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Dutch Prop Pack 1

Eleven Dutch road-works and incident props built to real Dutch dimensions, in three quality tiers.

Dutch Prop Pack 1 adds eleven road-works and incident props, built to real Dutch rental and CROW / RVV dimensions: ten props and one free bonus prop. They are dynamic props like GTA’s own cones and barriers, so vehicles can knock them over, and each one collides with players, NPCs, vehicles, bullets and explosions.

Prop Model name Mass Size W x D x H (m)
Bouwhek (mobile site fence) 3.50 x 2.00 m, galvanised tube frame, welded wire mesh, 2 concrete feet ns_nl_1_bouwhek 76.0 kg 3.76 x 0.70 x 2.06
Dranghek (crowd barrier) 2.50 x 1.10 m, galvanised, 19 bars, hooks on the right end and eyes on the left ns_nl_1_dranghek 23.0 kg 2.53 x 0.60 x 1.11
Schrikhek 2.50 m, two red and white reflective planks on galvanised A-stands, 2 battery warning lamps ns_nl_1_schrikhek 24.0 kg 2.50 x 0.90 x 1.39
Pylon (verkeerskegel) 50 cm, red-orange, 2 narrow white reflective bands, square black rubber base ns_nl_1_pylon_50 3.4 kg 0.30 x 0.30 x 0.50
Pylon (verkeerskegel) 75 cm, red-orange, 2 wide white reflective bands, square black rubber base ns_nl_1_pylon_75 6.2 kg 0.40 x 0.40 x 0.75
Geleidebaak 1.00 x 0.25 m, red and white reflective stripes on both sides, on a recycled-rubber foot plate ns_nl_1_geleidebaak 32.0 kg 0.40 x 0.80 x 1.30
RVV C1 (closed in both directions) 70 cm with onderbord ‘uitgezonderd fietsers’, on a pole in a rubber voetplaat ns_nl_1_bord_c1 36.0 kg 0.70 x 0.80 x 1.60
Omleidingsbord 1.00 x 0.50 m, fluorescent yellow, ‘omleiding’ and arrow, on a pole in a rubber voetplaat ns_nl_1_bord_omleiding 35.0 kg 1.00 x 0.80 x 1.50
RVV J16 ‘werk in uitvoering’ 90 cm triangle, on a pole in a rubber voetplaat ns_nl_1_bord_werk 35.0 kg 0.86 x 0.80 x 1.50
RVV J34 ‘ongeval’ 90 cm triangle on a folding black steel stand ns_nl_1_bord_ongeval 12.0 kg 0.88 x 0.65 x 1.20
Afzetpaal 1.0 m, red and white banded post on a round black rubber base (bonus prop) ns_nl_1_afzetpaal 5.2 kg 0.40 x 0.40 x 1.03
  • Runs on current FiveM server artifacts and game builds. No game DLC is needed.
  • No dependencies and no framework: it works standalone and beside ESX, QBCore and Qbox.
  • The pack only streams models. No script runs.
  • All model names start with ns_nl_1_, so they do not clash with other prop packs.

The download holds three versions of the same resource: Low, Medium and High. Install only one of them. All three use the resource name ns_props_nl_1 and the same model names.

  1. Pick a tier folder: Low, Medium or High. Medium is recommended for most servers.
  2. Copy the ns_props_nl_1 folder from that tier into your server’s resources folder.
  3. Add this line to server.cfg:
ensure ns_props_nl_1

To switch tiers later, replace the folder with the one from another tier. Your scripts and maps keep working.

  • Low has the smallest textures and the simplest models. It suits busy servers, scenes with many props on screen and players on weak PCs.
  • Medium is the best balance and is recommended for most servers.
  • High has the sharpest textures and the most detail. It suits close-up scenes, screenshots and smaller roleplay servers.

From a distance the tiers look the same. The difference is texture sharpness and detail up close. Every prop in every tier is below FiveM’s 16 MB warning for a single asset.

Tier Largest texture Texture memory, whole pack Streaming memory, whole pack Largest single prop Drawn up to
Low 512 px 4.83 MB 8.99 MB 1.27 MB 80 m
Medium 1024 px 18.96 MB 30.73 MB 4.50 MB 120 m
High 2048 px 68.46 MB 100.78 MB 12.50 MB 150 m

Streaming memory is what the pack uses if every prop is loaded at once. Each tier folder also holds a SPECS.md with the numbers for every prop.

From a script. Request the model, wait until it has loaded, then create the object:

local model = joaat('ns_nl_1_schrikhek')
RequestModel(model)
while not HasModelLoaded(model) do Wait(0) end
local pos = GetOffsetFromEntityInWorldCoords(PlayerPedId(), 0.0, 3.0, 0.0)
local obj = CreateObject(model, pos.x, pos.y, pos.z, true, true, false)
PlaceObjectOnGroundProperly(obj)
SetModelAsNoLongerNeeded(model)

The props also work with scene-management and job scripts that accept custom prop models.

In a map. Place the props by model name in maps on your own server. Start ns_props_nl_1 before the resource that holds the map.

Fixed or loose. The props are loose by default. For a fixed setup, freeze them:

FreezeEntityPosition(obj, true)

Frozen props keep their collision.

The dranghek has round-bar hooks on its right end and eyes on its left end. Place two dranghekken 2.50 m apart along their length with the same heading, and the hooks drop into the next barrier’s eyes.

The two warning lamps on the schrikhek have glowing amber lenses in every tier. The High and Medium tiers also carry a real amber light in each lamp, with a range of about 3.5 m, flashing about once per second, day and night. The Low tier has the glowing lenses only.

C1, J16 and J34 use the official RVV sign artwork. The omleidingsbord follows the CROW WIU 2020 layout: fluorescent yellow, lowercase ‘omleiding’ and an arrow.

  • Players, NPCs, vehicles, bullets and explosions all collide with every prop.
  • The props have real-world weights, so they tip and slide believably instead of flying off.
  • Round props use round collision, so they lie flat and roll when knocked over.
  • Heavy feet keep the signs, the geleidebaak and the bouwhek upright. The bouwhek weighs 76 kg with both concrete feet and moves only when a vehicle pushes it.

The model files are protected with Cfx.re asset escrow. They only work on the server linked to the Cfx.re account that bought the pack, and they cannot be opened, edited, resold or redistributed. You use them by spawning them by model name in your scripts, or by placing them in maps on your own server. The README, FAQ and specs in the download stay readable.

Read through the instructions again if you have not managed to install the resource. Can’t get it to work still? Create a ticket through our dedicated support system in Discord:

Nights Software Discord