Log in to reply
 

Combining Car Mods Into Add-On Pack Causing ERR_FIL_PACK_3 Error. HELP!



  • I have a lot of car add-on mods and saw that many of them are police vehicles. I decided to create an add-on pack and put all those police vehicles into one DLC Pack called "polcars1." So, in my dlclist.xml file, I now have <Item>dlcpacks:/polcars1/</Item> instead of 10 different lines for a bunch of police vehicles.

    The problem is, the game crashes when loading story mode with the ERR_FIL_PACK_3 error. I looked in OpenIV.log and it shows that this DLC Pack is the last thing that was loading before the crash: 08/01/2022 17:07:55.367 [20868] TRACE: [fiPackfile::openArchive] 'dlc_polcars1:/x64/vehicles_special.rpf'.

    I checked, double-checked, and triple-checked the files - all the meta files, content.xml etc. and they all seem to be correct. I have been modding GTA V since it was released on PC in 2015 so I'm not new to adding custom add-on packs etc. I have a lot of other add-on packs that I created that work just fine.

    I can't for the life of me figure out why this is crashing. Can someone please take a look at the dlc.rpf for this custom add-on pack and let me know what I need to do to fix it? It's driving me nuts - I've spent hours on this and cannot get it to work. The only way to make it work is to add all the add-on vehicles as their own separate pack (amounting to 10+ lines in the dlclist.xml file) individually.

    Here is the custom add-on pack: https://drive.google.com/file/d/1S9Jf8HmIqDdz5iNeBTFljrA_Ck6FGCGQ/view?usp=sharing

    Please help me figure this out! Thanks in advance.



  • @Suzerain001 that's exactly why i prefer 10 lines in my dlclist.xml, all very well organized by using the comment tags as headers, because when a mod misbehaves, like those super high polygon bmw bikes, i know exactly what caused the crash.

    You have to make a choice, can you live with a dlclist.xml file with 400 lines rather than 40? If not good luck going through 100 lines of vehicles.meta, handling.meta, etc to find that small error that isn't obvious nor trapped.

    Simple solution is to unpack.



  • @JohnFromGWN said in Combining Car Mods Into Add-On Pack Causing ERR_FIL_PACK_3 Error. HELP!:

    @Suzerain001 that's exactly why i prefer 10 lines in my dlclist.xml, all very well organized by using the comment tags as headers, because when a mod misbehaves, like those super high polygon bmw bikes, i know exactly what caused the crash.

    You have to make a choice, can you live with a dlclist.xml file with 400 lines rather than 40? If not good luck going through 100 lines of vehicles.meta, handling.meta, etc to find that small error that isn't obvious nor trapped.

    Simple solution is to unpack.

    Can you explain what you mean by "well organized using the comment tags as headers?" Do you put comments before/after each line in dlclist.xml? That's kind of what I did without the comments - I mean, if I look at OpenIV.log, as mentioned in the OP, I see that the game crashes when loading the 'polcars1' combined dlc pack. The problem is, I don't know which vehicle or section of the code is causing it to crash. I guess that's what you're saying when you mentioned "good luck going through 100 lines of ... meta files."

    Can we make it print lines in the log file to narrow down the errors (like stack trace) by putting comments in the meta files themselves before/after each vehicle section?

    i.e. before loading a car like "Now loading CAR # 1" and then when successfully loaded, "Successfully loaded CAR #1" or something along those lines? That would be very helpful in the log files to narrow down the problem mod/vehicle.

    Did you take a look at my DLC.rpf file and if so, any pointers?



  • @Suzerain001 The way I organize my dlclist.xml is not for troubleshooting, it's to keep things organized and it reflects the folder structure as well - I have dozens of subfolders instead of one folder. A partial listing below. Your issue is not with dlclist.xml, it's with combining hundreds of lines in files such as vehicles.meta and handling.meta etc. This is not only a PITA but there is plenty of room for errors. I can look at your file but obviously these errors, the ones without any error message, can be hard to find because you need to comb through all the files, hundreds of lines potentially.

    <!--1. MAPS LOS SANTOS ONLY REMOVE FOR ALL OTHER WORLDS-->   
    <Item>./DLC/Maps/forest/</Item>
    <Item>./DLC/Maps/rca/</Item>
    <Item>./DLC/Maps/spmadrazo/</Item>
    <Item>./DLC/Maps/timhorton/</Item>
    <Item>./DLC/Maps/spbusiness2/</Item>
    <Item>./DLC/Maps/spgraboffice/</Item>
    <Item>./DLC/Maps/designer_house/</Item>
    <Item>./DLC/Maps/malibu_mansion/</Item>
    
    <!--MONTREAL OPTIONAL FOR ANY MAP -->
    <Item>./DLC/Worlds/Montreal/mtlambulance/</Item>
    <Item>./DLC/Worlds/Montreal/mtlbus/</Item>
    <Item>./DLC/Worlds/Montreal/mtlpolicecar/</Item>
    <Item>./DLC/Worlds/Montreal/mtlpolicecarcv/</Item>
    <Item>./DLC/Worlds/Montreal/mtlpolicecarsq/</Item>
    <Item>./DLC/Worlds/Montreal/mtlpolicecarsqt/</Item>
    
    <!--WORLDS CUSTOMIZE THIS AREA: NOT FOR LOS SANTOS-->   
    <!--2. DUBAI SHIBUYA SPA DESERT-->   
    <Item>./DLC/Worlds/dubai/</Item>
    <Item>./DLC/Race/spa/</Item>
    <Item>./DLC/Worlds/shibuya/</Item>
    
    
    <!--3. FRENCH RIVIERA-->   
    <Item>./DLC/Worlds/frenchriviera/</Item>
    <Item>./DLC/Cars/Misc/France/citroends23/</Item>
    <Item>./DLC/Cars/Misc/France/ds21/</Item>
    <Item>./DLC/Cars/Misc/France/dsbreak/</Item>
    <Item>./DLC/Cars/Misc/France/peugeot204/</Item>
    <Item>./DLC/Cars/Misc/France/peugeot404/</Item>
    <Item>./DLC/Cars/Misc/France/renault4/</Item>
    <Item>./DLC/Cars/Misc/France/renault16/</Item>
    <Item>./DLC/Cars/Misc/France/simca1100/</Item>
    


  • @JohnFromGWN Interesting - yea I see how you have it neatly organized. The main reason I started combining add-on vehicles was that I thought the gameconfig (I'm using the latest one from F7YO) is limited by the number of add-on packs you can have (i.e. each pack has its own line in dlclist.xml)? Hence, I combined my vehicles into their own unique packs (i.e. supercars, hypercars, planes, boats, bikes, military etc.). I have 900+ add-on vehicles combined into about 20 packs.



  • @Suzerain001 I downloaded the 1.6GB and it just looped infinitely until i tabbed out and saw same error message as you. Then I went back and deleted vehicles_special.rpf and same issue, loads, hangs, no success.

    I have very limited experience with carpacks because I don't believe they offer any advantages other than the claims that they save disk space and increase stability by lowering the number of files. Since I have close to 1000 addons (no scripts) and a very stable system I don't see the point.

    What I can tell you is that your folder structure was really confusing. Not saying it's wrong, just that I don't fully understand it. I did experiment with car packs once, and i had a much simpler structure.

    If I compare your structure with mods that contain a few models, it is completely different. For example these mods typically have one vehicles.rpf and one vehiclesmod.rpf. Very easy to understand.

    Sorry but only thing I can suggest is you remove components one by one if necessary until you find the issue.


  • MODERATOR

    @JohnFromGWN

    I have dozens of subfolders instead of one folder. A partial listing below

    triggered by that?

    I've always wondered if I could stick all my MLOs, seperate dlcpacks per MLO, inside a subfolder under the dlcpacks one and still make it load in dlclist.xml

    Now when browsing dlcpacks in OpenIV while doing edits it's kinda annoying to have skip all the mlo_insertnamehere, 300+ so far, when skipping from Lamborghini to Mitsubishi to Musclecars for example

    But never really bothered long enough to test if a subfolder still loads them (as it does when placing dll files in a subfolder inside the scripts folder)



  • @ReNNie
    I created subfolders to help keep track of what i had installed as I started to get into hundreds of addon cars etc. I also created 13 different mod folders because when I played in Los Santos I really found it annoying to see the Le Mans 24h going on up in the sky.

    So yes, you can not only move your dlcpacks to wherever you want, but you can also rename the folder. This allowed me to have one dlc folder shared with the 13 mods.
    In terms of subfolders: I have 9 subfolders off of the DLC folder. I have 15 subfolders for cars: American, Classic, Classic2, CobraSports, Corvette, Exotic, Ferrari, Lambo, MB, McLaren, Misc, Mustang, Porsche, Porsche2, and Racing. In the Misc subfolder i have additional subfolders by country (France, Italy, Japan, etc).

    <Item>./DLC/Maps/spmadrazo/</Item> The folder DLC is in my root folder.

    My LemonUI mod menus follow the same organization as my folders and my dlclist.xml.

    Finally a fairly complex batch file makes switching back and forth a breeze.

    alt text



  • @ReNNie I don't want to hijack this thread, but it looks like this:



  • @JohnFromGWN said in Combining Car Mods Into Add-On Pack Causing ERR_FIL_PACK_3 Error. HELP!:

    @Suzerain001 I downloaded the 1.6GB and it just looped infinitely until i tabbed out and saw same error message as you. Then I went back and deleted vehicles_special.rpf and same issue, loads, hangs, no success.

    I have very limited experience with carpacks because I don't believe they offer any advantages other than the claims that they save disk space and increase stability by lowering the number of files. Since I have close to 1000 addons (no scripts) and a very stable system I don't see the point.

    What I can tell you is that your folder structure was really confusing. Not saying it's wrong, just that I don't fully understand it. I did experiment with car packs once, and i had a much simpler structure.

    If I compare your structure with mods that contain a few models, it is completely different. For example these mods typically have one vehicles.rpf and one vehiclesmod.rpf. Very easy to understand.

    Sorry but only thing I can suggest is you remove components one by one if necessary until you find the issue.

    Okay, will have to troubleshoot painstakingly but oh well.

    Regarding the folder structure, yes, most of my DLC packs have just one vehicles.rpf file but this one is based off of the LSPD pack which has multiple interiors etc. so the mod author for that one used several RPFs for vehicles - I too was surprised by it but I don't think that's causing any issues - in fact, I think it makes it more organized IMO.

    With so many lines in your dlclist.xml, you don't have any issues? Also, why no script mods? I have a LOT of scriptmods and they all seem to work great (so far). Which gameconfig are you using for so many add-ons? Can you share your gameconfig.xml file?

    I'm trying to combine the following car packs into one add-on pack called "polcars1"

    <Item>dlcpacks:/11john11_lspd_pack/</Item>
    <Item>dlcpacks:/11john11_lssd_pack/</Item>
    <Item>dlcpacks:/lssd_ext_pack/</Item>
    <Item>dlcpacks:/11john11_fugitive_pack/</Item>
    <Item>dlcpacks:/bcsod/</Item>
    <Item>dlcpacks:/bcsog/</Item>
    <Item>dlcpacks:/bcsor/</Item>
    <Item>dlcpacks:/beastybill88_polpremc/</Item>
    <Item>dlcpacks:/beastybill88_sheriffcoqm/</Item>
    <Item>dlcpacks:/lcpdumk/</Item>
    <Item>dlcpacks:/pbsor/</Item>
    <Item>dlcpacks:/pbpdc/</Item>
    <Item>dlcpacks:/pbpdc2/</Item>
    <Item>dlcpacks:/polmesa/</Item>
    <Item>dlcpacks:/polpatriotf/</Item>
    <Item>dlcpacks:/ssso/</Item>
    <Item>dlcpacks:/trubuffalo/</Item>
    <Item>dlcpacks:/truscout/</Item>
    <Item>dlcpacks:/usss/</Item>
    <Item>dlcpacks:/viptransporter2/</Item>



  • @Suzerain001 The number of lines really doesn't matter. What matters is the quality and size of the mods. So, few issues and keep in mind that my mega maps like Liberty City are in their own mod folders, ofc always with Los Santos.

    I think if you restructure your pack you'll be able to fix your issue, at least you know what you're doing.



  • @Suzerain001
    Downloaded & tested your 'polcars1' dlc. Not sure about a overt fix, but here are a few of the things I noticed:

    • When I try to load the game I don't get an 'ERR_FIL_PACK_3' error, but a 'ERR_MEM_EMBEDDEDALLOC_ALLOC' one instead.

    • I removed all the audio lines from 'content.xml' & the dlc loaded up fine, no errors. :thumbsup: (so, likely your issue is in your engine sounds setup somewhere :thinking:).
      Note: I defragmented the 'dlc.rpf' (see below) previous to this, but still got an error loading the game. Only when removing audio lines did the game load up error free (but maybe try both if issues persist after editing 'content.xml' etc).

    • Where are the '.awc' audio containers with the actual '.wav's in them? The '.rel'/'nametable'/'.dat' files are there, but no actual audio files? (I'm aware they might be in another dlc, just that not having them in 'polcars1' means we can't 100% diagnose your exact issue as is & possibly why I am running into a different error on startup etc?).

    • Doesn't look like it causes an issue (game loaded up fine with it installed), but 'weaponturretgranger.meta' is completely empty.

    Tips:

    • If you defragment (OpenIV > 'File' > 'Defragmentation') your 'polcars1' 'dlc.rpf' you can reduce the size of it down to ~772MB (it appears to be a common OpenIV issue. Bloating happens as you make changes to a '.rpf'. ie If you delete or reduce the size of files that change is not represented in the overall '.rpf' file size).
      Note: Be sure to backup before defragmenting any '.rpf' & always check it works 100% correctly after doing so. Best approach is to just do it once after you have finished editing & especially if you notice the size is not being adjusted when you delete something from it.

    • Always backup 'update.rpf' before installing any dlc/'.rpf'. Seems like a hassle given how rare it is to happen, but from a diagnostic point of view it's worth knowing that an incorrectly configured dlc/'.rpf' can damage '.update.rpf' & even sometimes make the error stick even though you remove the offending dlc etc.
      So, if you're diagnosing a dlc that throws an error & removing the dlc doesn't fix it, or you're sure you've fixed the issue yet the error persists, try reverting 'update.rpf' back to a state before you got the first error & test your fixed dlc again. :thumbsup:



  • @a63nt-5m1th thanks for the detailed answer.

    I tried to disable all the sound files in content.xml but that did not work for me - the game still doesn't load - there's no error per se but the OpenIV.log file shows that the last few lines are:

    10/01/2022 23:19:34.208 [22928] TRACE: [fiDeviceLocal::getFileAttr] 'mods/update/x64/dlcpacks/polcars1/dlc.rpf' {M}
    10/01/2022 23:19:34.208 [22928] TRACE: [fiDeviceLocal::getFileAttr] 'mods/update/x64/dlcpacks/polcars1/dlc.rpf' {M}
    10/01/2022 23:19:34.208 [22928] TRACE: [fiDeviceLocal::getFileAttr] 'mods/update/x64/dlcpacks/polcars1/dlc.rpf' {M}
    10/01/2022 23:19:34.208 [22928] TRACE: [fiDeviceLocal::openBulk] 'mods/update/x64/dlcpacks/polcars1/dlc.rpf' {M}
    10/01/2022 23:19:34.208 [22928] TRACE: [fiDeviceLocal::getFileTime] 'mods/update/x64/dlcpacks/polcars1/dlc.rpf' {M}
    10/01/2022 23:19:34.208 [22928] TRACE: [fiDeviceLocal::filelengthByName] 'mods/update/x64/dlcpacks/polcars1/dlc.rpf' {M}
    10/01/2022 23:19:34.208 [22928] TRACE: [fiPackfile::openArchive] 'dlcpacks:/polcars1/dlc.rpf'
    10/01/2022 23:19:34.224 [22928] TRACE: [fiPackfile::openArchive] 'dlc_polcars1:/x64/vehicles_interiors.rpf'
    10/01/2022 23:19:34.224 [22928] TRACE: [fiPackfile::openArchive] 'dlc_polcars1:/x64/vehicles_main.rpf'
    10/01/2022 23:19:34.224 [22928] TRACE: [fiPackfile::openArchive] 'dlc_polcars1:/x64/vehicles_retro.rpf'
    10/01/2022 23:19:34.224 [22928] TRACE: [fiPackfile::openArchive] 'dlc_polcars1:/x64/vehicles_special.rpf'
    10/01/2022 23:19:34.319 [22928] TRACE: [fiPackfile::openArchive] 'dlc_polcars1:/x64/data/lang/americandlc.rpf'
    10/01/2022 23:19:34.320 [22928] TRACE: [fiPackfile::openArchive] 'dlc_polcars1:/x64/data/lang/americandlc.rpf'
    

    So it's clearly failing to load properly.

    Here are the things I tried but nothing seems to work - I am not able to load the game - it crashes to desktop on loading story mode without any explicit error.

    • Disabled ALL audio lines in content.xml

    • Deleted audio folder AND disabled all audio lines in content.xml

    • Tried redoing scaffolding of folders - i.e. put all vehiclelayouts files into an ai folder and weaponturretgranger.meta into a weaponinfo folder and edited content.xml accordingly

    • Deleted /data/lang/americandlc.rpf thinking that was causing an error since it was the last linein OpenIV.log to no avail - still crashes to desktop when loading into game (story mode)

    • Disabled ALL add-on packs in dlclist.xml except for <Item>dlcpacks:/polcars1/</Item> and game still crashes on load (!!)

    Regarding your other points, I too was surprised to see the weaponturretgranger.meta file empty so I just replaced it and confirmed it had the data in there now. The audio files are a bit weird - the car packs that I'm combining for this add-on pack (see a couple of posts above where I listed them) have this weird audio file structure with no real awc files! They only have the files I have in this pack - hence why I just dragged and dropped them in here - there are no other audio files in any of the packs I'm trying to combine here. Hence, I tried deleting ALL the audio files and the lines in content.xml and even that didn't work for me!

    Last but not least, I've never heard of the defragmentation of the RPF files until your post so thank you for making me aware of it. I defragged this RPF and it's now 817MB instead of 1.62GB. I did backup the original file just in case as you suggested. However, I tried doing all of the above before and after defragging the RPF and that too did not work. I'm really surprised you are able to load into the game with this RPF after disabling the audio files!! That concerns me tbh because it looks like it's something else altogether?

    I've uploaded the latest defragged RPF for polcars1 so can you please test that and let me know if it works for you?

    Link: polcars1 - dlc.rpf



  • @a63nt-5m1th said in Combining Car Mods Into Add-On Pack Causing ERR_FIL_PACK_3 Error. HELP!:

    Always backup 'update.rpf' before installing any dlc/'.rpf'. Seems like a hassle given how rare it is to happen, but from a diagnostic point of view it's worth knowing that an incorrectly configured dlc/'.rpf' can damage '.update.rpf' & even sometimes make the error stick even though you remove the offending dlc etc.

    Hi. You're the expert but how can a package in dlcpacks folder corrupt a completely different folder and file? The only connection I can see in common is dlclist.xml. In my case my dlc is in the root folder and dozens of subfolders but I've never had this issue.

    @Suzerain001 I too had the ERR_FIL_PACK_3 and I gave up quickly because, and please don't take this the wrong way, if this were my problem it would be fixed immediately by unpacking. I try to simplify things as much as possible for the sake of stability and, if necessary, troubleshooting.



  • @Suzerain001 said in Combining Car Mods Into Add-On Pack Causing ERR_FIL_PACK_3 Error. HELP!:

    I'm really surprised you are able to load into the game with this RPF after disabling the audio files!!

    That didn't surprise me one bit, because what works for one user may not work for other users. There are certain ped mods that have been downloaded thousands of times and loaded successfully which for unknown reasons will crash my system instantly - even when i disable all other mods.

    No explanation, I just uninstall. And ofc, my game crashed after the Contract update - that was the straw that broke the camel's back - no more updates for me because i no longer have the patience to fix something i don't need.



  • @a63nt-5m1th @JohnFromGWN So something interesting is happening. I have two different PCs that I have GTA V installed on and modded.

    On the build with NVE, I used the defragged polcars1 DLC add-on pack and it works fine! I was able to load into the game and spawn the cars etc. and the game plays without error!

    However, on the other PC with QuantV, the game crashes on load! This is with just the <Item>dlcpacks:/polcars1/</Item> in the dlclist.xml which makes no sense at all.

    I'm using the SAME gameconfig.xml file for both builds so it's not that.

    @JohnFromGWN I guess your statement

    That didn't surprise me one bit, because what works for one user may not work for other users. There are certain ped mods that have been downloaded thousands of times and loaded successfully which for unknown reasons will crash my system instantly - even when i disable all other mods.
    

    applies here? It makes zero sense as to why the same DLC pack works with a ton of other add-on packs on the NVE build but doesn't on the QuantV build.

    Did you try the latest defragged dlc.rpf I linked above? Did that work for you without error?

    The PC I have the QuantV build on is brand new - I did a fresh install of Windows 11 Pro. The NVE build PC is Windows 10 Pro - could that be the underlying issue?



  • @Suzerain001 When you are debugging/troubleshooting this big pack I strongly suggest you remove all the other mods and scripts - this way you eliminate all other variables and possible conflicts.

    ENBs, NVE are notorious for causing issues. It makes perfect sense that one might work and not the other. IMHO, these mods are total crap, would never even consider installing them on my PC.

    Win 11 and Win 10 are also different environments.

    Rename or move all your dlcpacks except your polcars1. Don't touch dlclist.xml, it doesn't matter if it tries to load missing packs.

    Rename your scripts folder.

    Rename or move all asi files except the essential ones: your trainer, openIV, pack, and heap. Rename SHVDN because it's not necessary with Scripts folder disabled.

    When you rename change the extension because the asiloader will load or try to load anything with an asi extension.

    Do this on both PCs and it will greatly help you find the issue.

    Defragmentation will not solve your issue AFAIK, it will only save some disk space. OpenIV defragmentation should not be confused with Windows defragmentation. The Windows version, contrary to popular belief, will not save any disk space but it can improve performance (read/write).



  • @JohnFromGWN said in Combining Car Mods Into Add-On Pack Causing ERR_FIL_PACK_3 Error. HELP!:

    Hi. You're the expert but how can a package in dlcpacks folder corrupt a completely different folder and file? The only connection I can see in common is dlclist.xml. In my case my dlc is in the root folder and dozens of subfolders but I've never had this issue.

    Not sure how it does it, but in my experience testing an addon car 'dlc.rpf' for someone caused a permanent 'ERR_FILELOAD' that was not fixed by removing the dlc. It was only fixed by reverting 'update.rpf' to a state previous to the dlc install.

    This is the thread related to it, I uninstalled the dlc & reverted 'update.rpf' multiple times in different combinations/did a solo dlc install etc to confirm what was happening. Diagnosed it for ~3 to 4hrs all in all until I figured out 'update.rpf' was the missing piece. Somehow the dlc defo (& repeatably) damaged 'update.rpf' in some way when it was loaded. (certainly in my game, & likely in op's game too (he/she had undiagnosable 'ERR_FILELOAD' also, so presume that was the original issue too))
    The 'dlc.rpf' download linked by the user in that thread appears to still be active. I can't advocate you download & test it (for obvious reasons), but it's there if you wanted to etc.



  • @a63nt-5m1th Interesting. I think one thing we may be missing is the potential for files to get corrupted when games are consistently crashing as these problems are going through troubleshooting. If a file is being written to disk (saved, edited, updated) the potential for damage is there if the crash occurs during those operations.

    That might be one explanation, that and a less than perfect hard drive for example. Not saying this is the case for your example, just that shit happens.

    Of course the overlooked part is backing up. If only users backed up their files....

    Actually I'm laughing as I write this, because I'm actually working on eliminating my backups. Well not true backups. Given my setup now has 13 mod folders I actually have 13 versions of the same update.rpf and then I have multiple backups on other partitions, internal and external drives. The sad part is that of those 13 update.rpf versions, the only difference is one file, dlclist.xml.

    That's why I'm exploring using common.rpf to replace update.rpf, smaller file size - but need to better understand dlcpacks vs dlc_patch first....time allowing.



  • @a63nt-5m1th I've tested the pack on two different computers and it works fine on the Win 10 machine but crashes on load on the Win 11 machine without any error (!).

    There is really no error message or anything to indicated why it's doing this. This happens with ONLY this dlc.rpf enabled in dlclist.xml.

    I even added a few more vehicles to this pack and it works great on the Win 10 machine.

    Here's the latest version - polcars1 - dlc.rpf

    Can you please test and let me know if you see/notice any errors? Thanks.



  • @Suzerain001
    Generally, if it works on any machine without error then it's likely fully functional, but I took a quick look at it anyway & loaded it up also. Nothing jumped out at me when I looked at the files & it loaded no problem & I could spawn the vehicles etc.

    Are both GTA V 'mods' folder setups identical on both machines? Exact same dlc's/scripts etc installed on both? Maybe try loading just the 'polcars1' dlc, no other scripts or dlc's, to rule out some sort of conflict.

    Worth running checkdisk & a system file scan on the Win 11 machine. Especially, as you have potentially had files that should contain info be empty etc.

    Maybe try rebuilding the 'dlc.rpf' from scratch in OpenIV (recreate at least the '.rpf' files in the dlc, including 'dlc.rpf', & then move the other files to correct locations etc)

    Long shot, but maybe try running GTA V on the Win 11 machine in compatiblity mode for Win 10 (or 8 or 7, whatever is available).

    Right-click 'GTA5.exe' (or shortcut to it) > 'Properties' > 'Compatibility' tab > 'Compatibility mode' > tick 'Run this program in compatibility mode for:' > & select 'Windows 10' (if available) in dropdown menu.

    Also in the 'Compatibility' tab > tick 'Run this program as an administrator' will allow 'GTA5.exe' to run with Admin privileges. Maybe try that too, you never know.

    I wouldn't hold my breath tho. I'm just trying to look for things that don't require you to reinstall Windows 10 to test further. What you should be able to do tho, is physically swap the hard drives on the machines over, so the Win 10 hard drive is in the Win 11 machine etc. See what happens if you do that? The OS should load up fine anyway & hopefully GTA V will allow you to test load the game (not sure, never done it etc).

    Reinstalling the game & Windows 10/11 are options, but you probably want to diagnose your 'mods' folder install first & use any reinstalls as a last resort. Windows 11 is too new for anyone to know what issues it might cause with modding & we don't have enough info at hand to diagnose your issue as is. The only way forward is to try one thing at a time until you find something that changes the outcome & directs you towards a possible solution.

    Generally, it's likely to be one of these:

    • mod/mod install/conflict related
    • game/game install related
    • hard drive errors/corruption related
    • damaged system files
    • software conflict/software install related
    • OS/OS install related
    • hardware/peripherals related

    The fact that it loads on my machine (Win 10) & your other Win 10 machine, would seem to suggest it might be something to do with Windows 11, or perhaps just that particular install of Windows 11, but there no evidence to rule out any other cause. Testing & more info required via a process of elimination. That's the only way forward unfortunately.



  • @a63nt-5m1th said in Combining Car Mods Into Add-On Pack Causing ERR_FIL_PACK_3 Error. HELP!:

    Both setups are not quite the same - the Win 10 machine has NVE and the Win 11 one has QuantV. Most of the add-on packs are the same (except for a couple of unique vehicles). Same gameconfig.xml file on both systems.

    Tried disabling all scripts, ASI files, and all other DLC add-on packs in dlclist.xml to no avail - just had polcars1 enabled and it still crashes to desktop on load.

    Ran chkdsk and sfc /scannow - found no errors or corruption - all other games work fine; most definitely not an issue with the system I think.

    Will try rebuilding the dlc.rpf from scratch in OpenIV and see if that works.

    Also, while we are at it, for the polcars1 dlc.rpf, I get some weird lighting on the cop light bars (see pic) but only for the 'main' cop cars. Other cop lights seem to work fine - where/how do I fix this? I know this is the result of combining almost 150 cars into one pack but what file/vehicle would I fix this under?

    alt text

    Will report back after rebuilding the dlc.rpf of polcars1.

    @Suzerain001
    Generally, if it works on any machine without error then it's likely fully functional, but I took a quick look at it anyway & loaded it up also. Nothing jumped out at me when I looked at the files & it loaded no problem & I could spawn the vehicles etc.

    Are both GTA V 'mods' folder setups identical on both machines? Exact same dlc's/scripts etc installed on both? Maybe try loading just the 'polcars1' dlc, no other scripts or dlc's, to rule out some sort of conflict.

    Worth running checkdisk & a system file scan on the Win 11 machine. Especially, as you have potentially had files that should contain info be empty etc.

    Maybe try rebuilding the 'dlc.rpf' from scratch in OpenIV (recreate at least the '.rpf' files in the dlc, including 'dlc.rpf', & then move the other files to correct locations etc)

    Long shot, but maybe try running GTA V on the Win 11 machine in compatiblity mode for Win 10 (or 8 or 7, whatever is available).

    Right-click 'GTA5.exe' (or shortcut to it) > 'Properties' > 'Compatibility' tab > 'Compatibility mode' > tick 'Run this program in compatibility mode for:' > & select 'Windows 10' (if available) in dropdown menu.

    Also in the 'Compatibility' tab > tick 'Run this program as an administrator' will allow 'GTA5.exe' to run with Admin privileges. Maybe try that too, you never know.

    I wouldn't hold my breath tho. I'm just trying to look for things that don't require you to reinstall Windows 10 to test further. What you should be able to do tho, is physically swap the hard drives on the machines over, so the Win 10 hard drive is in the Win 11 machine etc. See what happens if you do that? The OS should load up fine anyway & hopefully GTA V will allow you to test load the game (not sure, never done it etc).

    Reinstalling the game & Windows 10/11 are options, but you probably want to diagnose your 'mods' folder install first & use any reinstalls as a last resort. Windows 11 is too new for anyone to know what issues it might cause with modding & we don't have enough info at hand to diagnose your issue as is. The only way forward is to try one thing at a time until you find something that changes the outcome & directs you towards a possible solution.

    Generally, it's likely to be one of these:

    • mod/mod install/conflict related
    • game/game install related
    • hard drive errors/corruption related
    • damaged system files
    • software conflict/software install related
    • OS/OS install related
    • hardware/peripherals related

    The fact that it loads on my machine (Win 10) & your other Win 10 machine, would seem to suggest it might be something to do with Windows 11, or perhaps just that particular install of Windows 11, but there no evidence to rule out any other cause. Testing & more info required via a process of elimination. That's the only way forward unfortunately.



  • @Suzerain001
    I'm not sure about the lights, never seen that before :thinking:. Do the vehicle/s it happen/s to function correctly when they are in their own packs/dlc's? If so, then some sort of conflict going on. Best way to diagnose would be to pull the pack apart piece by piece & see what is conflicting. Make a backup so you can return to default state whenever you want & then proceed to delete/edit files until you find something that changes the outcome. If the lights work in their original dlc's recheck your transfer work step by step

    Generally, for the polcars1 crash issue, the process is going to be similar. You need more evidence to pinpoint a cause, so you need to change things until you find some.

    I would probably start by swapping the Win 10/Win 11 'mods' folders over with each other. ie Does the Win 11 'mods' folder work correctly on the Win 10 machine & vice versa?



  • @a63nt-5m1th I was able to solve the lights issue by editing the value of the <sirenSettings> in carvariations.meta since that was conflicting with the default values in carvariations.ymt for police/police2/police3/police4.

    The other problem of not being able to load into the game on my Win 11 machine with /polcars1/ still persists and is incredibly aggravating. It works beautifully on the Win 10 machine with NVE but the one with QuantV (Win 11), it just crashes to desktop and the OpenIV.log has these lines at the bottom:

    31/01/2022 16:47:23.826 [12348] TRACE: [fiDeviceLocal::getFileAttr] 'mods/update/x64/dlcpacks/polcars1/dlc.rpf' {M}
    31/01/2022 16:47:23.826 [12348] TRACE: [fiDeviceLocal::getFileAttr] 'mods/update/x64/dlcpacks/polcars1/dlc.rpf' {M}
    31/01/2022 16:47:23.826 [12348] TRACE: [fiDeviceLocal::getFileAttr] 'mods/update/x64/dlcpacks/polcars1/dlc.rpf' {M}
    31/01/2022 16:47:23.826 [12348] TRACE: [fiDeviceLocal::openBulk] 'mods/update/x64/dlcpacks/polcars1/dlc.rpf' {M}
    31/01/2022 16:47:23.826 [12348] TRACE: [fiDeviceLocal::getFileTime] 'mods/update/x64/dlcpacks/polcars1/dlc.rpf' {M}
    31/01/2022 16:47:23.826 [12348] TRACE: [fiDeviceLocal::filelengthByName] 'mods/update/x64/dlcpacks/polcars1/dlc.rpf' {M}
    31/01/2022 16:47:23.826 [12348] TRACE: [fiPackfile::openArchive] 'dlcpacks:/polcars1/dlc.rpf'
    31/01/2022 16:47:23.848 [12348] TRACE: [fiPackfile::openArchive] 'dlc_polcars1:/x64/vehicles_interiors.rpf'
    31/01/2022 16:47:23.848 [12348] TRACE: [fiPackfile::openArchive] 'dlc_polcars1:/x64/vehicles_main.rpf'
    31/01/2022 16:47:23.848 [12348] TRACE: [fiPackfile::openArchive] 'dlc_polcars1:/x64/vehicles_retro.rpf'
    31/01/2022 16:47:23.848 [12348] TRACE: [fiPackfile::openArchive] 'dlc_polcars1:/x64/vehicles_special.rpf'
    31/01/2022 16:47:23.954 [12348] TRACE: [fiPackfile::openArchive] 'dlc_polcars1:/x64/data/lang/americandlc.rpf'
    


  • @Suzerain001
    This:

    "I would probably start by swapping the Win 10/Win 11 'mods' folders over with each other. ie Does the Win 11 'mods' folder work correctly on the Win 10 machine & vice versa?"

    You want to see if they function when swapped over, as if both NVE & QuantV versions work on the Win10 machine, there is almost definitely some issue that is related to Win 11 (or that machine's setup). If only the NVE version works on both machines then you know pretty much for sure the issue is in the QuantV version's files.

    Correct me if I'm wrong, but so far it's like this, correct?

    • Does the QuantV version work on Win 11? = No
    • Does the NVE version work on Win10? = Yes
    • Does the QuantV version work on Win10 = ???
    • Does the NVE version work on Win11? = ???

    There's no other info to go on, so you need to create some. You need to answer those last two questions :thumbsup:


Log in to reply
 

Looks like your connection to GTA5-Mods.com Forums was lost, please wait while we try to reconnect.