothing happens, on purpose. Get out of the van and stand right behind it.
Something else is placed at the Paleto sawmill on my server
The manor replaces the sawmill (cs1_15b). Two resources editing the same place conflict: keep only one.
The storm flickers or the time jumps back
A weather sync script is overriding the ambience. See the weather note in Configuration.
Can I use my own sounds?
Yes. Replace the files in molo_manor_urbex/html/sounds/ with your own .ogg files using the same names (whisper, distant_laugh, creak, musicbox…).
Is it gory?
No. There is no blood and no explicit violence: the fear comes from the dark, the sounds and the story.