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GTA 5 Crashes upon installing Add-on Vehicle(s)

  • @iwansx-gaming Thanks a lot, this actually worked. After first doing the method, I was still getting the memory error; this was just the modified gameconfig though. This actually made it so I could use the vanilla gameconfig without the loading crash when adding cars. I'm not sure whether or not it has anything to do with mpheist4 specifically, but it is worth noting that mpheist4 is like 7 and a half Gigabytes on its own.

    EDIT: I always kind of had a feeling that dlc had something to do with it. I knew that banging my head against gameconfigs over and over wouldn't solve this problem. I'm just glad I don't have to deal with it now.

  • @Psyulai said in GTA 5 Crashes upon installing Add-on Vehicle(s):

    I always kind of had a feeling that dlc had something to do with it.

    Of course it was dlc related. Scripts and addons crash games.

    What @iwansx-gaming provided is a workaround, not a solution.

    There are 2 major areas of misinformation in this thread and 1 ridiculous one.

    1. Packfile limit adjusters don't cause problems. The proof is 99.9% of modders use them, on the contrary, to ensure stable games.
    2. mpheist4 doesn't cause crashes. The proof is once more that 99.9% of modders have this dlc installed and loaded.
    3. You don't need to cut and paste dlc and move it to another folder. All you need to do is remove entries from dlclist.xml.

    I'm glad you fixed your issues but you did so by removing valid dlc. Why did this work? Two possibilities come to mind.

    As you surmised yourself, you eliminated a memory intensive mod which will definitely increase stability.
    Or, it's possible this mpheist4 dlc conflicted with other addons.

  • @JohnFromGWN said in GTA 5 Crashes upon installing Add-on Vehicle(s):

    Packfile limit adjusters don't cause problems.

    The Mod comment section has plenty of people complaining about "unable to find pattern #" and the patter number may vary, several being mentioned. While some say it works perfectly.
    So you're wrong on that and Packetfile limit adjuster actually can cause problems. It caused problems to me, I removed it, the problem was gone and I had not missed it, game is doing just fine without it. Why use something if you don't need it? He was looking for conflicts, removing every non essential item is a good start on these cases...

    I do agree on the part that removing the dlc just hide the problem instead of solving it, which would require futher investigation to know where the conflict is. But again if people don't need that dlc content why to spend the time on it?

  • @Sata said in GTA 5 Crashes upon installing Add-on Vehicle(s):

    The Mod comment section has plenty of people complaining

    For every person complaining about the packfile mod there are 100 blaming scripthookv. Obviously we won't mod without SH5, we can't mod without this essential component. Gameconfig.xml mods are also blamed as well because they're considered infallible magic bullets. So ScripthookV and gameconfig.xml mods are constantly berated and blamed for modding crashes instead of the user owning up and accepting responsibility for their mistakes or inexperience.

    My point is that mods are responsible for crashes, so this is guilt by association, it isn't the packfile limit adjuster that caused the crash directly. Rather it allows the user to keep adding the wrong combination of mods or too many mods until all breaks.

    I fully agree that you don't install mods without cause. However the overwhelming majority of modded GTA5 games will benefit from the PackfileLimitAdjuster.asi. That's why removing it is a last resort, not worthy of mention except as a last resort. The packfile mod is definitely an essential mod.

    With respect to removing DLC the equation is relatively simple. Keep adding DLC and you significantly increase your probability of hanging or crashing. Any DLC removal could have solved the OP's problem. Memory Management 101.

    If someone finds this thread in the future they should use a systematic approach, to disable mods and scripts, before even considering removing mpheist4 and the packfile limit adjuster.

    I understand this fixed your problem and you don't require the packfile mod, but generalizing this as a fix is not a best practice. Your case is rare, as are the problems solved by disabling an anti-virus or a few lost souls who had multiple copies of GTA5 installed.

  • @JohnFromGWN There are still some questions though. I did attempt removing mpheist4 from dlclist.xml on its own and that didn't work. Instead, it was the removing of all GTA 5 vanilla DLC from update and copying them into the mods folder that did work. If it was purely a memory issue, then I should still be receiving crashes as I basically just changed the location of the DLCs instead of removing them.

    IIRC, the mods folder only functions because of the things openiv installs where as the update folder is default so my guess is that GTA 5 handles them differently.

  • @Psyulai said in GTA 5 Crashes upon installing Add-on Vehicle(s):

    IIRC, the mods folder only functions because of the things openiv installs

    The mods folder exists to protect both your mods and your vanilla files.

    If you modded the vanilla files directly, they would potentially be replaced at the next Rockstar update. This pertains to edits and replaces. For example data files such as dlclist.xml and gameconfig.xml would be replaced with the vanilla files and you would lose all your customizations. Other examples would be meta file edits, texture replaces, etc.

    You wouldn't lose addons. GTA 5 doesn't erase personal files. Modding vanilla files will also lead to possible file corruption. This can crash a game but can be fixed with a verify integrity. For FiveM client users, modified vanilla files are generally unacceptable.

    OpenIV has 2 components. One is an editor allowing changes to text and encrypted files, with functionality overlap with the CW rpf explorer. The other component, OpenIV.asi loads addons (dlc.rpf). Itself is loaded by dinput8.dll. In fact it will load anything in dlclist.xml and essentially instructs the game to give priority to files in the mods folder (for example car and other replaces).

    Just a footnote that with my 1,000+ mods installed, I don't have game dlc in my mods folder. I have 2 or 3 modified x.rpf files but that's it. In other words duplicating or moving mods from vanilla to mods is absolutely unnecessary, optional, and just a waste of disk space. It will not solve any crash problems unless you have some issues with your setup.

    I have no idea how your issue was fixed but I'm glad for you even though your fix just restored a hidden issue. There isn't any logic or rational to moving dlc from vanilla to mods. First time I've heard of this suggested. Wonderful it solved your problem.

  • @JohnFromGWN Yeah, it is an odd fix, that's for sure, and it is true that it doesn't seem logical, but there must be some hidden logic somewhere, right? You said openiv.asi instructs the game to give priority to files in the mods folder, maybe that does something, like for example making it so that dlc is loaded at the same time as mods instead of before or after, and avoiding some kind of conflict.

  • @Psyulai said in GTA 5 Crashes upon installing Add-on Vehicle(s):

    but there must be some hidden logic

    More likely the cause, the issue, is hidden, masked by other factors.

    The only foolproof solution I know of, the one that should be used first, is to remove all mods and then add them back one by one. This systematic and logical process is done only after the vanilla version of the game is certifiably stable. If the game loads properly and you can play for hours without crashing, then you're assured your setup, including hardware, is now ready for modding.

    If you skip this critical first phase, any troubleshooting down the line will be more complicated. The next phase is to install what are readily accepted as essential files. These files are often blamed for errors when it really is the user who is at fault. Once more you test your game for stability before adding mods.

    The last phase is adding mods, ideally one by one, once more to ensure stability. If you look at the comment sections of any mod here you're almost guaranteed to find comments saying the mod doesn't work or crashed your game. Mods can be outdated, mods can conflict, you may have too many installed, or they may just not work on your particular mod.

    Personally I've installed, permanently or temporarily, thousands of mods without exaggeration. During that time, I've only encountered one vehicle I could not spawn, 2 or 3 peds which would instantly crash my game, and 1 ped which randomly decides not to spawn, thankfully without crashing.

    So to anyone following this thread, my advice, for what it's worth, is to eliminate variables when preparing your game for modding, when adding mods, and when troubleshooting.

    For anyone interested in a proven and tested approach for getting the game modded right the first time and how to troubleshoot systematically, here is some suggested reading.



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