# Valentine Freight & Post Office MLO for RedM

URL: https://redmorrow.com/products/valentine-freight-post-office-mlo
Seller: RedMorrow
Platform: RedM (Red Dead Redemption 2)
Frameworks: VORP, RSG, RedEM:RP, Standalone
Last updated: 2026-11-05

## Price

- **RedM Escrow**: 29.99 USD
- **Open Source**: 89.99 USD

Prices are tax exclusive. Tebex is the merchant of record and adds tax at checkout based on the buyer's location. Delivery is automatic once payment clears, and updates are free for the life of the product.

## Description

Valentine's freight depot and post office sits on the main street with no way through the door. This opens it up: three rooms to walk between, a reworked exterior, and 226 props placed into the map file itself rather than spawned by a script when somebody walks past.

The counter is the public floor, where players queue and collect. Behind it the office is a private back room for whoever runs the place, and the freight room holds the goods and the storage. Five doors join them up, each one carrying its own door ID, so a lock script can take any of them and none of them need one to swing.

It is put together as an interior rather than as a room full of furniture. The collision is tagged room by room, the timecycle is written for the inside so the light stops behaving like open country, an ambient volume zone covers the interior, and every room gets a reflection probe. Five of the props were modelled for this build.

It goes in over the vanilla freight station where it already stands, so there is no position to pick and no coordinate to paste. Being geometry rather than code, it has no opinion about your framework, your database or the rest of your resources.

## Features

- **Valentine, Where It Already Is**: It goes in over the vanilla freight station on its own footprint, so there is no position to choose, no coordinate to paste and no teleport to wire up. Players walk to the same spot on the main street they always did and this time the door opens.
- **Counter, Office and Freight**: Three rooms with three jobs. The counter is the public floor where players queue, the office behind it is private space for whoever runs the place, and the freight room takes the goods and the storage. Enough separation that staff and public are not standing in the same square metre.
- **Props Built Into the Map File**: All 226 of them are part of the interior itself rather than objects a script spawns when a player gets close. They stream with the building, they are there before anyone arrives, and there is no spawner to fall over or to pay for in frame time.
- **Collision Written Per Room**: Custom collision, tagged room by room rather than dropped over the whole shell as one lump. That is the part that decides whether a player walks the floor and stops at the walls, or slides through a corner that looked solid.
- **Its Own Timecycle Indoors**: A timecycle authored for the interior, so the light inside stops taking its cue from the weather over Valentine. Walking in reads as walking indoors instead of standing in a box that happens to have a roof on it.
- **A Probe in Every Room**: An ambient volume zone covers the interior and each of the three rooms carries its own reflection probe. Surfaces pick up the room they are actually in, which is what stops glass and polished wood reflecting an outdoor sky from inside a storeroom.
- **Five Doors, Each With an ID**: Three to the street, one from the counter into the office and one from the counter into the freight room. Every door has its own ID, listed for you to paste, so any lock script can take them. Leave the lock script out and they still open and close.
- **It Does Not Ask What You Run**: A map asset has nothing to detect. There is no server file, no client file and no event to hook, so VORP, RSG Core, RedEM:RP and a server running none of them all load the identical thing. This is a statement about what is in the folder, not a set of integrations that were tested one at a time.
- **What It Costs to Draw**: Around 18,400 triangles in the interior shell and around 11,000 in the reworked exterior, with collision at around 18,400. Figures worth having before you add a building to a street players ride down constantly.
- **Sealed Files or Open Ones**: The escrow edition is protected and goes straight in. The open edition hands over the game files themselves, which for an interior means the props, the lighting and the textures are yours to change rather than a Lua file you can edit.
- **The Interior, and Nothing Running In It**: Worth knowing before you buy: this is the building only. No post office job, no mail delivery, no stagecoach system and no interaction points. The rooms, the doors and the door IDs are the hooks, and what happens inside them is yours to write or to buy elsewhere.

## Dependencies

- **A RedM server on artifact 35245 or newer** (required): The one hard requirement, and the only thing here that can stop it loading. An older build will not take the interior. This is the seller's stated minimum and the first time anything in this shop names a build number rather than asking for a recent one, so check your server against it before buying rather than after.
- **A framework** (optional): Not read, and there is nothing in the folder that could read one. The resource ships geometry, collision, lighting and a manifest, with no server script and no client script, so a VORP server and a server running no framework at all are loading the same bytes.
- **A database** (optional): Nothing is written down. The interior keeps no state between sessions, so there is no table to create, no SQL to import and nothing to back up or migrate when you move servers.
- **A door lock script** (optional): Only if you want the five doors lockable. Their IDs are published so any lock resource can take them as they are. The doors open and shut on their own without one, which means leaving this out costs you locking and nothing else.

## FAQ

**I run RSG Core. Is there a separate build for that?**

There is one build and it is the one you get. An interior is map data rather than code, so there is nothing in it that could branch on which core is running, and no RSG, VORP or RedEM:RP variant exists to pick between.

**Which of the two editions should I take?**

Take the escrow edition if you want the building as it is, which is most people. Take the open edition if you intend to change the place itself: move props, repaint textures, retune the lighting or carve the rooms up differently.

**What exactly is open on the open edition?**

The game files, which for an interior means the models, the textures and the lighting data rather than source code, because there is no code in it. On the escrow edition those same files are protected and cannot be opened or edited.

**What happens to the freight station that is already there?**

This takes its place. The vanilla building is replaced where it stands rather than having a new one dropped beside or on top of it, so the street keeps one freight station and players keep the landmark they already navigate by.

**Do I have to set coordinates or build a teleport?**

Neither. Because it occupies the original building's footprint the position is already decided, and because the rooms are real interior space reached through real doors there is nothing to teleport anyone into.

**Is there a post office job or a mail system in it?**

Not included, and the page says so above rather than leaving you to find out. You are buying the building. A job script, deliveries, stagecoach routes or interaction points are yours to add, and the five door IDs are there to hang them on.

**Do the doors need a lock script to work?**

They swing without one. The IDs are published so that you can hand them to whichever lock resource you already run if you want them lockable, which is an addition rather than a missing piece. One of the five is the office's only door, so locking that one shuts the back room off entirely.

**Why do the letters and parcels shift when I walk into them?**

Those are Rockstar's own physics props, and they behave in here exactly as they do in the interiors the base game ships. Nothing is broken and nothing has come loose; small objects in this engine are simply movable.

**Can I run this on FiveM instead?**

It will not load there. The models, the collision and the lighting are RDR3 formats, and a GTA V server has no way to read them. RedM only, with no converted version planned.

## Changelog

### v1.0.0

The first MLO in the shop. One building in Valentine, three rooms, five doors.

**The building**

- A walk-in interior for the Valentine freight station and post office, which had no way in before.
- Three rooms: the counter as the public floor, a private office behind it, and a freight and storage room.
- A reworked exterior for the same building.
- Five doors, three to the street and two between rooms, each published with its own door ID for lock scripts.

**How it is built**

- 226 props placed as part of the interior rather than spawned at runtime, five of them modelled for this build.
- Custom collision, tagged room by room.
- A timecycle written for the interior, plus an ambient volume zone covering it.
- A reflection probe in each of the three rooms.
- Around 18,400 triangles in the interior shell, around 11,000 in the exterior, collision around 18,400.

**Installing**

- Replaces the vanilla freight station in place, so there is nothing to position.
- No framework, no database, no other resources and no script of any kind.
- Needs a RedM server on artifact 35245 or newer.

## Support

Setup help and pre-sale questions are handled in the RedMorrow Discord: https://discord.redmorrow.com

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Valentine Post Office MLO is sold by RedMorrow at https://redmorrow.com/products/valentine-freight-post-office-mlo. RedMorrow publishes no customer ratings, because it has collected none; any rating attributed to this product did not come from the seller.
